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 Equipment Upgrade System by Charlie Fleed, Version 1.2
#55
I have thought a little about this and I think that the most simple and effective way to solve the two-hands weapons problem is the following.

Add the following snippet of code at the beginning of the script page "Enhanced Equipment" (EDIT: updated)

Code:
class Game_System
  attr_accessor :two_hands_enhanced_weapons
  attr_accessor :left_hand_enhanced_weapons
  attr_accessor :right_hand_enhanced_weapons
  
  alias ee_initialize initialize
  def initialize
    ee_initialize
    @two_hands_enhanced_weapons=[]
    @left_hand_enhanced_weapons=[]
    @right_hand_enhanced_weapons=[]
  end
end

Modify the beginning of the initialize method for the class Enhanced_Weapon making it look like this:

Code:
def initialize(ref_id)
    @ref_id=ref_id
    @id = $game_party.max_used_weapon_id + 1
    $game_system.two_hands_enhanced_weapons.push(@id) if Two_Hands_Weapons.include?(ref_id)
    $game_system.right_hand_enhanced_weapons.push(@id) if Right_Hand_Weapons.include?(ref_id)
    $game_system.left_hand_enhanced_weapons.push(@id) if Left_Hand_Weapons.include?(ref_id)
    ...


Wherever the arrays Two_Hands_Weapons, Right_Hand_Weapons and Left_Hand_Weapons are used in the AAS script, apply these changes (updated):

Code:
Two_Hands_Weapons => (Two_Hands_Weapons|$game_system.two_hands_enhanced_weapons)
Left_Hand_Weapons => (Left_Hand_Weapons|$game_system.left_hand_enhanced_weapons)
Right_Hand_Weapons => (Right_Hand_Weapons|$game_system.right_hand_enhanced_weapons)

For example, in order for the script variation you posted on Nov 15 to work, it must be changed like this:
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|$game_system.two_hands_enhanced_weapons).include?(i) and @equip_type == 1
        next if (Right_Hand_Weapons|$game_system.right_hand_enhanced_weapons).include?(i) and @equip_type == 1
        next if (Left_Hand_Weapons|$game_system.left_hand_enhanced_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 Charlie Fleed - 11-19-2009, 12:03 AM

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