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Aran

Member

Okay, back on the subject of my FFX-replica customization script...

Here's my pseudo code-ish idea:

Code:
[B]RPG::Weapon/Armor[/B]
-alias the originial initialize method
-go into the original initialize method and add an empty array-slot for the weapons'/armors' custom skills to be held in
-add the aliased code & i'm done here

Now my questions are: where should I begin processing the data for each weapon/armors' slots?

should i make a class where all the weapons' and armors' custom skills, max slots, etc. is held, and have Game_Battler read it? or should I put in Game_Battler since that's where all the data for a battler is stored?

O! And where would something like Stoneproof be interpreted? in Game_Battler?
 
I had told you not to add the array to the RPG module classes in your previous topic, and I still advise you not to.
The initialize method is never called in-game anyway, only when you save in the database.

Add it in a new class, such as Game_Weapon.

And what is stoneproof?
 
Tell me exactly what you plan to do, no scripting whatsoever.

A Game_Weapon class would be completely pointless, as the @weapon_id and other pointers in the game points to RPG::Weapons. Creating a Game_Weapon class would cause tons more work.

It is just easier to modify the $data_weapons array, and alias RPG::Object methods.
 

Aran

Member

I want to create a script where you can customize your weapons and armor to have custom skills like STR +30%, Fireproof, Auto-Haste etc.

Weapons and Armor have their own number of slots, too. And slots can hold a custom skill.

then, in battle, those custom skills will be put in effect.
 

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