11-18-2009, 12:12 AM
You got the script's behavior right. That's exactly how it works.
When generating a new enhanced equipment all the original equipment's elements are copied, therefore if the script worked with elements it would recognize the 2 hands weapon.
For the scripts that work with ids there is the possibility to check out the id of the original equipment a new equipment has been generated from, that is the ref_id attribute. This is what the patch for MNK_STATIONARY_WEAPONS in the first page does. You just have to find the line(s) where the script checks if the equipment id is included in the 2 hands ids array and separate the two cases RPG::Weapon and Enhanced_Weapon (the same goes with armors of course), where the standard behavior has to be used with standard weapons, while for Enhanced Weapons the script must refer to the ref_id attribute instead of id. Take a look at the patch, it's a very simple change.
When generating a new enhanced equipment all the original equipment's elements are copied, therefore if the script worked with elements it would recognize the 2 hands weapon.
For the scripts that work with ids there is the possibility to check out the id of the original equipment a new equipment has been generated from, that is the ref_id attribute. This is what the patch for MNK_STATIONARY_WEAPONS in the first page does. You just have to find the line(s) where the script checks if the equipment id is included in the 2 hands ids array and separate the two cases RPG::Weapon and Enhanced_Weapon (the same goes with armors of course), where the standard behavior has to be used with standard weapons, while for Enhanced Weapons the script must refer to the ref_id attribute instead of id. Take a look at the patch, it's a very simple change.