Problem with gain bonus

Nérylis

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Hello,


I encounter an ultimate problem on menu demo. I am using an equipment set system which is to win extra bonuses to characters with multiple pieces of the same set. The problem that I encounter is that most of these bonuses don't apply and I don't know how to change the script to solve this problem.


Here is a demo : http://www.mediafire.com/download/yxoti79mf54ceu8/Ace+menu6.exe


When you take control of the character, walk on the hexagram located just below to equip you with the first character of the two orange stuffs. Once equipped, press the D button on the equipment screen to access the interface and view the active bonus. Then go to the Status menu to check that statistics have changed.
The bonus is configured to line 422 of the script Emerald Equipment Sets. I noticed that the type 1 bonus (Standard Parameters Percentage), type 2 (Extra parameters), type 3 (Special parameters), type 7 (State Rate) and type 8 (State Resist) don't work. I have not tested other (maybe there is the same error each time) but the type 0 bonus and type 5 bonus work well.


Here is the script (which has been modified for the interface) :



Spoiler





#============================================================================
# Equipment Sets v2.1e
# By Emerald
#----------------------------------------------------------------------------
# You're free to use the script for any game, as long as you give credits
#----------------------------------------------------------------------------
# Version History
# 1.0 -> Script fully ready for public use. Addes sets, unlimited set items,
#        set bonuses for the 8 basic stats, set bonuses requirement (how many
#        items of the set is the actor wearing?)
# 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now
#        use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL
#        VALUES for their corresponding parameters.
#        b. Added sort 1: Standard Parameters (Percentage). The corresponding
#        parameters are the same as for sort 0. See SPECIAL VALUES for extra
#        notes.
# 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be
#        found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These
#        use a different syntax than the other bonuses, so be sure to check
#        SPECIAL VALUES if you are unfamiliar with them.
# 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned
#        code (about 140 lines less this time, WITH 4 added Sorts). Added
#        Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added
#        MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort
#        6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9
#        (Attack Elements). See SPECIAL VALUES for instructions.
#        WARNING these are still in Beta Stage, so report all bugs found.  
#        b. removed many, MANY major bugs! Removed a bug where unequipping
#        resulted in an undefined array, removed some typos, fixed the bonuses
#        for almost EVERY Sort, removed some more typos, shortened code a little
#        bit, removed some more minor bugs regarding change_equip.
# 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment
#        Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for
#        all needed information.
# 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11
#        (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17
#        which are Additional Skill Types, Sealed Skill Types, Sealed Skills,
#        Fixed Equip Types and Sealed Equip Types respectively. As usual, go to
#        SPECIAL VALUES for the needed instructions.
# 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script.
# 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other
#        traits). See SPECIAL VALUES for the instructions.
# 1.8a-> Added sounds to be played when a certain amount of set pieces has been
#        equipped. Also removed a bug regarding skipping amounts of pieces.
# 1.8b-> Small bugfix regarding set sounds.
# 1.8c-> Small bugfix regarding attack states.
#
# 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further
#        increases compatability. Added a method which initializes sets which
#        are worn by actors at the start of the game. Halved the code used to
#        determine if items belong to sets. Scraped a few uneccessairy methods.
#        Practically removed 2/3 of my version of release_unequipable_equips,
#        and made the EES + Fomar123's Dual Wield -> Free Hands script patch
#        1 line instead of 10. Almost entirely changed the way Set Skills and
#        Set Equipment Options work. Also fixed a few bugs in the progress
#        (for example additions of variable 2 which I accidentally left in the
#        script.)
# 2.1a-> Start of the debugging patch. Added a function to remove bonuses when
#        unequipping stuff, like usual. Forgot to re-add in 2.0 >.<
# 2.1b-> Fixed a small typo.
# 2.1c-> Fixed initalizition of set equips.
# 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips
#        and a bug regarding the removing of bonuses when unequipping stuff.
# 2.1e-> Removed something which I should have added (regarding the BaseItem
#        class) in release_unequippable_items. This also fixed the compatibility
#        issues with Tsukihime's Effect Manager.
#----------------------------------------------------------------------------
