07-20-2023, 12:00 AM
(This post was last modified: 07-20-2023, 12:02 AM by DerVVulfman.)
Oh, if enterbrainless put such effort to make an RMXPAce... upping the FPS to 80 (hehehe) ... re-include the facesets, the tileset changers, the vehicles, even the trigger-other-map-event commands that we scripters wrote, and (of course) duplicate how WE broke up the default scripts into smaller methods by way of the RMXP SDK that predates VX....
Ah, but I digress.
I am still working upon my Party Thievery script. And have made significant headway. By that, if the party steals from a castle armoury and one of the heroes decides to use a stolen sword... it shows up in his equipment menu as STOLEN! Even better, when un-equipping the blade, you can properly see it back in the party list as a stolen weapon.
Unfortunately, it does require rewrites of certain methods. The application of the theft icon atop the ill-gotten booty (or is that ill booten gotti?) and the feature to include both sets of item grab bags (stolen or otherwise) must be inserted within the middle of the refresh methods and drawing methods.
EDIT: Oh, this was difficult...
The EQUIP method required more work than I expected. It needed to know specifically if the item being removed was stolen as well as the item equipped. When you hover over any item in Scene_Equip, the system actively 'equips' and 'unequips' what you have highlighted. This caused problems with stolen items suddenly being added to the regular hash and visa versa.
Fortunately, that's been fixed. And I just added some new script calls.
Cleaning up the revised script now, big as it is.
Ah, but I digress.
I am still working upon my Party Thievery script. And have made significant headway. By that, if the party steals from a castle armoury and one of the heroes decides to use a stolen sword... it shows up in his equipment menu as STOLEN! Even better, when un-equipping the blade, you can properly see it back in the party list as a stolen weapon.
Unfortunately, it does require rewrites of certain methods. The application of the theft icon atop the ill-gotten booty (or is that ill booten gotti?) and the feature to include both sets of item grab bags (stolen or otherwise) must be inserted within the middle of the refresh methods and drawing methods.
EDIT: Oh, this was difficult...
The EQUIP method required more work than I expected. It needed to know specifically if the item being removed was stolen as well as the item equipped. When you hover over any item in Scene_Equip, the system actively 'equips' and 'unequips' what you have highlighted. This caused problems with stolen items suddenly being added to the regular hash and visa versa.
Fortunately, that's been fixed. And I just added some new script calls.
Cleaning up the revised script now, big as it is.