Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

2 Pages V  < 1 2  
Reply to this topicStart new topic
> Mix Items, Working now
breadlord
post Aug 14 2009, 01:02 AM
Post #21


What did you expect...
Group Icon

Group: Revolutionary
Posts: 461
Type: Developer
RM Skill: Intermediate




Wich particle engine? Please post it so I can see if I can fix the compatibility issues.



__________________________

Check out my project http://www.rpgrevolution.com/forums/index....showtopic=29698
[Show/Hide] I thought my sig was to big so... Clicky clicky


[Show/Hide] My RRR card, Thanks Holder!!




[Show/Hide] What things am I, CLICK!!!

I taste a bit like Almonds.


Mmm, the taste of almonds - anathema to many with nut allergies, and a bad sign for many more, as my taste is not unlike that of cyanide. Am I good or am I poison? A risky thing to guess about. What Flavour Are You?



What Mystical creature are you?
Pegasus



You are a shy, night time person and you are very gentle and soft hearted. You are like the opposite from your cousin the unicorn.


Which Final Fantasy Character Are You?
Final Fantasy 7


[Show/Hide] Can you read this?
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.


[Show/Hide] Personality things




Your answers suggest you are a Strategist

The four aspects that make up this personality type are:



Summary of Strategists

* Quiet, easy-going and intellectually curious
* Use logical, objective thinking to find original solutions to problems
* Think of themselves as bright, logical and individualistic
* May be impractical, forgetting practical issues, such as paying bills or doing the shopping

More about Strategists

Strategists are quiet people who like to get to the heart of tough problems on their own and come up with innovative solutions. They analyse situations with a sceptical eye and develop ways of measuring everything, including themselves.

Strategists are the group most likely to say they are unhappy in their job, according to a UK survey.

Strategists are generally easy-going. They are intellectually curious and enjoy abstract ideas. Sometimes they like thinking of a solution to a problem more than taking practical steps to solve it.

In situations where they can't use their talents, are unappreciated, or not taken seriously, Strategists may become negatively critical or sarcastic. Under extreme stress, Strategists could be prone to inappropriate, tearful or angry outbursts.

Strategists may be insensitive to the emotional needs of others or how their behaviour impacts the people around them.


Go to the top of the page
 
+Quote Post
   
fizzly
post Aug 14 2009, 04:52 AM
Post #22


Level 3
Group Icon

Group: Member
Posts: 33
Type: Artist
RM Skill: Skilled




QUOTE (breadlord @ Aug 14 2009, 01:02 AM) *
Wich particle engine? Please post it so I can see if I can fix the compatibility issues.

Oh, it's not really neccessary, but thank you. =) And the problem is with Particle Engine in fact, not in yours. They just can't work together, cause I get error every time when I'm leaving mixing window(s), when the particle effect should be created. Anyway, it's not really important. =)
But if you want to check this, here's the script:

CODE
#===============================================================================
# † [VX] † Rei Particle Engine † †
# † This script lets you create particle effects in your game †
#-------------------------------------------------------------------------------
# † XP version by arevulopapo on RMXP.org
# † VX version by reijubv [aruyasoft@comic.com]
# † RPGRevolution.com
# † Released on: 16/06/2009
# † Version: 1.0 (June 16th 2009)
#-------------------------------------------------------------------------------
# > Changelog:
#   V.1.0 (16-06-09) = Initial release
#-------------------------------------------------------------------------------
# Particles are integrated into "Spriteset_Map, so they can be displayed
# over/under an event.
# To automatically give particle effect to an event, just write :
# [rpee#]
# to the event's comment.
# Change # with a preset Id specified in Rei Module
# Effects are also can be called from "Script" command like this:
# $scene.effect(EVENT_ID, EFFECT, LOCK, X, Y, Z)
#
# Explanation :
#
# EVENT_ID  - ID of the source the particles will flow from.
#             -1, player. Otherwise, that event ID.
# EFFECT    - Id of the effect to call. This can be set up in Rei module below.
# LOCK      - alignment of the particles. 'stay' to align particles
#             with event's map position, 'move' to align with event's screen
#             position.
#             For static events, like fireplaces, teleports, etc. 'stay' align
#             ment is recommended.
#             For moving events use 'move' mode.
# X, Y      - number of pixels that will be added to the event's position
#             to determine the starting point of particles.
# Z         - base Z coordinate of the particles, it'll be automatically added
#             or reduced based on particle's Y coordinate.
#-------------------------------------------------------------------------------
# To add your own particle effects, edit Rei module below...
#-------------------------------------------------------------------------------
# VX version is far more easier to configure!! ^.^
# See the demo for examples.
#-------------------------------------------------------------------------------
# Credits:
# arevulopapo for making this script in XP
# reijubv for porting this script to VX
#-------------------------------------------------------------------------------
# ? Installation:
# Put this script above main, setup in Rei module below
#==============================================================================
$imported = {} if $imported == nil
$imported["Rei_"+"ParticleEffect"] = true
#---------------------------------------------------------------------------
# ** Rei Module
#---------------------------------------------------------------------------
module Rei
  module Particle_Effect
    #-------------------------
    # don't remove or modify below lines!
    EFFECT = {}
    PRESET = {}
    # don't remove or modify above lines!
    #--------------------------
    PATH = "Pictures/" # Where you put the particle pictures inside
                                 # Graphics folder
    #-------------------------
    # don't remove or modify below lines!
    def self.update
    # don't remove or modify above lines!
    #--------------------------
    
