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13567715448 发表于 2014-1-15 09:50 ![]()  
貌似是和原来内设的冲突了?难道是我的写法有误? 
# 套装数据库 
  SUITS = []  
这是我在外站找的一个脚本 
测试了一下,是可以使用的,都是英文注释,也能看懂,你可以研究一下!- #============================================================================
 
 - # Equipment Sets v2.1e
 
 - # By Emerald
 
 - #----------------------------------------------------------------------------
 
 - # You're free to use the script for any game, as long as you give credits
 
 - #----------------------------------------------------------------------------
 
 - # Version History
 
 - # 1.0 -> Script fully ready for public use. Addes sets, unlimited set items,
 
 - #        set bonuses for the 8 basic stats, set bonuses requirement (how many
 
 - #        items of the set is the actor wearing?)
 
 - # 1.1 -> a. changed the set bonuses work. Instead of [parameter, bonus] you now
 
 - #        use [sort, parameter, bonus]. Also added sorts 0 and 2. Check SPECIAL
 
 - #        VALUES for their corresponding parameters.
 
 - #        b. Added sort 1: Standard Parameters (Percentage). The corresponding
 
 - #        parameters are the same as for sort 0. See SPECIAL VALUES for extra
 
 - #        notes.
 
 - # 1.2 -> Added Sort 3: Special Parameters. The values for the parameters can be
 
 - #        found in SPECIAL VALUES, just as usual. Addes Sort 4: Skills!! These
 
 - #        use a different syntax than the other bonuses, so be sure to check
 
 - #        SPECIAL VALUES if you are unfamiliar with them.
 
 - # 1.3 -> a. rewritten most of the code to remove so major bugs. Also cleaned
 
 - #        code (about 140 lines less this time, WITH 4 added Sorts). Added
 
 - #        Module Emerald (EME). Sets and Set_Bonuses move to Module EME. Added
 
 - #        MAX_ELEMENTS to Module EME. Added Sort 5 (Elemental Efficiency), Sort
 
 - #        6 (Debuff Rate), Sort 7 (State Rate), Sort 8 (State Resist) and Sort 9
 
 - #        (Attack Elements). See SPECIAL VALUES for instructions.
 
 - #        WARNING these are still in Beta Stage, so report all bugs found.  
 
 - #        b. removed many, MANY major bugs! Removed a bug where unequipping
 
 - #        resulted in an undefined array, removed some typos, fixed the bonuses
 
 - #        for almost EVERY Sort, removed some more typos, shortened code a little
 
 - #        bit, removed some more minor bugs regarding change_equip.
 
 - # 1.4 -> More bug fixes. Also added Sort 10 (Attack States), Sort 11 (Equipment
 
 - #        Types) and Sort 12 (Attack Specials). Refer to SPECIAL VALUES for
 
 - #        all needed information.
 
 - # 1.5 -> Bug fix to discard_equip(...). Added the foruth value of Sort 11
 
 - #        (Dual Wielding), added Sort 13, Sort 14, Sort 15, Sort 16 and Sort 17
 
 - #        which are Additional Skill Types, Sealed Skill Types, Sealed Skills,
 
 - #        Fixed Equip Types and Sealed Equip Types respectively. As usual, go to
 
 - #        SPECIAL VALUES for the needed instructions.
 
 - # 1.6 -> Added a compatibility patch for Fomar's Dual Wield -> Free Hands script.
 
 - # 1.7 -> Added Sorts 18 (special flags), 19 (party abilities) and 20 (other 
 
 - #        traits). See SPECIAL VALUES for the instructions.
 
 - # 1.8a-> Added sounds to be played when a certain amount of set pieces has been
 
 - #        equipped. Also removed a bug regarding skipping amounts of pieces.
 
 - # 1.8b-> Small bugfix regarding set sounds.
 
 - # 1.8c-> Small bugfix regarding attack states.
 
 - #
 
 - # 2.0 -> MAJOR REWRITE. Aliased a few more methods than before, to further
 
 - #        increases compatability. Added a method which initializes sets which
 
 - #        are worn by actors at the start of the game. Halved the code used to
 
 - #        determine if items belong to sets. Scraped a few uneccessairy methods.
 
 - #        Practically removed 2/3 of my version of release_unequipable_equips,
 
 - #        and made the EES + Fomar123's Dual Wield -> Free Hands script patch
 
 - #        1 line instead of 10. Almost entirely changed the way Set Skills and
 
 - #        Set Equipment Options work. Also fixed a few bugs in the progress 
 
 - #        (for example additions of variable 2 which I accidentally left in the 
 
 - #        script.)
 
 - # 2.1a-> Start of the debugging patch. Added a function to remove bonuses when
 
 - #        unequipping stuff, like usual. Forgot to re-add in 2.0 >.<
 
 - # 2.1b-> Fixed a small typo.
 
 - # 2.1c-> Fixed initalizition of set equips.
 
 - # 2.1d-> Fixed a bug regarding bonuses not being applied upon optimizing equips
 
 - #        and a bug regarding the removing of bonuses when unequipping stuff.
 
 - # 2.1e-> Removed something which I should have added (regarding the BaseItem 
 
 - #        class) in release_unequippable_items. This also fixed the compatibility
 
 - #        issues with Tsukihime's Effect Manager.
 
 - #----------------------------------------------------------------------------
 
 - # Started with a Iron Sword? Pretty good. Found a Gold Sword? Awesome! Found
 
 - # the complete Bronze Set? Bad stuff...
 
 - # Unless, they give you bonuses! In other words, this script allows you to create
 
 - # bonuses for wearing multiple items of a set... Just wanted to make it sound
 
 - # more fun...
 
 - #
 
 - # Instructions:
 
 - #
 
 - # Just as always, put this script between Бе Materials and Бе Main. Put this script
 
 - # below any script which rewrites change_equip and above any script which aliases
 
 - # 'param' in Game_Actor (usually in Game_BattlerBase, but it only matters if it
 
 - # is rewritten/aliased in Game_Actor).
 
 - #
 
 - # Set MAX_ELEMENTS below module EME and above Sets to the maximum number of
 
 - # elements in the database. Else, the script won't recognize any above the value.
 
 - #
 
 - #
 
 - # SETS
 
 - #
 
 - # To create sets (sorry, no names yet) go to Sets in the configuration part.
 
 - # Add the set id, followed by an array containing arrays. The latter arrays
 
 - # must be at least two elements long, one for the type of equipment, one for the 
 
 - # id.
 
