Let me explain in
simple terms for you:
Your script does not prevent players from equipping then un-equipping just to learn a skill - It would be interesting to see if you could implement some kind of AP system. With
Yanfly's Engine Zelous Equipment Overhaul script. And/or
MA's: Item/Equipment/Skill Conditions (modern algebra & Tsunokiette) script (with either of those scripts) I get the following error:
-- See attached image --
So do you have a fix for these, if you have either of the script I listed you get this error. (This also applies, obviously, if you have both scripts). It does not matter if they are above or bellow your add on, they throw the error you see in the attached image.
Can you please fix the Item/Equipment/Skill Conditions incompatibility which can be seen here:
#==============================================================================
# ** Item/Equipment/Skill Conditions (modern algebra & Tsunokiette)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This script allows you to set stats and/or level requirements for weapons
# and armor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Instructions:
# Place above Main and below Materials
#
# To configure this script, you have to place codes in the Notes Field of
# the respective items. These codes are:
#
# \LVLR[<level_requirement>] *Actor must be at least this level
# \HPR[<hp_requirement>] *Actor must have this much HP
# \MPR[<mp_requirement>] *Actor must have this much MP
# \ATKR[<attack_requirement>] *Actor must have this much Attack
# \DEFR[<defense_requirement>] *Actor must have this much Defense
# \SPIR[<spirit_requirement>] *Actor must have this much Spirit
# \AGIR[<agility_requirement>] *Actor must have this much Agility
# \WPNR[<weapon_id>] *Weapon must be equipped
# \ARMR[<armor_id>] *Armor must be equipped
# \ITMR[<item_id>, <n>] *At least n of item_id in possession
# \ITMR[<item_id>, <n>]C *As above and consumed upon use.
# \PWPNR[<possession_weapon_id>, <n>] *At least n of weapon_id in possession
# \PWPNR[<possession_weapon_id>, <n>]C *As above and consumed upon use.
# \PARMR[<possession_armor_id>, <n>] *At least n of armor_id in possession
# \PARMR[<possession_armor_id>, <n>]C *As above and consumed upon use.
# \SKLR[<skill_id>] *Skill must be learned
# \STER[<state_id>] *State must be added
#
# After any of them that make sense, you can also add these restrictions:
# >= - greater than or equal to - default
# <= - less than or equal to
# > - strictly greater than
# < - strictly less than
# = - strictly equal to
#
# You can leave out any or all or none of them and the script will only
# restrict the attributes you set
#
# EXAMPLE:
# If Club has a Notes Field like this:
#
# \LVLR[6]<
# \ATKR[37]
# \AGIR[27]>
#
# then an actor could only use that club if he was less than level 6, had
# an Attack of at least 37 and an Agility of at least 28.
#==============================================================================
# ** RPG::BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes
# new method - requirements_field
#==============================================================================
class RPG::BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Requirement Field
#--------------------------------------------------------------------------
# This method returns an array of restrictions on using each item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def requirement_field
r_field = []
# Dissect Note
text = self.note.dup
text.sub! (/\\lvlr\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
# HP Requirement
text.sub! (/\\hpr\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