# Started with a Iron Sword? Pretty good. Found a Gold Sword? Awesome! Found
# the complete Bronze Set? Bad stuff...
# Unless, they give you bonuses! In other words, this script allows you to create
# bonuses for wearing multiple items of a set... Just wanted to make it sound
# more fun...
#
# Instructions:
#
# Just as always, put this script between Бе Materials and Бе Main. Put this script
# below any script which rewrites change_equip and above any script which aliases
# 'param' in Game_Actor (usually in Game_BattlerBase, but it only matters if it
# is rewritten/aliased in Game_Actor).
#
# Set MAX_ELEMENTS below module EME and above Sets to the maximum number of
# elements in the database. Else, the script won't recognize any above the value.
#
#
# SETS
#
# To create sets (sorry, no names yet) go to Sets in the configuration part.
# Add the set id, followed by an array containing arrays. The latter arrays
# must be at least two elements long, one for the type of equipment, one for the
# id.
# Examples:
#
# 1 => [[0, 1], [1, 2]], <- The []'s define an array. The arrays like the [0,1]
# and [1, 2] should be at least two elements long (each element is separated by
# a comma.
#
# 2 => [[0, 5], [0, 6], [1, 5], [1,7]], <- If the array is not the last in the
# list, add a comma or you'll get an error. This goes for every array.
#
# set id => [[equipment type, equipment id], [equipment type, equipment id]]
#
# NOTE:
# The set id MUST be 0 or higher. The variable in which the sets are stored (which
# is called a hash) usually begins with 1 =>, so that's why that's also in the
# standard config.
# The Equipment Types are 0 (weapons) and 1 (armors.)
# DO NOT COPY the ID of items in the database. If you put all the useless 0's
# in front of the real ID, you'll get an error/the script won't work.
# Furthermore, you can have an infinite amount of equipment belonging (is that a
# word?) to a set, so don't worry about compatibility issues with Extra Equipment
# Slots scripts. Unless they rewrite change_equip, than there's a slight chance
# on problems. This can be fixed, however, by putting this script below any
# script which rewrites change_equip.
# Also, you can have multiple weapons in array and the same equipment in different
# sets.
#
#
# SET BONUSES
#
# For set bonuses, go to Set_Bonuses. Use the follwing syntax to add bonuses:
#
# set id => {
#    amount of pieces required => [[sort, parameter, bonus]]
#          },
#
# Specifications:
# set id = the same set id as in Sets.
#
# amount of pieces required = the amount of pieces the player must be wearing in
# order to receive the bonuses. If you want to skip one, just skip it. Like:
# 1 => blablabla
# 3 => blablabla
#
# sort = type of bonus. For all sorts, see SPECIAL VALUES.
#
# parameter = the parameter which receives the bonus. For all parameters, see
# SPECIAL VALUES.
#
# bonus = the bonus to be added to parameter. Note that this is a direct bonus,
# not a percentage. If the vale is negative, the bonus will become negative. If
# the value is 0, there will be no bonus to that stat.
#
#
# SPECIAL VALUES
# Sets
# ----
# Equipment types: 0 and 1. 0 is the Weapons tab in the database, 1 is the
# Armors tab in the database.
#
# Set_Bonuses
# ---
# Sorts:
# 0  - Standard Parameter
# 1  - Standard Parameter (Percentage)
# 2  - Extra Parameter
# 3  - Special Paramater
# 4  - Skills (WARNING, DIFFERENT SYNTAX!! See Skills on how to use them)
# 5  - Elemental Efficiency
# 6  - Debuff Rate
# 7  - State Rate
# 8  - State Resistance (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 9  - Attack Elements (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 10 - Attack States
# 11 - Equipment Types (WARNING, DIFFERENT SYNTAX!! See Equipment Types on how
#                      to use them)
# 12 - Attack Specials
# 13 - Additional Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 14 - Sealed Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 15 - Sealed Skills (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 16 - Fixed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 17 - Sealed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 18 - Special Flags (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 19 - Party Abilities (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
# 20 - Other Traits
#
# Standard Parameters: (Sort 0)
# 0 - MaxHp
# 1 - MaxMp
# 2 - Attack
# 3 - Defense
# 4 - Magic Attack (Spirit)
# 5 - Magic Defence (Resistance)
# 6 - Agility
# 7 - Luck
#
# Standard Parameters (Percentage): (Sort 1)
# 0 - MaxHp
# 1 - MaxMp
# 2 - Attack
# 3 - Defense
# 4 - Magic Attack (Spirit)
# 5 - Magic Defence (Resistance)
# 6 - Agility
# 7 - Luck
# Note that stats are calculated this way:
# Basic + Equipment Bonuses + Set Bonuses (normal) + Set Bonuses (percentages,
# equal to bonus% (in [1, parameter, bonus]) * basic + equipment bonuses)
#
# Extra Parameters: (Sort 2)
# 0 - Hit Rate
# 1 - Evasion
# 2 - Critical Rate
# 3 - Critical Evasion
# 4 - Magical Evasion
# 5 - Magical Reflection
# 6 - Counter Rate
# 7 - HP Regen
# 8 - MP Regen
# 9 - TP Regen
#
# Special Parameters: (Sort 3)
# 0 - Target Rate/ Accuracy Rate(in Eng Translation Patch)/ Aggro Rate
# 1 - Guard Effect Rate
# 2 - Recovery Effect Rate
# 3 - Pharmacology/ Knowledge in Medicine(in Eng Translation Patch)
# 4 - MP Cost Rate
# 5 - TP Charge Rate
# 6 - Physical Damage Rate
# 7 - Magical Damage Rate
# 8 - Floor Damage Rate
# 9 - Experience Rate
#
# Skills: (Sort 4)
# These skills don't have parameter values. Instead, the last two elements in
# their array have a different effect than usual:
# [sort (4), -----, skill_id]
# Sort = still the same and of course 4
# ----- = before this was Active, but that is no longer required. In order to
# by-pass the need to change this to skill_id (for people who had this script
# before v2.0), this variable has become unused instead of deleted all-together.
