Kustom XP - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Kustom XP (/thread-7219.html) |
RE: Kustom XP & VX & ACE - kyonides - 05-02-2018 I have no time to waste here so this is the summary of what the new Kustom XP demo includes nowadays... a small window in the Item menu that will show some basic information concerning the selected weapon or armor. I think it also includes some minor changes but nothing you would care about, plus a few bug fixes. That's all, guys! RE: Kustom XP & VX & ACE - Mel - 07-01-2018 I managed to fix the equipment screen. Now the left window always shows the correct values, even with dual wielding actors and it's no longer possible to equip armors in the wrong slots. (e.g. helmets as armors) I added it to the latest version you've uploaded here. I'm sure it's really sloppy and below your expectations but it works..^^ You can download my fixed version here if you're interested: https://www.file-upload.net/download-13210242/KustomXP.rar.html RE: Kustom XP & VX & ACE - kyonides - 07-01-2018 Somehow you could say somebody is hijacking my script and my thread... Originally I had planned to release a custom equip menu. RE: Kustom XP & VX & ACE - Mel - 07-01-2018 Oh I didn't know that. I just didn't want to bother you with such simple stuff and tried to fix it on my own. But I think a custom equip menu would be alot better than this. RE: Kustom XP - kyonides - 10-23-2024 Maintenance Update
Kustom XP Kiwi Has Been Fixed!
After over a century, I got curious about why the equipment data on the Window_EquipLeft class was always displaying strange data if the hero had the dual_wield feature already enabled. It was interesting to notice that checking if the dummy actor was also able to dual_wield was part of the solution. Yes, just half of the solution indeed! There was a second part to this story, namely the equipment chapter! I had to make sure that the dummy actor was equipping the same stuff as the real actor. My original methods didn't ensure you'd retrieve the right data so I preferred to simply duplicate what the original actor was wearing and wielding at the very beginning of Scene_Equip's menu setup process. At some point I had to change some code in the Game_Actor class and add a new custom method to make it easy to setup the dummy actor during the setup process mention above. By the way, I also had to modify my aliased Game_Temp#initialize method to make it compatible with HiddenChest. (It complained about the NilClass' frozen state right after you tried to start a new game session.) |