Equip Extension v1.10

Engr. Adiktuzmiko

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Overview


This script provides the ability to run RGSS3 methods/formulas during the


equip and unequip of weapons/armors


These can be used for:


actors/classes/weapons/armors


Actors – affects all equip/unequip by the actor


Classes – affects all equip/unequip by the actor that uses that class


Weapons/Armors – affects all actors that equips/unequips the item


Screenshot


Why don't we make an item that makes Eric deal more magic damage?





Changelog


Version 1.10 - Now works for starting equips


Downloads


Get it here!
 
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kerbonklin

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Interesting, I like the idea of the Classes feature. It can definitely make some unique ideas spring to life. Like a Cleric getting a special healing spell from wearing "Robe of Alacrity" while a Mage wearing the same robe will get different skills like offensive spells.

Considering these said skills are all within the same Skill Type. (Otherwise it would be pointless)
 
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Engr. Adiktuzmiko

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yeah, that can be done though you might actually be using the weapon/armor extension rather than the class based one actually because that will be better performance wise I think. and yeah it only has a point of using this for that if they are of the same type or if both classes can actually use those two types, else features might do the trick already


I'm still thinking if I should allow states to have equip extensions too but then again I don't think it's really needed...


and hey that brings me up to a new idea, State Extensions... Hmmmm...
 
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Zoltor

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I'm confused, doesn't this pretty much do what the equip events script does, just is slightly more limited(the only notable difference is with yours, people utilize note tags, while the other utilizes common events, but both are being used to do the same things) or am I missing something?
 

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I'm confused, doesn't this pretty much do what the equip events script does, just is slightly more limited(the only notable difference is with yours, people utilize note tags, while the other utilizes common events, but both are being used to do the same things) or am I missing something?
The right away visible difference is that this one utilizes RGSS3 methods/formulas directly while Hime's uses Common Events. It's a matter of preference.


but no, it's not more slightly limited (saying that is like saying that Scripts are more limited than events). Actually it does more I think since this script allows you to set equip/unequip methods based on Actors/Classes too, not just the equipment itself.


Updated script! Now works fine with starting equips.
 
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Zoltor

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The right away visible difference is that this one utilizes RGSS3 methods/formulas directly while Hime's uses Common Events. It's a matter of preference.

but no, it's not more slightly limited (saying that is like saying that Scripts are more limited than events). Actually it does more I think since this script allows you to set equip/unequip methods based on Actors/Classes too, not just the equipment itself.

Updated script! Now works fine with starting equips.
Ah, I see.

Oh ok, so that means I can use any proc call I want in the note tags to do anything that you could be normally done through the event commands(among some other things, that could be done through more complex eventing I'm sure)?
 
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kerbonklin

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Yeah you can pretty much use any event commands with this as the way they are coded under Scene_Interpreter. (correct me if i'm wrong)
 

Engr. Adiktuzmiko

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Yeah, any valid RGSS3 call can be used


Basically if ur more into events, just use Hime's script. But if you work faster and more comfortable with RGSS3, then I suggest this one. Or if you want to make things run for when an actor/class equips/unequips any item. Or if you simply want to reduce the number of common events that you have.
 
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Engr. Adiktuzmiko

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I think I'd do states next... so we can have states that do different things depending on the situation when they are used.
 

Zoltor

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I think I'd do states next... so we can have states that do different things depending on the situation when they are used.
I was gonna say that's rather pointless(the database does that by default), but then I thought, know what would be cool, if armor based equipment could inflict a state on a enemy that attacks the player, with X piece of equipment on.
 

Engr. Adiktuzmiko

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I was thinking of like a generic "Empower" state for example, but it's effects depends on whoever actor it is casted... or a state that if added to a certain enemy, will add 1 more state... things like that

but then I thought, know what would be cool, if armor based equipment could inflict a state on a enemy that attacks the player, with X piece of equipment on.
You can do that already with my Skill/Item Apply Extension, using the "damaged" tag
 
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