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Leon

Weapon Level Script 2.0

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All right, you see, I made a Weapon Level script many moons ago. Well, I upgraded it for use in my game. Well, given what is added, I thought I would make it more of a public script. Just remember, if I find out you used it and didn't give credit, I will create a virtual world of hell for you. :rolleyes: lol. Just messing, just give me credit. it's all I ask, y'know? Anyway, Here is the script + Features. please PLEASE PLEASE! ask if you have any questions or comments.

 

This hasn't been tested with any battle systems other than the default battle system.

 

Original Features:

  • Customizable starting and max levels for each script.
  • Attack increases based on weapon power.
  • You can call the scene showing all the weapons and levels using: $scene = Scene_WeaponLeve.new
  • You can set up weapon exp gain based on a default number, monster, or weapon.
  • It will only show weapons that oyu have experience for, not if it has been equipped.

New Features:

  • Weapon's can have a % chance of using a skill instead of attacking.
  • You can increase weapon hit %.
  • You can increase critical hit %.
  • Ammunition has been added. Each weapon can have it's own unique ammo, but no weapon can have more than one type of ammunition.

Script:

 

#===================================
#  Leon's Weapon Level system
#----------------------------------------------------------------------
#  Version 1
#===================================

#===================================
#  Leon's Ammo Script
#----------------------------------------------------------------------
=begin
Change Game_Battler, Scene_Battle for if you have 0
Also to remove one if you attack with a bow.

hash:  bow_id => item_id
twin bow id as constant.
=end


=begin
Script Description:  Each actor is skilled in a weapon rather than
a weapon type.  So they may be proficient in the Iron Sword, but not Steel Sword.

Features:
1.  Customizable beginning and max levels for all actors, as a group or individually.
2.  Attack goes up based upon weapon level
3.  A window shows weapon level and exp bar.
4.  You can set weapon gain based on enemy, weapon, or default.
5.  It only shows weapons that the actor has experience in.

Instructions:  
1.  Place this script above main.
2.  Set the modules the way you want to below.
3.  Search (using Ctrl + F) for Leon_Edit for the final place to edit.

Compatibility with SDK:
Unknown

How to use Call Script...
To add a weapon level for a weapon:
x being actor's number, 
y being the weapon's id, 
z being the number of levels to add
$game_actors[x].weapon_level[y] += z

To add to exp to the current equipped weapon:
x being actor's number, 
y being the exp to add
$game_actors[x].weapon_exp[@weapon_id] += y

To add to the max level for an actor's weapon:
x being actor's number
y being the weapon's id
z being the max level
$game_actors[x].weapon_max[y] == z

=end
module Weapon_Level
 #--------------------------------------------------------------------
 #  Set exp for each level
 #  For example:  75 total weapon exp for level 2, 225 for level 3
 #					  525 for level 4, etc...
 #  Weapon_level => to next level
 #--------------------------------------------------------------------
 Exp ={
 1 => 50,
 2 => 125,
 3 => 300,
 4 => 500,
 5 => 725,
 6 => 1000,
 7 => 1300,
 8 => 1750,
 9 => 2500,
 10 => 3500,
 11 => 5000
 }
 #--------------------------------------------------------------------
 #  Increase % to attack per level
 #  weapon_level => %
 #--------------------------------------------------------------------
 Weapon_Bonus = {
 2 => 10,
 3 => 15,
 4 => 20,
 5 => 25,
 6 => 30,
 7 => 35,
 8 => 40,
 9 => 45,
 10 => 50
 }
 #--------------------------------------------------------------------
 #  Set default start level for weapons
 #--------------------------------------------------------------------
 Default_Start = 1
 #--------------------------------------------------------------------
 #  Set default max level for weapons
 #--------------------------------------------------------------------
 Default_Max = 5
 #--------------------------------------------------------------------
 #  Set unique start levels for weapons, default for all actors.
 #  weapon_id => start_level
 #--------------------------------------------------------------------
 Weapon_Start = {
 }
 #--------------------------------------------------------------------
 #  Set unique max levels for each weapon, default for all actors.
 #  weapon_id => max_level
 #--------------------------------------------------------------------
 Weapon_Max = {
 1 => 7
 }
 #--------------------------------------------------------------------
 #  Default gain of weapon exp per attack
 #--------------------------------------------------------------------
 Default_Gain = 3
 #--------------------------------------------------------------------
 #  Unique Enemy gain per attack.  Adds it to the weapon's Gain.
 #  enemy_id => exp
 #--------------------------------------------------------------------
 Enemy_Gain = {
 1 => 2
 }
 #--------------------------------------------------------------------
 #  Unique Weapon gain per attack
 #  weapon_id => exp
 #--------------------------------------------------------------------
 Weapon_Gain ={
 1 => 200
 }
end