    #-----------------------------------------------------------------------
    # To setup particle effects :
    #-----------------------------------------------------------------------
    # First setup the variables, then just place them like this
    # EFFECT[id] = [pic,acc,grv,opa,bld]
    # pic = Picture name of the particle
    # acc = Acceleration of the particle in x and y coordinate
    #       acc determine how far the particles will go it's source
    # grv = Gravity/weight of the particle in x and y coordinate
    #       acc will be reduced by grv at the end
    # opa = Opacity of the particle, starting opacity and it's reduction
    # bld = Blend type, 0 = normal, 1 = add, 2 = reduce
    # hue = hue of the picture, from 0 to 360
    #----------------------------------------------------------------------
    
    # Effect 1 ( blue stars )
    pic = 'star_blue'
    acc = [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10]
    grv = [0,0]
    opa = [160,5+rand(15)]
    bld = 1
    hue = 0
    EFFECT[1] = [pic,acc,grv,opa,bld,hue]
    # Effect 2 ( red stars )
    pic = 'star_red'
    acc = [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10]
    grv = [0,0]
    opa = [160,5+rand(15)]
    bld = 1
    hue = 0
    EFFECT[2] = [pic,acc,grv,opa,bld,hue]
    # Effect 3 ( green stars )
    pic = 'star_green'
    acc = [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10]
    grv = [0,0]
    opa = [160,5+rand(15)]
    bld = 1
    hue = 0
    EFFECT[3] = [pic,acc,grv,opa,bld,hue]
    # Effect 4 ( yellow stars )
    pic = 'star_yellow'
    acc = [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10]
    grv = [0,0]
    opa = [160,5+rand(15)]
    bld = 1
    hue = 0
    EFFECT[4] = [pic,acc,grv,opa,bld,hue]
    # Effect 5 ( "smash" particle )
    pic = 'smash'
    acc = [1.00*(-15+rand(30))/10, 1.00*(-15+rand(30))/10]
    grv = [0,0]
    opa = [160,5+rand(15)]
    bld = 1
    hue = 0
    EFFECT[5] = [pic,acc,grv,opa,bld,hue]
    # Effect 6 ( fire 1 )
    pic = 'particle_yellow'
    acc = [(rand(7)-3)*0.2, 0]
    grv = [0,0.15]
    opa = [255,8+rand(5)]
    bld = 1
    hue = 0
    EFFECT[6] = [pic,acc,grv,opa,bld,hue]
    # Effect 7 ( fire 2 )
    pic = 'particle_orange'
    acc = [(rand(7)-3)*0.2, 0]
    grv = [0,0.15]
    opa = [255,8+rand(5)]
    bld = 1
    hue = 0
    EFFECT[7] = [pic,acc,grv,opa,bld,hue]
    # Effect 8 ( red sparks )
    pic = 'particle_red'
    acc = [0.5*(-25+rand(50))/10, -4]
    grv = [0,-0.5]
    opa = [255,20]
    bld = 1
    hue = 0
    EFFECT[8] = [pic,acc,grv,opa,bld,hue]
    # Effect 9 ( smoke )
    pic = 'smoke'
    acc = [0.1*(-25+rand(50))/10, 0]
    grv = [0,0.13]
    opa = [128,3]
    bld = 1
    hue = 0
    EFFECT[9] = [pic,acc,grv,opa,bld,hue]
    # Effect 10 ( "cells" particle )
    pic = 'particle_red'
    dx = 1.00*(-100 + rand(200))/100 # Just to make calculation easier
    dy = 1.00*(-100 + rand(200))/100 # Just to make calculation easier
    acc = [5*dx, 5*dy]
    grv = [0.3*dx,0.3*dy]
    opa = [255,10]
    bld = 1
    hue = 0
    EFFECT[10] = [pic,acc,grv,opa,bld,hue]
    # Effect 11 ( skull )
    pic = 'skull'
    acc = [(rand(7)-3)*0.2, 0]
    grv = [0,0.25]
    opa = [255,10]
    bld = 2
    hue = 0
    EFFECT[11] = [pic,acc,grv,opa,bld,hue]
    # Add more with similiar format as those above
    
    end
    #-----------------------------------------------------------------------
    # To setup preset settings that can be used to automatically add effects
    # to event
    #-----------------------------------------------------------------------
    
                # Effect id, Lock type, X, Y , Z coordinate)
                # Effect id is those EFFECT[id] above,
                # Lock Type is either "stay" or "move"
                # X , Y , Z is coordinate
                