 - # Examples:
 
 - #
 
 - # 1 => [[0, 1], [1, 2]], <- The []'s define an array. The arrays like the [0,1]
 
 - # and [1, 2] should be at least two elements long (each element is separated by
 
 - # a comma.
 
 - #
 
 - # 2 => [[0, 5], [0, 6], [1, 5], [1,7]], <- If the array is not the last in the 
 
 - # list, add a comma or you'll get an error. This goes for every array.
 
 - #
 
 - # set id => [[equipment type, equipment id], [equipment type, equipment id]]
 
 - #
 
 - # NOTE:
 
 - # The set id MUST be 0 or higher. The variable in which the sets are stored (which
 
 - # is called a hash) usually begins with 1 =>, so that's why that's also in the
 
 - # standard config. 
 
 - # The Equipment Types are 0 (weapons) and 1 (armors.)
 
 - # DO NOT COPY the ID of items in the database. If you put all the useless 0's
 
 - # in front of the real ID, you'll get an error/the script won't work.
 
 - # Furthermore, you can have an infinite amount of equipment belonging (is that a
 
 - # word?) to a set, so don't worry about compatibility issues with Extra Equipment
 
 - # Slots scripts. Unless they rewrite change_equip, than there's a slight chance
 
 - # on problems. This can be fixed, however, by putting this script below any
 
 - # script which rewrites change_equip.
 
 - # Also, you can have multiple weapons in array and the same equipment in different
 
 - # sets.
 
 - #
 
 - #
 
 - # SET BONUSES
 
 - #
 
 - # For set bonuses, go to Set_Bonuses. Use the follwing syntax to add bonuses:
 
 - #
 
 - # set id => {
 
 - #    amount of pieces required => [[sort, parameter, bonus]]
 
 - #           },
 
 - #
 
 - # Specifications:
 
 - # set id = the same set id as in Sets.
 
 - #
 
 - # amount of pieces required = the amount of pieces the player must be wearing in
 
 - # order to receive the bonuses. If you want to skip one, just skip it. Like:
 
 - # 1 => blablabla
 
 - # 3 => blablabla
 
 - #
 
 - # sort = type of bonus. For all sorts, see SPECIAL VALUES.
 
 - #
 
 - # parameter = the parameter which receives the bonus. For all parameters, see
 
 - # SPECIAL VALUES.
 
 - #
 
 - # bonus = the bonus to be added to parameter. Note that this is a direct bonus,
 
 - # not a percentage. If the vale is negative, the bonus will become negative. If
 
 - # the value is 0, there will be no bonus to that stat.
 
 - #
 
 - #
 
 - # SPECIAL VALUES
 
 - # Sets
 
 - # ----
 
 - # Equipment types: 0 and 1. 0 is the Weapons tab in the database, 1 is the
 
 - # Armors tab in the database.
 
 - #
 
 - # Set_Bonuses
 
 - # ---
 
 - # Sorts:
 
 - # 0  - Standard Parameter
 
 - # 1  - Standard Parameter (Percentage)
 
 - # 2  - Extra Parameter
 
 - # 3  - Special Paramater
 
 - # 4  - Skills (WARNING, DIFFERENT SYNTAX!! See Skills on how to use them)
 
 - # 5  - Elemental Efficiency
 
 - # 6  - Debuff Rate
 
 - # 7  - State Rate
 
 - # 8  - State Resistance (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 9  - Attack Elements (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 10 - Attack States
 
 - # 11 - Equipment Types (WARNING, DIFFERENT SYNTAX!! See Equipment Types on how 
 
 - #                       to use them)
 
 - # 12 - Attack Specials
 
 - # 13 - Additional Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 14 - Sealed Skill Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 15 - Sealed Skills (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 16 - Fixed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 17 - Sealed Equip Types (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 18 - Special Flags (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 19 - Party Abilities (WARNING, VALUE HAS A DIFFERENT FUNCTION!!)
 
 - # 20 - Other Traits
 
 - #
 
 - # Standard Parameters: (Sort 0)
 
 - # 0 - MaxHp
 
 - # 1 - MaxMp
 
 - # 2 - Attack
 
 - # 3 - Defense
 
 - # 4 - Magic Attack (Spirit)
 
 - # 5 - Magic Defence (Resistance)
 
 - # 6 - Agility
 
 - # 7 - Luck
 
 - #
 
 - # Standard Parameters (Percentage): (Sort 1)
 
 - # 0 - MaxHp
 
 - # 1 - MaxMp
 
 - # 2 - Attack
 
 - # 3 - Defense
 
 - # 4 - Magic Attack (Spirit)
 
 - # 5 - Magic Defence (Resistance)
 
 - # 6 - Agility
 
 - # 7 - Luck
 
 - # Note that stats are calculated this way:
 
 - # Basic + Equipment Bonuses + Set Bonuses (normal) + Set Bonuses (percentages,
 
 - # equal to bonus% (in [1, parameter, bonus]) * basic + equipment bonuses)
 
 - #
 
 - # Extra Parameters: (Sort 2)
 
 - # 0 - Hit Rate
 
 - # 1 - Evasion
 
 - # 2 - Critical Rate
 
 - # 3 - Critical Evasion
 
 - # 4 - Magical Evasion
 
 - # 5 - Magical Reflection
 
 - # 6 - Counter Rate
 
 - # 7 - HP Regen
 
 - # 8 - MP Regen
 
 - # 9 - TP Regen
 
 - #
 
 - # Special Parameters: (Sort 3)
 
 - # 0 - Target Rate/ Accuracy Rate(in Eng Translation Patch)/ Aggro Rate
 
 - # 1 - Guard Effect Rate
 
 - # 2 - Recovery Effect Rate
 
 - # 3 - Pharmacology/ Knowledge in Medicine(in Eng Translation Patch)
 
 - # 4 - MP Cost Rate
 
 - # 5 - TP Charge Rate
 
 - # 6 - Physical Damage Rate
 
 - # 7 - Magical Damage Rate
 
 - # 8 - Floor Damage Rate
 
 - # 9 - Experience Rate
 
 - #
 
 - # Skills: (Sort 4)
 
 - # These skills don't have parameter values. Instead, the last two elements in 
 
 - # their array have a different effect than usual:
 
 - # [sort (4), -----, skill_id]
 
 - # Sort = still the same and of course 4
 
 - # ----- = before this was Active, but that is no longer required. In order to
 
 - # by-pass the need to change this to skill_id (for people who had this script
 
 - # before v2.0), this variable has become unused instead of deleted all-together.
 