#===================================
#  Module
#===================================
module Weapon_Skills
 #--------------------------------------------------------------------
 #  Weapon_Skill => weapon_id => [skill, %chance]
 #  Note:  Use only offensive skills, and only "Attack one" skills.
 #--------------------------------------------------------------------
 Weapon_Skill = {
 1=> [27, 50]
 }
 #--------------------------------------------------------------------
 #  Weapon_Hit => weapon_id => hit %
 #--------------------------------------------------------------------
 Weapon_Hit = {
 1 => 95
 }
 #--------------------------------------------------------------------
 #  Weapon_Crit =>  weapon_id => crit %
 #--------------------------------------------------------------------
 Weapon_Crit = {
 1 => 5
 }
end

#===================================
#  Module
#===================================
module Bows
 #--------------------------------------------------------------------
 #  Bows = {Bow_ID, Item_Id}
 #--------------------------------------------------------------------
 Arrows = {
 138 => 73
 }
end


#===================================
#  Game_Battler
#===================================

class Game_Battler

 alias leon_gb_weaponlevel_attackeffect attack_effect

 def attack_effect(attacker)
self.critical = false
wep = Weapon_Skills
#--------------Weapon_SKills--------------------------------
if attacker.is_a?(Game_Actor)
  if wep::Weapon_Hit.keys.include?(attacker.weapon_id)
	hit_result = (rand(100) < attacker.hit + wep::Weapon_Hit[attacker.weapon_id])
  else
	hit_result = (rand(100) < attacker.hit)
  end
else
  hit_result = (rand(100) < attacker.hit)
end
#---------------------------------------------------------------
hit_result = (rand(100) < attacker.hit)
if hit_result == true
  if attacker.is_a?(Game_Actor)
	weps = Weapon_Level
	attacker.weapon_check
	weapon_gain = weps::Weapon_Gain[attacker.weapon_id]
	unless weps::Weapon_Gain.include?(attacker.weapon_id)
	  unless weps::Enemy_Gain.include?(self.id)
		attacker.weapon_exp[attacker.weapon_id] += weps::Default_Gain
		attacker.weapon_check
	  else
		attacker.weapon_exp[attacker.weapon_id] += weps::Enemy_Gain[self.id]
		attacker.weapon_check
	  end
	else
	  unless weps::Enemy_Gain.include?(self.id)
		attacker.weapon_exp[attacker.weapon_id] += (weapon_gain)
		attacker.weapon_check
	  else
		attacker.weapon_exp[attacker.weapon_id] += (weps::Enemy_Gain[self.id] + weapon_gain)
		attacker.weapon_check			
	  end
	end
  end

