BMASTER

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Thank you, now it works as I wished^^
 

mattyb444

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hi any who can help I am unsure as to what note-tag to put in the weapon for the formula to determine the exp curve as described in the script for the levelling gear by exp. i just put <exp curve: x> and nothing seems to work

do I get a level up message when I gain a level on my gear or what? thanks folks
 

BMASTER

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You have to set more than just this notetag.

Here is what I have set for my first axe weapon

<can level><max level: 100><static level atk: 2><exp curve>if self.level <= 130 * self.levelelse self.level * 30 * (self.level - (0.5 * (self.level-1)))end</exp curve>can level needs to be in the notetag if you have set the line 55 in the Leveling Base Script to false. If this line is set to true, then you don't need the notetag.

maxlevel and static level don't need to be set.

exp curve needs a number (10) or an actual formula (self.level * 10).

If you want to use more complicated formulas you can even use the if... else... conditions as in the code snipped provided above.
 

Selchar

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It is also possible to setup a multi-line exp curve in the actual exp leveling script.  I have a feeling tho since it uses the same exp as actors, that the exp curve notetags are still necessary to adjust the leveling rate of weaker/common  and stronger/rare equips to differentiate them in ways other than stats.

Anyways added an AP Leveling variation, as well as my own AP script, and moved the new base script to the opening post in case anyone else wants their equips to start at level 1 instead of 0.
 

mattyb444

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ok thank you very much i understand now, i think i was getting about right but i was just unsure but you have cleared it up i think lol. i have my can level set to true so i dont use that notetag. the rest is great though, i love the item rarity and upgrade scene also. i was trying to make the upgrade screen accessible from the menu but i dont know how to change what appears in the menu lol. 
 

Selchar

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To make the scene available from the menu(for whatever reason), you would use the following code.

Code:
class Window_MenuCommand < Window_Command  alias :menu_command_equip_ugrade_scene :add_original_commands  def add_original_commands    menu_command_equip_ugrade_scene    add_command("Blacksmith", :equip_upgrade_handler)  endendclass Scene_Menu < Scene_MenuBase  alias :ccw_menu_command_equip_upgrade :create_command_window  def create_command_window    ccw_menu_command_equip_upgrade    handle_name = :equip_upgrade_handler    method_name = :equip_upgrade_menu_command    @command_window.set_handler(handle_name,method(method_name))  end  def equip_upgrade_menu_command    SceneManager.call(Scene_EquipUpgrade)  endend
Small enough for you to see where to change what it's called in the menu. It might not work if you have a script that changes how the menu works to a certain extent I think. Haven't actually looked too deeply into those menu scripts to confirm that tho.
 

mattyb444

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wow thank you I was looking for ages to try and sort that out now I know thank you very much. no I don't think I have anything that alters the menu but I shall soon find out lol. thanks for all the help. as regards to the code do i have to put it in scene_menu and window_menucommand script?
 
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mattyb444

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ah i have now found out for some reason the item levelling by exp IS working if i gain exp through a normal battle processing, but i have some scripts installed by falcao abs pearl 3 that makes the game like an action rpg so you can have battles realtime on the map and for some reason when i gain exp from this my weapons and things wont gain levels....lol
 

Selchar

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1: Put it in it's own slot below my other scripts.

2: It's setup to only give equips exp in the battle scene. It normally wouldn't make sense for them to grow on the map since there's no battle or necessity for them to be 'used'. If you're actually fighting on the map tho then we'll just have to see if we can fix that. I 'think' the following will do it. Place it below Falco's scripts and my own.
 

