By Fomar0153
Last Updated: 02 March 2012 (Version 1.0)
Requires: Individual Equipment
Requires: AP System (if levelling using AP)
Download Link: http://pastebin.com/raw.php?i=VFRfmB6w
Nearly failed on day 2. But I didn’t. Anyway this script allows your equipment to level up in battles. Either using EXP or AP.

i’m geting an error on “class Game_CustomEquip < Game_BaseItem", it says that the name is rong, any help plz?
oh and btw, keep the good work ;D
Problem solved xD my bad
but my equip/wep dosen’t lvl, neather with EXP or AP :S (sry for bad english)
What other scripts are you using?
Also just to make sure you have this script below the individual equipment script?
yes I have, I only use this scrips and Yanfly scripts.
This script shows the lvl of the equip/wep but they don’t lvl up :S any clue?
Not sure off hand. The easiest way for me to help would be if I could get a copy of your scripts file. If not list which of YF’s scripts you are using and I’ll take a look.
“Stack level Too deep” is the error i’mg geting now :S i started a new project with no yanfly scripts, and when i put your ndividual equipment script i get this error
Very odd, did you accidently paste it twice?
Nop, doble cecked it :S
Have you got them in the wrong order?
It should be:
Individual Equipment
Equipment Levels Up
Yup it is in that order :S
I’m really sorry then but I don’t know what I can do. I can’t replicate the error. In a clean project it should work fine. If you want to send me a clean project which has the error I can have a look.
i can’t now couse i’m not in my pc, but i will. ty
Hey man great script but I was wondering how do you change how much ap it takes to level up a weapon?
If you have the time please get back to me
Search for the line:
def self.WLU_AP_FOR_LEVEL(item); return item.performance; end
and then edit that.
In which way should I edit it? I’ve got nearly zero experience with scripts. What should I write, when I want it to need 10 AP for the first lvl up, 30 for the next, then 90, then 270 and so on? I’m sorry to bother you :/ (and maybe for armors more than weapons?)
At the moment, no Weapon or Armor gains lvl ups.
And I don’t know how to get your ATB/CTB working. I got no errors, I got nothing. Just the default normal battle system.
Are you adding the scripts correctly?
http://blog.rpgmakerweb.com/tutorials/insert-scripts/
Yes, I did. At the end of a battle it says that the Party gained AP and my Armors and Weapons do have lvl’s. But that’s it.
If you make a fight give thousands of AP does the equipment level?
I use a Action battle system and the exp gain not works.
Can you give me an evenement line script to add exp.
(A script line who works in evenement).
Sorry for my english, I’m a french.
It should work (unless you are using the AP System)?
Link me to the Action battle system.
I’ll have a look when I get a chance.
I use Sapphire Action System IV, and I just prefer to give experience only at the weapon.
Maybe by AP system.
Thanks for your help.
I’ve got some free time at last.
Could you link me to a copy of the script and then I’ll have a look or upload a project with the scripts either will do.
Can you make this compatible with victory aftermath?
Have you tried both scripts both ways round?
Was curious, is there a way to negate exp gained by the weapons except by a script call? And if so, what would that script call be? I plan on using this for forging and would work pretty good.
Find and remove:
alias wlu_gain_exp gain_exp
def gain_exp(exp)
for equip in @equips
equip.gain_exp(exp)
end
wlu_gain_exp(exp)
end
Then as for a script call, you would need to get the individual weapon and call the gain_exp method on it.
Fomar, is there any way to change the exp system not with exp but with how often it is used in battle?
Not at present no.
Hi,
Is there a way to add a tag for the equipement I want to level or not ?
You could set the max level to 1.
Thanks for the tip
How do you make it so that only specific weapons level up?
There’s only one Weapon in the entire game I want leveling (because it’s a story weapon, the only weapon a certain character can use)
Set WLU_DEF_MAX_LEVEL to 1 and then notetag the specific weapon with:
But it does mean that every other weapon will show up as level 1.
lol, that’s weird but OK. Notetag it with what? After “with:” there is nothing, lol
Ah it treated my tag as html.