  atk = [attacker.atk - self.pdef / 2, 0].max
  self.damage = atk * (20 + attacker.str) / 20
  self.damage *= elements_correct(attacker.element_set)
  self.damage /= 100
  if self.damage > 0
	#----------------------Weapon_Skills------------------------
	if attacker.is_a?(Game_Actor)
	  if wep::Weapon_Crit.keys.include?(attacker.weapon_id)
		if rand(100) < 4 * attacker.dex / self.agi + wep::Weapon_Crit[attacker.weapon_id]
		  self.damage *=2
		  self.critical = true
		end
		if self.guarding?
		  self.damage /= 2
		end
	  else
		if rand(100) < 4 * attacker.dex / self.agi
		  self.damage *= 2
		  self.critical = true
		end
		if self.guarding?
		  self.damage /= 2
		end
	  end
	else
	  if rand(100) < 4 * attacker.dex / self.agi
		self.damage *= 2
		self.critical = true
	  end
	  if self.guarding?
		self.damage /= 2
	  end
	end
	#------------------------------------------------------------
	if rand(100) < 4 * attacker.dex / self.agi
	  self.damage *= 2
	  self.critical = true
	end
	if self.guarding?
	  self.damage /= 2
	end
  end
  if self.damage.abs > 0
	amp = [self.damage.abs * 15 / 100, 1].max
	self.damage += rand(amp+1) + rand(amp+1) - amp
  end
  eva = 8 * self.agi / attacker.dex + self.eva
  hit = self.damage < 0 ? 100 : 100 - eva
  hit = self.cant_evade? ? 100 : hit
  hit_result = (rand(100) < hit)
end
if hit_result == true
  if attacker.is_a?(Game_Actor)
	if wep::Weapon_Skill.keys.include?(attacker.weapon_id)
	  if skill_chance = (rand(100) < wep::Weapon_Skill[attacker.weapon_id][1])
		skill = $data_skills[wep::Weapon_Skill[attacker.weapon_id][0]]
		$skill_variable = 1
		skill_effect(attacker, skill)
		return
	  end
	else
	  remove_states_shock
	  self.hp -= self.damage
	  @state_changed = false
	  states_plus(attacker.plus_state_set)
	  states_minus(attacker.minus_state_set)
	end
  else
	remove_states_shock
	self.hp -= self.damage
	@state_changed = false
	states_plus(attacker.plus_state_set)
	states_minus(attacker.minus_state_set)
  end
else
  self.damage = "Miss"
  self.critical = false
end
return true
 end
end

#===================================
#  Game_Actor
#===================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------
 #  Attribute Listings
 #--------------------------------------------------------------------
 attr_accessor	:weapon_level
 attr_accessor	:weapon_max
 attr_accessor	:weapon_exp
 attr_accessor	:weapon_name
 attr_accessor	:weapon_icon
 attr_accessor	:weapons
 attr_accessor	:weplev_up
 #--------------------------------------------------------------------
 #  Alias Listings
 #--------------------------------------------------------------------
 alias leon_ga_weaponlevel_setup setup
 alias leon_ga_weaponlevel_baseatk base_atk

 def setup(actor_id)
#------------------------------------------------------------------
#  Leon_Edit
#  This sets beginning weapon levels for all actors, if you want
#  all actor's to be proficient with a weapon to begin with.
#------------------------------------------------------------------
#  weapon_id => beginning_level
#------------------------------------------------------------------
@weapon_level = {
}
#------------------------------------------------------------------
#  Changes the max weapon level for 1 weapon for all actors.
#------------------------------------------------------------------
#  weapon_id => weapon_max_level
#------------------------------------------------------------------
@weapon_max = {
3 => 9
}
#------------------------------------------------------------------
#  Weapon exp.  Sets it for every actor.
#------------------------------------------------------------------
#  weapon_id => known_exp
#------------------------------------------------------------------
@weapon_exp = {
1 => 49
}
@weapons = []
@weplev_up = false
leon_ga_weaponlevel_setup(actor_id)
weapon_check
 end

 def weapon_check
weapon = $data_weapons[@weapon_id]
weps = Weapon_Level
unless @weapon_level.include?(@weapon_id)
  @weapon_level[@weapon_id] = weps::Default_Start
end
unless @weapon_max.include?(@weapon_id)
  @weapon_max[@weapon_id] = weps::Default_Max
end
unless @weapon_exp.include?(@weapon_id)
  @weapon_exp[@weapon_id] = 0
end
unless @weapons.include?(@weapon_id)
  if @weapon_id > 0 and not weapons_learn?
	if @weapon_exp[@weapon_id] > 0 
	  if @weapon_level[@weapon_id] >= 1
		@weapons.push(@weapon_id)
		@weapons.sort!
	  end
	end
  end
end
if weapon_exp[@weapon_id] >= weps::Exp[weapon_level[@weapon_id]]
  weapon_exp[@weapon_id] -= weps::Exp[weapon_level[@weapon_id]]
  weapon_level[@weapon_id] += 1
  if $game_temp.in_battle
	@weplev_up = true
  else
	weapon_check
  end
end
if weapon_level[@weapon_id] > weapon_max[@weapon_id]
  weapon_level[@weapon_id] = weapon_max[@weapon_id]
end
if weapon_level[@weapon_id] >= weapon_max[@weapon_id]
  weapon_level[@weapon_id] = weapon_max[@weapon_id]
end
 end

