Huh? I was just mentioning the use of global variables to use as counters that can be used to directly influence the items effect, and indirectly influence it. I saw one of joe123's scripts at AGN and was thinking...actually I was drinking at the time.
Basically: here's a very simple breakdown,(i just started messing with the idea, but if i finish it i'll post it)
int link_exp =0;
int use = 0;
int exp= 0;
int effect = 3;
int coun = 0;
script levelup{
//conditions for using item and effects go here
//ie
if(Link->MP >= effect){
exp + 5;
Link->MP - effect;}
if (exp >=600){
Link->Item[this_item] = false;
Link->Item[other_item] = true;
// add a message string maybe??
//Wand is now lv2!!!!!
The idea is using variables to keep track of all items usage andexp, in turn increasing link's level and exp, along with the items. Although i'll probably add into the global script i've got running to add extra exp to link for each enemy he kills...though i'm not sure how to do this yet.
Ultimately when I finish these cursed scripts i'm gonna make a side project thats a random old-school dungeon crawler. Every playthrough would be infinately different from the last. Random enemies, random warps, pit traps, random door spawns, and exp points, etc.