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[XP] Customizable Weapons by Charlie Lee (v0.5)

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EDIT: Nevermind, I figured out what was wrong, but I'm getting a new error. Will update once I try working it out first.

EDIT 2: Ok, here's the error I'm getting, though I think I have a faint idea of what might be wrong here.

Script 'Scene Enhance' line 20: NameError occured.

uninitialized constant Scene_Enhance::Window_EnhanceSlots

This happens when I'm trying to open the Enhancement screen.
 
I don't think I changed anything, but on that question I went ahead and recopied the script over and it worked. I guess I must have messed something up along the way.
 
Customizable Weapon has been reported to be not fully compatible with that ABS. I think you have to wait until I have some time to dedicate to this problem. You can also ask Mr.Mo for help. I posted a few guideline notes for scripters who want to patch their BS to be compatible with Customizable Weapons.
 
As I said in the notes i posted the patch is simple, but it must be done into the other scripts.
This system has been conceived in this way, it looked the most reasonable one to accomplish the task of having different weapons, of the same type, but with different stats thanks to the items put in their slots.
So currently i don't think there is a possibility to change this mechanism, any other solution seems way more complicated.
 
Bullet_Darkness":n287h5d0 said:
This script isn't compatible with XAS system, not becase of an error but because it changes the id of the weapon, unless that can be fixed...?

Take a look at what I posted.  It's a different script BUT that is the easiest way of how you would go about doing it.  Basically what you need to do is instead of having the script look for the weapons id you would want it to look for an element tag.  If I have the time before work I'll take a look at the XAS script and see if I can change it for you.

EDIT:  So I took a look at XAS' battle system and I'm not sure if I can do it for you.  But maybe if you tell me exactly what's not working I can.  So if you could post what all isn't working right and I'll know where to look in the script and might be able to help.  So let me know.
 
I added this script to my game (it's an ABS that uses Mr. Mo's NeoABS) and it works fine.
I just have a few questions about this (sorry if you already answered these, I was just kinda skimming through the old posts and didn't find anything about it)
1. Is there a way to add an option to call the enhancement screen in the menu like adding a "CUSTOMIZE" option under "EQUIP" or "STATUS"?
http://img182.imageshack.us/img182/5553/exampleix1.jpg[/img]

2. How would I add more slots to a weapon?
3. Whenever I start up the game and call the enhancer menu, I get an extra sword and for some reason they have numbers next to them (not the id's becaue it's the wrong #) how do I get rid of the extra sword and make it so that there aren't any #'s next to the weapon?
http://img182.imageshack.us/img182/60/ex2ek6.jpg[/img]
 
In order to remove the IDs change the configuration like this
Code:
DEBUG_EW = false

The script supports from 1 up to 5 slots. Check the corresponding element in your database (did you create the elements needed?).

For the extra sword i'm not sure, but remember: every enhanced weapon takes an entry for itself in the items' list. If you have 2 enhanced swords you'll see two entries of one sword each, and not a single entry with a counter of 2.

For the change in the menu it's certainly possible, you can ask in the RGSS support or script request boards. The command to call is "$scene=Scene_Enhance.new()"
 
Ok, for the menu, it's very easy.  Here we go;

1. Go to your menu script,
change this;
Code:
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
To this;
Code:
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Customize"
    s6 = "Save"
    s7 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index

Then go to this;
Code:
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 5
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4 #save
       #I don't have saving in the menu so i don't know what it says>_<
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end

And add this below stats and above the save section;
Code:
      when 4  # Enhance
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to enhance screen
        $scene = Scene_Enhance.new

and then change the save to "when 5" and exit to "when 6"

And that's it!  Hope this helps.
 
Updated to version 0.5

v0.5 Improved info windows (show actor's name when a weapon is equipped)
v0.5 Includes Patch for GUILLAUME777's Multi-Slot
v0.5 In equip scene slots end their contents are displayed along with weapon's description
 
Sorry for being off-topic, but are you still working on your sideview battle script? I'm kinda waiting for your next update for that script.
 
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