11-15-2009, 05:26 PM
Charlie i ve managed to fix it ! ^______^V
problem was coming from the "Enhanced Equipment" script.
the "class Window_EquipItem < Window_Selectable" has to be modified a bit like that :
instead of :
i have put :
problem was coming from the "Enhanced Equipment" script.
the "class Window_EquipItem < Window_Selectable" has to be modified a bit like that :
instead of :
Code:
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
# CHARLIE: add new weapons which cannot be part of the weapon set
if i > $game_party.max_database_weapon_id
if $game_party.weapon_number(i) > 0 and weapon_set.include?($data_weapons[i].ref_id)
@data.push($data_weapons[i])
end
end
end
end
i have put :
Code:
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
attr_accessor :data
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
case Equip_Menu_Syle
when 0,2
super(0, 256, 640, 224)
@column_max = 2
when 1
super(0, 288, 640, 192)
@column_max = 2
when 3
super(272, 256, 368, 224)
@column_max = 1
when 4
super(0, 256, 368, 224)
@column_max = 1
end
@actor = actor
@equip_type = equip_type
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0 or (@equip_type == 1 and @actor.two_swords_style)
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
next if Two_Hands_Weapons.include?(i) and @equip_type == 1
next if Right_Hand_Weapons.include?(i) and @equip_type == 1
next if Left_Hand_Weapons.include?(i) and @equip_type == 0
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
# CHARLIE: add new weapons which cannot be part of the weapon set
if i > $game_party.max_database_weapon_id
if $game_party.weapon_number(i) > 0 and weapon_set.include?($data_weapons[i].ref_id)
@data.push($data_weapons[i])
end
end
end
end