<maxlevel x&mt;
I’ll get there:
<maxlevel x>
LOL, thanks,
No, it doesn’t. Already tried that. Maybe I should mention, that I’m using the Ap System I, because I don’t know how II works.
Put something like: in the note box on the enemies you’re fighting.
Okey, now i was fighting 5 enemies and everyone gave 1000 AP, together 5000. Now my equip DID lvl up, but they were not on the same lvl..
So how do I actually set down the amount of needed AP? You wrote in another comment, that it is the following line: def self.WLU_AP_FOR_LEVEL(item); return item.performance; end
But I don’t see how I can change that with it.
Sorry to bother you so much.
Basically it’s always the same amount to each level but the amount differs per piece of equipment, performance is the measure of how powerful an item is. If you want all equipment to be the same then use something like:
def self.WLU_AP_FOR_LEVEL(item); return 30; end
Which would make it:
30AP for level 2
60AP for level 3
90AP for level 4
120AP for level 5
Do I have to erase the item.performance; end ? Because if I don’t a syntaxerror occurs. If I do, no equip lvls up when i get 30 or even some more AP
Replace item.performance with 30.
This is my line: def self.WLU_AP_FOR_LEVEL(item); return 30; end
And it won’t work, even when I get 3000 AP per fight.
It should, I’m not sure what’s wrong. If you upload a copy of the project I’ll have a look.
Sorry, verification on mediafire takes a long time. I will post the link as soon as it’s finished.
Mediafire took to long: ww.file-upload.net/download-4335106/Project1.rar.html
(forgot to change the AP % from the Monster ‘Schleim’ back from 1000 to normal, before uploading the projetct.)
And perhaps you could tell me, why the CTB is not working.
My comment will not be posted
Sorry I had to approve it because of the link in it.
oh ok, sorry for multi posting then o.o
Don’t worry I deleted the duplicates.
The scripts are in the wrong order.
Should be like this:
CTB
AP System
Individual Equipment
Equipment Levels Up
Also the CTB worked fine, what made you think it didn’t work?
Oh, okey, I try that one.
Because the standard KS from Ace is the KS I’m fighting with, although I have installed the CTB. So no Sideview etc. at my version.
The CTB isn’t a Sideview battle system.
You can always try:
http://cobbtocs.co.uk/wp/?p=57
http://cobbtocs.co.uk/wp/?p=70
Now the AP System works just fine, thank you^^
Do I need different sprites for my charakters than the normal ones? because when I use the normal ones for example my charakter Fynn, I have to name it Fynn_battler. That worked, but it looks very weird and they are wrong placed.
If you’re using the basic side view one you need to cut out the battlers.
I’m now using the animated battlers KS, it works fine. Now all i have to do is find a Template and learn how to make them of my one^^
Thank you for your great support, you were a big help!
No problem. Holder has loads of sprite sheets. By default the script is set up to use hers.
http://forums.rpgmakerweb.com/index.php?/topic/469-holders-animated-battlers/
I know, I got a few from holder, but they’re not templates, by templates I mean a naked (lol) charakter
Hey Fomar. I had intended on using common events to trigger equipment level ups. What code would I use in a common event to make a specific weapon level up?
Also, could you explain how to set the attack power of the weapons for each individual level? It seems as though there’s some kind of formula in the script, but I wouldn’t know where to look.
Would there be only one instance of the weapon?
or would someone have it equipped?
Looks for
WLU_DEF_PARAM_INC = 25
to edit the growth or the weapons.
Both. Someone will have it equipped, but there won’t be any duplicates of the weapon available in the game. Also, thank you for the quick response.
Hello,
Can you make a compatibility patch for Yanfly Ace shop option please ? I’ve already tried to pu your script before Yanfly script but it didn’t help.
Here’s the error I got, it’s from Yanfly script but when I remove your script his script work.
http://www.rpgmakervxace.net/topic/3780-yanfly-ace-shop-options/page__pid__34215#entry34215
I hope it can be solved.
And probably if you removed his script then mine would work!
Sorry but I have no interest in making a compatibility patch.