# You can put anything you want here, it doesn't even have to be an integer.
# Skill_Id = the id of the skill which the actor learns.
#
# Elemental Efficiency: (Sort 5)
# Values are the same as Element IDs in the database. (SO NO 0!!)
# If the bonus is negative, the actor becomes more resistant to the element.
# If the bonus is positive, the actor becomes weaker to the element.
#
# Debuff Rate: (Sort 6)
# 0 - MaxHp
# 1 - MaxMp
# 2 - Attack
# 3 - Defense
# 4 - Magic Attack (Spirit)
# 5 - Magic Defence (Resistance)
# 6 - Agility
# 7 - Luck
# If the bonus is negative, the actor becomes more resistant to debuffs regarding
# the set parameter.
# If the bonus is positive, the actor becomes weaker to debuffs regarding the set
# parameter.
#
# State Rate: (Sort 7)
# Values are the same as the State IDs in the database (SO NO 0!!)
# If the bonus is negative, the actor becomes more resistant to the state.
# If the bonus is positive, the actor becomes weaker to the state.
#
# State Resist: (Sort 8)
# Values are the same as the State IDs in the database (SO NO 0!!)
# If the bonus is positive, the actor becomes fully resistant to the set state.
# However, if the bonus is negative, the actor LOSES full resistance to the set
# state!
#
# Attack Elements: (Sort 9)
# Values are the same as the Element IDs in the database (SO NO 0!!)
# If the bonus is positive, the element is added to the attack elements.
# However, if the bonus is negative, the element is REMOVED from the attack
# elements!
#
# Attack States: (Sort 10)
# Values are the same as the State IDs in the database (SO NO 0!!)
# Bonus is the chance of the state to occur.
#
# Equipment Types: (Sort 11)
# 0 as parameter means that the bonus type is a Weapon Type.
# 1 as parameter means that the bonus type is a Weapon Type, but instead it will
# be REMOVED from the list of weapon types.
# 2 as parameter means that the bonus type is an Armor Type.
# 3 as parameter means that the bonus type is an Armor Type, but instead it will
# be REMOVED from the list of armor types.
# 4 as parameter allows Dual Wielding.
# Bonus is the same as the ID of the Equipment Types in the database.
# Note that removed types override added types. So you can first remove an
# equip type and afterwards add it, but you can first add it and then remove it.
#
# Attack Specials: (Sort 12)
# 0 - Attack Speed
# 1 - Additional Attacks
# Both in percentages. So for additional attacks, not 1 but 100.
#
# Additional Skill Types: (Sort 13)
# Values are the same as the Skill Types IDs in the database (SO NO 0!!)
# If the bonus is positive, the skill types is added.
# However, if the bonus is negative, the skill type is REMOVED!
#
# Sealed Skill Types: (Sort 14)
# Exact the same as above, only if the bonus is positive the type gets sealed,
# if the bonus is negative the type gets removed from the sealed types.
#
# Sealed Skills: (Sort 15)
# Again, exact the same as above. Only this time, replace the skill type id by
# the skill id.
#
# Fixed Equip Types: (Sort 16)
# Exact the same as Sealed Skill Types, only the equip types get fixed. Of course,
# replace skill type id by equip type id.
#
# Sealed Equip Types: (Sort 17)
# And yet again, exact the same only the equip types get sealed. Of course,
# replace skill type id by equip type id.
#
# Special Flags: (Sort 18)
# 0 - Auto Combat
# 1 - Guard
# 2 - Substitute/Cover
# 3 - Same TP in next battle
# For bonus, put a positive number (or 0) for added trait, and negative number
# for removed trait.
#
# Party Abilities: (Sort 19)
# 0 - Encounter cut down by half
# 1 - No encounters
# 2 - No suprise attacks
# 3 - Preemptive strike rate up
# 4 - Double currency from battles
# 5 - Double items from battles
# For bonus, put a positive number (or 0) for added trait, and negative number
# for removed trait.
#
# Others Traits: (Sort 20)
# 0 - Max TP up by bonus
# 1 - Atk Skill becomes bonus (skill ID) / So, if you have [20, 1, 10] the actor's
# attack skill becomes 10.
# 2 - Guard Skill becomes bonus (skill ID) / So, if you have [20, 2, 10] the
# actor's guard skill becomes 10,
#----------------------------------------------------------------------------
# Credits to:
# Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned
# how Arrays and Hashes work.
# Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot.
# You for reading through the wall of text ^^ (at least... I hope you did that..)
#----------------------------------------------------------------------------
# If you have any issues with this script, contact me at
# http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/
#============================================================================
#
# CONFIGURATION
#
#============================================================================
# Ajout vincent 26
module Math
  #Détection de caractères dans un texte
  def self.get_charact(st,en,txt)
    return false unless txt
    id = txt.index(st)
    return false unless id
    id += st.length
    res = ""
    for i in id...txt.length
      break if txt[i...i+en.length] == en
      res += txt

