Hi everybody! (Hi Sasuke446). Anyway, as the title says, the prob is something about the Merge Script Version 2.0 . I understand that when you merge two things you lose the origanal items. So when I merge with any of the ores i don't lose 1 of them. Mind you, the armor changes. I am very confused.@_@ If the soloution works, I PROMISE i will put you in Special Thanks.
^^First post the script , else we wont be able to help you. Chaosg1
Code:
#==============================================================================
# ** Scene_Enchant
#------------------------------------------------------------------------------
# Mike Black
# Version 1.1
# August 7th 2006
#==============================================================================
class Scene_Enchant
def initialize(menu_index = 0)
@menu_index = menu_index #Store the cursor position
@weapon = false
@base_stats = []
@attr_stats = []
@elements_fortext = []
@elements= []
@plus_state = []
@minus_state = []
@ore_list = []
load_ores
end
def load_ores
#----------------------------------------Begin Ore-----------------------------------------------
#default ore settings
new_ore = RPG::Ore.new("Fire Ore") #name
new_ore.set_id(48) #id link to database *** must be the same as the id in the database with the corresponding ore
new_ore.set_icon_name("043-Item12")
new_ore.set_description("An ore to give a 'firery' touch to weapons.")
new_ore.set_elements([18])
new_ore.set_plus_states([])
new_ore.set_minus_states([])
new_ore.set_price_bonus(500)
#ore settings for weapons
new_ore.set_wep_atk(1)
new_ore.set_wep_pdef(1)
new_ore.set_wep_mdef(0)
new_ore.set_wep_str(2)
new_ore.set_wep_agi(0)
new_ore.set_wep_dex(0)
new_ore.set_wep_int(0)
new_ore.set_wep_prefix("Fire Enchanted") #will go before weapon name
new_ore.set_wep_postfix("") #will go after weapon name
new_ore.set_wep_anim(201) #id of animation to use with a weapon forged with this ore
#ore settings for armor
new_ore.set_arm_eva(0)
new_ore.set_arm_pdef(3)
new_ore.set_arm_mdef(9)
new_ore.set_arm_str(10)
new_ore.set_arm_agi(0)
new_ore.set_arm_dex(0)
new_ore.set_arm_int(0)
new_ore.set_arm_prefix("Hot ") #will go before armor name
new_ore.set_arm_postfix("") #will go after armor name
@ore_list.push(new_ore)
#--------------------------------------------end of ore-------------------------------------------
#----------------------------------------Begin Ore-----------------------------------------------
#default ore settings
new_ore = RPG::Ore.new("Earth Ore") #name
new_ore.set_id(49) #id link to database *** must be the same as the id in the database with the corresponding ore
new_ore.set_icon_name("043-Item12")
new_ore.set_description("An ore that will give a 'earthly' touch.")
new_ore.set_elements([16])
new_ore.set_plus_states([])
new_ore.set_minus_states([])
new_ore.set_price_bonus(500)
#ore settings for weapons
new_ore.set_wep_atk(5)
new_ore.set_wep_pdef(0)
new_ore.set_wep_mdef(0)
new_ore.set_wep_str(0)
new_ore.set_wep_agi(0)
new_ore.set_wep_dex(5)
new_ore.set_wep_int(0)
new_ore.set_wep_prefix("") #will go before weapon name
new_ore.set_wep_postfix(" of Earth") #will go after weapon name
new_ore.set_wep_anim(202) #id of animation to use with a weapon forged with this ore
#ore settings for armor
new_ore.set_arm_eva(0)
new_ore.set_arm_pdef(7)
new_ore.set_arm_mdef(10)
new_ore.set_arm_str(0)
new_ore.set_arm_agi(0)
new_ore.set_arm_dex(10)
new_ore.set_arm_int(0)
new_ore.set_arm_prefix("") #will go before armor name
new_ore.set_arm_postfix(" of Rocks") #will go after armor name
@ore_list.push(new_ore)
#--------------------------------------------end of ore-------------------------------------------
#----------------------------------------Begin Ore-----------------------------------------------
#default ore settings
new_ore = RPG::Ore.new("Ice Ore") #name
new_ore.set_id(50) #id link to database *** must be the same as the id in the database with the corresponding ore
new_ore.set_icon_name("043-Item12")
new_ore.set_description("An ore that will give a 'cold' touch.")
