02-17-2025, 08:00 PM
I cannot account for scripts of which I am unaware. And likely those may be in play. As a rule, it is better to have an outside script that performs changes than to directly edit the already-existing default scripts. Those changes are typically untraceable and can cause issues down the line.
But as I stated a few hours ago (after some cleanup):
Some cleanup was done by way of replacing the older names used within the original alias commands with newer ones that were more on-par with the standard that includes the name(s) of the actual class and a suggested name for the script.
As to why the class name is a requirement, Assume you were to alias the 'initialize' method within Game_Battler and within Game_Enemy. The Game_Enemy class inherits methods from Game_Battler. And if you used the same alias name (like mk_init), the project would crash because of issues as Game_Battler's initialize method has no passed parameters whilst Game_Enemy does.
Next was the consolidation of certain repeated statements that garnered item names and icons. Methods that performed these tasts were scattered about. But as of now, only one of each method now exist within the MM_Steal module.
And now, I added a new feature!!! Armor bonuses specifically for steal and peep skills!
While true that armor can boost or reduce the wearer's basic stats, I thought it would be an interesting idea if something worn could give an additional boost to an actor's stats when performing a bit of grand larceny.
You could have a "Gloves" accessory that boosts an actor's dexterity. But with this, you could make an exact copy of the gloves, but have the second pair (let's call them "Thieves Gloves") give a +20 to an actor's dexterity score solely when stealing from an enemy. Likewise, and within the currently supplied configuration page, I gave a -10 agility penalty to most default Helmets when one wishes to try and Peep an enemy's stats.
The new Armors bonus/penalty system works with systems using both my MultiSlots! system and Guilaume777's Multi-Slot Equipment Script. BUT, Steal and Peep must be placed below those systems.
But as I stated a few hours ago (after some cleanup):
BUMP
To version 1.2
To version 1.2
Some cleanup was done by way of replacing the older names used within the original alias commands with newer ones that were more on-par with the standard that includes the name(s) of the actual class and a suggested name for the script.
As to why the class name is a requirement, Assume you were to alias the 'initialize' method within Game_Battler and within Game_Enemy. The Game_Enemy class inherits methods from Game_Battler. And if you used the same alias name (like mk_init), the project would crash because of issues as Game_Battler's initialize method has no passed parameters whilst Game_Enemy does.
Next was the consolidation of certain repeated statements that garnered item names and icons. Methods that performed these tasts were scattered about. But as of now, only one of each method now exist within the MM_Steal module.
And now, I added a new feature!!! Armor bonuses specifically for steal and peep skills!
While true that armor can boost or reduce the wearer's basic stats, I thought it would be an interesting idea if something worn could give an additional boost to an actor's stats when performing a bit of grand larceny.
You could have a "Gloves" accessory that boosts an actor's dexterity. But with this, you could make an exact copy of the gloves, but have the second pair (let's call them "Thieves Gloves") give a +20 to an actor's dexterity score solely when stealing from an enemy. Likewise, and within the currently supplied configuration page, I gave a -10 agility penalty to most default Helmets when one wishes to try and Peep an enemy's stats.
The new Armors bonus/penalty system works with systems using both my MultiSlots! system and Guilaume777's Multi-Slot Equipment Script. BUT, Steal and Peep must be placed below those systems.