Equipment Upgrade System by Charlie Fleed, Version 1.2
#21
So you merged the Scene_Title related parts from the two scripts. This is not really needed as long as you put mine below, and judging from the error you get you did something wrong in the process.
Besides, it's hard to believe that a Scene_Title script can cause that particular error on the Enhance_Scene.
Listen, let's head back to plan A, make that demo.
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#22
It's rarring now :lol:

EDIT:
Okay, here it is! I never used one of these websites before, so I'm just going to post each link and hope that one of them works.
http://www.sendspace.com/file/tncwko
<a href='http://www.sendspace.com/file/tncwko'>http://www.sendspace.com/file/tncwko</a>
http://www.sendspace.com/file/tncwko
Reply }
#23
The links are ok but there are several icons and audio files missing, so it doesn't allow me to enter the equip scene. And where should the enhance scene be located?
Please make an archive that contains everything it needs to run.

One last thing, you have like 30 different scripts!!! SDK, non-SDK (besides, the SDK should go before every custom script)... I don't really think that all this stuff is ever going to work together well.
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#24
:lol:, I know, but when I put the sdk over everything, then NOTHING works.
But yeah sorry about that. I thought you just needed for the enhance scene. I forgot about the equip scene. I'll revise it and post it.
EDIT: After recheckinig the demo, I have to say big OOPS! Here's the the graphic and i just changed the music in the script to something in the rtp. Let me know if there are anymore issues with it. Also, I forgot to change the font to something universal. But here it is!

http://www.sendspace.com/file/wq6xf2

EDIT: I uhh... think I fixed it. I just put the scene title stuff that was in your script in my title script (again). You were right, I was doing it wrong. I had to put it after it loaded the actor data for it to work. Don't know why I didn't realize that before. Now I can access the enhancement scene and my equipped weapon shows just fine! Thanks!
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#25
Hmm got a little (well, big, to be honest) problem with this script. :0

It works perfectly, BUT when I save then load the game, enhanced/slotted weapons just disapear from my equip screen. I tried with a new project, same thing. Any idea how to fix this ? :0
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#26
That happened to me too, but I fixed it. All I did was copy this line
Code:
for ew in $game_party.enhanced_weapons
      if ew!=nil
        $data_weapons[ew.id]=ew
      end
into Scene_Load under this line
Code:
$game_map.setup($game_map.map_id)
And it works! I thought it was just a problem with not being compatible with something else though.
Reply }
#27
Yes, it must be some incompatibility issue as that piece of code is already included in the "CL's CW Pre Multi-Slot" page of the script.
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#28
Oh my god, I'm sorry, I didn't see there were answers to my problem... ;_;

Thanks for your help, and just for your information... I didn't paste the "CL's CW Pre Multi-Slot" in my project. Laugh at me!

Well, it fixed the problem, thank you!
Reply }
#29
I found an incompatibility betwen this script and your CTB, well at least with aniimated battlers:

When i create a MNK_STATIONARY_WEAPONS and the make it enhanced then the Anim.Battlers don't recognizes and the character moves normally and can't attack flying enemies.

I guess that it happens because this script creates a copy of the weapon of the database without the ID.
Reply }
#30
ElMaligno Wrote:I found an incompatibility betwen this script and your CTB, well at least with aniimated battlers:

When i create a MNK_STATIONARY_WEAPONS and the make it enhanced then the Anim.Battlers don't recognizes and the character moves normally and can't attack flying enemies.

I guess that it happens because this script creates a copy of the weapon of the database without the ID.
You're right, that's the reason.
Unfortunately Anim Battlers uses constant arrays. If they were ordinary variable arrays it would be easy to insert the new ids into them.

Given all that, it should test weapon.ref_id instead of weapon.id against the MNK_STATIONARY_WEAPONS array.
Reply }


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