    end


    return res


  end


 


end


module EME


 


  MAX_ELEMENTS = 10


 


#----------------------------------------------------------------------------


# Sets syntax


#----------------------------------------------------------------------------


# Sets = {


#          set_id => "Name"


#        }


#


# In BDD add <Set_Equip = Name> to armor or weapon to configure them


#----------------------------------------------------------------------------


 


Sets = {


        1 => "Set du Guerrier légendaire",


        2 => "Set de la Lame éclair",


        3 => "Set du Loup blanc",


        4 => "Set Elémentaliste",


        5 => "Set du Mage suprême",


        6 => "Set Archange",


        7 => "Set Démon"


      }


 


#----------------------------------------------------------------------------


# Sets syntax


#----------------------------------------------------------------------------


# Set_Bonuses = {


#      set id => {


#        amount of pieces required => [[sort, parameter, bonus]], [sort, random parameter, 0]]


#                }


#                }


#


# set_id must correspond to set_id of Sets


# amount of pieces required indicates how many pieces of the set the actor must


# be wearing before receiving the bonus. If you want to skip one, make the only


# element in it's array [0, 0, 0].


# sort indicates which kind of parameters the bonuses change. See SPECIAL VALUES


# for all sorts.


# parameter can be a value depending on sort. See SPECIAL VALUES in the


# instructions for their corresponding stats.


# Bonus is a direct value added to 'parameter'. If 0, no bonus is added. If


# negative, bonus becomes negative.


# Random paramter is just a random parameter to prevent the last bonus from


# being doubled. Always make the bonus of this element 0.


#


# Add a comma after a ']' or '}' if it's not the last element in the array/hash.


#


# Don't forget to add a bonus of [0, 0, 0] at the end! Or else, the last bonus


# will be doubled!


#----------------------------------------------------------------------------


Set_Bonuses =


{


  1 => {


    1 => [[0, 0, 0]],


    2 => [[0, 3, 10]],


    3 => [[0, 5, 10]],


    4 => [[0, 2, 20]],


    5 => [[0, 3, 20]],


    6 => [[0, 1, 50]],


    7 => [[0, 2, 50]],


    8 => [[0, 0, 3000]]


      },


      


  2 => {


    1 => [[0, 0, 0]],


    2 => [[0, 6, 10]],


    3 => [[0, 2, 15]],


    4 => [[0, 6, 20]],


    5 => [[0, 6, 30]],


      },    





  3 => {


    1 => [[0, 0, 0]],


    2 => [[0, 2, 10]],


    3 => [[0, 6, 15]],


    4 => [[0, 2, 20]],


    5 => [[0, 2, 30]],


      },    


   


  4 => {


    1 => [[0, 0, 0]],


    2 => [[5, 3, -10]],


    3 => [[5, 4, -10]],


    4 => [[5, 5, -10]],


    5 => [[5, 6, -10]],


    6 => [[5, 7, -10]],


    7 => [[5, 8, -10]],


      },    


    


  5 => {


    1 => [[0, 0, 0]],


    2 => [[0, 4, 10]],


    3 => [[0, 5, 15]],


    4 => [[0, 7, 20]],


    5 => [[0, 4, 20]],


    6 => [[0, 5, 30]],


    7 => [[0, 7, 50]],


    8 => [[0, 1, 300]]


      },





  6 => {


    1 => [[0, 0, 0]],


    2 => [[0, 3, 10]],


    3 => [[0, 2, 10]],


    4 => [[0, 5, 10]],


    5 => [[0, 6, 10]],


    6 => [[0, 3, 30]],


    7 => [[0, 2, 30]],


    8 => [[0, 0, 1000]]


      },


   


  7 => {


    1 => [[0, 0, 0]],


    2 => [[0, 2, 10]],


    3 => [[0, 3, 10]],


    4 => [[0, 4, 10]],


    5 => [[0, 6, 10]],


    6 => [[0, 2, 30]],


    7 => [[0, 1, 150]],


    8 => [[0, 0, 1500]]


      },


}


 


#-----------------------------------------------------------------------------


# Sets syntax


#-----------------------------------------------------------------------------


# Set_Sounds = {


#  set_id => {


#    amount_of_pieces_required => [file_name, volume, pitch]


#  }


# }


#


# Resembles the other two parts so I think not much of an explanation is needed.


# When the required amount of pieces has been equipped, the sound sound will be


# played. Doesn't apply for unequipping. Again, watch the comma's!!


#----------------------------------------------------------------------------


Set_Sounds =


{


#  1 => {


#    1 => ["Slash4", 100, 100], # <- comma here since it isn't the last one!


#    2 => ["Slash4", 100, 100]  # <- no comma here since it IS the last one!


#      }


}


 


end


 


# Only edit things past here if you know what you're doing


 


$imported = {} if $imported.nil?


$imported["Emerald's Equipment Sets"] = true


 


#============================================================================


#


# Game_Actor


# Handles everything for this script.


#============================================================================


class Game_Actor < Game_Battler


 


  attr_reader :active_sets


  attr_reader :item_sets


 


  alias eme_ees_setup setup


  def setup(actor_id)


    @non_set_skills = []


    @skill_from_sets = false


    reset_bonuses


    @active_sets = []


    @item_sets = [0] * (EME::Sets.size + 1)


    eme_ees_setup(actor_id)


  end


 


  alias eme_init_equips init_equips


  def init_equips(equips)


    eme_init_equips(equips)


    equips.each_with_index{|item_id, i|


      etype_id = index_to_etype_id(i)


      slot_id = empty_slot(etype_id)


      EME::Sets.each do |key,value|


        if item_id != nil and slot_id != nil and ees_is_the_set_item?(etype_id == 0 ? $data_weapons[item_id] : $data_armors[item_id], value)


