class Game_Actor < Game_Battler
ASSIGNED_STATUS = {11 => 3, 5 => 17} #Chest Armor => Status
ASSIGNED_STATUS2 = {23 => 3} #Weapon_ID => Status_ID
ASSIGNED_STATUS3 = {8 => 3} #Shield_ID => Status_ID
ASSIGNED_STATUS4 = {10 => 3} #Helmet_ID => Status_ID
ASSIGNED_STATUS5 = {9 => 3} #Accesory_ID => Status_ID
def equip(equip_type, id)
case equip_type
when 0
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
if ASSIGNED_STATUS2[id] != nil
add_state(ASSIGNED_STATUS2[id])
elsif ASSIGNED_STATUS2[@weapon_id] != ASSIGNED_STATUS5[@armor4_id] and ASSIGNED_STATUS2[@weapon_id] != ASSIGNED_STATUS3[@armor1_id] and ASSIGNED_STATUS2[@weapon_id] != ASSIGNED_STATUS4[@armor2_id] and ASSIGNED_STATUS2[@weapon_id] != ASSIGNED_STATUS[@armor3_id]
remove_state(ASSIGNED_STATUS[@weapon_id])
end
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
if ASSIGNED_STATUS3[id] != nil
add_state(ASSIGNED_STATUS3[id])
elsif ASSIGNED_STATUS3[@armor1_id] != ASSIGNED_STATUS5[@armor4_id] and ASSIGNED_STATUS3[@armor1_id] != ASSIGNED_STATUS2[@weapon_id] and ASSIGNED_STATUS3[@armor1_id] != ASSIGNED_STATUS4[@armor2_id] and ASSIGNED_STATUS3[@armor1_id] != ASSIGNED_STATUS[@armor3_id]
remove_state(ASSIGNED_STATUS3[@armor1_id])
end
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
if ASSIGNED_STATUS4[id] != nil
add_state(ASSIGNED_STATUS4[id])
elsif ASSIGNED_STATUS4[@armor2_id] != ASSIGNED_STATUS5[@armor4_id] and ASSIGNED_STATUS4[@armor2_id] != ASSIGNED_STATUS3[@armor1_id] and ASSIGNED_STATUS4[@armor2_id] != ASSIGNED_STATUS2[@weapon_id] and ASSIGNED_STATUS4[@armor2_id] != ASSIGNED_STATUS[@armor3_id]
remove_state(ASSIGNED_STATUS4[@armor2_id])
end
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
if ASSIGNED_STATUS[id] != nil
add_state(ASSIGNED_STATUS[id])
elsif ASSIGNED_STATUS[@armor3_id] != ASSIGNED_STATUS5[@armor4_id] and ASSIGNED_STATUS[@armor3_id] != ASSIGNED_STATUS3[@armor1_id] and ASSIGNED_STATUS[@armor3_id] != ASSIGNED_STATUS4[@armor2_id] and ASSIGNED_STATUS[@armor3_id] != ASSIGNED_STATUS2[@weapon_id]
remove_state(ASSIGNED_STATUS[@armor3_id])
end
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
if ASSIGNED_STATUS5[id] != nil
add_state(ASSIGNED_STATUS5[id])
elsif ASSIGNED_STATUS5[@armor4_id] != ASSIGNED_STATUS3[@armor1_id] and ASSIGNED_STATUS5[@armor4_id] != ASSIGNED_STATUS2[@weapon_id] and ASSIGNED_STATUS5[@armor4_id] != ASSIGNED_STATUS4[@armor2_id] and ASSIGNED_STATUS5[@armor4_id] != ASSIGNED_STATUS[@armor3_id]
remove_state(ASSIGNED_STATUS5[@armor4_id])
end
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
end