Md'Targaryen 0 Posted August 17, 2013 really ty!! it works!! :'DDD i love u HAHAHA Omg, I'm quite grateful. ^_____^ I hope you do more scripts like this, it's a wonderful system!! Share this post Link to post Share on other sites
TheCaliMack 22 Posted January 17, 2014 There's a bug that bothers me. My stats remain the same when I keep the weapon. But when I remove it, I realize my character's base stats are cut off by the bonuses. Can you help me? Share this post Link to post Share on other sites
DP3 188 Posted January 18, 2014 Can you provide me a demo with this problem? Share this post Link to post Share on other sites
Demintika 63 Posted January 18, 2014 LoL I'm working on Disgaea's Item World. Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 9, 2014 I noticed that you asked for input on future versions: Any chance you could make Ranks customizable? Instead of E thru S, we could make 1 thru 10, I thru X, etc etc etc. Also, maybe make the bonus be for more than just ATK/DEF/MAT/MDF/AGI. Maybe add HIT/CRI/CNT bonuses as well, or just make that section customizable overall. And what about adding compatibility for Armor would be great too!!! Just my 2 cents! Awesome script, take care! So, I began using your script and I have run into a pretty severe problem... If the number of weapons you have in your game exceeds the length of the menu scene, the rest get cut off I have 20 different weapons in my game but I can only see 12 of them... Share this post Link to post Share on other sites
DP3 188 Posted February 11, 2014 Hi there, I updated the script to accommodate that problem. Thanks for letting me know Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 11, 2014 Thanks, dude! Rock on \m/ Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 11, 2014 UPDATEThe window now scrolls, but it's still stopping too soon. Getting cut off in the middle of weapon type 19 (out of 20) Share this post Link to post Share on other sites
DP3 188 Posted February 11, 2014 (edited) Open up your Script Editor. Press Ctrl+Shift+F and search up: def create_oy_params Double Click on the one which shows up next to this script. In there you should see @oy_finish = (90 + (25 * (WeaponAccumulation.size - do_not_equip_types.size)))Which is a temporary hacky way of overcoming the problem. Anyway change the 90 to something higher like 120 until it works fine Edited February 11, 2014 by DP3 Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 11, 2014 Sweet! I was looking through the script earlier looking for something like this. Must have missed it! Worked perfectly Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 25, 2014 Hello, I was wondering if you could tell me where the section of the script is that draws the new stat values when equipping a weapon. For some reason, your script's ATK, DEF, MAT, MDF, and AGI upgrade text is slightly bigger than the standard game size text. It ends up looking something like this: MHP x -> x MMP x -> x ATK x -> X DEF x -> X MAT x -> X MDF x -> X AGI x -> X LUK x -> x The second X (New Value) is slightly bigger than the other x's. Just trying to fix it to make it look nicer. Thanks! Share this post Link to post Share on other sites
DP3 188 Posted February 25, 2014 Search up: draw_text(x, y, 32, line_height, new_value, 2)That is the same as the default script so I will assume you have either modified the original script or used a custom script. In either case that line needs to match the editted version. Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 25, 2014 That line only affected the placement (left/right), not the font size. Share this post Link to post Share on other sites
DP3 188 Posted February 26, 2014 Whelp, I did the wrong thing. Copy this below the Weapon Script and Change the Font Size: #============================================================================== # ** Window_EquipStatus #------------------------------------------------------------------------------ # This window displays actor parameter changes on the equipment screen. #============================================================================== class Window_EquipStatus < Window_Base # FONT SIZE WeaponSystemParamFontSize = 24 #-------------------------------------------------------------------------- # * Draw Post-Equipment Change Parameter #-------------------------------------------------------------------------- def draw_new_param(x, y, param_id) bool1 = @temp_actor && @temp_actor.equips[@dp3_slot_id].is_a?(RPG::Weapon) bool2 = param_id > 1 && param_id < 7 if bool1 && bool2 font_size = contents.font.size contents.font.size = WeaponSystemParamFontSize # Get Weapon Types wType = @actor.equips[@dp3_slot_id] && @actor.equips[@dp3_slot_id].is_a?