 def base_atk
weps = Weapon_Level
n = leon_ga_weaponlevel_baseatk
if weps::Weapon_Bonus.include?(@weapon_level[@weapon_id])
  bonus_atk = weps::Weapon_Bonus[@weapon_level[@weapon_id]]
  o = ((bonus_atk * 0.01 * n) + n)
  return o
else
  return n
end
 end

 def weapons_learn?
return @weapons.include?(@weapon_id)
 end

end

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Base
 def draw_bar(x, y, min, max, width = 152, height = 6,
  bar_color = Color.new(60, 130, 60, 255), end_color = Color.new(180, 250, 180, 255))
for i in 0..height
  self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
  r = 100 * (height - i) / height + 0 * i / height
  g = 100 * (height - i) / height + 0 * i / height
  b = 100 * (height - i) / height + 0 * i / height
  a = 255 * (height - i) / height + 255 * i / height
  self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min.to_f / max.to_f) * width - 1)
  for j in 1..(height - 1)
	r = bar_color.red * (width - i) / width + end_color.red * i / width
	g = bar_color.green * (width - i) / width + end_color.green * i / width
	b = bar_color.blue * (width - i) / width + end_color.blue * i / width
	a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
	self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
  end
end
 end
end

#===================================
#  Scene_Battle
#===================================
class Scene_Battle

 alias leon_weplev_sb_start_phase5 start_phase5

 def update_phase4_step3
wep = Weapon_Skills
if $skill_variable == 1

			  skill = $data_skills[wep::Weapon_Skill[@active_battler.id][0]]
  if @active_battler.weapon_id != nil
	@help_window.visible = true
	actor = @active_battler
	weapon = @active_battler.weapon_id
	@help_window.set_text("#{actor}'s #{weapon} used #{skill.name}!")
	@wait_count = 150
  end
  skill = $data_skills[wep::Weapon_Skill[@active_battler.id][0]]
  @animation1_id = skill.animation1_id
  @animation2_id = skill.animation2_id
  $skill_variable = 0
end

if @animation1_id == 0
  @active_battler.white_flash = true
else
  @active_battler.animation_id = @animation1_id
  @active_battler.animation_hit = true
end
@phase4_step = 4
 end

 def update_phase4_step4
for target in @target_battlers
  target.animation_id = @animation2_id
  target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
 end


