Overview
This is an add-on for Yami Engine Symphony - Skill Equip script that allows you to make equipped skills add a state to the user. So basically, it's like giving the ability to have equipped passive states. Done per request of Oriceles
Script
#==============================================================================# # ¥ Yami Engine Symphony - Skill Equip: States# -- Last Updated: 2015.07.18# -- Level: Easy# -- Requires: YES - Skill Equip# -- Author: Adiktuzmiko# -- Requested by: Oriceles# -- Documentation by: Oriceles##==============================================================================#==============================================================================# ¥ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2014.04.10 - Finished Script.# 2014.04.10 - Started Script.##==============================================================================#==============================================================================# ¥ Introduction# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is an add-on for YES - Skill Equip, allows user to bind states to# skills, which will be added to the actor whenever it equips the skill.##==============================================================================# ¥ Instructions# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# To install this script, open up your script editor and copy/paste this script# to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.##==============================================================================# ¥ Known Issues# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# If one of the starting actors in new game has learned by default a skill# binded to a state the game will crash with a StackTooDeep Error. To avoid# this issue just don't add any skill binded to a state by default make them# learn them later in the game.# #==============================================================================# ¥ Compatibility# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that# it will run with RPG Maker VX without adjustments.# #============================================================================== #==============================================================================# ¡ Configuration#============================================================================== module ADIK module EQUIP_SKILL_STATES #Skill ID => State ID, #=========================================================================== # - Skill/State biding Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # The following list will bind the skills to states. # Means that if skill 5 is equipped, state 4 will be added. #=========================================================================== LIST = { # Start #Skill #State 127 => 30, } # End endend #==============================================================================# ¥ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#============================================================================== class Game_Actor attr_accessor :passive_states_adik alias equip_skill_states_adik equip_skill def equip_skill(index,id) equip_skill_states_adik(index,id) refresh_passive_states_adik end #~ alias state_addable_adik_equip_skill? state_addable?#~ def state_addable?(state_id)#~ @forced = false if @forced.nil?#~ if @forced#~ state_addable_adik_equip_skill?(state_id)#~ else#~ return alive?#~ end#~ end def refresh_passive_states_adik return if @equip_skills.nil? @passive_states_adik = [] if @passive_states_adik.nil? @passive_states_adik.each do |id| self.erase_state(id) @passive_states_adik.delete(id) end @result.clear @equip_skills.each do |sk| next if sk == 0 if ADIK::EQUIP_SKILL_STATES::LIST.keys.include?(sk) id=ADIK::EQUIP_SKILL_STATES::LIST[sk] @forced = true self.add_state(id) @forced = false @passive_states_adik.push(id) end end end alias clear_states_states_adik clear_states def clear_states clear_states_states_adik refresh_passive_states_adik end end #==============================================================================# # ¥ End of File# #==============================================================================
Terms of use
Will follow the terms of the original script