 - # You can put anything you want here, it doesn't even have to be an integer.
 
 - # Skill_Id = the id of the skill which the actor learns.
 
 - #
 
 - # Elemental Efficiency: (Sort 5)
 
 - # Values are the same as Element IDs in the database. (SO NO 0!!)
 
 - # If the bonus is negative, the actor becomes more resistant to the element.
 
 - # If the bonus is positive, the actor becomes weaker to the element.
 
 - #
 
 - # Debuff Rate: (Sort 6)
 
 - # 0 - MaxHp
 
 - # 1 - MaxMp
 
 - # 2 - Attack
 
 - # 3 - Defense
 
 - # 4 - Magic Attack (Spirit)
 
 - # 5 - Magic Defence (Resistance)
 
 - # 6 - Agility
 
 - # 7 - Luck
 
 - # If the bonus is negative, the actor becomes more resistant to debuffs regarding
 
 - # the set parameter.
 
 - # If the bonus is positive, the actor becomes weaker to debuffs regarding the set
 
 - # parameter.
 
 - # 
 
 - # State Rate: (Sort 7)
 
 - # Values are the same as the State IDs in the database (SO NO 0!!)
 
 - # If the bonus is negative, the actor becomes more resistant to the state.
 
 - # If the bonus is positive, the actor becomes weaker to the state.
 
 - #
 
 - # State Resist: (Sort 8)
 
 - # Values are the same as the State IDs in the database (SO NO 0!!)
 
 - # If the bonus is positive, the actor becomes fully resistant to the set state.
 
 - # However, if the bonus is negative, the actor LOSES full resistance to the set
 
 - # state!
 
 - #
 
 - # Attack Elements: (Sort 9)
 
 - # Values are the same as the Element IDs in the database (SO NO 0!!)
 
 - # If the bonus is positive, the element is added to the attack elements.
 
 - # However, if the bonus is negative, the element is REMOVED from the attack 
 
 - # elements!
 
 - #
 
 - # Attack States: (Sort 10)
 
 - # Values are the same as the State IDs in the database (SO NO 0!!)
 
 - # Bonus is the chance of the state to occur.
 
 - #
 
 - # Equipment Types: (Sort 11)
 
 - # 0 as parameter means that the bonus type is a Weapon Type.
 
 - # 1 as parameter means that the bonus type is a Weapon Type, but instead it will
 
 - # be REMOVED from the list of weapon types.
 
 - # 2 as parameter means that the bonus type is an Armor Type.
 
 - # 3 as parameter means that the bonus type is an Armor Type, but instead it will
 
 - # be REMOVED from the list of armor types.
 
 - # 4 as parameter allows Dual Wielding.
 
 - # Bonus is the same as the ID of the Equipment Types in the database.
 
 - # Note that removed types override added types. So you can first remove an
 
 - # equip type and afterwards add it, but you can first add it and then remove it.
 
 - #
 
 - # Attack Specials: (Sort 12)
 
 - # 0 - Attack Speed
 
 - # 1 - Additional Attacks
 
 - # Both in percentages. So for additional attacks, not 1 but 100.
 
 - #
 
 - # Additional Skill Types: (Sort 13)
 
 - # Values are the same as the Skill Types IDs in the database (SO NO 0!!)
 
 - # If the bonus is positive, the skill types is added.
 
 - # However, if the bonus is negative, the skill type is REMOVED!
 
 - #
 
 - # Sealed Skill Types: (Sort 14)
 
 - # Exact the same as above, only if the bonus is positive the type gets sealed,
 
 - # if the bonus is negative the type gets removed from the sealed types.
 
 - #
 
 - # Sealed Skills: (Sort 15)
 
 - # Again, exact the same as above. Only this time, replace the skill type id by
 
 - # the skill id.
 
 - #
 
 - # Fixed Equip Types: (Sort 16)
 
 - # Exact the same as Sealed Skill Types, only the equip types get fixed. Of course,
 
 - # replace skill type id by equip type id.
 
 - #
 
 - # Sealed Equip Types: (Sort 17)
 
 - # And yet again, exact the same only the equip types get sealed. Of course,
 
 - # replace skill type id by equip type id.
 
 - #
 
 - # Special Flags: (Sort 18)
 
 - # 0 - Auto Combat
 
 - # 1 - Guard
 
 - # 2 - Substitute/Cover
 
 - # 3 - Same TP in next battle
 
 - # For bonus, put a positive number (or 0) for added trait, and negative number
 
 - # for removed trait.
 
 - #
 
 - # Party Abilities: (Sort 19)
 
 - # 0 - Encounter cut down by half
 
 - # 1 - No encounters
 
 - # 2 - No suprise attacks
 
 - # 3 - Preemptive strike rate up
 
 - # 4 - Double currency from battles
 
 - # 5 - Double items from battles
 
 - # For bonus, put a positive number (or 0) for added trait, and negative number
 
 - # for removed trait.
 
 - #
 
 - # Others Traits: (Sort 20)
 
 - # 0 - Max TP up by bonus
 
 - # 1 - Atk Skill becomes bonus (skill ID) / So, if you have [20, 1, 10] the actor's
 
 - # attack skill becomes 10.
 
 - # 2 - Guard Skill becomes bonus (skill ID) / So, if you have [20, 2, 10] the 
 
 - # actor's guard skill becomes 10,
 
 - #----------------------------------------------------------------------------
 
 - # Credits to:
 
 - # Lettuce, if it wasn't for his RMVX Item Sets script, I would not have learned
 
 - # how Arrays and Hashes work.
 
 - # Many members at www.rpgmakervxace.net for pointing out various bugs and whatnot.
 
 - # You for reading through the wall of text ^^ (at least... I hope you did that..)
 
 - #----------------------------------------------------------------------------
 
 - # If you have any issues with this script, contact me at
 
 - # http://www.rpgmakervxace.net/index.php?/topic/1092-ees-emeralds-equipment-sets/
 
 - #============================================================================
 
 - #
 
 - # CONFIGURATION
 
 - #
 
 - #============================================================================
 
  
- module EME
 
 -   
 
 -   MAX_ELEMENTS = 10
 
  
- #----------------------------------------------------------------------------
 
 - # Sets syntax
 
 - #----------------------------------------------------------------------------
 
 - # Sets = {
 
 - #          set_id => [[equipment_type, equipment_id]]
 
 - #        }
 
 - #
 
 - # set_id must be bigger than 0
 
 - # equipment_type can be either 0 (weapon) or 1 (armor)
 
 - # Add a comma after a ']' if it's not the last element in the array/hash.
 
