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Weapon Level Script 2.0


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#1 Lizzie S

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Posted 17 January 2007 - 06:00 AM

All right, you see, I made a Weapon Level script many moons ago. Well, I upgraded it for use in my game. Well, given what is added, I thought I would make it more of a public script. Just remember, if I find out you used it and didn't give credit, I will create a virtual world of hell for you. :rolleyes: lol. Just messing, just give me credit. it's all I ask, y'know? Anyway, Here is the script + Features. please PLEASE PLEASE! ask if you have any questions or comments.

This hasn't been tested with any battle systems other than the default battle system.

Original Features:
  • Customizable starting and max levels for each script.
  • Attack increases based on weapon power.
  • You can call the scene showing all the weapons and levels using: $scene = Scene_WeaponLeve.new
  • You can set up weapon exp gain based on a default number, monster, or weapon.
  • It will only show weapons that oyu have experience for, not if it has been equipped.
New Features:
  • Weapon's can have a % chance of using a skill instead of attacking.
  • You can increase weapon hit %.
  • You can increase critical hit %.
  • Ammunition has been added. Each weapon can have it's own unique ammo, but no weapon can have more than one type of ammunition.
Script:

#===================================
#  Leon's Weapon Level system
#----------------------------------------------------------------------
#  Version 1
#===================================

#===================================
#  Leon's Ammo Script
#----------------------------------------------------------------------
=begin
Change Game_Battler, Scene_Battle for if you have 0
Also to remove one if you attack with a bow.

hash:  bow_id => item_id
twin bow id as constant.
=end


=begin
Script Description:  Each actor is skilled in a weapon rather than
a weapon type.  So they may be proficient in the Iron Sword, but not Steel Sword.

Features:
1.  Customizable beginning and max levels for all actors, as a group or individually.
2.  Attack goes up based upon weapon level
3.  A window shows weapon level and exp bar.
4.  You can set weapon gain based on enemy, weapon, or default.
5.  It only shows weapons that the actor has experience in.

Instructions:  
1.  Place this script above main.
2.  Set the modules the way you want to below.
3.  Search (using Ctrl + F) for Leon_Edit for the final place to edit.

Compatibility with SDK:
Unknown

How to use Call Script...
To add a weapon level for a weapon:
x being actor's number, 
y being the weapon's id, 
z being the number of levels to add
$game_actors[x].weapon_level[y] += z

To add to exp to the current equipped weapon:
x being actor's number, 
y being the exp to add
$game_actors[x].weapon_exp[@weapon_id] += y

To add to the max level for an actor's weapon:
x being actor's number
y being the weapon's id
z being the max level
$game_actors[x].weapon_max[y] == z

=end
module Weapon_Level
  #--------------------------------------------------------------------
  #  Set exp for each level
  #  For example:  75 total weapon exp for level 2, 225 for level 3
  #					  525 for level 4, etc...
  #  Weapon_level => to next level
  #--------------------------------------------------------------------
  Exp ={
  1 => 50,
  2 => 125,
  3 => 300,
  4 => 500,
  5 => 725,
  6 => 1000,
  7 => 1300,
  8 => 1750,
  9 => 2500,
  10 => 3500,
  11 => 5000
  }
  #--------------------------------------------------------------------
  #  Increase % to attack per level
  #  weapon_level => %
  #--------------------------------------------------------------------
  Weapon_Bonus = {
  2 => 10,
  3 => 15,
  4 => 20,
  5 => 25,
  6 => 30,
  7 => 35,
  8 => 40,
  9 => 45,
  10 => 50
  }
  #--------------------------------------------------------------------
  #  Set default start level for weapons
  #--------------------------------------------------------------------
  Default_Start = 1
  #--------------------------------------------------------------------
  #  Set default max level for weapons
  #--------------------------------------------------------------------
  Default_Max = 5
  #--------------------------------------------------------------------
  #  Set unique start levels for weapons, default for all actors.
  #  weapon_id => start_level
  #--------------------------------------------------------------------
  Weapon_Start = {
  }
  #--------------------------------------------------------------------
  #  Set unique max levels for each weapon, default for all actors.
  #  weapon_id => max_level
  #--------------------------------------------------------------------
  Weapon_Max = {
  1 => 7
  }
  #--------------------------------------------------------------------
  #  Default gain of weapon exp per attack
  #--------------------------------------------------------------------
  Default_Gain = 3
  #--------------------------------------------------------------------
  #  Unique Enemy gain per attack.  Adds it to the weapon's Gain.
  #  enemy_id => exp
  #--------------------------------------------------------------------
  Enemy_Gain = {
  1 => 2
  }
  #--------------------------------------------------------------------
  #  Unique Weapon gain per attack
  #  weapon_id => exp
  #--------------------------------------------------------------------
  Weapon_Gain ={
  1 => 200
  }
end

