umm not sure if this can do that...
http://www.rmxp.org/forums/showthread.php?t=4462
Its Tricksters individual battle commands... you might just be able to do that in the script section and stuff not sure...
just ask in that post I guess and see what script can be used... it would require you to make an ID of all the accessories that give skills to have the skills though...
but that adds an extra command so maybe is not what you want... hmmm... for just a skill dunno but this is probably close to what you need
you will probably need the bag of skill effects too...
http://www.rmxp.org/forums/showthread.php?t=19102
the divest script (unequip item when skill is used) then probably make it so you loose the item...
so umm probably something like this???
item 81 is the accessory novice spell book...
#--------------------------------------------------------------------------
# * Command Id 13 : Custom Commands Special attacks
# Description : a novice spell book that gives you 4 spells... skills 1 => 1 is skill id 1 at level 1
#--------------------------------------------------------------------------
id 13
name Novice's Book
kind 1
armor_ids [81]
skills {1 => 1, 2 => 1, 3 => 1, 4 => 1}
description A Novice Spellcaster's Spellbook
help_text Contains 4 basic spells...
next_method start_skill_select
and useing the bag of skills effects set it so that those 4 skills would make it remove the equiped item that gives you the skills...
so on line 23 of the divest script set it to
Divest = {1 => [81], 2 => [81], 3 => [81], 4 => [81]}
I think that is what you mean... hmm not sure if it will work maybe someone will look at this XD
hmm if you use those 2 scripts it would probably work but only problem is it adds that command window with the skills in it... could be useful though... an item that gives you a super attack spell but destroys the item itself or gives you a super healing spell XD
hmm though for destorying the item is the problem isn't it??? hmm I guess this would need changed but I dunno your gonna have to ask Trickster about it... T_T so I guess it needs to have an item remove code added to the end
which is already in the games defaults just how to call it???
hmm...
#--------------------------------------------------------------------------
# * Lose Items
# item_id : item ID
# n : quantity
#--------------------------------------------------------------------------
def lose_item(item_id, n)
# Reverse the numerical value and call it gain_item
gain_item(item_id, -n)
end
#--------------------------------------------------------------------------
# * Lose Weapons
# weapon_id : weapon ID
# n : quantity
#--------------------------------------------------------------------------
def lose_weapon(weapon_id, n)
# Reverse the numerical value and call it gain_weapon
gain_weapon(weapon_id, -n)
end
#--------------------------------------------------------------------------
# * Lose Armor
# armor_id : armor ID
# n : quantity
#--------------------------------------------------------------------------
def lose_armor(armor_id, n)
# Reverse the numerical value and call it gain_armor
gain_armor(armor_id, -n)
end
=begin
==============================================================================
â—â— Name: Divest
Effect: Unequips weapon/armor
==============================================================================
=end
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Skill Effect Divest', 'Trickster', 1.0, '7.2.07')
#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?('Skill Effect Divest')
module Effects
#--------------------------------------------------------------------------
# * Divest
# - syntax skill_id => [ what to unequip ]
# what to unequip: 'w(id)' for weapon 'a(id)' for armor
# 'w' = all weapons 'a' = all armors nil = everything
#--------------------------------------------------------------------------
Divest = {137 => ['a']}
#--------------------------------------------------------------------------
# * Default Divest Effect
#--------------------------------------------------------------------------
Divest.default = nil
#--------------------------------------------------------------------------
# * Divest Element
#--------------------------------------------------------------------------
Divest_Element = nil
#--------------------------------------------------------------------------
# * Do Not Touch
#--------------------------------------------------------------------------
Methods << :divest
end
class Game_Battler
#--------------------------------------------------------------------------
# * Skill Effect Divest
#--------------------------------------------------------------------------
def skill_effect_divest(user, skill)
# If A Divest Effect and isn't immune
if (skill.has_effect?(:divest) and not skill_immune?(:divest) and
self.is_a?(Game_Actor))
# Get what to unequip
unequip = Effects.effect(:divest, skill.id)
# Run Through Array and Unequip
unequip.each do |id|
# if nil unequip all
if id == nil
(weapon_ids.size + armor_ids.size).times {|id| self.equip(id, 0)}
elsif id == 'w'
weapon_ids.each_index {|id| self.equip(id, 0)}
elsif id == 'a'
armor_ids.each_index {|id| self.equip(id + weapon_ids.size, 0)}
elsif id[0..0] == 'w'
self.equip(id[1...id.size].to_i, 0)
elsif id[0..0] == 'a'
self.equip(id[1...id.size].to_i + weapon_ids.size, 0)
elsif id.is_a?(Integer)
self.equip(id, 0)
end
end
self.damage = 'Unequipped'
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end