Example:
Bob has state X applied to him and he has 99 potions, every time bob uses a potions instead of going to 98,97,96...he stays at 99.
My issue? It doesn't do the state check properly...I might have this all screwed up and backward...So could some one look at it please?
its my first script .....so i may be retardedly stupid doing this...
CODE
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Author: Adam Balan (Adrien.)
# @c - Year, GPL 3.0
#
# @Version: 1.0.0
#
# @Notes: You must credit me for the use of these scripts either in your
# credits or in your game credits. You may edit, redistribute and
# change these scripts to your liking, you may NOT claim them as
# your own.
#
# @Whats This?:
# Based on some state your character(s) have applied the use
# of items becomes infinite. This applies to all Items.
#
#
# @Instructions:
# Place above main, below materian, see Module below. Questions?
# Ask.
#
#
# [==============================================================]
#
# @Script Type: Game
# @Compatability: Anything
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
# #
$imported = {} if $imported == nil # Inspired by YEM/Yanfly Scripts #
$imported["State_Item"] = true # #
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Module Name: STATE
#
# Callable API:
# -> STATE_ID - requires the id of the state to be checked for upon
# running the script. This ID can be any > 0
#
# [==============================================================]
#
# Description:
#
# This module is simple you select a state ID to be passed into
# "is_State_Applied?(id)"
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
module STATE
STATE_ID = 17
end
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Class Name: Charactter_State
#
# Callable API:
# -> is_State_Applied?(id) - Check all actors for a specific state specified
# by the module STATE::STATE_ID = # > 0
# -> Param: ID of state
#
# [==============================================================]
#
# Description:
#
# Check for a state based on the ID passed through the
# method is_State_Applied?(id) if State Applied = true,
# call Item_Infinte.new else do nothing.
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
class Character_State
def initialize
is_State_Applied?(STATE::STATE_ID)
end
def is_State_Applied?(id)
for actor in $game_party.members
if actor.state?(id) == STATE::STATE_ID
Item_Infinite.new
else
print "You have no state Applied" #Testing purposes
end
end
end
end
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Class Name: Item_Infinite Inherits from RPG::Item
#
# Callable API:
# -> re_Initialize This is an alias method that over rides the
# the default initialize method for RPG::Item
# and sets @consumables to false instead of true.
#
# [==============================================================]
#
# Description:
#
# We use this class to set the consumable of an item to false,
# so that when the item is used if you have 99 potions you will
# still have 99 potions after the use of 1 potion.
#
# This class inherits its data from RPG::Item and over rides the
# Default method.
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
class Item_Infinite < RPG::Item
def initialize
@consumable = false
end
alias re_Initialize initialize
def initialize
re_initialze
end
end
#
# Author: Adam Balan (Adrien.)
# @c - Year, GPL 3.0
#
# @Version: 1.0.0
#
# @Notes: You must credit me for the use of these scripts either in your
# credits or in your game credits. You may edit, redistribute and
# change these scripts to your liking, you may NOT claim them as
# your own.
#
# @Whats This?:
# Based on some state your character(s) have applied the use
# of items becomes infinite. This applies to all Items.
#
#
# @Instructions:
# Place above main, below materian, see Module below. Questions?
# Ask.
#
#
# [==============================================================]
#
# @Script Type: Game
# @Compatability: Anything
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
# #
$imported = {} if $imported == nil # Inspired by YEM/Yanfly Scripts #
$imported["State_Item"] = true # #
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Module Name: STATE
#
# Callable API:
# -> STATE_ID - requires the id of the state to be checked for upon
# running the script. This ID can be any > 0
#
# [==============================================================]
#
# Description:
#
# This module is simple you select a state ID to be passed into
# "is_State_Applied?(id)"
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
module STATE
STATE_ID = 17
end
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Class Name: Charactter_State
#
# Callable API:
# -> is_State_Applied?(id) - Check all actors for a specific state specified
# by the module STATE::STATE_ID = # > 0
# -> Param: ID of state
#
# [==============================================================]
#
# Description:
#
# Check for a state based on the ID passed through the
# method is_State_Applied?(id) if State Applied = true,
# call Item_Infinte.new else do nothing.
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
class Character_State
def initialize
is_State_Applied?(STATE::STATE_ID)
end
def is_State_Applied?(id)
for actor in $game_party.members
if actor.state?(id) == STATE::STATE_ID
Item_Infinite.new
else
print "You have no state Applied" #Testing purposes
end
end
end
end
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
#
# Class Name: Item_Infinite Inherits from RPG::Item
#
# Callable API:
# -> re_Initialize This is an alias method that over rides the
# the default initialize method for RPG::Item
# and sets @consumables to false instead of true.
#
# [==============================================================]
#
# Description:
#
# We use this class to set the consumable of an item to false,
# so that when the item is used if you have 99 potions you will
# still have 99 potions after the use of 1 potion.
#
# This class inherits its data from RPG::Item and over rides the
# Default method.
#
# ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #
class Item_Infinite < RPG::Item
def initialize
@consumable = false
end
alias re_Initialize initialize
def initialize
re_initialze
end
end