 - #
 
 - # Don't forget to add a ungettable item at the end! Else, the last item will
 
 - # count for two!
 
 - #----------------------------------------------------------------------------
 
  
- Sets = {
 
 -          1 => [[0, 1], [1, 1]],
 
 -          2 => [[1, 2], [0, 2]]
 
 -        }
 
  
- #----------------------------------------------------------------------------
 
 - # Sets syntax
 
 - #----------------------------------------------------------------------------
 
 - # Set_Bonuses = {
 
 - #       set id => {
 
 - #         amount of pieces required => [[sort, parameter, bonus]], [sort, random parameter, 0]]
 
 - #                 }
 
 - #                }
 
 - #
 
 - # set_id must correspond to set_id of Sets
 
 - # amount of pieces required indicates how many pieces of the set the actor must
 
 - # be wearing before receiving the bonus. If you want to skip one, make the only
 
 - # element in it's array [0, 0, 0].
 
 - # sort indicates which kind of parameters the bonuses change. See SPECIAL VALUES
 
 - # for all sorts.
 
 - # parameter can be a value depending on sort. See SPECIAL VALUES in the 
 
 - # instructions for their corresponding stats.
 
 - # Bonus is a direct value added to 'parameter'. If 0, no bonus is added. If
 
 - # negative, bonus becomes negative.
 
 - # Random paramter is just a random parameter to prevent the last bonus from
 
 - # being doubled. Always make the bonus of this element 0.
 
 - #
 
 - # Add a comma after a ']' or '}' if it's not the last element in the array/hash.
 
 - #
 
 - # Don't forget to add a bonus of [0, 0, 0] at the end! Or else, the last bonus 
 
 - # will be doubled!
 
 - #----------------------------------------------------------------------------
 
 - Set_Bonuses =
 
 - {
 
 -   1 => {
 
 -     1 => [[0, 0, 500]],
 
 -     2 => [[0, 0, 500]]
 
 -        },
 
  
-   2 => {
 
 -     1 => [[0, 1, 500]],
 
 -     2 => [[0, 1, 500]]
 
 -        }
 
 - }
 
  
- #-----------------------------------------------------------------------------
 
 - # Sets syntax
 
 - #-----------------------------------------------------------------------------
 
 - # Set_Sounds = {
 
 - #   set_id => {
 
 - #     amount_of_pieces_required => [file_name, volume, pitch]
 
 - #   }
 
 - # }
 
 - #
 
 - # Resembles the other two parts so I think not much of an explanation is needed.
 
 - # When the required amount of pieces has been equipped, the sound sound will be
 
 - # played. Doesn't apply for unequipping. Again, watch the comma's!!
 
 - #----------------------------------------------------------------------------
 
 - Set_Sounds =
 
 - {
 
 -   1 => {
 
 -     1 => ["Flash1", 100, 100], # <- comma here since it isn't the last one!
 
 -     2 => ["Flash1", 100, 100]  # <- no comma here since it IS the last one!
 
 -        }
 
 - }
 
  
- end
 
  
- # Only edit things past here if you know what you're doing
 
  
- $imported = {} if $imported.nil?
 
 - $imported["Emerald's Equipment Sets"] = true
 
  
- #============================================================================
 
 - #
 
 - # Game_Actor
 
 - # Handles everything for this script.
 
 - #============================================================================
 
 - class Game_Actor < Game_Battler
 
 -   
 
 -   attr_reader :active_sets
 
 -   attr_reader :item_sets
 
 -   
 
 -   alias eme_ees_setup setup
 
 -   def setup(actor_id)
 
 -     @non_set_skills = []
 
 -     @skill_from_sets = false
 
 -     reset_bonuses
 
 -     @active_sets = []
 
 -     @item_sets = [0] * (EME::Sets.size + 1)
 
 -     eme_ees_setup(actor_id)
 
 -   end
 
  
-   alias eme_init_equips init_equips
 
 -   def init_equips(equips)
 
 -     eme_init_equips(equips)
 
 -     equips.each_with_index{|item_id, i|
 
 -       etype_id = index_to_etype_id(i)
 
 -       slot_id = empty_slot(etype_id)
 
 -       for set_id in 1..EME::Sets.size
 
 -         for ees_set_equip in EME::Sets[set_id]
 
 -           if item_id != nil and slot_id != nil and ees_is_the_set_item?(etype_id == 0 ? $data_weapons[item_id] : $data_armors[item_id], ees_set_equip)
 
 -             @item_sets[set_id] += 1
 
 -             @active_sets.push(set_id) unless @active_sets.include?(set_id)
 
 -           end
 
 -         end
 
 -       end
 
 -     }
 
 -     refresh
 
 -   end
 
 -    
 
 -   def ees_is_the_set_item?(item, ees_set_equip)
 
 -     return (((ees_set_equip[0] == 0 and item.is_a?(RPG::Weapon)) or (ees_set_equip[0] == 1 and item.is_a?(RPG::Armor))) and ees_set_equip[1] == item.id)
 
 -   end
 
  
-   alias eme_ees_learn_skill learn_skill
 
 -   def learn_skill(skill_id)
 
 -     eme_ees_learn_skill(skill_id)
 
 -     @non_set_skills.push(skill_id) unless @skill_from_sets
 
 -     @skill_from_sets = false
 
 -   end
 
 -  
 
 -   alias eme_ebs_change_equip change_equip
 
 -   def change_equip(slot_id, item)
 
 -       for set_id in 1..EME::Sets.size
 
 -         for ees_set_equip in EME::Sets[set_id]
 
 -           if slot_id != nil and @equips[slot_id] != nil and @equips[slot_id].object != nil
 
 -             if ees_is_the_set_item?(@equips[slot_id].object, ees_set_equip)
 
 -               @item_sets[set_id] -= 1
 
 -               @active_sets.delete(set_id) if @item_sets[set_id] == 0
 
 -             end
 
 -           end
 
 -           if item != nil and ees_is_the_set_item?(item, ees_set_equip)
 
 -             @item_sets[set_id] += 1
 
 -             @active_sets.push(set_id) unless @active_sets.include?(set_id)
 
 -             if EME::Set_Sounds.has_key?(set_id) and EME::Set_Sounds[set_id].has_key?(set_amount_wearing(set_id))
 