#===================================
#  Module
#===================================
module Weapon_Skills
  #--------------------------------------------------------------------
  #  Weapon_Skill => weapon_id => [skill, %chance]
  #  Note:  Use only offensive skills, and only "Attack one" skills.
  #--------------------------------------------------------------------
  Weapon_Skill = {
  1=> [27, 50]
  }
  #--------------------------------------------------------------------
  #  Weapon_Hit => weapon_id => hit %
  #--------------------------------------------------------------------
  Weapon_Hit = {
  1 => 95
  }
  #--------------------------------------------------------------------
  #  Weapon_Crit =>  weapon_id => crit %
  #--------------------------------------------------------------------
  Weapon_Crit = {
  1 => 5
  }
end

#===================================
#  Module
#===================================
module Bows
  #--------------------------------------------------------------------
  #  Bows = {Bow_ID, Item_Id}
  #--------------------------------------------------------------------
  Arrows = {
  138 => 73
  }
end


#===================================
#  Game_Battler
#===================================

class Game_Battler
  
  alias leon_gb_weaponlevel_attackeffect attack_effect
  
  def attack_effect(attacker)
	self.critical = false
	wep = Weapon_Skills
	#--------------Weapon_SKills--------------------------------
	if attacker.is_a?(Game_Actor)
	  if wep::Weapon_Hit.keys.include?(attacker.weapon_id)
		hit_result = (rand(100) < attacker.hit + wep::Weapon_Hit[attacker.weapon_id])
	  else
		hit_result = (rand(100) < attacker.hit)
	  end
	else
	  hit_result = (rand(100) < attacker.hit)
	end
	#---------------------------------------------------------------
	hit_result = (rand(100) < attacker.hit)
	if hit_result == true
	  if attacker.is_a?(Game_Actor)
		weps = Weapon_Level
		attacker.weapon_check
		weapon_gain = weps::Weapon_Gain[attacker.weapon_id]
		unless weps::Weapon_Gain.include?(attacker.weapon_id)
		  unless weps::Enemy_Gain.include?(self.id)
			attacker.weapon_exp[attacker.weapon_id] += weps::Default_Gain
			attacker.weapon_check
		  else
			attacker.weapon_exp[attacker.weapon_id] += weps::Enemy_Gain[self.id]
			attacker.weapon_check
		  end
		else
		  unless weps::Enemy_Gain.include?(self.id)
			attacker.weapon_exp[attacker.weapon_id] += (weapon_gain)
			attacker.weapon_check
		  else
			attacker.weapon_exp[attacker.weapon_id] += (weps::Enemy_Gain[self.id] + weapon_gain)
			attacker.weapon_check			
		  end
		end
	  end
	  
