Conditional branch "in inventory" custom script help

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Started by lucofthewind 5 posts View original ↗
  1. Script in question:
    EST - SUIKODEN RUNE
    v3.1
    https://www.rpgmakercentral.com/topic/12242-est-suikoden-rune/


    Hello all, got a bit of a minor problem here that I hope you can help me with!

    Currently I am using the above script for a suikoden like game, everything is working out great except for one small thing. When I try to use conditional branch, x rune is in inventory, include equipment, the branch isn't able to see if the rune is one the person or not. Is there any quick and easy way to fix this?
  2. Are you saying the script returns false when x rune is equipped and it shouldn't, or are you saying you want the script to tell you whether it's equipped or not?

    The latter is not possible in a conditional branch - you would need an alternate check for <someone> having it equipped.

    Also, do you have other scripts that add extra slots, and maybe the rune is in one of the extra slots? The script may not take additional slots into account. In that case, for a solution, you'd also need to provide a link to the script you're using for the extra slots.
  3. According to that rune script, the runes themselves are considered as equipment, and are added to the equips method of Game_Actor, which means that the conditional branch you use should be able to detect them. Unless, of course, you have a compatibility issue with some other script(s), in which case we need to know what other script(s) are you using in your project.
  4. So after some more testing (and drinking and cursing) and found the damnest bug.

    If another fire rune (using the picture example above) is bought and attached to a character, the event works just fine. For what ever reason this one rune (it's given to the player and its the same id and everything, not two different fire runes) given and one time only just doesn't seem to work o_O