Hey! 
I was hoping someone could help me out with a couple small edits to this Dark Cloud Weapon script:
http://www.rpgmakercentral.com/topic/2779-darkcloud-weapon/
1. As it is, all items can be broken down to upgrade weapons, exept for items/weapons/armor with the <no sytnh> tag, which is kinda rough when I have hundreds of items/weapons/armor, and only want a couple dozen to be able to be broken down. Could you possible reverse this check, so ONLY items/weapons/armor with the <no sytnh> item can be broken down?
2. Could you add a script command to gain weapon exp outside of battle? As it is, the script is not comparable with MOG's battle result script (Here: https://atelierrgss.wordpress.com/rgss3-battle-result/ ). Although you could choose to make the two comparable, I figured a script call would be easier. Just something simple like gain_weapon_exp(100)
Thanks a million!
I was hoping someone could help me out with a couple small edits to this Dark Cloud Weapon script:
http://www.rpgmakercentral.com/topic/2779-darkcloud-weapon/
1. As it is, all items can be broken down to upgrade weapons, exept for items/weapons/armor with the <no sytnh> tag, which is kinda rough when I have hundreds of items/weapons/armor, and only want a couple dozen to be able to be broken down. Could you possible reverse this check, so ONLY items/weapons/armor with the <no sytnh> item can be broken down?
2. Could you add a script command to gain weapon exp outside of battle? As it is, the script is not comparable with MOG's battle result script (Here: https://atelierrgss.wordpress.com/rgss3-battle-result/ ). Although you could choose to make the two comparable, I figured a script call would be easier. Just something simple like gain_weapon_exp(100)
Thanks a million!
