Leon 55 Report post Posted January 13, 2008 Ok, this script allows accessories to add Elemental Attack. For instance, an accessory that adds fire attack. Just follow the instructions in the header of the script, and it should be good to go. Sorry, no screenshots. Hard to show it adds elemental attack. #=============================================================================== # Elemental Attack Accessories v. 1.0 # by Leon_Westbrooke #------------------------------------------------------------------------------- # Allows accessories to give elemental attack(s). # # Instruction: # -Place above main, but below any scripts that alter the method 'element_set'. # -In the method, where it says Elemental_Acc, below that, follow the example # in the comments. # # Notes: # -Allows a crossover for Guillaume777's Multislot script. To use it, set # Multislot_Script equal to true. # # Compatability: # -It is compatible with any script that does NOT alter the method element_set # for the Game_Actor class. #=============================================================================== module EAtk_Acc #----------------------------------------------------------------------------- # Elemental_Acc = { # accessory_id1 => [element_id, element_id], # accessory_id2 => [element_id], etc #----------------------------------------------------------------------------- Elemental_Acc = { 25 => [4, 7], 26 => [5] } Multislot_Script = false end class Game_Actor def element_set ea = EAtk_Acc new_element_set = [] if ea::Multislot_Script == false weapon = $data_weapons[@weapon_id] if weapon != nil new_element_set = weapon.element_set end if @armor4_id != nil if ea::Elemental_Acc.keys.include?(@armor4_id) for i in 0...ea::Elemental_Acc[@armor4_id].size unless new_element_set.include?(ea::Elemental_Acc[@armor4_id][i]) new_element_set.push(ea::Elemental_Acc[@armor4_id][i]) end end end end else weapon = self.get_weapon_data if weapon != nil new_element_set = weapon.element_set end for h in 0...armor_ids[3] if @armor_ids[3][h] != nil if ea::Elemental_Acc.keys.include?(@armor_ids[3][h]) for i in 0...ea::Elemental_Acc[@armor_ids[3][h]].size unless new_element_set.include?(ea::Elemental_Acc[@armor_ids[3][h]][i]) new_element_set.push(ea::Elemental_Acc[@armor_ids[3][h]][i]) end end end end end end return new_element_set end end Share this post Link to post Share on other sites
BlueLightning 0 Report post Posted January 25, 2008 That's a great script....but doesn't the in recent RPGMXP you can edit the items to have elemental properties? Share this post Link to post Share on other sites