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Weapons Swap VX + ACE - Printable Version

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+---- Thread: Weapons Swap VX + ACE (/thread-9678.html)



Weapons Swap VX + ACE - kyonides - 09-27-2024

Weapons Swap VX + ACE

by Kyonides


Introduction

The title makes it extremely clear, but just case here we go: your party members can now swap their weapons at any given time. It will do it either BY FORCE or Lazily (by running a couple of internal checks).

Just call:
Force? is a placeholder for true or false.
Code:
$game_party.swap_weapons(Force?, FirstPosition, SecondPosition)

...and it will let you make the change swiftly!

It will ignore your request if for ANY REASON you provide it with identical positions.

Just in Case you are using VX or VX ACE:

It does NOT ALTER the Actor's Two Swords Style or Dual Wield feature at all.

To get the corresponding Skill Scripts, click Here!

The Scripts

VX Script

Code:
# * Weapons Swap VX * #
#   Scripter : Kyonides Arkanthes
#   2023-01-14

# - It's free as in beer. - #

# * Script Call * #
#   $game_party.swap_weapons(PartyIndex1, PartyIndex2)

class Game_Actor
  attr_writer :weapon_id, :armor1_id
end

class Game_Party
  def swap_weapons(*indexes)
    return if indexes[0] == indexes[1]
    heroes = indexes.map{|n| $game_actors[@actors[n]] }
    if heroes[0].two_swords_style and heroes[1].two_swords_style
      swap_armor_ids(*heroes)
    end
    swap_weapon_ids(*heroes)
  end
  private
  def swap_weapon_ids(hero1, hero2)
    hero1.weapon_id, hero2.weapon_id = hero2.weapon_id, hero1.weapon_id
  end

  def swap_armor_ids(hero1, hero2)
    hero1.armor1_id, hero2.armor1_id = hero2.armor1_id, hero1.armor1_id
  end
end

VX ACE Script

Code:
# * Weapons Swap ACE * #
#   Scripter : Kyonides Arkanthes
#   2023-01-15

# - It's free as in beer. - #

# * Script Call - #

# - Swap Weapons - Force? Options: true or false - #
#   $game_party.swap_weapons(Force?, PartyIndex1, PartyIndex2)

class Game_BaseItem
  attr_accessor :item_id
end

class Game_Actor
  def just_equips() @equips end
end

class Game_Party
  def get_hero(pos)
    $game_actors[@actors[pos]]
  end

  def swap_equip_item_ids(force, pos, hero1, hero2)
    he1 = hero1.just_equips[pos]
    he2 = hero2.just_equips[pos]
    he1.item_id, he2.item_id = he2.item_id, he1.item_id
    return if force
    hero1.refresh
    hero2.refresh
  end
  private :get_hero, :swap_equip_item_ids

  def swap_weapons(force, *indexes)
    return if indexes[0] == indexes[1]
    hero1 = get_hero(indexes.shift)
    hero2 = get_hero(indexes.shift)
    if hero1.dual_wield? and hero2.dual_wield?
      swap_equip_item_ids(force, 1, hero1, hero2)
    end
    swap_equip_item_ids(force, 0, hero1, hero2)
    return true
  end
  def member_ids() @actors end
end


Terms & Conditions

Check out the comments embedded in each script! Happy with a sweat
Just keep in mind you should mention me in your game credits. Winking
Do Not Repost It!


RE: Weapons Swap VX + ACE - kyonides - 09-27-2024

Weapons Swap Skill VX + ACE

by Kyonides

Introduction

This is the natural outcome of implementing the Weapons Swap script:

to let Witch Ghost Zombie Golem Your Foes Use It Against You! Slayne Ghim Deedlit Orson 

The Scripts
VX Script

Code:
# * Weapons Swap Skill VX * #
#   Scripter : Kyonides Arkanthes
#   2023-01-14