	  atk = [attacker.atk - self.pdef / 2, 0].max
	  self.damage = atk * (20 + attacker.str) / 20
	  self.damage *= elements_correct(attacker.element_set)
	  self.damage /= 100
	  if self.damage > 0
		#----------------------Weapon_Skills------------------------
		if attacker.is_a?(Game_Actor)
		  if wep::Weapon_Crit.keys.include?(attacker.weapon_id)
			if rand(100) < 4 * attacker.dex / self.agi + wep::Weapon_Crit[attacker.weapon_id]
			  self.damage *=2
			  self.critical = true
			end
			if self.guarding?
			  self.damage /= 2
			end
		  else
			if rand(100) < 4 * attacker.dex / self.agi
			  self.damage *= 2
			  self.critical = true
			end
			if self.guarding?
			  self.damage /= 2
			end
		  end
		else
		  if rand(100) < 4 * attacker.dex / self.agi
			self.damage *= 2
			self.critical = true
		  end
		  if self.guarding?
			self.damage /= 2
		  end
		end
		#------------------------------------------------------------
		if rand(100) < 4 * attacker.dex / self.agi
		  self.damage *= 2
		  self.critical = true
		end
		if self.guarding?
		  self.damage /= 2
		end
	  end
	  if self.damage.abs > 0
		amp = [self.damage.abs * 15 / 100, 1].max
		self.damage += rand(amp+1) + rand(amp+1) - amp
	  end
	  eva = 8 * self.agi / attacker.dex + self.eva
	  hit = self.damage < 0 ? 100 : 100 - eva
	  hit = self.cant_evade? ? 100 : hit
	  hit_result = (rand(100) < hit)
	end
	if hit_result == true
	  if attacker.is_a?(Game_Actor)
		if wep::Weapon_Skill.keys.include?(attacker.weapon_id)
		  if skill_chance = (rand(100) < wep::Weapon_Skill[attacker.weapon_id][1])
			skill = $data_skills[wep::Weapon_Skill[attacker.weapon_id][0]]
			$skill_variable = 1
			skill_effect(attacker, skill)
			return
		  end
		else
		  remove_states_shock
		  self.hp -= self.damage
		  @state_changed = false
		  states_plus(attacker.plus_state_set)
		  states_minus(attacker.minus_state_set)
		end
	  else
		remove_states_shock
		self.hp -= self.damage
		@state_changed = false
		states_plus(attacker.plus_state_set)
		states_minus(attacker.minus_state_set)
	  end
	else
	  self.damage = "Miss"
	  self.critical = false
	end
	return true
  end
end

#===================================
#  Game_Actor
#===================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------
  #  Attribute Listings
  #--------------------------------------------------------------------
  attr_accessor	:weapon_level
  attr_accessor	:weapon_max
  attr_accessor	:weapon_exp
  attr_accessor	:weapon_name
  attr_accessor	:weapon_icon
  attr_accessor	:weapons
  attr_accessor	:weplev_up
  #--------------------------------------------------------------------
  #  Alias Listings
  #--------------------------------------------------------------------
  alias leon_ga_weaponlevel_setup setup
  alias leon_ga_weaponlevel_baseatk base_atk
  
  def setup(actor_id)
	#------------------------------------------------------------------
	#  Leon_Edit
	#  This sets beginning weapon levels for all actors, if you want
	#  all actor's to be proficient with a weapon to begin with.
	#------------------------------------------------------------------
	#  weapon_id => beginning_level
	#------------------------------------------------------------------
	@weapon_level = {
	}
	#------------------------------------------------------------------
	#  Changes the max weapon level for 1 weapon for all actors.
	#------------------------------------------------------------------
	#  weapon_id => weapon_max_level
	#------------------------------------------------------------------
	@weapon_max = {
	3 => 9
	}
	#------------------------------------------------------------------
	#  Weapon exp.  Sets it for every actor.
	#------------------------------------------------------------------
	#  weapon_id => known_exp
	#------------------------------------------------------------------
	@weapon_exp = {
	1 => 49
	}
	@weapons = []
	@weplev_up = false
	leon_ga_weaponlevel_setup(actor_id)
	weapon_check
  end
  
  def weapon_check
	weapon = $data_weapons[@weapon_id]
	weps = Weapon_Level
	unless @weapon_level.include?(@weapon_id)
	  @weapon_level[@weapon_id] = weps::Default_Start
	end
	unless @weapon_max.include?(@weapon_id)
	  @weapon_max[@weapon_id] = weps::Default_Max
	end
	unless @weapon_exp.include?(@weapon_id)
	  @weapon_exp[@weapon_id] = 0
	end
	unless @weapons.include?(@weapon_id)
	  if @weapon_id > 0 and not weapons_learn?
		if @weapon_exp[@weapon_id] > 0 
		  if @weapon_level[@weapon_id] >= 1
			@weapons.push(@weapon_id)
			@weapons.sort!
		  end
		end
	  end
	end
	if weapon_exp[@weapon_id] >= weps::Exp[weapon_level[@weapon_id]]
	  weapon_exp[@weapon_id] -= weps::Exp[weapon_level[@weapon_id]]
	  weapon_level[@weapon_id] += 1
	  if $game_temp.in_battle
		@weplev_up = true
	  else
		weapon_check
	  end
	end
	if weapon_level[@weapon_id] > weapon_max[@weapon_id]
	  weapon_level[@weapon_id] = weapon_max[@weapon_id]
	end
	if weapon_level[@weapon_id] >= weapon_max[@weapon_id]
	  weapon_level[@weapon_id] = weapon_max[@weapon_id]
	end
  end
  