 def make_basic_action_result
# If attack
if @active_battler.current_action.basic == 0
  # Set anaimation ID
  @animation1_id = @active_battler.animation1_id
  @animation2_id = @active_battler.animation2_id
  # If action battler is enemy
  if @active_battler.is_a?(Game_Enemy)
	if @active_battler.restriction == 3
	  target = $game_troop.random_target_enemy
	elsif @active_battler.restriction == 2
	  target = $game_party.random_target_actor
	else
	  index = @active_battler.current_action.target_index
	  target = $game_party.smooth_target_actor(index)
	end
  end
  # If action battler is actor
  if @active_battler.is_a?(Game_Actor)
	bow = Bows
	if bow::Arrows.keys.include?(@active_battler.weapon_id)
	  if $game_party.item_number(bow::Arrows[@active_battler.weapon_id]) >= 1
		$game_party.lose_item(bow::Arrows[@active_battler.weapon_id], 1)
	  else
		@help_window.set_text("Out of Arrows.")
		@wait_count = 75
		return
	  end
	end
	if @active_battler.restriction == 3
	  target = $game_party.random_target_actor
	elsif @active_battler.restriction == 2
	  target = $game_troop.random_target_enemy
	else
	  index = @active_battler.current_action.target_index
	  target = $game_troop.smooth_target_enemy(index)
	end
	if @active_battler.is_a?(Game_Actor)
	  for actor in $game_party.actors
		if actor.weapon_level[actor.weapon_id] == nil
		  actor.weapon_level[actor.weapon_id] = 1
		end
		if actor.weapon_exp[actor.weapon_id] == nil or actor.weapon_exp[actor.weapon_id] == 0
		  actor.weapon_exp[actor.weapon_id] = 1
		end
		wep = Weapon_Level
		if actor.weplev_up == true
		  @help_window.visible = true
		  Audio.me_play("Audio/ME/002-Victory02", 100, 100)
		  weapon = $data_weapons[actor.weapon_id]
		  @help_window.set_text("#{actor.name}'s #{weapon.name} level increased to level #{actor.weapon_level[weapon.id]}", 1)
		  @wait_count = 150
		  actor.weplev_up = false
		end
	  end
	end
  end
  # Set array of targeted battlers
  @target_battlers = [target]
  # Apply normal attack results
  for target in @target_battlers
	target.attack_effect(@active_battler)
  end
  return
end
# If guard
if @active_battler.current_action.basic == 1
  # Display "Guard" in help window
  @help_window.set_text($data_system.words.guard, 1)
  return
end
# If escape
if @active_battler.is_a?(Game_Enemy) and
   @active_battler.current_action.basic == 2
  # Display "Escape" in help window
  @help_window.set_text("Escape", 1)
  # Escape
  @active_battler.escape
  return
end
# If doing nothing
if @active_battler.current_action.basic == 3
  # Clear battler being forced into action
  $game_temp.forcing_battler = nil
  # Shift to step 1
  @phase4_step = 1
  return
end
 end

 def start_phase5
  # if @active_battler.is_a?(Game_Actor)
  for actor in $game_party.actors
	if actor.weapon_level[actor.weapon_id] == nil
	  actor.weapon_level[actor.weapon_id] = 1
	end
	if actor.weapon_exp[actor.weapon_id] == nil or actor.weapon_exp[actor.weapon_id] == 0
	  actor.weapon_exp[actor.weapon_id] = 1
	end
	wep = Weapon_Level
	if actor.weplev_up == true
	  @help_window.visible = true
	  Audio.me_play("Audio/ME/002-Victory02", 100, 100)
	  weapon = $data_weapons[actor.weapon_id]
	  @help_window.set_text("#{actor.name}'s #{weapon.name} level increased to level #{actor.weapon_level[weapon.id]}", 1)
	  @wait_count = 150
	  actor.weplev_up = false
	end
  end
#end
leon_weplev_sb_start_phase5
 end

end


#----------------------------------------------------------------------
#  Window_Wepinfo
#----------------------------------------------------------------------
class Window_Wepinfo < Window_Base
 def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
 end

 def update(help_text)
self.contents.clear
self.contents.draw_text(0, 0, 618, 32, help_text)
 end
end


#----------------------------------------------------------------------
#  Window_Weplev
#----------------------------------------------------------------------
class Window_Weplev < Window_Selectable
 def initialize(actor)
super(0, 64, 640, 416)
@column_max = 2
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
@actor = actor
self.index = 0
refresh
 end

 def weapon
return @data[self.index]
 end

 def refresh
@actor.weapon_check
if self.contents != nil
  self.contents.dispose
  self.contents = nil
end
@data = []
for i in 0...@actor.weapons.length
  weapon = $data_weapons[@actor.weapons[i]]
  if weapon != nil
	@data.push(weapon)
  end
end
@item_max = @data.size
if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  self.contents.font.name = $defaultfonttype
  self.contents.font.size = $defaultfontsize
  for i in 0...@item_max
	draw_item(i)
  end
end
 end