new_ore.set_elements([17])
new_ore.set_plus_states([])
new_ore.set_minus_states([])
new_ore.set_price_bonus(500)
#ore settings for weapons
new_ore.set_wep_atk(5)
new_ore.set_wep_pdef(0)
new_ore.set_wep_mdef(0)
new_ore.set_wep_str(0)
new_ore.set_wep_agi(0)
new_ore.set_wep_dex(0)
new_ore.set_wep_int(5)
new_ore.set_wep_prefix("") #will go before weapon name
new_ore.set_wep_postfix("of Ice") #will go after weapon name
new_ore.set_wep_anim(203) #id of animation to use with a weapon forged with this ore
#ore settings for armor
new_ore.set_arm_eva(0)
new_ore.set_arm_pdef(-1)
new_ore.set_arm_mdef(15)
new_ore.set_arm_str(0)
new_ore.set_arm_agi(0)
new_ore.set_arm_dex(0)
new_ore.set_arm_int(5)
new_ore.set_arm_prefix("Frosty") #will go before armor name
new_ore.set_arm_postfix("") #will go after armor name
@ore_list.push(new_ore)
#--------------------------------------------end of ore-------------------------------------------
#----------------------------------------Begin Ore-----------------------------------------------
#default ore settings
new_ore = RPG::Ore.new("Light Ore") #name
new_ore.set_id(51) #id link to database *** must be the same as the id in the database with the corresponding ore
new_ore.set_icon_name("043-Item12")
new_ore.set_description("An ore that will give a 'heavenly' touch.")
new_ore.set_elements([5])
new_ore.set_plus_states([])
new_ore.set_minus_states([])
new_ore.set_price_bonus(500)
#ore settings for weapons
new_ore.set_wep_atk(7)
new_ore.set_wep_pdef(0)
new_ore.set_wep_mdef(9)
new_ore.set_wep_str(2)
new_ore.set_wep_agi(0)
new_ore.set_wep_dex(6)
new_ore.set_wep_int(0)
new_ore.set_wep_prefix("") #will go before weapon name
new_ore.set_wep_postfix("of Light") #will go after weapon name
new_ore.set_wep_anim(202) #id of animation to use with a weapon forged with this ore
#ore settings for armor
new_ore.set_arm_eva(0)
new_ore.set_arm_pdef(9)
new_ore.set_arm_mdef(13)
new_ore.set_arm_str(0)
new_ore.set_arm_agi(0)
new_ore.set_arm_dex(2)
new_ore.set_arm_int(0)
new_ore.set_arm_prefix("") #will go before armor name
new_ore.set_arm_postfix(" of Light") #will go after armor name
@ore_list.push(new_ore)
#--------------------------------------------end of ore----------------------
end
def main
@help_window = Window_Help.new
@window_2=Window_Enchant_Left.new
@window_2.y=50
@window_2.active = true
@window_2.index = @menu_index
@window_3=Window_Enchant_Right.new(@ore_list)
@window_3.x=320
@window_3.y=50
@window_3.active = false
@window_4=Window_Enchant_Bottom.new
@window_4.x=0
@window_4.y=250
@window_2.help_window = @help_window
@window_3.help_window = @help_window
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@window_2.dispose
@window_3.dispose
@window_4.dispose
end
def update
@window_2.update
@help_window.update
@window_3.update
@window_4.update
if @window_2.active
update_2
return
end
if @window_3
update_3
return
end
end
#For Window_Enchant_Left active:
def update_2
stats = []
item = @window_2.item
case item
when RPG::Weapon
stats[0] = item.atk
stats[1] = item.pdef
stats[2] = item.mdef
stats[3] = (0 - item.agi_plus)
stats[4] = item.str_plus
stats[5] = item.dex_plus
stats[6] = item.int_plus
stats[7] = item.price
stats[8] = "Attack Power :"
stats[9] = "Physical Defense :"
stats[10] = "Magic Defense :"
stats[11] = item.name
stats[12] = item.id
stats[13] = item.icon_name
stats[14] = item.animation1_id
stats[15] = item.animation2_id
@weapon = true
when RPG::Armor
stats[0] = item.pdef
stats[1] = item.mdef
stats[2] = item.eva
stats[3] = (0 - item.agi_plus)
stats[4] = item.str_plus
stats[5] = item.dex_plus
stats[6] = item.int_plus
stats[7] = item.price
stats[8] = "Physical Defense :"
stats[9] = "Magic Defense :"
stats[10] = "Evade :"
stats[11] = item.name
stats[12] = item.id
stats[13] = item.icon_name
stats[14] = item.kind
@weapon = false
end
@base_stats = stats
@window_4.update_stats(stats)