  def base_atk
	weps = Weapon_Level
	n = leon_ga_weaponlevel_baseatk
	if weps::Weapon_Bonus.include?(@weapon_level[@weapon_id])
	  bonus_atk = weps::Weapon_Bonus[@weapon_level[@weapon_id]]
	  o = ((bonus_atk * 0.01 * n) + n)
	  return o
	else
	  return n
	end
  end
  
  def weapons_learn?
	return @weapons.include?(@weapon_id)
  end
  
end

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Base
  def draw_bar(x, y, min, max, width = 152, height = 6,
	  bar_color = Color.new(60, 130, 60, 255), end_color = Color.new(180, 250, 180, 255))
	for i in 0..height
	  self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
	end
	for i in 1..(height - 1)
	  r = 100 * (height - i) / height + 0 * i / height
	  g = 100 * (height - i) / height + 0 * i / height
	  b = 100 * (height - i) / height + 0 * i / height
	  a = 255 * (height - i) / height + 255 * i / height
	  self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
	end
	for i in 1..( (min.to_f / max.to_f) * width - 1)
	  for j in 1..(height - 1)
		r = bar_color.red * (width - i) / width + end_color.red * i / width
		g = bar_color.green * (width - i) / width + end_color.green * i / width
		b = bar_color.blue * (width - i) / width + end_color.blue * i / width
		a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
		self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
	  end
	end
  end
end

#===================================
#  Scene_Battle
#===================================
class Scene_Battle
  
  alias leon_weplev_sb_start_phase5 start_phase5
  
  def update_phase4_step3
	wep = Weapon_Skills
	if $skill_variable == 1

				  skill = $data_skills[wep::Weapon_Skill[@active_battler.id][0]]
	  if @active_battler.weapon_id != nil
		@help_window.visible = true
		actor = @active_battler
		weapon = @active_battler.weapon_id
		@help_window.set_text("#{actor}'s #{weapon} used #{skill.name}!")
		@wait_count = 150
	  end
	  skill = $data_skills[wep::Weapon_Skill[@active_battler.id][0]]
	  @animation1_id = skill.animation1_id
	  @animation2_id = skill.animation2_id
	  $skill_variable = 0
	end
	
	if @animation1_id == 0
	  @active_battler.white_flash = true
	else
	  @active_battler.animation_id = @animation1_id
	  @active_battler.animation_hit = true
	end
	@phase4_step = 4
  end
  
  def update_phase4_step4
	for target in @target_battlers
	  target.animation_id = @animation2_id
	  target.animation_hit = (target.damage != "Miss")
	end
	@wait_count = 8
	@phase4_step = 5
  end
  
