Skill Verbs (RPG Maker VX Ace Script)

I should have been finishing an intro to a game instead now my skill names (and icons) change based on my equipped weapon.

=begin
Skill Verbs
by Fomar0153
Version 1.0
----------------------
Notes
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This script lets you change skill names (and icons) based on your equipped weapon.
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Instructions
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Change the three settings below.
VERB_ICON is what identifies the skills that this script should apply to.
VERB_STRING is what you want to change in the skill name.
WEAPONS is an array in the same order of the weapon types.
So far example I have a skill called "Power Verb" if I equip a sword it becomes "Power Slash".
The skill icon will become my weapon's icon.

=end
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  VERB_ICON = 528
  VERB_STRING = "Verb"
  WEAPONS = [
  "Attack", # no weapon equipped
  "Chop",
  "Slash",
  "Stab",
  "Slash",
  "Slash",
  "Shot",
  "Stab",
  "Smash",
  "Blow",
  "Shot"
  ]
  #--------------------------------------------------------------------------
  # * Draw Item Name
  #     enabled : Enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  alias verbs_draw_item_name draw_item_name
  def draw_item_name(item, x, y, enabled = true, width = 172)
    return unless item
    return verbs_draw_item_name(item, x, y, enabled, width) unless item.icon_index == VERB_ICON && @actor
    if @actor.weapons[0]
      draw_icon(@actor.weapons[0].icon_index, x, y, enabled)
      change_color(normal_color, enabled)
      draw_text(x + 24, y, width, line_height, item.name.gsub(VERB_STRING,WEAPONS[@actor.weapons[0].wtype_id]))
    else
      change_color(normal_color, enabled)
      draw_text(x + 24, y, width, line_height, item.name.gsub(VERB_STRING,WEAPONS[0]))
    end
  end
end

A4 Passability Adjustment (RPG Maker VX Ace Script)

I wrote this to avoid having to use region passability scripts on every map where I used converted resources, maybe you’ll find it helpful. If you use my converters (http://rpgmakeronline.org/converters/) then you probably will.

=begin
A4 Tile Passability Adjustment
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
You know how A4 tile roofs are passable from the bottom and between themselves?
Well this stops that nonesence, not passable means not passable.

I'm not sure if there will be any unintended consquences of this script,
please let me know if you find any anomalies.
----------------------
Instructions
----------------------
Plug and Play

=end

class Game_Map
  #--------------------------------------------------------------------------
  # * Check Passage
  #     bit:  Inhibit passage check bit
  #--------------------------------------------------------------------------
  alias a4_check_passage check_passage
  def check_passage(x, y, bit)
    pass = a4_check_passage(x, y, bit)
    all_tiles(x, y).each do |tile_id|
      if tile_id >= 5888 && tile_id <= 8191
        if ((80..87).to_a + (96..103).to_a + (112..119).to_a).include?((tile_id - 2048) / 48)
          return pass && airship_land_ok?(x, y)
        end
      end
    end
    pass
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #--------------------------------------------------------------------------
  def airship_land_ok?(x, y)
    a4_check_passage(x, y, 0x0800) && a4_check_passage(x, y, 0x0f)
  end
end