(RPG::Weapon) ? @actor.equips[@dp3_slot_id].wtype_id : 0 wType2 = @temp_actor.equips[@dp3_slot_id].wtype_id weapon_bonus_param = 0 unless wType2 == wType || wType2 == DiamondandPlatinum3::WeaponLevels::get_opposing_weapon_slot_weapon_type( @actor.id, @dp3_slot_id ) # Remove Negative Bonus Param from Temp Actor (AKA Current Actor Equipped Weapon) curr_skill = DiamondandPlatinum3::WeaponLevels::get_current_weapon_level( wType, @actor.id, @actor.dp3_weapon_level[wType - 1] ) @temp_actor.dp3_decrement_param(param_id, DiamondandPlatinum3::WeaponLevels::get_bonus_param( wType, @actor.id, param_id - 2, curr_skill )) # Get Bonus Param (AKA New Weapon) curr_skill = DiamondandPlatinum3::WeaponLevels::get_current_weapon_level( wType2, @temp_actor.id, @temp_actor.dp3_weapon_level[wType2 - 1] ) weapon_bonus_param = DiamondandPlatinum3::WeaponLevels::get_bonus_param( wType2, @temp_actor.id, param_id - 2, curr_skill ) end # Apply Param new_value = (@temp_actor.param(param_id) + weapon_bonus_param) change_color(param_change_color(new_value - @actor.param(param_id))) draw_text(x, y, 32, line_height, new_value, 2) contents.font.size = font_size else # Call Original Method dp3_weaplev_windowequipstatus_drawnewparam_0edku(x, y, param_id) end end end Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 26, 2014 Thanks! Works perfectly! 1 last question: Is there a way for me to adjust where the Menu Command appears? Right now it's appearing under Formation, which feels a little out of place to me. I'd like it to appear above or below the Equipment Command. Is that possible? Share this post Link to post Share on other sites
DP3 188 Posted February 26, 2014 (edited) Put this below the Weapon System Script: #============================================================================== # ** Window_MenuCommand #------------------------------------------------------------------------------ # This command window appears on the menu screen. #============================================================================== class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * For Adding Original Commands #-------------------------------------------------------------------------- def add_original_commands for i in 0..(@list.size-1) if @list[i][:symbol] == :equip @list.insert(i+1, {:name=>DiamondandPlatinum3::WeaponLevels::Menu_Option_Title, :symbol=>:weapon_level_status_command, :enabled=>main_commands_enabled, :ext=>nil}) break end end dp3_weaplev_winmenucommand_addorigcommd_0edku() end end Edited February 26, 2014 by DP3 Share this post Link to post Share on other sites
cHAOScythe 4 Posted February 27, 2014 Dude, you're the best! Thank you so much for the quick responses and the hard work! I seriously appreciate it Share this post Link to post Share on other sites
XrosBlader821 6 Posted March 23, 2014 A similar magic system would make this the best script ever made Imo. Share this post Link to post Share on other sites
Britannia Angel 8 Posted May 7, 2014 (edited) Out of curiosity, have the patches for GTBS compatibility been updated yet? Edited May 7, 2014 by Misaki Share this post Link to post Share on other sites
DP3 188 Posted May 7, 2014 Do they not work anymore? Share this post Link to post Share on other sites
Britannia Angel 8 Posted May 7, 2014 My mistake, there seemed to be a ghost of a script conflict hiding in my project somewhere orz That was weird... Share this post Link to post Share on other sites
DreadlockHeaven 0 Posted July 28, 2014 Hello DP3, First of all, thanks for the great script! It has done wonders for my alternative skill learning. I have 5 types of skills; Artes (Weapon Skills), Magic (spells, summons etc), Talent (class specific abilities), Passives (auto class specific abilities) and Limits (Overdrive ultimate that activates when 100 TP) Thanks to your script it has allowed me to reward the player for using a certain weapon for x time, learning skills specific to the weapon. I do have a question though, Like Disgaea (Prinnies ftw \m/), classes have different ranks in weapons ( if my memory serves me right, fighters had higher ranks in swords, but rank E in staffs) is there a way to do that in this script? If not, this would be another great addition to your script. Hope to here from you soon! Thanks so much! Share this post Link to post Share on other sites
DP3 188 Posted July 31, 2014 You mean, "how can I have my Sword wielders start with a different rank in swords than my archers"? Share this post Link to post Share on other sites
DreadlockHeaven 0 Posted July 31, 2014 Yeah I feel it is probably something really simple. Could you lend me a hand? Share this post Link to post Share on other sites
DP3 188 Posted July 31, 2014 (edited) You could use the following in a script call: toggle_weapon_level_message_display( on_or_off ) add_specific_weapon_type_skill_points( Actor_ID, WeaponType, Points ) toggle_weapon_level_message_display( on_or_off ) Example: toggle_weapon_level_message_display( false ) # Turn Off The Level Up Display Box, so that this is done without the player being made aware of it. add_specific_weapon_type_skill_points( 1, 4, 60 ) # Give Eric {Actor_ID = 1}(our soldier) an upgrade of 60 points towards the swords weapon type {WeaponeType = 4}, which will level up his rank by one. toggle_weapon_level_message_display( true ) # Now Simply Turn Back on the Level Up Display Box, so that the player will see when they have leveled up their weapon rank on their own. Edited July 31, 2014 by DP3 1 Share this post Link to post Share on other sites