 -               sound = EME::Set_Sounds[set_id][set_amount_wearing(set_id)]
 
 -               Audio.se_play("Audio/SE/" + sound[0], sound[1], sound[2]) 
 
 -             end
 
 -           end
 
 -         end
 
 -       end
 
 -     set_check
 
 -     eme_ebs_change_equip(slot_id, item)
 
 -   end
 
  
-   def unlearn_set_skills(set_id)
 
 -     EME::Set_Bonuses[set_id].each_value{|bonus_array|
 
 -       bonus_array.each{|bonus| 
 
 -         if bonus[0] == 4
 
 -           forget_skill(bonus[2]) unless @non_set_skills.include?(bonus[2])
 
 -           @ees_skills.delete(bonus[2])
 
 -         end
 
 -       }
 
 -     }
 
 -   end
 
 -   
 
 -   def item_set_reset_all
 
 -     @active_sets.each{|set_id| item_set_reset(set_id)}
 
 -   end
 
 -   
 
 -   def item_set_reset(set_id)
 
 -     return unless set_id > 0 and @item_sets[set_id] > 0
 
 -     unlearn_set_skills(set_id)
 
 -   end
 
 -   
 
 -   def release_unequippable_items(item_gain = true)
 
 -     @equips.each_with_index do |item, i|
 
 -       if !equippable?(item.object) || item.object.etype_id != equip_slots[i]
 
 -         trade_item_with_party(nil, item.object) if item_gain
 
 -         item.object = nil
 
 -       end
 
 -     end
 
 -   end
 
  
-   def release_unequippable_items(item_gain = true)
 
 -     loop do
 
 -       change_equips = 0
 
 -       @equips.each_with_index do |item, i|
 
 -         if !equippable?(item.object) or item.object.etype_id != equip_slots[i]
 
 -           next if (RPG::Weapon.method_defined?(:two_handed?) and dual_wield? and (equip_slots[i] == 1 and item.object.etype_id == 0))
 
 -           trade_item_with_party(nil, item.object) if item_gain
 
 -           change_equips += 1 unless item.object.nil?
 
 -           unless item.object.nil?
 
 -           for set_id in 1..EME::Sets.size
 
 -             for ees_set_equip in EME::Sets[set_id]
 
 -               if ees_is_the_set_item?(item.object, ees_set_equip)
 
 -                 @item_sets[set_id] -= 1
 
 -                 @active_sets.delete(set_id) if @item_sets[set_id] == 0
 
 -               end
 
 -             end
 
 -           end
 
 -           end
 
 -           item.object = nil
 
 -         end
 
 -       end
 
 -       set_check
 
 -       break if change_equips == 0
 
 -     end
 
 -   end
 
  
-   alias eme_ebs_discard_equip discard_equip
 
 -   def discard_equip(item)
 
 -     slot_id = equips.index(item)
 
 -     if slot_id != nil
 
 -       for set_id in 1..EME::Sets.size
 
 -         for ees_set_equip in EME::Sets[set_id]
 
 -           if ees_is_the_set_item?(item, ees_set_equip)
 
 -             @item_sets[set_id] -= 1
 
 -             @active_sets.delete(set_id) if @item_sets[set_id] == 0
 
 -           end
 
 -         end
 
 -       end
 
 -     end
 
 -     eme_ebs_discard_equip(item)
 
 -     refresh
 
 -   end
 
 -   
 
 -   def set_amount_wearing(set_id)
 
 -     return @item_sets[set_id]
 
 -   end
 
  
-   def set_check
 
 -     item_set_reset_all
 
 -     reset_bonuses
 
 -     @active_sets.each{|set| change_bonuses(set) unless set == nil}
 
 -   end
 
 -   
 
 -   def change_bonuses(set_id)
 
 -     return if set_id == 0 or set_amount_wearing(set_id) == 0
 
 -     EME::Set_Bonuses[set_id].each_key{|key|
 
 -       if set_amount_wearing(set_id) >= key
 
 -         for g in 0...EME::Set_Bonuses[set_id][key].size
 
 -           sort = EME::Set_Bonuses[set_id][key][g][0]
 
 -           stat = EME::Set_Bonuses[set_id][key][g][1]
 
 -           stat_bonus = EME::Set_Bonuses[set_id][key][g][2]
 
 -           case EME::Set_Bonuses[set_id][key][g][0]
 
 -           when 0
 
 -             sets_param_change(stat, stat_bonus)
 
 -           when 1
 
 -             sets_per_param_change(stat, stat_bonus)
 
 -           when 2
 
 -             sets_xparam_change(stat, stat_bonus)
 
 -           when 3
 
 -             sets_sparam_change(stat, stat_bonus)
 
 -           when 4
 
 -             next if skill_learn?(stat_bonus)
 
 -             @skill_from_sets = true
 
 -             learn_skill(stat_bonus) 
 
 -             @ees_skills.push(stat_bonus)
 
 -           when 5
 
 -             stat -= 1
 
 -             sets_element_rate_change(stat, stat_bonus)
 
 -           when 6
 
 -             stat -= 1
 
 -             sets_debuff_rate_change(stat, stat_bonus)
 
 -           when 7
 
 -             stat -= 1
 
 -             sets_state_rate_change(stat, stat_bonus)
 
 -           when 8
 
 -             sets_state_resist_change(stat, stat_bonus)
 
 -           when 9
 
 -             sets_atk_elements_change(stat, stat_bonus)
 
 -           when 10
 
 -             sets_atk_states_change(stat) if stat_bonus > 0
 
 -             sets_atk_states_rate_change(stat, stat_bonus)
 
 -           when 11
 
 -             if stat < 2
 
 -               change_sets_additional_wtypes(stat_bonus, (stat == 0 ? true : false))
 
 -             elsif stat < 4
 
 -               change_sets_additional_atypes(stat_bonus, (stat == 2))
 
 -             elsif stat == 4
 
 -               @eme_ebs_two_swords_style = true
 
 -             end
 
 -           when 12
 
 -             sets_atk_specials_change(stat, stat_bonus)
 
 -           when 13
 
 -             add_sets_skill_types(stat, stat_bonus)
 
 -           when 14
 
 -             add_sets_sealed_skill_types(stat, stat_bonus)
 
 -           when 15
 
 -             add_sets_sealed_skills(stat, stat_bonus)
 
 -           when 16
 
 -             add_sets_fixed_equip_types(stat, stat_bonus)
 