          @item_sets[key] += 1


          @active_sets.push(key) unless @active_sets.include?(key)


        end


      end


    }


    refresh


  end


 


  def ees_is_the_set_item?(item, ees_set_equip)


    return unless item


    if Math.get_charact("<Set_Equip = ",">",item.note)


      name = Math.get_charact("<Set_Equip = ",">",item.note)


      return ees_set_equip == name


    else


      return false


    end


  end


 


  alias eme_ees_learn_skill learn_skill


  def learn_skill(skill_id)


    eme_ees_learn_skill(skill_id)


    @non_set_skills.push(skill_id) unless @skill_from_sets


    @skill_from_sets = false


  end


 


  alias eme_ebs_change_equip change_equip


  def change_equip(slot_id, item)


    EME::Sets.each do |set_id,ees_set_equip|


      if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil


        if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip)


          @item_sets[set_id] -= 1


          @active_sets.delete(set_id) if @item_sets[set_id] == 0


        end


      end


      if item != nil and ees_is_the_set_item?(item, ees_set_equip)


        @item_sets[set_id] += 1


        @active_sets.push(set_id) unless @active_sets.include?(set_id)


        if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id))


          sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)]


          Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2])


        end


      end


    end


    set_check


    eme_ebs_change_equip(slot_id, item)


  end


 


  def unlearn_set_skills(set_id)


    EME::Set_Bonuses[set_id].each_value{|bonus_array|


      bonus_array.each{|bonus|


        if bonus[0] == 4


          forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2])


          @ees_skills.delete(bonus[2])


        end


      }


    }


  end


 


  def item_set_reset_all


    @active_sets.each{|set_id| item_set_reset(set_id)}


  end


 


  def item_set_reset(set_id)


    return unless set_id > 0 and @item_sets[set_id] > 0


    unlearn_set_skills(set_id)


  end


 


  def release_unequippable_items(item_gain = true)


    @equips.each_with_index do |item, i|


      if !equippable?(item.object) || item.object.etype_id != equip_slots


        trade_item_with_party(nil, item.object) if item_gain


        item.object = nil


      end


    end


  end


 


  def release_unequippable_items(item_gain = true)


    loop do


      change_equips = 0


      @equips.each_with_index do |item, i|


        if !equippable?(item.object) or item.object.etype_id != equip_slots


          next if (RPG::Weapon.method_defined?:)two_handed?) and dual_wield? and (equip_slots
== 1 and item.object.etype_id == 0))

          trade_item_with_party(nil, item.object) if item_gain


          change_equips += 1 unless item.object.nil?


          unless item.object.nil?


          EME::Sets.each do |set_id,ees_set_equip|


            if ees_is_the_set_item?(item.object, ees_set_equip)


              @item_sets[set_id] -= 1


              @active_sets.delete(set_id) if @item_sets[set_id] == 0


            end


          end


          end


          item.object = nil


        end


      end


      set_check


      break if change_equips == 0


    end


  end


 


  alias eme_ebs_discard_equip discard_equip


  def discard_equip(item)


    slot_id = equips.index(item)


    if slot_id != nil


      EME::Sets.each do |set_id,ees_set_equip|


        if ees_is_the_set_item?(item, ees_set_equip)


          @item_sets[set_id] -= 1


          @active_sets.delete(set_id) if @item_sets[set_id] == 0


        end


      end


    end


    eme_ebs_discard_equip(item)


    refresh


  end


 


  def set_amount_wearing(set_id)


    return @item_sets[set_id]


  end


 


  def set_check


    item_set_reset_all


    reset_bonuses


    @active_sets.each{|set| change_bonuses(set) unless set == nil}


  end


 


  def change_bonuses(set_id)


    return if set_id == 0 or set_amount_wearing(set_id) == 0


    EME::Set_Bonuses[set_id].each_key{|key|


      if set_amount_wearing(set_id) >= key


        for g in 0...EME::Set_Bonuses[set_id][key].size


          sort = EME::Set_Bonuses[set_id][key][g][0]


          stat = EME::Set_Bonuses[set_id][key][g][1]


          stat_bonus = EME::Set_Bonuses[set_id][key][g][2]


          case EME::Set_Bonuses[set_id][key][g][0]


          when 0


            sets_param_change(stat, stat_bonus)


          when 1


            sets_per_param_change(stat, stat_bonus)


          when 2


            sets_xparam_change(stat, stat_bonus)


          when 3


            sets_sparam_change(stat, stat_bonus)


          when 4


            next if skill_learn?(stat_bonus)


            @skill_from_sets = true


            learn_skill(stat_bonus)