I need help using this with the ap system when i finish a
battle the armor levels up to the max in 1 battle and
weapons wont even level up i checked the settings everything
is at its default but i dont know how to change the ap
needed to level the weapon\armor
The AP needed is based on the Equipment’s stats. Is the weapon much more powerful than the armour?
My weapons will not level up at all here is my scrips in order
Yanfly Core Engine
Yanfly Save engine
Yanfly New Game +
Yanfly Party System
Yanfly Battle Engine
Yanfly Class System
Yanfly Class System Add-On
Battle systems
Yanfly Battle Engine Add-On:HP Bars
Yanfly Engine Add-On: ETI
Simple SideView System by Jet
Individual Equipment
Equipment Levels Up
am I doing something wrong? should I change something??
It could be incompatibility copy:
Individual Equipment
Equipment Levels Up
into a new project and see if they work.
Good afternoon.
I am having some issues with this script. This is my script collection:
KGC_LimitBreak
Screenshot
Map Credit
SBS Configurations
Sideview 1 (3.3d)
Sideview 2 (3.3d)
ATB Configurations
ATB (1.1c)
KGC_TitleDirection
KGC_SpecialTransition
KGC_ForceStopVictoryME
KGC_AdjustBattleWait
KGC_ComposeItem
KGC_RateDamage
Enemy Animated Battlers
Monster Book
OmegaX Achievements
Main Menu Melody
Equipment Overhaul
Skill Overhaul
Status Melody
FF13 Status Menu
FF13 Menu
FF13 Equip Menu
FF13 Skill Menu
KGC_Steal
| Chest_Item_Pop-Up
Passive Skills
Individual Equipment
Weapon Level Up
And every time I try to test play, it gives me this error:
Script ‘Individual Equipment’ line 36: TypeError occured.
undefined superclass ‘Game_BaseItem’
Is there anything you could tell me to get this to work? I am very eager to test this script with my game. Thank you!
My scripts are all for RPG Maker VX Ace, sorry.
Hi there I know this is probably a very easy question to answer but I have this script but I fight 1 slime and all items and equipment level up to 5 :/ I am useless with scripts where do I change to have them level much longer.
Thank you and kind regards
Nero
Find and edit the one you’re using:
def self.WLU_EXP_FOR_LEVEL(item); return item.performance * 10; end
def self.WLU_AP_FOR_LEVEL(item); return item.performance; end
Hi, My problem is for some reason my weapons don’t level up but I had tried making it the same stats as my armor and then it leveled up but when I switched the weapons stats back and tried it the weapon didn’t level up only the armor. Is there any way to fix this? or is this something that was implemented in the script?
It’s based on the stats the item, to edit this find and edit:
def self.WLU_EXP_FOR_LEVEL(item); return item.performance * 10; end
def self.WLU_AP_FOR_LEVEL(item); return item.performance; end
I am having a problem using this script and the individual equipment with Yanfly’s equipment scripts an item scripts. Your scripts are below the additional equipment Yanfly script and I am having a problem with equipping items. The optimize and unequip all work fine, but change doesnt work. The items are comin up with a zero for inventory count after unequipping all. How can I fix this? If I remove Yanfly’s additional equipment the game works fine
They’re not compatible.
Hi,
Can you explain to me how to use your AP system with this script please ? For example, where do I write this ?
Second question, can you explan to me this formula ?
def self.WLU_EXP_FOR_LEVEL(item); return item.performance * 10; end
It’s in percentage or what is it ?
Notetag the enemies e.g.
performance is basically the strength of the weapon or armour. It’s all it’s stat gains added up but on a weapon str and mat are worth double and on an armour def and mdf are worth double.
So if I understand well : the stat I setup in database double everytime the weapon level up, that’s it ?
So what does the “*10″ stand for ?
Sorry for my bad english I just trying how to understand your formula so I can customize it to my taste.
I don’t know if it will be possible but I would like to know also if there is a way to control how much exp and stat an equipement can gain.
*10 means multiplied by 10.
WLU_DEF_PARAM_INC = 25
is how much stronger a weapon gets on level up.
By default a weapon at level 5 is twice as strong as a weapon at level 1.
