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 Equipment Upgrade System by Charlie Fleed, Version 1.2
#49
Charlie i ve managed to fix it ! ^______^V


problem was coming from the "Enhanced Equipment" script.

the "class Window_EquipItem < Window_Selectable" has to be modified a bit like that :

instead of :

Code:
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable

  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add equippable weapons
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
        # CHARLIE: add new weapons which cannot be part of the weapon set
        if i > $game_party.max_database_weapon_id
          if $game_party.weapon_number(i) > 0 and weapon_set.include?($data_weapons[i].ref_id)
            @data.push($data_weapons[i])
          end
        end
      end
    end

i have put :

Code:
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
  

  #--------------------------------------------------------------------------
  attr_accessor :data
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    case Equip_Menu_Syle
    when 0,2
      super(0, 256, 640, 224)
      @column_max = 2
    when 1
      super(0, 288, 640, 192)
      @column_max = 2
    when 3
      super(272, 256, 368, 224)
      @column_max = 1
    when 4
      super(0, 256, 368, 224)
      @column_max = 1
    end
    @actor = actor
    @equip_type = equip_type
    refresh
    self.active = false
    self.index = -1
  end


  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add equippable weapons
     if @equip_type == 0 or (@equip_type == 1 and @actor.two_swords_style)
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        next if Two_Hands_Weapons.include?(i) and @equip_type == 1
        next if Right_Hand_Weapons.include?(i) and @equip_type == 1
        next if Left_Hand_Weapons.include?(i) and @equip_type == 0
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
        # CHARLIE: add new weapons which cannot be part of the weapon set
        if i > $game_party.max_database_weapon_id
          if $game_party.weapon_number(i) > 0 and weapon_set.include?($data_weapons[i].ref_id)
            @data.push($data_weapons[i])
          end
        end
      end
    end
Reply }


Messages In This Thread
Customizable (Enhanced) Equipment by Charlie Fleed, Version 1.0 - by mageone - 11-15-2009, 05:26 PM

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