Code:
# Add every Item/Skill/Weapon/Etc. without blank fields.
# ----------------------------------------------
$data_items.each { |i|
next if i.nil? or i.name == ""
$game_party.gain_item(i, 99)
}
# Change $data_items to $data_weapons or something else and the amount you want.
Code:
# Remove every Item/Skill/Weapon/Etc. without blank fields.
class Game_Party < Game_Unit
def unequip_all
members.each do |i|
i.equip_slots.each do |j|
i.change_equip(j, nil)
end
end
end
end
$game_party.unequip_all
$game_party.init_all_items
# Use Items immediately
# ----------------------------------------------
$game_actors[id].use_item($data_items[x])
$game_party.leader.use_item($data_items[x])
$game_party.members[index].use_item($data_items[x])
# Check Party Member Size
# ----------------------------------------------
$game_party.members.size
$game_party.all_members.size
# If In Battle, use this instead. This checks the total size of your party (not just battlers).
# Checking Availability
# ----------------------------------------------
$game_actors[X].equips.include?($data_weapons[Y]) # Checks if the actor X has weapon Y equipped
$game_actors[X].equips.include?($data_armors[Y]) # Checks if the actor X has equipment
#(shield, armor, helmet or accessory)
# Y equipped
$game_actors[X].skills.include?($data_skills[Y]) # Checks if the actor X has learned skill Y
$game_actors[X].states.include?($data_states[Y]) # Checks if the actor X is afflicted by status
# effect Y
$game_actors[actorid].skill_learn?($data_skills[skillid]) # If Player learned Skill. actorid and skillid
# are the ids from the database of
# the actor and skill you're interested in.
# It will return true if they have that skill, an
# false if they don't.
# Example Usage:
# if xxx weapon type is the same as unless xxx == nil
$game_actors[x].equips[y].wtype_id if $game_actors[x].equips[y]
# Check for Name/ID of Player Equipment
# ----------------------------------------------
$game_actors[X].equips[Y].id unless $game_actors[X].equips[Y] == nil
# Returns the ID of the equipment on actor X, equipped in slot Y
$game_actors[X].equips[Y].name unless $game_actors[X].equips[Y] == nil
# Returns the name of the equipment on actor X equipped in slot Y
# NOTE: If using any scripts that give or take equipment slots, the #Y is the number of the character's slot
# not the slot's number in the script. I.E. using Yanfly Equip Menu script - if your character has equipment
# slots 6,7,8,15,15,32,75 available then $game_actors[1].equips[0].id would return the ID of the
# item equipped in the slot defined as slot 6 in Yanfly script because it's the 1st equipment slot for the
# specific character.
# Checking Actors
# ----------------------------------------------
$game_actors[X].name # Returns the name of the actor X
$game_actors[X].nickname # Returns the nickname of the actor X
$game_actors[X].class.id # Returns the ID of the actor X class
$game_actors[X].class.name # Returns the name of the actor X class
# Screen Clean Up
# ----------------------------------------------
# Clear Fade
# Clear Tone
# Clear Flash
# Clear Shake
# Clear Weather
# Clear Pictures
$game_map.screen.clear
# Clear Tone (Immediate)
$game_map.screen.clear_tone
# Clear Shake (Immediate)
$game_map.screen.clear_shake
# Clear Weather (Immediate)
$game_map.screen.clear_weather
# Clear Pictures (Immediate)
$game_map.screen.clear_pictures[/CODE]