Modifying an item's instance to have a General and Unquie versions

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wuggles57

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OK so this is my first post and i apologize in advanced if this in the wrong place or if i break a different rule but I'm having a little bit of an problem,

The problem is creating a general instance of an item and a unique instance of a item at the same times and the interactions between them.

I am using two scripts for this which are a enchanting script which is a bit big so ill just post the link to the guys site

http://grimoirecastle.wordpress.com/rgss3-scripts/gameplay-scripts/runic-enchantment/

The other is a script that lets you make certain items Unique which is located here: 

http://forums.rpgmakerweb.com/index.php?/topic/7431-ses-instance-items-v13-february-17th-bugfix-for-anti-bloat-bugfix-for-main-script/ on the rpg maker forums itself.

These scripts are fully functional and I am having no problem but this one tiny problem within the rpg maker vx software itself.

The runic enchantments allows me to add runes to a weapon to power it up but if you for example add a item that will increase physical damage by 10 to the basic weapon  Hand Ax it will add it TO EVERY HAND AX.

So to fix this i downloaded the second script to make the new Ax unique by adding <unique> to the note tags but runic enchantments will carry over all properties but that makes just the rune not the enchanted ax

special. I also tried making the Ax unique but that makes Huge pile ups of ugly weapons in the items tab.

(also runes are not perm so you can take them on or off whenever you want which makes it a bit harder)

Is there anything I can do with the common events page or switches that will allow instances to be unique or is this impossible without a commission?
 
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Shaz

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Yep, wrong place. Anything to do with scripts goes into either the Script Request or Script Support forum. Moving to RGSSx Script Support
 

wuggles57

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Ok sorry it was just the script there was nothing wrong i just included the information incase it was relevant I'm sure there is a way to do this commen events or a switch just can't seem one to work
 

wuggles57

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above I tried enchanting ONE AX here and you can see they are all stacked up and they all contain the enchantment even the one that was already equiped by default!

Below I have many axes because i made the ax instance unique. I have just one enchanted But all the normal axes won't stack up because everything is unique. So it is a cosmetic problem. 



 
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Funplayer

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The item database is created only once, so when you enchant one weapon id it'll enchant all weapons with the same id.  If you have it create a (new) weapon, and build a simple system around this (new) weapon, it would allow you to add/sell/sort this new weapon with a bit of effort.

Such as,

template_item = $data_items[item_id] (or weapon/armor with $data_weapon, $data_armor)

(modify item in some sort of system)

to add completed item to database

(there are more things you need to make sure to change)

$data_items[$data_items.keys.size + 1] = completed_item

(By default this will end up at the bottom of your weapon inventory, you can sort with tags if you want to add tags to them with script)

to add to inventory after in database

To gain:

gain_item($data_items[item_id], amount)

To remove:

gain_item($data_items[item_id], -amount)

I'm not 100% on this, but I think it'll work.  If it doesn't, you could try creating a secondary hash of items to include into the old list, then use this list to save and load your file if you have issues.  Don't forget to build nil checks, or your saves will break.
 
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wuggles57

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Errr im a novice at this programming language only because I just started i may try looking at this but i assume because it is script I don't put in the note tags section, but if not there ill be a loss where to put the code.

Your help is appreciated ill try to investigate the code in the morning! but im doubtful ill be able to get it to work because of the nature of my experience
 
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Funplayer

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Woopsie.  I just realized I gave you code for RPG Maker VX instead of VX Ace.  The idea is similar, but the database is different and has different calls to use them.  If anything its easier to do in Ace because of the list of changes you can apply to an item.

In any case, I can't be of much assistance with ace, and you won't need my code to try to get a single script working.
 
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Engr. Adiktuzmiko

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so what you want is that runed items become unique, while other items of that kind remain as stacked up? then when a runed weapon loses all runes, it becomes part of the stacked up items again?
 
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wuggles57

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so what you want is that runed items become unique, while other items of that kind remain as stacked up? then when a runed weapon loses all runes, it becomes part of the stacked up items again?
Yes this is exactly what i want to do but it is proving to be a pin in my side
 

Engr. Adiktuzmiko

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well, based on what I think, it really is quite complex... not so difficult but complex... we would also probably really need to make the unique one a new item entry and save the base item so we can bring it back once you remove all runes on the item...
 

wuggles57

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yes for such a basic script the solution was much too complex i have instead decided to use viktor's materia script that is much more complex has more options and works around this problem all togeather by making it character based rather than item based.

Ill pm a moderator and tell them to lock this seeing as there is a falt out better script and the solution was a pain to hard code. 
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


Just use the report button, rather than PMing anyone :)
 
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