Ok, since I've been helped here I feel like contributing to the community myself. I don't know which of these have been posted but I think most still haven't, so I'm just gonna sum them up for people.
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
CHECKING FOR NAME/ID OF 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
USING SCRIPT CALLS TO CALL SCRIPT FUNCTIONS
If you're having problem with low event script call space you can use event script call to call your own script function.
Create a new script below ▼ Materials/素材 but above ▼ Main and in the script put:
class Game_Interpreter
def custom_script()
YOUR SCRIPT
end
end
Then you just need to call the script by typing the name of the function (the bold red text) inside the event script call. So in this case I'd just type custom_script into the event script call.
This also saves you time of repeatedly typing many long script lines into event scripts and calling them by one simple line instead.
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I'm probably gonna edit and add more stuff to this post later...