            @ees_skills.push(stat_bonus)


          when 5


            stat -= 1


            sets_element_rate_change(stat, stat_bonus)


          when 6


            stat -= 1


            sets_debuff_rate_change(stat, stat_bonus)


          when 7


            stat -= 1


            sets_state_rate_change(stat, stat_bonus)


          when 8


            sets_state_resist_change(stat, stat_bonus)


          when 9


            sets_atk_elements_change(stat, stat_bonus)


          when 10


            sets_atk_states_change(stat) if stat_bonus > 0


            sets_atk_states_rate_change(stat, stat_bonus)


          when 11


            if stat < 2


              change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false))


            elsif stat < 4


              change_sets_additional_atypes(stat_bonus, (stat == 2))


            elsif stat == 4


              @eme_ebs_two_swords_style = true


            end


          when 12


            sets_atk_specials_change(stat, stat_bonus)


          when 13


            add_sets_skill_types(stat, stat_bonus)


          when 14


            add_sets_sealed_skill_types(stat, stat_bonus)


          when 15


            add_sets_sealed_skills(stat, stat_bonus)


          when 16


            add_sets_fixed_equip_types(stat, stat_bonus)


          when 17


            add_sets_sealed_equip_types(stat, stat_bonus)


          when 18


            stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat)


          when 19


            stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat)


          when 20


            case stat


            when 0


              set_bonus_max_tp(stat_bonus)


            when 1


              set_atk_skill(stat_bonus)


            when 2


              set_grd_skill(stat_bonus)


            end


          end


        end


      end


    }


  end


 


#-------------------------------------------#


# LABEL FOR AUTHOR                          #


# Don't mind this
;)                        #

#-------------------------------------------#


 


  def reset_bonuses


    @sets_param_plus = [0] * 8


    @sets_per_param_plus = [0] * 8


    @sets_xparam_plus = [0] * 10


    @sets_sparam_plus = [0] * 10


    @sets_element_rate = [0] * (EME::MAX_ELEMENTS)


    @sets_debuff_rate = [0] * 8


    @sets_state_rate = [0] * ($data_states.size + 1)


    @sets_state_resist = []


    @sets_state_resist_remove = []


    @sets_atk_elements = []


    @sets_atk_elements_remove = []


    @sets_atk_states = []


    @sets_atk_states_rate = [0] * $data_states.size


    @sets_atk_speed_plus = 0


    @sets_atk_times_plus = 0


    @sets_skill_types = []


    @sets_skill_types_remove = []


    @sets_sealed_skill_types = []


    @sets_sealed_skill_types_remove = []


    @sets_sealed_skills = []


    @sets_sealed_skills_remove = []


    @sets_fixed_equip_types = []


    @sets_fixed_equip_types_remove = []


    @sets_sealed_equip_types = []


    @sets_sealed_equip_types_remove = []


   


    @ees_added_special_flags = []


    @ees_removed_special_flags = []


    @ees_added_party_abilities = []


    @ees_removed_party_abilities = []


    @ees_bonus_max_tp = 0


    @new_atk_skill = nil


    @new_grd_skill = nil


   


    @ees_skills = []


    @sets_wtypes = []


    @sets_atypes = []


    @sets_removed_wtypes = []


    @sets_removed_atypes = []


    @eme_ebs_two_swords_style = false


  end


 


  def sets_param_plus(param_id)


    @sets_param_plus[param_id]


  end


 


  def sets_param_change(param_id, value)


    @sets_param_plus[param_id] += value


  end


 


  def sets_per_param_plus(param_id)


    value = param_base(param_id) + param_plus(param_id)


    value *= @sets_per_param_plus[param_id] / 100


    return value


  end


 


  def sets_per_param_change(param_id, value)


    @sets_per_param_plus[param_id] += value


  end


 


  def sets_xparam_plus(param_id)


    @sets_xparam_plus[param_id]


  end


 


  def sets_xparam_change(param_id, value)


    @sets_xparam_plus[param_id] += value


  end


 


  def sets_sparam_plus(param_id)


    @sets_sparam_plus[param_id]


  end


 


  def sets_sparam_change(param_id, value)


    @sets_sparam_plus[param_id] += value


  end


 


  def sets_element_rate(element_id)


    @sets_element_rate[element_id-1]


  end


 


  def sets_element_rate_change(element_id, value)


    @sets_element_rate[element_id] += value


  end


 


  def sets_debuff_rate(param_id)


    @sets_debuff_rate[param_id]


  end


 


  def sets_debuff_rate_change(param_id, value)


    @sets_debuff_rate[param_id] += value


  end


 


  def sets_state_rate(state_id)


    @sets_state_rate[state_id]


  end


 


  def sets_state_rate_change(state_id, value)


    @sets_state_rate[state_id] += value


  end


 


  def sets_state_resist(state_id)


    @sets_state_resist[state_id]


  end


 


  def sets_state_resist_remove(state_id)


    @sets_state_resist_remove[state_id]


  end


 


  def sets_state_resist_change(state_id, value)


    value >= 0 ? (@sets_state_resist.push(state_id) unless @sets_state_resist.include?(state_id)) : (@sets_state_resist_remove.delete(state_id) unless @sets_state_resist_remove.include?(state_id))


  end


 


  def sets_atk_elements(element_id)


    @sets_atk_elements[element_id]


  end


 


  def sets_atk_elements_remove(element_id)


    @sets_atk_elements_remove[element_id]


  end


 


  def sets_atk_elements_change(element_id, value)


    value >= 0 ? (@sets_atk_elements.push(element_id) unless @sets_atk_elements.include?(element_id)) : (@sets_attack_elements_remove.delete(element_id) unless @sets_atk_elements_remove.include?(element_id))


  end


 


  def sets_atk_states(state_id)


    @sets_atk_states[state_id]


  end


 


  def sets_atk_states_change(state_id)


    @sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id)


  end


 


  def sets_atk_states_rate(state_id)