If you’re planning to use AP you should modify:
def self.WLU_AP_FOR_LEVEL(item); return item.performance; end
If you want to cap the AP gain (which will probably confuse players because they will see how much AP they gained in battle and then the weapons won’t have increased by as much) then find and edit:
def gain_exp(exp)
return unless levels?
@exp += exp
maybe:
def gain_exp(exp)
return unless levels?
@exp += [exp,cap].min
Thank you very much for your reply. I will stick with the EXP since there a compatibility problem with Yanfly victory aftermath script because his script manage JP. JP can be created from another script from Yanfly so your AP and his JP (not using it but his script still depend on it) don’t work together
Hello,
I’ve found a bug :
when I unequip two equipement (lvl up or not), I can’t equip again the first one I unequiped.
Sorry for my bad english.
Do you have any other scripts? Just I use this is my game and I don’t have that problem.
Yeah, seems that’s another icompatibilty with Yanfly script :p
Just tried the scripts. There is one big flaw. Equipments of reserve members also do level up.
Yes if they are set to receive experience when in reserve then their weapons do as well. This was intentional.
Whenever I use this script with Yanfly’s Victory Aftermath the level up text is just inserted in the loot screen. How do I fix this. And this doesn’t seem to work with Yanfly’s Equip Engine either, because whenever I remove a piece of equipment it is not in my inventory.
This and Yanfly’s Equip Engine are not compatible.
In my script find and remove the line:
$game_message.add(object.name + ” levels up.”)
Then it won’t show up in the loot window.
You’ll have to add something to show the player that the equipment have levelled up though.
Should I give you my project so you can see what’s wrong?
No I’m not willing to go through all those scripts and fix the compatibility issues.
could be all the Yanfly scripts -_- srry for wasting your time, though I have to say it did not work to well on a new project either :l
rgss3 or rgss2?
how to use?
RGSS3, I might one day repost my RGSS (1) scripts but that involves me tracking them down. Same thing with my RGSS2 scripts (which are far fewer).
how do I increase the amount of exp needed to level up each weapon?
Find and edit:
# Default experience per level
# I have provided two defaults, one designed for EXP and one for AP
def self.WLU_EXP_FOR_LEVEL(item); return item.performance * 10; end
def self.WLU_AP_FOR_LEVEL(item); return item.performance; end
I found a bug, when I start to unequip a weapon, it should show the new -degraded- stat, but it doesn’t show, it only show the incrementation by equipping it again(…)
Can you fix it?
There, a screen:
http://img684.imageshack.us/img684/2346/cambiosx.png
Sorry I must have missed this comment, I’ll fix it when I get a chance.
Hello! I am seeing incredible potential in this script, and I have a question if something is possible:
I have an accessory that teaches a magic skill. When that item levels up to level 2, it is possible that the item then teaches the next tier of that magic?
Already done:
http://cobbtocs.co.uk/wp/?p=196
Absolutely fantastic. Thank you for the link. I didn’t see Equipment Skills by Level on the master script list, so I wasn’t aware it existed.
Thank you again!
Hello! I was wondering if there was a way to manually add a level to a weapon. I’m planning on making a blacksmith shop and this script would be PERFECT if I could just manually for a level up to a weapon or armor. Can you tell me how I would do this? I just don’t know what I would type for script call?
Is it like a way of buying exp for currently equipped weapons?
Yea, sort of. I wanted to make it where you walk up to the blacksmith and you pay an amount of gold and he will upgrade your weapon to the next level, making it stronger. As you upgrade each level the gold cost to do so increases. Ex:
Lvl 2 is 1,000G, Lvl 3 is 5,000G, Lvl 4 is 10,000G, and Lvl 5 is 25,000G. I was thinking about implementing just buying AP at a shop but I don’t know how to read the code to tell how much AP is needed for each level, plus if I were to buy at the shop wouldnt it add the AP to all the characters. I’m trying to do it one person at a time.
Try:
$game_actors[x].gain_ap(y)
So far it’s working perfectly! Thank you so much, you’re awesome!
