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Leon

Elemental Attack Accessories

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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

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