    @sets_atk_states_rate[state_id]


  end


 


  def sets_atk_states_rate_change(state_id, value)


    @sets_atk_states_rate[state_id] += value


  end


 


  def sets_atk_speed_plus


    @sets_atk_speed_plus


  end


 


  def sets_atk_times_plus


    @sets_atk_times_plus


  end


 


  def sets_atk_specials_change(parameter, value)


    parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value


  end


   


  def sets_skill_types(skill_type_id)


    @sets_skill_types[skill_type_id]


  end


 


  def sets_skill_types_remove(skill_type_id)


    @sets_skill_types_remove[skill_type_id]


  end


 


  def add_sets_skill_types(skill_type_id, value)


    value >= 0 ? (@sets_skill_types.push(skill_type_id) unless @sets_skill_types.include?(skill_type_id)) : (@sets_skill_types_remove.delete(skill_type_id) unless @sets_skill_types_remove.include?(skill_type_id))


  end


 


  def sets_sealed_skill_types(skill_type_id)


    @sets_sealed_skill_types[skill_type_id]


  end


 


  def sets_sealed_skill_types_remove(skill_type_id)


    @sets_sealed_skill_types_remove[skill_type_id]


  end


 


  def add_sealed_skill_types(skill_type_id, value)


    value >= 0 ? (@sets_sealed_skill_types.push(skill_type_id) unless @sets_sealed_skill_types.include?(skill_type_id)) : (@sets_sealed_skill_types_remove.delete(skill_type_id) unless @sets_sealed_skill_types_remove.include?(skill_type_id))


  end


 


  def sets_sealed_skills(skill_id)


    @sets_sealed_skills[skill_id]


  end


 


  def sets_sealed_skills_remove(skill_id)


    @sets_sealed_skills_remove[skill_id]


  end


 


  def add_sets_sealed_skills(skill_id, value)


    value > 0 ? (@sets_sealed_skills.push(skill_id) unless @sets_sealed_skills.include?(skill_id)) : (@sets_attack_elements_remove.delete(skill_id) unless @sets_sealed_skills_remove.include?(skill_id))


  end


 


  def sets_additional_wtypes


    @sets_wtypes


  end


 


  def sets_additional_atypes


    @sets_atypes


  end


 


  def sets_removed_wtypes


    @sets_removed_wtypes


  end


 


  def sets_removed_atypes


    @sets_removed_atypes


  end


 


  def change_sets_additional_wtypes(wtype_id, positive_change = true)


    positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id)


  end


 


  def change_sets_additional_atypes(atype_id, positive_change = true)


    positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id)


  end


 


  def sets_fixed_equip_types(equip_type_id)


    @sets_fixed_equip_types[equip_type_id]


  end


 


  def sets_fixed_equip_types_remove(equip_type_id)


    @sets_fixed_equip_types_remove[equip_type_id]


  end


 


  def add_fixed_equip_types(equip_type_id, value)


    value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id)


  end


 


  def sets_sealed_equip_types(equip_type_id)


    @sets_sealed_equip_types[equip_type_id]


  end


 


  def sets_sealed_equip_types_remove(equip_type_id)


    @sets_sealed_equip_types_remove[equip_type_id]


  end


 


  def add_sealed_equip_types(equip_type_id, value)


    value > 0 ? (@sets_sealed_equip_types.push(equip_type_id) unless @sets_sealed_equip_types.include?(equip_type_id)) : (@sets_sealed_equip_types_remove.delete(equip_type_id) unless @sets_sealed_equip_types_remove.include?(equip_type_id))


  end


 


  def change_special_flags(flag_id, negative = false)


    !negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id)


  end


 


  def change_party_abilities(ability_id, negative = false)


    !negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id)


  end


 


  def set_bonus_max_tp(value)


    @ees_bonus_max_tp += value


  end


 


  def set_atk_skill(skill_id)


    @new_atk_skill = skill_id


  end


 


  def set_grd_skill(skill_id)


    @new_grd_skill = skill_id


  end


 


#-------------------------------------------#


# 'NOTHER LABEL FOR AUTHOR                  #


# Don't mind this
;)                        #

#-------------------------------------------#


 


  def param(param_id)


    value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max


    value *= param_rate(param_id) * param_buff_rate(param_id)


    [[value, param_max(param_id)].min, param_min(param_id)].max.to_i


  end


 


  alias eme_ebs_xparam xparam


  def xparam(xparam_id)


    value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100


    return value


  end


 


  alias eme_ebs_sparam sparam


  def sparam(sparam_id)


    value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100


    return value


  end


 


  alias eme_ebs_element_rate element_rate


  def element_rate(element_id)


    value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100.0


    return value


  end


 


  alias eme_ebs_debuff_rate debuff_rate


  def debuff_rate(param_id)


    value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100


    return value


  end


 


  alias eme_ebs_state_rate state_rate


  def state_rate(state_id)


    value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100


    return value


  end


 


  alias eme_ebs_state_resist_set state_resist_set


  def state_resist_set


    value = eme_ebs_state_resist_set


    @sets_state_resist.each{|state| value.push(state) unless value.include?(element)}