So the code works great when I use Y as a constant number, how would I implement Y as a variable. Right now I have $game_actors[1].gain_ap(\v[2]) but it gives me a syntax error. I realize now that \v[2] only works with the messaging system, so how do I call a variable in a script?
You seem pretty active formar, nice to see that ;P
i just have a question: are the exp actualy stored for the equipment?
cause i had some problems with a sub class script where the subclasses got exp but the exp didnt get stored anywhere, so i needed at least the amount of exp for the next lv to lvl them up and i dont want that kind of problem again.
also are there any problems with “limit adjust” or do they work together? (couldnt see any so far but didnt test stats over 1000 yet XD)
ohh yea and also because the items are written as x0 they dont appear in my inventory, any way i can go around this?
Sounds like some weird script clashes.
yea YEA menu doesnt like your individual items XD but i found a solution for it, thx for the great script
I would LOVE if u could make another way to level the equipment… like the weapons level up after u attack 10 times and armor levels up after enemy hits ya ten times then they scale, more hits required for higher levels.. i seen a script for stats to level that way but makin the equipment leveling that way would be much cooler.
Hey Fomar, that script is awesome, it works perfectly on my computer.
However, there’s is something I would do, and I don’t know how : is it possible to remove, for the WEAPONS, the “atk and mat count as 2 time bigger than the other stats” ?
Find and delete:
if is_weapon?
p += par[2] + par[4]
else
p += par[3] + par[5]
end
If you still want def and mdf to be double on armours change it to:
if !is_weapon?
p += par[3] + par[5]
end
I deleted
if is_weapon?
p += par[2] + par[4]
else
p += par[3] + par[5]
end
But it seems to still double the ATK/MAT :/
Just to be sure we are talking about the Optimise option in the equipment scene?
You mean, the “Optimise option” that takes the most recommanded equipments in the inventary when the player uses it ?
If so, no~ I’m talking about the fact that …
For any WEAPON, not armors, with your script, the EXP needed is “the performance of the weapon”.
However, if I take a weapon which have the stat +30 to DEFENSE, I’ll have 50% of the needed XP than if I take a weapon which have the stat +30 ATTACK or +30 MAGIC ATTACK.
And what I want is that I’ll need the same XP if a weapon has n attack or n defense :]
Hello Fomar,
How would I check to see if Actor 1 Weapon level = 5? I’m noticing that once a weapon is leveled up to lvl 5 they can keep purchasing ap. I wanted to make it so the NPC would realize to tell them no, actor 1′s weapon can not be improved.
Hey I noticed you could make it so only one item levels. Can you explain how to do a few things?
First, how to make no armors level,
Second, how can I take off the Level 1 from every item?
# If you only want to implement this for weapons or armours set
# the following to false as you see fit
WLU_WEAPONS_LEVEL_UP = true
WLU_ARMOURS_LEVEL_UP = true
My equipment still wont level up.
I do have yanfly’s victory aftermath….would this interfere with the script? Do I have to manually lvl up my weapons or is it automatic?
Hello Fomar,
I was wondering if you would be willing to help me again. I’ve almost got the Blacksmith script set up, but I need one final command that I can’t seem to figure out. So far the Blacksmith improves a weapon’s AP based off of a variable of the characters level. It works perfectly, however, once I reach level 5 with the weapons, you can continue to purchase AP for the weapon even though it can no longer be improved. Can you please tell me what the script would be to check to see if Actor 1′s weapon = Level 5?
Hello Fomar,
I was wondering if you would be able to help me again. So far it’s great, the player goes up to the NPC and is able to do dialog, choose player to improve the weapon, and it’s cost and improvment total is based off of a variable of the players level. The only problem I’m seeing is once the weapon reaches the max level, the player is still able to buy AP for it even though it can no longer be improved. I’ve been trying to get it to work for a few days now but I can’t figure out the script to check to see if Actor 1 weapon level = 5. Would you please be able to help me? Thank you in advance.
Gilroy
Hi!
Is there a way to customize the max limit of exp or ap of any equipment (that can be inputted on the Notes section)? For example, at Level 1 for 500 then Level 2 2000 and Level 3 10000.
Thanks!