 def draw_item(index)
weps = Weapon_Level
weapon = @data[index]
max = weps::Exp[@actor.weapon_level[weapon.id]]
x = 4 + index % 2 * (245 + 72)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(weapon.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y - 4, 164, 32, weapon.name, 0)

if @actor.weapon_level[weapon.id] >= @actor.weapon_max[weapon.id]
  draw_bar(x + 28, y + 23, max, max, 160, 5, 
  Color.new(130, 80, 80, 255), Color.new(200, 150, 150,255))
else
  draw_bar(x + 28, y + 23, @actor.weapon_exp[weapon.id], max, 160, 5, 
  Color.new(130, 80, 80, 255), Color.new(200, 150, 150,255))
end

self.contents.draw_text(x + 170, y, 100, 32, @actor.weapon_level[weapon.id].to_s + "/" + 
@actor.weapon_max[weapon.id].to_s, 2)
 end

end

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#  Scene_WeaponLevel
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

class Scene_WeaponLevel
 def initialize(actor_index = 0)
@actor_index = actor_index
 end

 def main
@actor = $game_party.actors[@actor_index]
@info_window = Window_Wepinfo.new
@stat_window = Window_Weplev.new(@actor)

Graphics.transition
loop do
  Graphics.update
  Input.update
  update
  if $scene != self
	break
  end
end
Graphics.freeze
@info_window.dispose
@stat_window.dispose
 end

 def update
@info_window.update("Weapon levels and experience points.")
@stat_window.update

if Input.trigger?(Input::L)
  $game_system.se_play($data_system.cursor_se)
  @actor_index += $game_party.actors.size - 1
  @actor_index %= $game_party.actors.size
  $scene = Scene_WeaponLevel.new(@actor_index)
end

if Input.trigger?(Input::R)
  $game_system.se_play($data_system.cursor_se)
  @actor_index += 1
  @actor_index %= $game_party.actors.size
  $scene = Scene_WeaponLevel.new(@actor_index)
end

if Input.trigger?(Input::B)
  $scene = Scene_map.new
end

 end
end

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Bugs are eliminated. They were the product of being modified for use with my option menu.

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Great script:) I've been looking for an easy script for Weaonlevels for a long time. Finally I've found it^^

 

Just a question. I want to call the scene with weapon levels, but I get an error. is it going to be $scene = Scene_WeaponLeve.new? or is it $scene = Scene_WeaponLevel.new?

 

When using the first I get the error message : NameError occured while running script. uninitialized constant Interpeter::Scene_WeaponLeve

 

And when using the second I get this error: Script 'Weapon levels'line 597: TypeError occured. no implicit conversion from nil to integer.

 

What do you think I'm doing wrong?

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Oh, I really love this script:) Makes it a lot easier to power up all character's weapons.:D

I have a small problem though...:'(

The weapon level ups are delayed. Sometime I don't get a levelup notice until next battle.

Is this something that has to do with the script, or do I just have a lazy computer? Everything else works fine...

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I believe this to be ana amazing script but it is not compatable with other script, like my game. I have and atb script that has an error when I try to use this script at the same time. Any help?

 

Unfortunately, I can't say where I got the atb from, because I can't remember and the script seems to be in a different language (using # 0:‘SƒXƒLƒ and stuff like that).

 

Back on subject, I b stuck... ( just got account and this is my first reply. jay.gif )

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Hmm this script is nice but its not compatable, Try to add it as an add on to my game "THE BASIC RTAB SYSTEM" and it got an error while opening the menu and going to my Equiptment stats or characters stats to be exact. Maybe a simpliar version of this would be nice. This is really nicely made, I used a defaulted version with no moded scripts and it works great. Now if only it was compatable with other scripts this would be amazing, Anyway you can make so it ignores an bug or error and continue to work anyways. Like for example, Maybe it collides with another script, can you make so it ignores the error and just continue what it was doing and maybe over lap the other script?

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To those of you who are having issues, if you have a save before you installed the script, then that'll cause it to crash. Once you have installed the script, you have to start a new file in order to access stats and equipment.

 

Also, can this target specific weapons for special bonuses, like having one sword that gets a 150% bonus each level up?

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