yep attach augments weapon/armor difference

Discussion in 'Javascript/Plugin Support' started by aceviper64, Jan 7, 2018.

  1. aceviper64

    aceviper64 Villager Member

    Messages:
    22
    Likes Received:
    1
    First Language:
    english
    so I want an augment that changes what it does based on what its equipped to.

    if equipped to weapon
    -------------------------------
    <Augment: Rune>
    Atk: +5
    Add attack element: Fire
    </Augment: Rune>
    ------------------------------
    if equipped to armor
    ---------------------------------
    <Augment: Rune>
    Def: +5
    Add passive state: 15
    </Augment: Rune>
    -------------------------------

    I am uncertain how to make the check or if its even possible.
     
    #1
  2. Knightmare

    Knightmare Knight of the Night Veteran

    Messages:
    1,057
    Likes Received:
    107
    Location:
    Central USA
    First Language:
    English
    Primarily Uses:
    RMMV
    Credit is not me, someone else showed me how to do it but I forgot where and who....(I think Yanfly but could be wrong.) This is an example from my game but the code works in the notebox. You can use this format and just plug in the necessary information you need. I know it's not exactly what is shown in your example but it's a good start.

    <Augment Attach Eval: Gem>
    var text = '';
    if (DataManager.isWeapon(item)) {
    text += '6';
    ItemManager.applyAugmentAttackElement(item, text, true);
    } else {
    text += '6, 50%';
    ItemManager.applyAugmentElement(item, text, true);
    }
    </Augment Attach Eval: Gem>

    <Augment Detach Eval: Gem>
    var text = '';
    if (DataManager.isWeapon(item)) {
    text += '6';
    ItemManager.applyAugmentAttackElement(item, text, false);
    } else {
    text += '6, 50%';
    ItemManager.applyAugmentElement(item, text, false);
    }
    </Augment Detach Eval: Gem>
     
    #2
  3. aceviper64

    aceviper64 Villager Member

    Messages:
    22
    Likes Received:
    1
    First Language:
    english
    Thanks Knightmare, that looks like it would work for me. Except I don't really know the script calls I'd need.



    oops I meant for this to be a link.

    I have looked at these script calls but I can not find anything to do with datamanger or itemmanager.
    I also don't know the calls to apply or remove all the different effects from the plugin.
     
    #3

Share This Page