07-26-2006, 01:00 PM
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Tired of being completely defenseless if you forget to equip your characters? Do you miss the days where you could have monk characters that don't wear equipment but still do damage? Have you perhaps sworn off equipment completely, but still want to be able to dish it out as well as take it? Well, worry no more. With some editting, Attack Power, Physical Defense, and Magic Defense will all raise along with your levels, just like HP, Strength and the rest.
First, in Game_Actor, go under 'def base_atk', 'def base_pdef', and 'def base_mdef' and, anywhere BEFORE the 'return', create a variable called 'char_atk', 'char_pdef', and 'char_mdef' for each one respectively. Have each equal 0.
Now, below your newly created variable, create a series of 'if' statements according to the ID of the hero. That is, 'if @actor_id == [actor_id]', where actor_id in brackets is a number. So @actor_id == 1 means Actor #001 in the Database; usually Aluxes, or Arshes depending on which version you have. You must do this with *EACH* character you have, so this could get very tiring if you have a lot of characters.
Anyway, under that if statement, we will change the char_[statname] variable -- with '[statname]' being atk, pdef, or mdef -- with the character's level and whatever you want to do with it. In my case, it's
char_[statname] = @level * [number] + [another number]
or
char_[statname] = @level * ([number / number]) + [another number]
Whatever. Heck, if yuo have a low-stat type of game, you can even have the character's attack simply equal their level. Basically, put whatever formula you want, but make sure you involve the character's level in there or the stat will never level up.
After you've done that, in the return method you add char_[statname]. BUT it's a little different with 'base_atk'; that part that goes 'weapon != nil ? weapon.atk : 0' - it *MUST* be wrapped around in parenthesis or things will mess up. After that, insert '+ char_atk'.
So basically:
char_[statname] = 0
if @actor_id == [actor_id]
char_[statname] = @level * 5, or whatever you have here.
elsif @actor_id == [actor_id], and so on.
end
return (weapon != nil ? weapon.atk : 0) + char_atk
OR
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + char_pdef (for magic defense, just replace pdef with mdef)
And if you still don't get it, or want to see how it works for yourself, start a new project, and replace Game_Actor with this:
Code
Code:
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
#==============================================================================
# GAME_ACTOR EDITTED BY PHOTON WEAPON
#
# Attack, Physical Defense, and Magic Defense level up with other stats.
#
# This edit of the Game_Actor class does just that. Normally characters
# have 0 Atk, P-Def, and M-Def unless they have something equipped. But this
# script makes it so that characters will always have some points left in those
# stats even with no equipment. Useful for monk-type characters, or battle
# systems that don't involve weapons and/or armor.
#
# First we create a variable called char_[statname] (or whatever
# you want to call it), and have it start with 0. Then we'll have the
# game detect the 'actor_id' of the character. For example, Aluxes/Arshes
#is normally Actor001 in the Database; so his @actor_id is 1, and the script
# will then give him this amount of the statistic.
#
# After determine what their ID is, the char_[statname] variable becomes an
# equation involving the character's level (@level * so-and-so), ending with
# '+ [number]'. The reason we need '+ [number]' there is so that they'll have some amount of this stat
# to fall on if they have no weapon equipped. Otherwise, the statistic
# will be very, very low until the character reaches higher levels.
#
# Example, without '+ [number]'; Level = 1.
# @level * 5 = 5.
# Example, with '+ [number]'; Level = 1.
# @level * 5 + 50 = 55. See?
#
# Eh, you'll see how it works. Just scroll down over to 'def base_atk',
# 'def base_pdef', and 'def base_mdef'.
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :name # name
attr_reader :character_name # character file name
attr_reader :character_hue # character hue
attr_reader :class_id # class ID
attr_reader :weapon_id # weapon ID
attr_reader :armor1_id # shield ID
attr_reader :armor2_id # helmet ID
attr_reader :armor3_id # body armor ID
attr_reader :armor4_id # accessory ID
attr_reader :level # level
attr_reader :exp # EXP
attr_reader :skills # skills
#--------------------------------------------------------------------------
# * Object Initialization
# actor_id : actor ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
end
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_hue = actor.character_hue
@battler_name = actor.battler_name
@battler_hue = actor.battler_hue
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
@hp = maxhp
@sp = maxsp
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
# Learn skill
for i in 1..@level
for j in $data_classes[@class_id].learnings
if j.level == i
learn_skill(j.skill_id)
end
end
end
# Update auto state
update_auto_state(nil, $data_armors[@armor1_id])
update_auto_state(nil, $data_armors[@armor2_id])
update_auto_state(nil, $data_armors[@armor3_id])
update_auto_state(nil, $data_armors[@armor4_id])
end
#--------------------------------------------------------------------------
# * Get Actor ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# * Get Index
#--------------------------------------------------------------------------
def index
return $game_party.actors.index(self)
end
#--------------------------------------------------------------------------
# * Calculate EXP
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
#--------------------------------------------------------------------------
# * Get Element Revision Value
# element_id : element ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# Get values corresponding to element effectiveness
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# If this element is protected by armor, then it's reduced by half
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
# If this element is protected by states, then it's reduced by half
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# End Method
return result
end
#--------------------------------------------------------------------------
# * Get State Effectiveness
#--------------------------------------------------------------------------
def state_ranks
return $data_classes[@class_id].state_ranks
end
#--------------------------------------------------------------------------
# * Determine State Guard
# state_id : state ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# * Get Maximum HP
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 9999].min
return n
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
return $data_actors[@actor_id].parameters[0, @level]
end
#--------------------------------------------------------------------------
# * Get Basic Maximum SP
#--------------------------------------------------------------------------
def base_maxsp
return $data_actors[@actor_id].parameters[1, @level]