 -           when 17
 
 -             add_sets_sealed_equip_types(stat, stat_bonus)
 
 -           when 18
 
 -             stat_bonus < 0 ? change_special_flags(stat, true) : change_special_flags(stat)
 
 -           when 19
 
 -             stat_bonus < 0 ? change_party_abilities(stat, true) : change_party_abilities(stat)
 
 -           when 20
 
 -             case stat
 
 -             when 0
 
 -               set_bonus_max_tp(stat_bonus)
 
 -             when 1
 
 -               set_atk_skill(stat_bonus)
 
 -             when 2
 
 -               set_grd_skill(stat_bonus)
 
 -             end
 
 -           end
 
 -         end
 
 -       end
 
 -     }
 
 -   end
 
  
- #-------------------------------------------#
 
 - # LABEL FOR AUTHOR                          #
 
 - # Don't mind this ;)                        #
 
 - #-------------------------------------------#
 
  
-   def reset_bonuses
 
 -     @sets_param_plus = [0] * 8
 
 -     @sets_per_param_plus = [0] * 8
 
 -     @sets_xparam_plus = [0] * 10
 
 -     @sets_sparam_plus = [0] * 10
 
 -     @sets_element_rate = [0] * (EME::MAX_ELEMENTS)
 
 -     @sets_debuff_rate = [0] * 8
 
 -     @sets_state_rate = [0] * ($data_states.size + 1)
 
 -     @sets_state_resist = []
 
 -     @sets_state_resist_remove = []
 
 -     @sets_atk_elements = []
 
 -     @sets_atk_elements_remove = []
 
 -     @sets_atk_states = []
 
 -     @sets_atk_states_rate = [0] * $data_states.size
 
 -     @sets_atk_speed_plus = 0
 
 -     @sets_atk_times_plus = 0
 
 -     @sets_skill_types = []
 
 -     @sets_skill_types_remove = []
 
 -     @sets_sealed_skill_types = []
 
 -     @sets_sealed_skill_types_remove = []
 
 -     @sets_sealed_skills = []
 
 -     @sets_sealed_skills_remove = []
 
 -     @sets_fixed_equip_types = []
 
 -     @sets_fixed_equip_types_remove = []
 
 -     @sets_sealed_equip_types = []
 
 -     @sets_sealed_equip_types_remove = []
 
 -     
 
 -     @ees_added_special_flags = []
 
 -     @ees_removed_special_flags = []
 
 -     @ees_added_party_abilities = []
 
 -     @ees_removed_party_abilities = []
 
 -     @ees_bonus_max_tp = 0
 
 -     @new_atk_skill = nil
 
 -     @new_grd_skill = nil
 
 -     
 
 -     @ees_skills = []
 
 -     @sets_wtypes = []
 
 -     @sets_atypes = []
 
 -     @sets_removed_wtypes = []
 
 -     @sets_removed_atypes = []
 
 -     @eme_ebs_two_swords_style = false
 
 -   end
 
  
-   def sets_param_plus(param_id)
 
 -     @sets_param_plus[param_id]
 
 -   end
 
  
-   def sets_param_change(param_id, value)
 
 -     @sets_param_plus[param_id] += value
 
 -   end
 
 -  
 
 -   def sets_per_param_plus(param_id)
 
 -     value = param_base(param_id) + param_plus(param_id)
 
 -     value *= @sets_per_param_plus[param_id] / 100
 
 -     return value
 
 -   end
 
  
-   def sets_per_param_change(param_id, value)
 
 -     @sets_per_param_plus[param_id] += value
 
 -   end
 
 -   
 
 -   def sets_xparam_plus(param_id)
 
 -     @sets_xparam_plus[param_id]
 
 -   end
 
  
-   def sets_xparam_change(param_id, value)
 
 -     @sets_xparam_plus[param_id] += value
 
 -   end
 
  
-   def sets_sparam_plus(param_id)
 
 -     @sets_sparam_plus[param_id]
 
 -   end
 
 -   
 
 -   def sets_sparam_change(param_id, value)
 
 -     @sets_sparam_plus[param_id] += value
 
 -   end
 
 -   
 
 -   def sets_element_rate(element_id)
 
 -     @sets_element_rate[element_id]
 
 -   end
 
 -   
 
 -   def sets_element_rate_change(element_id, value)
 
 -     @sets_element_rate[element_id] += value
 
 -   end
 
 -   
 
 -   def sets_debuff_rate(param_id)
 
 -     @sets_debuff_rate[param_id]
 
 -   end
 
  
-   def sets_debuff_rate_change(param_id, value)
 
 -     @sets_debuff_rate[param_id] += value
 
 -   end
 
 -   
 
 -   def sets_state_rate(state_id)
 
 -     @sets_state_rate[state_id]
 
 -   end
 
  
-   def sets_state_rate_change(state_id, value)
 
 -     @sets_state_rate[state_id] += value
 
 -   end
 
 -   
 
 -   def sets_state_resist(state_id)
 
 -     @sets_state_resist[state_id]
 
 -   end
 
 -   
 
 -   def sets_state_resist_remove(state_id)
 
 -     @sets_state_resist_remove[state_id]
 
 -   end
 
 -   
 
 -   def sets_state_resist_change(state_id, value)
 
 -     value >= 0 ? (@sets_state_resist.push(state_id) unless @sets_state_resist.include?(state_id)) : (@sets_state_resist_remove.delete(state_id) unless @sets_state_resist_remove.include?(state_id))
 
 -   end
 
 -   
 
 -   def sets_atk_elements(element_id)
 
 -     @sets_atk_elements[element_id]
 
 -   end
 
 -   
 
 -   def sets_atk_elements_remove(element_id)
 
 -     @sets_atk_elements_remove[element_id]
 
 -   end
 
  
-   def sets_atk_elements_change(element_id, value)
 
 -     value >= 0 ? (@sets_atk_elements.push(element_id) unless @sets_atk_elements.include?(element_id)) : (@sets_attack_elements_remove.delete(element_id) unless @sets_atk_elements_remove.include?(element_id))
 
 -   end
 
 -   
 
 -   def sets_atk_states(state_id)
 
 -     @sets_atk_states[state_id]
 
 -   end
 
  
-   def sets_atk_states_change(state_id)
 
 -     @sets_atk_states.push(state_id) unless @sets_atk_states.include?(state_id)
 
 -   end
 
 -   
 
 -   def sets_atk_states_rate(state_id)
 
 -     @sets_atk_states_rate[state_id]
 