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
@window_2.active = false
@window_3.active = true
return
end
end
#For Window_Enchant_Right active:
def update_3
stats = []
item = @window_3.item
@elements = item.element_set #elements
@plus_state = item.plus_state_set #add state
@minus_state = item.minus_state_set #minus state
stats[0] = item.atk_w #atk
stats[1] = item.pdef_w #def
stats[2] = item.mdef_w #mdef
stats[3] = item.agi_w #agi
stats[4] = item.str_w #str
stats[5] = item.dex_w #vit
stats[6] = item.int_w #int
stats[7] = item.animation_id_w
stats[8] = item.prefix_w
stats[9] = item.postfix_w
stats[10] = item.pdef_a
stats[11] = item.mdef_a
stats[12] = item.eva_a #evade (armor)
stats[13] = item.agi_a #agi
stats[14] = item.str_a #str
stats[15] = item.dex_a #vit
stats[16] = item.int_a #int
stats[17] = item.price_bonus
stats[18] = item.prefix_a
stats[19] = item.postfix_a
@attr_stats = stats
@window_4.draw_improve(stats,@elements,@plus_state,@weapon)
if Input.trigger?(Input::B)
@window_3.active = false
@window_2.active = true
return
end
flag = true
if Input.trigger?(Input::C)
if(@weapon)
@full_name = @attr_stats[8].to_s + @base_stats[11].to_s + @attr_stats[9].to_s
#check for dupe
for i in 1...$data_weapons.size
if(@full_name == $data_weapons[i].name)
flag = false
$game_party.gain_weapon(i, 1)
end
end
if(flag)
forge_weapon
else
$scene = Scene_Map.new
end
else
@full_name = @attr_stats[18].to_s + @base_stats[11].to_s + @attr_stats[19].to_s
#check for dupe
for i in 1...$data_armors.size
if(@full_name == $data_armors[i].name)
flag = false
$game_party.gain_armor(i, 1)
end
end
if(flag)
forge_armor
else
$scene = Scene_Map.new
end
end
end
end
def forge_weapon
newid = $data_weapons.size
newweapon = RPG::Weapon.new
newweapon.name = @full_name
newweapon.icon_name = @base_stats[13]
newweapon.description = "A custom made Magical Weapon of Power"
newweapon.animation1_id = @base_stats[14]
newweapon.animation2_id = @attr_stats[7]
newweapon.price = (@base_stats[7] + @attr_stats[17])
newweapon.atk = (@base_stats[0] + @attr_stats[0])
newweapon.pdef = (@base_stats[1] + @attr_stats[1])
newweapon.mdef = (@base_stats[2] + @attr_stats[2])
newweapon.agi_plus = (0 - (@base_stats[3] + @attr_stats[3]))
newweapon.str_plus = (@base_stats[4] + @attr_stats[4])
newweapon.dex_plus = (@base_stats[5] + @attr_stats[5])
newweapon.int_plus = (@base_stats[6] + @attr_stats[6])
newweapon.element_set = @elements
newweapon.plus_state_set = @plus_state
newweapon.minus_state_set = @minus_state
newweapon.id = newid
$data_weapons.push(newweapon)
$game_party.gain_weapon(newid, 1)
for i in 1...$data_classes.size
for j in 0...$data_weapons.size
if($data_classes[i].weapon_set[j] == @base_stats[12])
$data_classes[i].weapon_set.push(newid)
end
end
end
$game_party.lose_weapon(@base_stats[12], 1)
$scene = Scene_Map.new
end
def forge_armor
newid = $data_armors.size
newarmor = RPG::Armor.new
newarmor.name = @full_name
newarmor.icon_name = @base_stats[13]
newarmor.description = "A custom made Magical armor of Power"
newarmor.price = (@base_stats[7] + @attr_stats[17])
newarmor.eva = (@base_stats[2] + @attr_stats[12])
newarmor.pdef = (@base_stats[0] + @attr_stats[10])
newarmor.mdef = (@base_stats[1] + @attr_stats[11])
newarmor.agi_plus = (0 - (@base_stats[3] + @attr_stats[13]))
newarmor.str_plus = (@base_stats[4] + @attr_stats[14])
newarmor.dex_plus = (@base_stats[5] + @attr_stats[15])
newarmor.int_plus = (@base_stats[6] + @attr_stats[16])
newarmor.kind = @base_stats[14]
newarmor.guard_element_set = @elements
newarmor.guard_state_set = @plus_state
newarmor.id = newid
$data_armors.push(newarmor)
$game_party.gain_armor(newid, 1)
for i in 1...$data_classes.size
for j in 0...$data_armors.size
if($data_classes[i].armor_set[j] == @base_stats[12])
$data_classes[i].armor_set.push(newid)
end
end
end
$game_party.lose_armor(@base_stats[12], 1)
$scene = Scene_Map.new
end
end