# - It's free as in beer. - #

# Just leave the following comment in the Skill's Note Box:
#   <weapon swap>

class Game_Battler
  WEAPON_SWAP_REGEX = /<weapon swap>/i
  alias :kyon_weapon_swap_skill_skill_fx :skill_effect
  def apply_weapon_swap(user, skill)
    if skill.note[WEAPON_SWAP_REGEX] and user.is_a?(Game_Enemy)
      clear_action_results
      heroes = $game_party.member_ids
      return @skipped = true if heroes.size < 2
      pos1 = self.index
      pos2 = rand(heroes.size)
      result = $game_party.swap_weapons(pos1, pos2)
      return @missed = nil
    end
  end

  def skill_effect(user, skill)
    kyon_weapon_swap_skill_skill_fx(user, skill)
    apply_weapon_swap(user, skill)
  end
end

VX ACE Script with Enemy's Skill

NOTE: VX Ace will always attempt to remove the forbidden weapons as stated in the comments embedded in my script. What I did was creating a WS state to prevent it from doing it while in battle. Once you go back to the map, you will find your weapons in your party's inventory.

Code:
# * Weapons Swap & Skill ACE * #
#  Scripter : Kyonides Arkanthes
#  2023-01-15

# - It's free as in beer. - #

# * Script Call - #

# - Swap Weapons - Force? Options: true or false - #
#  $game_party.swap_weapons(Force?, PartyIndex1, PartyIndex2)

# - Define the WS Skill by leaving a comment in the Skill's Note Box:
#  <weapon swap force>  or  <weapon swap lazy>

# - Create a Weapons Swap State in the States DB and Set the value of the
#  STATE Constant accordingly. It is found in the KWSwap Module.

# * Warning * #

#  VX ACE will ALWAYS attempt to REMOVE unequippable weapons whenever ANY
#  State Change or Buff or Debuff and other alterations takes place.

module KWSwap
  STATE = 26
  REGEX = /<weapon swap (force|lazy)>/i
end

class Game_BaseItem
  attr_accessor :item_id
end

class Game_Battler
  alias :kyon_weapon_swap_skill_item_user_fx :item_user_effect
  def apply_weapon_swap(user, skill)
    return unless skill.note[KWSwap::REGEX] and user.is_a?(Game_Enemy)
    heroes = $game_party.member_ids
    if heroes.size < 2
      @result.missed = true
      return
    end
    pos1 = self.index
    pos2 = rand(heroes.size)
    force = $1[/force/] != nil
    success = $game_party.swap_weapons(force, pos1, pos2)
    if success
      hero2 = heroes[pos2]
      $game_actors[hero2].add_state(KWSwap::STATE)
      add_state(KWSwap::STATE)
    end
    @result.used = success
  end

  def item_user_effect(user, item)
    swapped = false
    swapped |= apply_weapon_swap(user, item) if item.is_a?(RPG::Skill)
    kyon_weapon_swap_skill_item_user_fx(user, item) unless swapped
  end
end

class Game_Actor
  alias :kyon_weapon_swap_skill_refresh :refresh
  def refresh
    if state?(KWSwap::STATE)
      super
      return
    end
    kyon_weapon_swap_skill_refresh
  end
  def just_equips() @equips end
end

class Game_Party
  def get_hero(pos)
    $game_actors[@actors[pos]]
  end

  def swap_equip_item_ids(force, pos, hero1, hero2)
    he1 = hero1.just_equips[pos]
    he2 = hero2.just_equips[pos]
    he1.item_id, he2.item_id = he2.item_id, he1.item_id
    return if force
    hero1.refresh
    hero2.refresh
  end
  private :get_hero, :swap_equip_item_ids

  def swap_weapons(force, *indexes)
    return if indexes[0] == indexes[1]
    hero1 = get_hero(indexes.shift)
    hero2 = get_hero(indexes.shift)
    if hero1.dual_wield? and hero2.dual_wield?
      swap_equip_item_ids(force, 1, hero1, hero2)
    end
    swap_equip_item_ids(force, 0, hero1, hero2)
    return true
  end
  def member_ids() @actors end
end


Same Terms & Conditions as the Main Script on the Main Thread.