 -   end
 
  
-   def sets_atk_states_rate_change(state_id, value)
 
 -     @sets_atk_states_rate[state_id] += value
 
 -   end
 
 -   
 
 -   def sets_atk_speed_plus
 
 -     @sets_atk_speed_plus
 
 -   end
 
  
-   def sets_atk_times_plus
 
 -     @sets_atk_times_plus
 
 -   end
 
 -   
 
 -   def sets_atk_specials_change(parameter, value)
 
 -     parameter == 0 ? @sets_atk_speed_plus += value : @sets_atk_times_plus += value
 
 -   end 
 
 -     
 
 -   def sets_skill_types(skill_type_id)
 
 -     @sets_skill_types[skill_type_id]
 
 -   end
 
 -   
 
 -   def sets_skill_types_remove(skill_type_id)
 
 -     @sets_skill_types_remove[skill_type_id]
 
 -   end
 
  
-   def add_sets_skill_types(skill_type_id, value)
 
 -     value >= 0 ? (@sets_skill_types.push(skill_type_id) unless @sets_skill_types.include?(skill_type_id)) : (@sets_skill_types_remove.delete(skill_type_id) unless @sets_skill_types_remove.include?(skill_type_id))
 
 -   end
 
 -   
 
 -   def sets_sealed_skill_types(skill_type_id)
 
 -     @sets_sealed_skill_types[skill_type_id]
 
 -   end
 
 -   
 
 -   def sets_sealed_skill_types_remove(skill_type_id)
 
 -     @sets_sealed_skill_types_remove[skill_type_id]
 
 -   end
 
  
-   def add_sealed_skill_types(skill_type_id, value)
 
 -     value >= 0 ? (@sets_sealed_skill_types.push(skill_type_id) unless @sets_sealed_skill_types.include?(skill_type_id)) : (@sets_sealed_skill_types_remove.delete(skill_type_id) unless @sets_sealed_skill_types_remove.include?(skill_type_id))
 
 -   end
 
 -   
 
 -   def sets_sealed_skills(skill_id)
 
 -     @sets_sealed_skills[skill_id]
 
 -   end
 
 -   
 
 -   def sets_sealed_skills_remove(skill_id)
 
 -     @sets_sealed_skills_remove[skill_id]
 
 -   end
 
  
-   def add_sets_sealed_skills(skill_id, value)
 
 -     value > 0 ? (@sets_sealed_skills.push(skill_id) unless @sets_sealed_skills.include?(skill_id)) : (@sets_attack_elements_remove.delete(skill_id) unless @sets_sealed_skills_remove.include?(skill_id))
 
 -   end
 
 -   
 
 -   def sets_additional_wtypes
 
 -     @sets_wtypes
 
 -   end
 
 -   
 
 -   def sets_additional_atypes
 
 -     @sets_atypes
 
 -   end
 
 -   
 
 -   def sets_removed_wtypes
 
 -     @sets_removed_wtypes
 
 -   end
 
 -   
 
 -   def sets_removed_atypes
 
 -     @sets_removed_atypes
 
 -   end
 
 -   
 
 -   def change_sets_additional_wtypes(wtype_id, positive_change = true)
 
 -     positive_change ? @sets_wtypes.push(wtype_id) : @sets_removed_wtypes.push(wtype_id)
 
 -   end
 
 -   
 
 -   def change_sets_additional_atypes(atype_id, positive_change = true)
 
 -     positive_change ? @sets_atypes.push(atype_id) : @sets_removed_atypes.push(atype_id)
 
 -   end
 
 -   
 
 -   def sets_fixed_equip_types(equip_type_id)
 
 -     @sets_fixed_equip_types[equip_type_id]
 
 -   end
 
 -   
 
 -   def sets_fixed_equip_types_remove(equip_type_id)
 
 -     @sets_fixed_equip_types_remove[equip_type_id]
 
 -   end
 
  
-   def add_fixed_equip_types(equip_type_id, value)
 
 -     value >= 0 ? @sets_fixed_equip_types.push(equip_type_id) : @sets_fixed_equip_types_remove.delete(sequip_type_id)
 
 -   end
 
 -   
 
 -   def sets_sealed_equip_types(equip_type_id)
 
 -     @sets_sealed_equip_types[equip_type_id]
 
 -   end
 
 -   
 
 -   def sets_sealed_equip_types_remove(equip_type_id)
 
 -     @sets_sealed_equip_types_remove[equip_type_id]
 
 -   end
 
  
-   def add_sealed_equip_types(equip_type_id, value)
 
 -     value > 0 ? (@sets_sealed_equip_types.push(equip_type_id) unless @sets_sealed_equip_types.include?(equip_type_id)) : (@sets_sealed_equip_types_remove.delete(equip_type_id) unless @sets_sealed_equip_types_remove.include?(equip_type_id))
 
 -   end
 
 -   
 
 -   def change_special_flags(flag_id, negative = false)
 
 -     !negative ? @ees_added_special_flags.push(flag_id) : @ees_removed_special_flags.push(flag_id)
 
 -   end
 
 -   
 
 -   def change_party_abilities(ability_id, negative = false)
 
 -     !negative ? @ees_added_party_abilities.push(ability_id) : @ees_removed_party_abilities.push(ability_id)
 
 -   end
 
 -   
 
 -   def set_bonus_max_tp(value)
 
 -     @ees_bonus_max_tp += value
 
 -   end
 
 -   
 
 -   def set_atk_skill(skill_id)
 
 -     @new_atk_skill = skill_id
 
 -   end
 
 -   
 
 -   def set_grd_skill(skill_id)
 
 -     @new_grd_skill = skill_id
 
 -   end
 
 -   
 
 - #-------------------------------------------#
 
 - # 'NOTHER LABEL FOR AUTHOR                  #
 
 - # Don't mind this ;)                        #
 
 - #-------------------------------------------#
 
  
-   def param(param_id)
 
 -     value = param_base(param_id) + param_plus(param_id) + sets_param_plus(param_id) #+ [sets_per_param_plus(param_id), 0].max
 
 -     value *= param_rate(param_id) * param_buff_rate(param_id)
 
 -     [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
 
 -   end 
 
 -   
 
 -   alias eme_ebs_xparam xparam
 
 -   def xparam(xparam_id)
 
 -     value = eme_ebs_xparam(xparam_id) + sets_xparam_plus(xparam_id) / 100
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_sparam sparam
 
 -   def sparam(sparam_id)
 