# MP Requirement
text.sub! (/\\mpr\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
# Attack Requirement
text.sub! (/\\atkr\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
# Defense Requirement
text.sub! (/\\defr\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
# Spirit Requirement
text.sub! (/\\spir\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
# Agility Requirement
text.sub! (/\\agir\[(\d+?)\](<*>*=*)/i) { '' }
r_field.push ([$1.to_i, $2.to_s])
r_field.push ([], [], [], [], [], [], [], [], [], [])
# Weapon Requirement
r_field[7].push ($1.to_i) while text.sub! (/\\wpnr\[(\d+?)\]/i) {''} != nil
# Armor Requirement
r_field[8].push ($1.to_i) while text.sub! (/\\armr\[(\d+?)\]/i) {''} != nil
# Item Possession Requirement
while text.sub! (/\\itmr\[(\d+),*\s*(\d*)\](C*)(<*>*=*)/i) { '' } != nil
r_field[9].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
# Consumable items
r_field[14].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != ""
end
# Weapon Possession Requirement
while text.sub! (/pwpnr\[(\d+),*\s*(\d*)\](C*)(<*>*=*)/i) {''} != nil
r_field[10].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
# Consumable weapons
r_field[15].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != nil
end
# Armor Possession Requirement
while text.sub! (/parmr\[(\d+),*\s*(\d*)\](C*)(<*>*=*)/i) {''} != nil
r_field[11].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s])
# Consumable Armors\
r_field[16].push ([$1.to_i, [$2.to_i, 1].max, $4.to_s]) if $3 != nil
end
# Skill Requirement
r_field[12].push ($1.to_i) while text.sub! (/\\sklr\[(\d+?)\]/i) {''} != nil
# State Requirement
r_field[13].push ($1.to_i) while text.sub! (/\\ster\[(\d+?)\]/i) {''} != nil
return r_field
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check requirements
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def check_reqs (user)
actor_stats = [user.level, user.maxhp, user.maxmp, user.atk, user.def, user.spi, user.agi]
reqs = self.requirement_field
# Stats
for i in 0...7
case reqs[i][1]
when "" # Assume Greater than or Equal to
return false unless actor_stats[i] >= reqs[i][0]
else # Other
begin
eval ("return false unless actor_stats[i] #{reqs[i][1]} reqs[i][0]")
rescue
end
end
end
data = [$data_items, $data_weapons, $data_armors]
# Weapons and Armor equips
for i in 7...9
reqs[i].each { |j|
return false unless user.equips.include? (data[i-6][j])
}
end
# Items, Weapons, Armors in possession
for i in 9...12
reqs[i].each { |j|
case j[2]
when ""
return false unless $game_party.item_number (data[i-9][j[0]]) >= j[1]
else
begin
eval ("return false unless $game_party.item_number (data[i-9][j[0]]) #{j[2]} j[1]")
rescue
end
end
}
end
# Skills learned
self.requirement_field[12].each { |i| return false unless user.skill_learn? ($data_skills[i]) }
# States
self.requirement_field[13].each { |i| return false unless user.state? (i) }
return true
end
end
#==============================================================================
# ** Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# new method - check_reqs, consume_reagants
# aliased_methods - equippable?, setup, level_down, maxhp=, maxmp=, atk=,
# def=, spi=, agi=
# modified super - skill_effect, item_effect, skill_can_use?, item_effective?
#==============================================================================
class Game_Actor < Game_Battler
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Setup
# actor_id : actor ID
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_equip_required_actor_stp_7ht1 setup
def setup (actor_id)
# Run Original Method
modalg_equip_required_actor_stp_7ht1 (actor_id)