Code:
class Game_Actor < Game_Battler  def gain_equip_exp(amount)    equips.each do |i|      next unless i      next unless i.can_level      next if i.level == i.max_level      i.exp += amount      while i.exp >= i.exp_to_level        i.exp = i.exp_to_level if i.level == (i.max_level-1)        i.level_up        #i.equip_level_message(self.name, i)      end    end  endendclass Game_Event < Game_Character  def gain_exp    return if @enemy.exp == 0    $game_party.all_members.each do |actor|      actor.gain_exp(@enemy.exp)      actor.gain_equip_exp(@enemy.exp)    end  endend
 

loppy893

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I need help I get an error in the Game_Party line 103 please help
 

tesaigo

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I've been looking for this script my whole life xD

Sadly, for some reason I can't upgrade any equipment that has a paremeter with a value smaller than 20! I didn't change anything (except for the texts, that I've translated for my language), just put the script in the editor and called the scene for it. It works well with any equip that have a stat bigger than 20, but I don't know thy. Can you help me, please?

PS: Sorry for my english, it's not my native language...
 

Selchar

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By default the only things that should have an impact on whether you can upgrade an equip or not are as follows.

1: If Default_Can_Level = true, then the notetag <can level> will disable it.

2: If Default_Can_Level = false, then the it will be disabled unless you use the notetag <can level>

3: You have enough gold.

4: The equip's current level is below the set max level, without the notetag <max level: x> it would use Default_Max_Level
 

tesaigo

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I'd figured out that the problem was the math. If you change the multiplier to a higher number you will be able to have weapons/armors with lesser attributes.

With this config:

#Default Multipler bonus Default_Mult_Bonus = 1.34 #Mult bonus for price Default_Mult_Price = 1.25I've been able to have  equipments with attributes at least with the value of 3. Don't know if this is supposed to happen, but it's how I managed to bypass the problem. Thanks for the support anyway!
 

Selchar

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You couldn't upgrade or upgrading had no effect/pointless?  If it's the former I don't see how that's possible, if it's the latter then it is simple math.  Stats are integers and they round down.  For example 3 * (anything less than 1.34) will not increase no matter how much it's upgraded, as the stats are finalized as rounded down numbers each time, with the pre-rounded number would be less than 4.  This is the main reason why you also have the following notetags.

<static level param: x>

<static level price: x>

I suppose I could also add a default setting for static increases if it's necessary.
 
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kensmicth

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Hello, Selchar Your script are awesome and useful for my making game system but can you make

compatible version to "Yanfly Victory Aftermath", "XaiL System - Menu Delux" and "Blackmorning -> Basic Module"

 

I have these three script that would effect on "Ace Battle Engine" at the same time.

 

Because when I put Your script to my system I get the crash on victory when that praticular 

weapon/Armor gain level up. I hope you can fix it at update version thank you.  :)
 

Bogart21

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Hello Selchar,

This script seems really rad. I was wondering, though, whether the 'Level up through exp' version could be used to have an item level up with the actor that has it equipped? Also, is it possible to just leave the renaming prefix blank without messing anything up?
 
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This family of scripts are seriously amazing. Thank you for them.

I do have one small question however: for the equipment upgrade scene are you supposed to be able to upgrade currently equipped armor? I'm curious as any character in my project with armor that can level up will not have those pieces shown in the upgrade window. As soon as those same pieces are unequipped they are visible for upgrading. 

I initially thought it may be a conflict with another script as I am using a laundry list of scripts in my project, but started a new one only using those required and came upon the same issue.

Is there something I may be missing? Or, if this was intentional, is there a way to have currently equipped armor available for upgrading as well? 
 

vork88

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I need help I got this error when i started a battle using a weapon i change the name too it only happens after the battle 

error.png
 

Selchar

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Fixed, don't know how or why but I commented a line, probably by accident.  Look for


#Default_Exp_Curve = '(level+1)*1 + level'




and remove the #, or just reget the script.  I'm assuming it's the exp leveling one.
 

vork88

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Fixed, don't know how or why but I commented a line, probably by accident.  Look for



#Default_Exp_Curve = '(level+1)*1 + level'




and remove the #, or just reget the script.  I'm assuming it's the exp leveling one.

Thanks that help i dont know how but it help but now it wont say Level 1 it just says sword+
 
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