# Fill this Array with the IDs of your actors (from the Database)
# that cannot unequip their weapon. OR, you can empty the array
# if ALL the actors can't unequip
NEVER_EMPTY_ACTORS = [1,2,7]
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias never_empty_weapon_scene_equip_update_item update_item
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# Hehe... do a test to see if the ACTOR is the script's target
id = @actor.id # Get Actor ID
never_flag = false # System doesn't run?
if NEVER_EMPTY_ACTORS.nil? # If it's 100% nil
never_flag = true # System needs to run
elsif NEVER_EMPTY_ACTORS == [] # If array is empty
never_flag = true # System needs to run
elsif NEVER_EMPTY_ACTORS.include?(id) # If specific actor...
never_flag = true # System needs to run
end
# Here, we run the test IF the system is used
if never_flag == true # If actor in play
if Input.trigger?(Input::C) # If hitting select
if @right_window.index == 0 # If weapon slot
if @item_window.item.nil? # If choosing nuthin
$game_system.se_play($data_system.buzzer_se) # Play Buzzer
return # And Exit......
end
end
end
end
# Ye olde code ^_^
never_empty_weapon_scene_equip_update_item
end
end