  
  def make_basic_action_result
	# If attack
	if @active_battler.current_action.basic == 0
	  # Set anaimation ID
	  @animation1_id = @active_battler.animation1_id
	  @animation2_id = @active_battler.animation2_id
	  # If action battler is enemy
	  if @active_battler.is_a?(Game_Enemy)
		if @active_battler.restriction == 3
		  target = $game_troop.random_target_enemy
		elsif @active_battler.restriction == 2
		  target = $game_party.random_target_actor
		else
		  index = @active_battler.current_action.target_index
		  target = $game_party.smooth_target_actor(index)
		end
	  end
	  # If action battler is actor
	  if @active_battler.is_a?(Game_Actor)
		bow = Bows
		if bow::Arrows.keys.include?(@active_battler.weapon_id)
		  if $game_party.item_number(bow::Arrows[@active_battler.weapon_id]) >= 1
			$game_party.lose_item(bow::Arrows[@active_battler.weapon_id], 1)
		  else
			@help_window.set_text("Out of Arrows.")
			@wait_count = 75
			return
		  end
		end
		if @active_battler.restriction == 3
		  target = $game_party.random_target_actor
		elsif @active_battler.restriction == 2
		  target = $game_troop.random_target_enemy
		else
		  index = @active_battler.current_action.target_index
		  target = $game_troop.smooth_target_enemy(index)
		end
		if @active_battler.is_a?(Game_Actor)
		  for actor in $game_party.actors
			if actor.weapon_level[actor.weapon_id] == nil
			  actor.weapon_level[actor.weapon_id] = 1
			end
			if actor.weapon_exp[actor.weapon_id] == nil or actor.weapon_exp[actor.weapon_id] == 0
			  actor.weapon_exp[actor.weapon_id] = 1
			end
			wep = Weapon_Level
			if actor.weplev_up == true
			  @help_window.visible = true
			  Audio.me_play("Audio/ME/002-Victory02", 100, 100)
			  weapon = $data_weapons[actor.weapon_id]
			  @help_window.set_text("#{actor.name}'s #{weapon.name} level increased to level #{actor.weapon_level[weapon.id]}", 1)
			  @wait_count = 150
			  actor.weplev_up = false
			end
		  end
		end
	  end
	  # Set array of targeted battlers
	  @target_battlers = [target]
	  # Apply normal attack results
	  for target in @target_battlers
		target.attack_effect(@active_battler)
	  end
	  return
	end
	# If guard
	if @active_battler.current_action.basic == 1
	  # Display "Guard" in help window
	  @help_window.set_text($data_system.words.guard, 1)
	  return
	end
	# If escape
	if @active_battler.is_a?(Game_Enemy) and
	   @active_battler.current_action.basic == 2
	  # Display "Escape" in help window
	  @help_window.set_text("Escape", 1)
	  # Escape
	  @active_battler.escape
	  return
	end
	# If doing nothing
	if @active_battler.current_action.basic == 3
	  # Clear battler being forced into action
	  $game_temp.forcing_battler = nil
	  # Shift to step 1
	  @phase4_step = 1
	  return
	end
  end
  
  def start_phase5
   # if @active_battler.is_a?(Game_Actor)
	  for actor in $game_party.actors
		if actor.weapon_level[actor.weapon_id] == nil
		  actor.weapon_level[actor.weapon_id] = 1
		end
		if actor.weapon_exp[actor.weapon_id] == nil or actor.weapon_exp[actor.weapon_id] == 0
		  actor.weapon_exp[actor.weapon_id] = 1
		end
		wep = Weapon_Level
		if actor.weplev_up == true
		  @help_window.visible = true
		  Audio.me_play("Audio/ME/002-Victory02", 100, 100)
		  weapon = $data_weapons[actor.weapon_id]
		  @help_window.set_text("#{actor.name}'s #{weapon.name} level increased to level #{actor.weapon_level[weapon.id]}", 1)
		  @wait_count = 150
		  actor.weplev_up = false
		end
	  end
	#end
	leon_weplev_sb_start_phase5
  end
  
end

  
#----------------------------------------------------------------------
#  Window_Wepinfo
#----------------------------------------------------------------------
class Window_Wepinfo < Window_Base
  def initialize
	super(0, 0, 640, 64)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = $defaultfonttype
	self.contents.font.size = $defaultfontsize
  end
  
  def update(help_text)
	self.contents.clear
	self.contents.draw_text(0, 0, 618, 32, help_text)
  end
end


#----------------------------------------------------------------------
#  Window_Weplev
#----------------------------------------------------------------------
class Window_Weplev < Window_Selectable
  def initialize(actor)
	super(0, 64, 640, 416)
	@column_max = 2
	self.contents = Bitmap.new(width - 32, height - 32)
	self.contents.font.name = $defaultfonttype
	self.contents.font.size = $defaultfontsize
	@actor = actor
	self.index = 0
	refresh
  end
  
  def weapon
	return @data[self.index]
  end
	
  def refresh
	@actor.weapon_check
	if self.contents != nil
	  self.contents.dispose
	  self.contents = nil
	end
	@data = []
	for i in 0...@actor.weapons.length
	  weapon = $data_weapons[@actor.weapons[i]]
	  if weapon != nil
		@data.push(weapon)
	  end
	end
	@item_max = @data.size
	if @item_max > 0
	  self.contents = Bitmap.new(width - 32, row_max * 32)
	  self.contents.font.name = $defaultfonttype
	  self.contents.font.size = $defaultfontsize
	  for i in 0...@item_max
		draw_item(i)
	  end
	end
  end
  