end
#--------------------------------------------------------------------------
# * Get Basic Strength
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Dexterity
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Intelligence
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# * Get Basic Attack Power
#
# PHOTONWEAPON EDIT - Give characters an actual 'base' attack power.
#
# Parenthesis is around the original code for returning attack power
# so things will look right. Without the parenthesis, either the game will
# crash or you'll receive the wrong statistic when you equip or unequip.
#--------------------------------------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
char_atk = 0
if @actor_id == 1 # Determines ID# of hero in Database; Actor001, or Aluxes/Arshes.
char_atk = (@level * 5) + 40 # Actor001's Atk. is 40 plus its level x 5.
elsif @actor_id == 2 # Actor002, or Basil.
char_atk = (@level * 5) + 35
elsif @actor_id == 3 # Actor003, or Cyrus.
char_atk = (@level * 6) + 40
elsif @actor_id == 4 # Actor004, or Dorothy.
char_atk = (@level * 5 / 2) + 35
elsif @actor_id == 5 # Actor005, or Estelle.
char_atk = (@level * 5 / 2) + 35
elsif @actor_id == 6 # Actor006, or Felix.
char_atk = (@level * 5 / 2) + 40
elsif @actor_id == 7 # Actor007, or Gloria.
char_atk = (@level * 4) + 30
else @actor_id == 8 # Actor008, or Hilda.
char_atk = (@level * 4) + 25
end # ends 'if @actor_id'
return (weapon != nil ? weapon.atk : 0) + char_atk # EDITTED, inserted '+ char_atk'
end
#--------------------------------------------------------------------------
# * Get Basic Physical Defense
#
# PHOTONWEAPON EDIT - Give characters an actual 'base' phys. defense.
#--------------------------------------------------------------------------
def base_pdef
char_pdef = 0 # ADDED
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
if @actor_id == 1 # Determines ID# of hero in Database; Actor001, or Aluxes.
char_pdef = (@level * 5) + 30 # Actor001's Def. is 35 plus its level x 5.
elsif @actor_id == 2 # Actor002, or Basil.
char_pdef = (@level * 5) + 35
elsif @actor_id == 3 # Actor003, or Cyrus.
char_pdef = (@level * 5) + 40
elsif @actor_id == 4 # Actor004, or Dorothy.
char_pdef = (@level * 5 / 2) + 35
elsif @actor_id == 5 # Actor005, or Estelle.
char_pdef = (@level * 5 / 2) + 30
elsif @actor_id == 6 # Actor006, or Felix.
char_pdef = (@level * 5) + 30
elsif @actor_id == 7 # Actor007, or Gloria.
char_pdef = (@level * 4) + 25
else @actor_id == 8 # Actor008, or Hilda.
char_pdef = (@level * 5 / 2) + 25
end #ends 'if @actor_id'
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + char_pdef # EDIT: '+ char_pdef'
end
#--------------------------------------------------------------------------
# * Get Basic Magic Defense
#
# PHOTONWEAPON EDIT - Give characters an actual 'base' mag. defense.
#--------------------------------------------------------------------------
def base_mdef
char_mdef = 0 # ADDED
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
if @actor_id == 1 # Determines ID# of hero in Database; Actor001, or Aluxes.
char_mdef = (@level * 5) + 30 # Actor001's MDef. is 35 plus its level x 5.
elsif @actor_id == 2 # Actor002, or Basil.
char_mdef = (@level * 5) + 30
elsif @actor_id == 3 # Actor003, or Cyrus.
char_mdef = (@level * 5) + 25
elsif @actor_id == 4 # Actor004, or Dorothy.
char_mdef = (@level * 5 / 2) + 35
elsif @actor_id == 5 # Actor005, or Estelle.
char_mdef = (@level * 5) + 40
elsif @actor_id == 6 # Actor006, or Felix.
char_mdef = (@level * 5 / 2) + 30
elsif @actor_id == 7 # Actor007, or Gloria.
char_mdef = (@level * 6) + 40
else @actor_id == 8 # Actor008, or Hilda.