# Make sure all starting items are allowed to be on the hero
check_equip_reqs
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Determine if Equippable
# item : item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_eqp_reqs_actor_check_equip_5js9 equippable?
def equippable?(item)
return false if item == nil
return modalg_eqp_reqs_actor_check_equip_5js9 (item) & item.check_reqs (self)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Determine Usable Skills
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def skill_can_use? (skill)
test = super (skill)
return skill.check_reqs (self) if test
return test
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Determine if an Item can be Used
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_effective?(user, item)
return super (user, item) if user.is_a? (Game_Enemy)
return super (user, item) & item.check_reqs (user)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Apply Item Effects
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_effect(user, item)
super (user, item)
# Consume reagants if consumable
consume_reagants (item)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Apply Skill Effects
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def skill_effect(user, skill)
super (user, skill)
# Consume reagants if consumable
consume_reagants (skill)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check Equipment Requirements
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def check_equip_reqs
@checking_equipment = true
equip_array = equips.dup
for i in 0...5
# Unequip everything
change_equip (i, nil, true)
test = equippable? (equip_array[i])
change_equip (i, equip_array[i], true)
# Unequip item for real if requirements not met
change_equip (i, nil) unless test
end
@checking_equipment = false
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Consume Reagants
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def consume_reagants (item)
unless @skipped || @missed || @evaded
# Remove items, weapons, and armors
item.requirement_field[14].each { |i| $game_party.lose_item ($data_items[i[0]], i[1]) }
item.requirement_field[15].each { |i| $game_party.lose_item ($data_weapons[i[0]], i[1]) }
item.requirement_field[16].each { |i| $game_party.lose_item ($data_armors[i[0]], i[1]) }
end
end
#--------------------------------------------------------------------------
# * Make sure requirements still met if stats decrease in any way
#--------------------------------------------------------------------------
alias modalg_eqpreqs_lvlup_check_9dn4 level_up
def level_up
modalg_eqpreqs_lvlup_check_9dn4
check_equip_reqs
end
alias modalg_equip_reqs_changelvl_check_5hy2 level_down
def level_down
modalg_equip_reqs_changelvl_check_5hy2
check_equip_reqs
end
alias modalg_equip_reqs_changemaxhp_check_h83d maxhp=
def maxhp=(new_maxhp)
modalg_equip_reqs_changemaxhp_check_h83d (new_maxhp)
check_equip_reqs
end
alias modalg_equip_reqs_changemxmp_check_8fjq maxmp=
def maxmp=(new_maxmp)
modalg_equip_reqs_changemxmp_check_8fjq (new_maxmp)
check_equip_reqs
end
alias modalg_equip_reqs_change_atk_94nd atk=
def atk=(new_atk)
modalg_equip_reqs_change_atk_94nd (new_atk)
check_equip_reqs
end
alias modernalg_chck_reqs_def_73ij def=
def def=(new_def)
modernalg_chck_reqs_def_73ij (new_def)
check_equip_reqs
end
alias modalgebra_reqs_chck_sprit_8dsn spi=
def spi=(new_spi)
modalgebra_reqs_chck_sprit_8dsn (new_spi)
check_equip_reqs
end
alias modalgebra_requirements_equipment_agi_6hdt agi=
def agi=(new_agi)
modalgebra_requirements_equipment_agi_6hdt (new_agi)
check_equip_reqs
end
alias ma_chck_eqp_reqs_chnge_equip_7fn change_equip
def change_equip (equip_type, item, test = false)
ma_chck_eqp_reqs_chnge_equip_7fn (equip_type, item, test)
check_equip_reqs if @checking_equipment == nil || !@checking_equipment && !test
end
alias ma_frgt_skill_check_eqp_reqs_8her forget_skill
def forget_skill (skill_id)
ma_frgt_skill_check_eqp_reqs_8her (skill_id)
check_equip_reqs if @checking_equipment == nil || !@checking_equipment
end
end
#==============================================================================
# ** Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased methods - item_can_use?
#==============================================================================
class Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item Can Use?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_req_itm_party_use_9m43 item_can_use?
def item_can_use? (item)
# Run Original Method
test = modalg_req_itm_party_use_9m43 (item)
return false unless test
if $game_temp.in_battle
return test & item.check_reqs ($scene.active_battler)
else
$game_party.members.each { |i| return test if item.check_reqs (i) }
return false
end
end
end
#==============================================================================
# ** Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# makes public - active_battler
#==============================================================================
class Scene_Battle < Scene_Base
attr_reader :active_battler
end
#==============================================================================
# ** Scene_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased method - use_item_nontarget
#==============================================================================
class Scene_Item < Scene_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Use Item (apply effects to non-ally targets)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_eqp_reqs_consume_regnts_refresh_rn4 use_item_nontarget
def use_item_nontarget
# Run Original Method
modalg_eqp_reqs_consume_regnts_refresh_rn4
# Refresh Item Window
@item_window.refresh
end
end
Has this all been made clear enough or .....
in theory if you fix the incompatibility for one you'll fix it for the other.