  def draw_item(index)
	weps = Weapon_Level
	weapon = @data[index]
	max = weps::Exp[@actor.weapon_level[weapon.id]]
	x = 4 + index % 2 * (245 + 72)
	y = index / 2 * 32
	rect = Rect.new(x, y, self.width / @column_max - 32, 32)
	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
	bitmap = RPG::Cache.icon(weapon.icon_name)
	opacity = self.contents.font.color == normal_color ? 255 : 128
	self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
	self.contents.draw_text(x + 28, y - 4, 164, 32, weapon.name, 0)
	
	if @actor.weapon_level[weapon.id] >= @actor.weapon_max[weapon.id]
	  draw_bar(x + 28, y + 23, max, max, 160, 5, 
	  Color.new(130, 80, 80, 255), Color.new(200, 150, 150,255))
	else
	  draw_bar(x + 28, y + 23, @actor.weapon_exp[weapon.id], max, 160, 5, 
	  Color.new(130, 80, 80, 255), Color.new(200, 150, 150,255))
	end
	
	self.contents.draw_text(x + 170, y, 100, 32, @actor.weapon_level[weapon.id].to_s + "/" + 
	@actor.weapon_max[weapon.id].to_s, 2)
  end
  
end

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#  Scene_WeaponLevel
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

class Scene_WeaponLevel
  def initialize(actor_index = 0)
	@actor_index = actor_index
  end
  
  def main
	@actor = $game_party.actors[@actor_index]
	@info_window = Window_Wepinfo.new
	@stat_window = Window_Weplev.new(@actor)
	
	Graphics.transition
	loop do
	  Graphics.update
	  Input.update
	  update
	  if $scene != self
		break
	  end
	end
	Graphics.freeze
	@info_window.dispose
	@stat_window.dispose
  end
  
  def update
	@info_window.update("Weapon levels and experience points.")
	@stat_window.update
	
	if Input.trigger?(Input::L)
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += $game_party.actors.size - 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_WeaponLevel.new(@actor_index)
	end
	  
	if Input.trigger?(Input::R)
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_WeaponLevel.new(@actor_index)
	end
	
	if Input.trigger?(Input::B)
	  $scene = Scene_map.new
	end
	
  end
end


#2 EmilyAnnCoons

    Authoress of many Zelda fanfic-novelizations

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Posted 17 January 2007 - 06:10 AM

Cool, I wouldn't use it, though...I'll add it to the script archive tomorrow

#3 Marked

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Posted 18 January 2007 - 07:56 AM

Another great script. I dont know how you do it. Did you fix those bugs?

#4 Lizzie S

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Posted 18 January 2007 - 02:45 PM

Bugs are eliminated. They were the product of being modified for use with my option menu.

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Posted 19 January 2007 - 09:10 AM

Great. Not being familar with RPG's, it took me awhile to figure out what this does. I was suprised when my sword went to level 2 :lol:

#6 Lizzie S

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Posted 19 January 2007 - 02:10 PM

lol. What's better than that is when it does hit level 2 or 3, check out it's attack compared to level 1

#7 frida89

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Posted 22 July 2011 - 11:17 AM

Great script:) I've been looking for an easy script for Weaonlevels for a long time. Finally I've found it^^

Just a question. I want to call the scene with weapon levels, but I get an error. is it going to be $scene = Scene_WeaponLeve.new? or is it $scene = Scene_WeaponLevel.new?

When using the first I get the error message : NameError occured while running script. uninitialized constant Interpeter::Scene_WeaponLeve

And when using the second I get this error: Script 'Weapon levels'line 597: TypeError occured. no implicit conversion from nil to integer.

What do you think I'm doing wrong?

#8 frida89

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Posted 30 July 2011 - 10:40 PM

Oh, I really love this script:) Makes it a lot easier to power up all character's weapons.:D
I have a small problem though...:'(
The weapon level ups are delayed. Sometime I don't get a levelup notice until next battle.
Is this something that has to do with the script, or do I just have a lazy computer? Everything else works fine...

#9 Lizzie S

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Posted 30 July 2011 - 11:58 PM

it might be the script... been years since i wrote it.

#10 crow5757

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Posted 25 February 2012 - 07:17 PM

I believe this to be ana amazing script but it is not compatable with other script, like my game. I have and atb script that has an error when I try to use this script at the same time. Any help?

Unfortunately, I can't say where I got the atb from, because I can't remember and the script seems to be in a different language (using # 0:‘SƒXƒLƒ and stuff like that).

Back on subject, I b stuck... ( just got account and this is my first reply. Posted Image )





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