AktorEkuip VX - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread: AktorEkuip VX (/thread-9893.html) |
AktorEkuip VX - kyonides - 10-04-2024 AktorEkuip VX
Version 1.2.0
by Kyonides
Introduction My scriptlet allows you to add more weapons or armors to a Hero's official lists during gameplay. This can be enabled from the very beginning as well. You see, there are 2 Constants defined in the AktorEkuip module below that will let you set a list of Actors that might get Extra Equippable Weapons or Armors from the very beginning. It does not specify which Weapons or Armors at all. That will be setup dynamically during your game session. It also features 2 special flags or Script Calls to enable or disable those lists for any given Actor at any time during gameplay. Side Note This scriptlet could be considered the RMXP or RMVX port of EkuipFeatures ACE, even if both systems have pretty much nothing in common. That's true for RGSS 1 and 2 because they have no features array to handle it the strange way RGSS 3 does. Settings There are 2 Constants in the AktorEkuip module, namely:
Just add Actor ID's to any of them as deemed necessary and that's it! What happens to all the other actors? Nothing at all, guys! Code: module AktorEkuip List of Script Calls Original Calls Code: # - First find an Actor - 2 Methods: New Calls Code: # - Delist a Hero's Class Weapon or Armor Newer Calls Code: # - Create Custom Class Weapons or Armors Exclusions Newest Calls Code: # - Bless or Don't Bless an Actor! Terms & Conditions Free for use in any game. Include my nickname in your game credits. Don't adopt stay cats. That's it! |