char_mdef = (@level * 6) + 45
end #ends 'if @actor_id'
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + char_mdef # EDIT: '+ char_mdef'
end
#--------------------------------------------------------------------------
# * Get Basic Evasion Correction
#--------------------------------------------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
#--------------------------------------------------------------------------
# * Get Offensive Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation1_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation1_id : 0
end
#--------------------------------------------------------------------------
# * Get Target Animation ID for Normal Attacks
#--------------------------------------------------------------------------
def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 0
end
#--------------------------------------------------------------------------
# * Get Class Name
#--------------------------------------------------------------------------
def class_name
return $data_classes[@class_id].name
end
#--------------------------------------------------------------------------
# * Get EXP String
#--------------------------------------------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
end
#--------------------------------------------------------------------------
# * Get Next Level EXP String
#--------------------------------------------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
end
#--------------------------------------------------------------------------
# * Get Until Next Level EXP String
#--------------------------------------------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp).to_s : "-------"
end
#--------------------------------------------------------------------------
# * Update Auto State
# old_armor : unequipped armor
# new_armor : equipped armor
#--------------------------------------------------------------------------
def update_auto_state(old_armor, new_armor)
# Forcefully remove unequipped armor's auto state
if old_armor != nil and old_armor.auto_state_id != 0
remove_state(old_armor.auto_state_id, true)
end
# Forcefully add unequipped armor's auto state
if new_armor != nil and new_armor.auto_state_id != 0
add_state(new_armor.auto_state_id, true)
end
end
#--------------------------------------------------------------------------
# * Determine Fixed Equipment
# equip_type : type of equipment
#--------------------------------------------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0 # Weapon
return $data_actors[@actor_id].weapon_fix
when 1 # Shield
return $data_actors[@actor_id].armor1_fix
when 2 # Head
return $data_actors[@actor_id].armor2_fix
when 3 # Body
return $data_actors[@actor_id].armor3_fix
when 4 # Accessory
return $data_actors[@actor_id].armor4_fix
end
return false
end
#--------------------------------------------------------------------------
# * Change Equipment
# equip_type : type of equipment
# id : weapon or armor ID (If 0, remove equipment)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # Weapon
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1 # Shield
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2 # Head
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3 # Body
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4 # Accessory
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
#--------------------------------------------------------------------------
# * Determine if Equippable
# item : item
#--------------------------------------------------------------------------
def equippable?(item)
# If weapon
if item.is_a?(RPG::Weapon)
# If included among equippable weapons in current class
if $data_classes[@class_id].weapon_set.include?(item.id)
return true
end
end
# If armor
if item.is_a?(RPG::Armor)
# If included among equippable armor in current class
if $data_classes[@class_id].armor_set.include?(item.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Change EXP
# exp : new EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
while @exp < @exp_list[@level]
@level -= 1
end
# Correction if exceeding current max HP and max SP
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Change Level
# level : new level
#--------------------------------------------------------------------------
def level=(level)
# Check up and down limits
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
# Change EXP
self.exp = @exp_list[level]
end
#--------------------------------------------------------------------------
# * Learn Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
#--------------------------------------------------------------------------
# * Forget Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Finished Learning Skill
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_learn?(skill_id)
return @skills.include?(skill_id)
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
return super
end
#--------------------------------------------------------------------------
# * Change Name
# name : new name
#--------------------------------------------------------------------------
def name=(name)
@name = name
end
#--------------------------------------------------------------------------
# * Change Class ID
# class_id : new class ID
#--------------------------------------------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
# Remove items that are no longer equippable
unless equippable?($data_weapons[@weapon_id])
equip(0, 0)
end
unless equippable?($data_armors[@armor1_id])
equip(1, 0)
end
unless equippable?($data_armors[@armor2_id])
equip(2, 0)
end
unless equippable?($data_armors[@armor3_id])
equip(3, 0)
end
unless equippable?($data_armors[@armor4_id])
equip(4, 0)
end
end
end
#--------------------------------------------------------------------------
# * Change Graphics
# character_name : new character file name
# character_hue : new character hue
# battler_name : new battler file name
# battler_hue : new battler hue
#--------------------------------------------------------------------------
def set_graphic(character_name, character_hue, battler_name, battler_hue)
@character_name = character_name
@character_hue = character_hue
@battler_name = battler_name
@battler_hue = battler_hue
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
# Return after calculating x-coordinate by order of members in party
if self.index != nil
return self.index * 160 + 80
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return 464
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
# Return after calculating z-coordinate by order of members in party
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
EDIT: I'm sure this could have been done with alias but I don't know how exactly to use it yet. Maybe I can figure it out. (EDIT2: Nope, guess not.) Scratch that, thanks to help in RMXP.org now I know how to alias. :clap:
EDIT3: Just realized I didn't need a series of if statements for @actor_id, just use a case statement. Ah well, I think y'all know how to do that, too.