    @sets_state_resist_remove.each{|state| value.delete(state)}


    return value


  end


 


  alias eme_ebs_atk_elements atk_elements


  def atk_elements


    value = eme_ebs_atk_elements


    @sets_atk_elements.each{|element| value.push(element) unless value.include?(element)}


    @sets_atk_elements_remove.each{|element| value.delete(element)}


    return value


  end


 


  alias eme_ebs_atk_states atk_states


  def atk_states


    value = eme_ebs_atk_states


    @sets_atk_states.each{|state| value.push(@sets_atk_states
) }

    return value


  end


 


  alias eme_ebs_atk_states_rate atk_states_rate


  def atk_states_rate(state_id)


    value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100


    return value


  end


 


  alias eme_ebs_atk_speed atk_speed


  def atk_speed


    value = eme_ebs_atk_speed + sets_atk_speed_plus / 100


    return value


  end


 


  alias eme_ebs_atk_times atk_times_add


  def atk_times_add


    value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max


    return value


  end


 


  alias eme_ebs_dual_wield? dual_wield?


  def dual_wield?


    return true if @eme_ebs_two_swords_style


    eme_ebs_dual_wield?


  end


 


  alias eme_ebs_added_skill_types added_skill_types


  def added_skill_types


    value = eme_ebs_added_skill_types


    @sets_skill_types.each{|sk_type| value.push(sk_type)}


    @sets_skill_types_remove.each{|sk_type| value.delete(sk_type)}


    return value


  end


 


  def skill_type_sealed?(stype_id)


    value = features_set(FEATURE_STYPE_SEAL)


    @sets_sealed_skill_types.each{|sk_type| value.push(sk_type)}


    @sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)}


    return true if value.include?(stype_id)


  end


 


  def skill_sealed?(skill_id)


    value = features_set(FEATURE_SKILL_SEAL)


    @sets_sealed_skills.each{|skill| value.push(skill)}


    @sets_sealed_skills_remove.each{|skill| value.delete(skill)}


    return true if value.include?(skill_id)


  end


 


  def equip_wtype_ok?(wtype_id)


    value = features_set(FEATURE_EQUIP_WTYPE)


    @sets_wtypes.each{|w_type| value.push(w_type)}


    @sets_removed_wtypes.each{|w_type| value.delete(w_type)}


    return true if value.include?(wtype_id)


  end


 


  def equip_atype_ok?(atype_id)


    value = features_set(FEATURE_EQUIP_ATYPE)


    @sets_atypes.each{|a_type| value.push(a_type)}


    @sets_removed_atypes.each{|a_type| value.delete(a_type)}


    return true if value.include?(atype_id)


  end


 


  def equip_type_fixed?(etype_id)


    value = features_set(FEATURE_EQUIP_FIX)


    @sets_fixed_equip_types.each{|e_type| value.push(e_type)}


    @sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)}


    return true if value.include?(etype_id)


  end


 


  def equip_type_sealed?(etype_id)


    value = features_set(FEATURE_EQUIP_SEAL)


    @sets_sealed_equip_types.each{|e_type| value.push(e_type)}


    @sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)}


    return true if value.include?(etype_id)


  end


 


  alias eme_ees_special_flag special_flag


  def special_flag(flag_id)


    return false if @ees_removed_special_flags.include?(flag_id)


    return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id)


  end


 


  alias eme_ees_party_ability party_ability


  def party_ability(ability_id)


    return false if @ees_removed_party_abilities.include?(ability_id)


    return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id)


  end


 


  alias eme_ees_max_tp max_tp


  def max_tp


    return eme_ees_max_tp + @ees_bonus_max_tp


  end


 


  alias eme_ees_attack_skill attack_skill_id


  def attack_skill_id


    return @new_atk_skill unless @new_atk_skill == nil


    return eme_ees_attack_skill


  end


 


  alias eme_ees_guard_skill guard_skill_id


  def guard_skill_id


    return @new_grd_skill unless @new_grd_skill == nil


    return eme_ees_guard_skill


  end


 


end





 









 
 

Andar

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I don't have time to work myself into the details, but from a short look at it you need to edit the script itself, with ID-Numbers of the equipments, to create the sets - and if you even set a single comma wrong, those arrays won't work any longer.


If you have absolutely no coding experience, I suggest you follow the link "how to use a script" in my signature - it'll help you with parts of the configuration and setup.


For more detailed help you'll probably have to wait a while - using ID-Arrays to set up everything means that it can only be explained after someone with experience in handling arrays has looked over that script in detail and check it together with you.
 

Nérylis

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Yes, I read how to configure the script. Sets are configured with the same method. Bonus type 0 for example (General parameters) works well but bonus type 1 (General parameters percentage) doesn't work. Same thing with bonus type 2 (Extra parameters) and type 3 (Special parameters). I think the problem is when the bonus must be added.
 

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On my journey of character rework: I had this character, she was meant to be just a princess that joins your party. And at long term she was just uninteresting... So I tweaked her to be a rebel agaisn't the royalty before meeting up with the party.

Quick tip for any other ametuer pixel artists! When trying to create a colour palette, enabling Antialiasing can speed up the process of creating different shades! Just place your lightest colour and your darkest colour next to each other, select both pixels, and stretch it out!
Revolutionizing the JRPG Industry: Knocking on Doors.

Take that, murderhobos.
Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.

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