 -     value = eme_ebs_sparam(sparam_id) + sets_sparam_plus(sparam_id) / 100
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_element_rate element_rate
 
 -   def element_rate(element_id)
 
 -     value = eme_ebs_element_rate(element_id) + sets_element_rate(element_id) / 100
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_debuff_rate debuff_rate
 
 -   def debuff_rate(param_id)
 
 -     value = eme_ebs_debuff_rate(param_id) + sets_debuff_rate(param_id) / 100
 
 -     return value
 
 -   end
 
  
-   alias eme_ebs_state_rate state_rate
 
 -   def state_rate(state_id)
 
 -     value = eme_ebs_state_rate(state_id) + sets_state_rate(state_id) / 100
 
 -     return value
 
 -   end
 
  
-   alias eme_ebs_state_resist_set state_resist_set
 
 -   def state_resist_set
 
 -     value = eme_ebs_state_resist_set
 
 -     @sets_state_resist.each{|state| value.push(state) unless value.include?(element)}
 
 -     @sets_state_resist_remove.each{|state| value.delete(state)}
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_atk_elements atk_elements
 
 -   def atk_elements
 
 -     value = eme_ebs_atk_elements
 
 -     @sets_atk_elements.each{|element| value.push(element) unless value.include?(element)}
 
 -     @sets_atk_elements_remove.each{|element| value.delete(element)}
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_atk_states atk_states
 
 -   def atk_states
 
 -     value = eme_ebs_atk_states
 
 -     @sets_atk_states.each{|state| value.push(@sets_atk_states[i]) }
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_atk_states_rate atk_states_rate
 
 -   def atk_states_rate(state_id)
 
 -     value = eme_ebs_atk_states_rate(state_id) + sets_atk_states_rate(state_id) / 100
 
 -     return value
 
 -   end
 
 -   
 
 -   alias eme_ebs_atk_speed atk_speed
 
 -   def atk_speed
 
 -     value = eme_ebs_atk_speed + sets_atk_speed_plus / 100
 
 -     return value
 
 -   end
 
  
-   alias eme_ebs_atk_times atk_times_add
 
 -   def atk_times_add
 
 -     value = [eme_ebs_atk_times + sets_atk_times_plus / 100, 0].max
 
 -     return value
 
 -   end
 
  
-   alias eme_ebs_dual_wield? dual_wield?
 
 -   def dual_wield?
 
 -     return true if @eme_ebs_two_swords_style
 
 -     eme_ebs_dual_wield?
 
 -   end
 
 -   
 
 -   alias eme_ebs_added_skill_types added_skill_types
 
 -   def added_skill_types
 
 -     value = eme_ebs_added_skill_types
 
 -     @sets_skill_types.each{|sk_type| value.push(sk_type)}
 
 -     @sets_skill_types_remove.each{|sk_type| value.delete(sk_type)}
 
 -     return value
 
 -   end
 
 -   
 
 -   def skill_type_sealed?(stype_id)
 
 -     value = features_set(FEATURE_STYPE_SEAL)
 
 -     @sets_sealed_skill_types.each{|sk_type| value.push(sk_type)}
 
 -     @sets_sealed_skill_types_remove.each{|sk_type| value.delete(sk_type)}
 
 -     return true if value.include?(stype_id)
 
 -   end
 
  
-   def skill_sealed?(skill_id)
 
 -     value = features_set(FEATURE_SKILL_SEAL)
 
 -     @sets_sealed_skills.each{|skill| value.push(skill)}
 
 -     @sets_sealed_skills_remove.each{|skill| value.delete(skill)}
 
 -     return true if value.include?(skill_id)
 
 -   end
 
 -   
 
 -   def equip_wtype_ok?(wtype_id)
 
 -     value = features_set(FEATURE_EQUIP_WTYPE)
 
 -     @sets_wtypes.each{|w_type| value.push(w_type)}
 
 -     @sets_removed_wtypes.each{|w_type| value.delete(w_type)}
 
 -     return true if value.include?(wtype_id)
 
 -   end
 
  
-   def equip_atype_ok?(atype_id)
 
 -     value = features_set(FEATURE_EQUIP_ATYPE)
 
 -     @sets_atypes.each{|a_type| value.push(a_type)}
 
 -     @sets_removed_atypes.each{|a_type| value.delete(a_type)}
 
 -     return true if value.include?(atype_id)
 
 -   end
 
  
-   def equip_type_fixed?(etype_id)
 
 -     value = features_set(FEATURE_EQUIP_FIX)
 
 -     @sets_fixed_equip_types.each{|e_type| value.push(e_type)}
 
 -     @sets_fixed_equip_types_remove.each{|e_type| value.delete(e_type)}
 
 -     return true if value.include?(etype_id)
 
 -   end
 
 -   
 
 -   def equip_type_sealed?(etype_id)
 
 -     value = features_set(FEATURE_EQUIP_SEAL)
 
 -     @sets_sealed_equip_types.each{|e_type| value.push(e_type)}
 
 -     @sets_sealed_equip_types_remove.each{|e_type| value.delete(e_type)}
 
 -     return true if value.include?(etype_id)
 
 -   end
 
 -   
 
 -   alias eme_ees_special_flag special_flag
 
 -   def special_flag(flag_id)
 
 -     return false if @ees_removed_special_flags.include?(flag_id)
 
 -     return @ees_added_special_flags.include?(flag_id) ? true : eme_ees_special_flag(flag_id)
 
 -   end
 
 -   
 
 -   alias eme_ees_party_ability party_ability
 
 -   def party_ability(ability_id)
 
 -     return false if @ees_removed_party_abilities.include?(ability_id)
 
 -     return @ees_added_party_abilities.include?(ability_id) ? true : eme_ees_party_ability(ability_id)
 
 -   end
 
 -   
 
 -   alias eme_ees_max_tp max_tp
 
 -   def max_tp
 
 -     return eme_ees_max_tp + @ees_bonus_max_tp
 
 -   end
 
 -   
 
 -   alias eme_ees_attack_skill attack_skill_id
 
 -   def attack_skill_id
 
 -     return @new_atk_skill unless @new_atk_skill == nil
 
 -     return eme_ees_attack_skill
 
 -   end
 
  
-   alias eme_ees_guard_skill guard_skill_id
 
 -   def guard_skill_id
 
 -     return @new_grd_skill unless @new_grd_skill == nil
 
 -     return eme_ees_guard_skill
 
 -   end
 
  
- end
 
 
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