02-26-2010, 01:48 AM
I dont know how I would ever have the program understand that I put the gems into the scepter. since the script calls the enhancement menu, I wouldnt be able to add a constant to a variable when the gem 1 or 2 was added to the scepter. If I consider it with my knowledge of the maker i would use events, "gem 1 is used" add 1 to variable 'scepter key'. "gem 2 is used" add 1 to variable 'scepter key'. When 'scepter key' == 2, remove scepter add key.
But i would imagine that since the enhancement menu is scripted there is no way to make this occur other than adding script.
btw, Im not looking for resolution to this really, my project could do without, Im just trying to learn. Im still trying to understand script implementation.
For example, I tried to add events before and after the script was called in the common event; "add 'Remove Weapon Enhancement'" then call the script, then remove "Remove Weapon Enhancement". What occured was the weapon 'remove weapon enhancement' was not in the menu inv because both events occured without stopping for the script. My enhancement menu has to be empty before I can remove my enhancements from weapons. idk if this bug is just me or if everyone has the problem.
But i would imagine that since the enhancement menu is scripted there is no way to make this occur other than adding script.
btw, Im not looking for resolution to this really, my project could do without, Im just trying to learn. Im still trying to understand script implementation.
For example, I tried to add events before and after the script was called in the common event; "add 'Remove Weapon Enhancement'" then call the script, then remove "Remove Weapon Enhancement". What occured was the weapon 'remove weapon enhancement' was not in the menu inv because both events occured without stopping for the script. My enhancement menu has to be empty before I can remove my enhancements from weapons. idk if this bug is just me or if everyone has the problem.