    PRESET[1] = [ 6, "stay", 0, 0, 0 ] # > Fireplace effect
    PRESET[2] = [ 9, "stay", 0, 0, 0 ] # > Smoke for a fireplace effect
    PRESET[3] = [ 11, "stay", 0, -24, 1 ]
    # Add more with similiar format as those above
  end
end
#==============================================================================
# ** Cache
#------------------------------------------------------------------------------
#  This module loads each of graphics, creates a Bitmap object, and retains it.
# To speed up load times and conserve memory, this module holds the created
# Bitmap object in the internal hash, allowing the program to return
# preexisting objects when the same bitmap is requested again.
#==============================================================================
module Cache
  #--------------------------------------------------------------------------
  # * Get Animation Graphic
  #     filename : Filename
  #     hue      : Hue change value
  #--------------------------------------------------------------------------
  def self.particle_engine(filename, hue)
    load_bitmap("Graphics/"+Rei::Particle_Effect::PATH, filename, hue)
  end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     map_id : map ID
  #     event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  alias reipegemint initialize unless method_defined?('reipegemint')
  def initialize(map_id, event)
    reipegemint(map_id, event)
    @delay = 0
  end
    #---------------------------------------------------------------------------
    # * get particle effect preset
    #---------------------------------------------------------------------------
   def getparticleeffect
    if !@list.nil?
    for i in 0...@list.size - 1
      next if @list[i].code != 108
        if @list[i].parameters[0].include?("[rpee")
          list = @list[i].parameters[0].scan(/\[rpee([0-9]+)\]/)
          pe = $1.to_i
        end
      end
      return pe
    end
  end
    #---------------------------------------------------------------------------
    # * check if event has a specified comment
    #---------------------------------------------------------------------------
  def has_comment?(comment, return_comment = false )
    if !@list.nil?
      for i in 0...@list.size - 1
        next if @list[i].code != 108
          if @list[i].parameters[0].include?(comment)
            return @list[i].parameters[0] if return_comment
            return true
          end
      end
      return '' if return_comment
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias reipegemupd update unless method_defined?('reipegemupd')
  def update
    reipegemupd
    if self.has_comment?("[rpee")
      if @delay >1
        ef = Rei::Particle_Effect::PRESET[getparticleeffect][0]
        lc = Rei::Particle_Effect::PRESET[getparticleeffect][1]
        x  = Rei::Particle_Effect::PRESET[getparticleeffect][2]
        y  = Rei::Particle_Effect::PRESET[getparticleeffect][3]
        z  = Rei::Particle_Effect::PRESET[getparticleeffect][4]
        id = @event.id
        $scene.eveffect(id, ef, lc, x, y, z)
        @delay = 0
      end
      @delay +=1
    end
  end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
class Scene_Map
  def effect(event=1, effect=1, lock='stay', x=0, y=0 ,z=0)
    @spriteset.add_effect(event, effect, lock, x, y, z)
  end
  def eveffect(event=1,effect=1, lock='stay', x=0, y=0 ,z=0)
    @spriteset.add_eveffect(event, effect, lock, x, y, z)
  end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================
class Spriteset_Map
  attr_reader :particles
  alias particle_ssm_init initialize
  alias particle_ssm_update update
  alias particle_ssm_dispose dispose
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @particles = []
    particle_ssm_init
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @particles.each{ |d| d.dispose }
    particle_ssm_dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    Rei::Particle_Effect.update
    @particles.each_with_index{ |p,i|
      @particles[i].update
      if p.opacity == 0
        p.dispose
        @particles.delete_at(i)
      end
      }
    particle_ssm_update
  end
  #--------------------------------------------------------------------------
  # * Get Character
  #     param : if -1, player. Otherwise, that event ID.
  #--------------------------------------------------------------------------
  def get_character(param)
    case param
    when -1
      object = $game_player
    else
      object = $game_map.events[param]
    end
    return object
  end
  #--------------------------------------------------------------------------
  # * Add particle effect
  #--------------------------------------------------------------------------
  def add_effect(event=1, effect=1, lock='stay', x=0, y=0 ,z=0)
    object = get_character(event)
    add_particles(object, x, y, Rei::Particle_Effect::EFFECT[effect][0],
    Rei::Particle_Effect::EFFECT[effect][1],Rei::Particle_Effect::EFFECT[effect][2],
    Rei::Particle_Effect::EFFECT[effect][3],
    lock,Rei::Particle_Effect::EFFECT[effect][4],z,
    Rei::Particle_Effect::EFFECT[effect][5])
  end
  def add_eveffect(event=1, effect=1, lock='stay', x=0, y=0 ,z=0)
    object = $game_map.events[event]
    add_particles(object, x, y, Rei::Particle_Effect::EFFECT[effect][0],
    Rei::Particle_Effect::EFFECT[effect][1],Rei::Particle_Effect::EFFECT[effect][2],
    Rei::Particle_Effect::EFFECT[effect][3],
    lock,Rei::Particle_Effect::EFFECT[effect][4],z,
    Rei::Particle_Effect::EFFECT[effect][5])
  end
  #--------------------------------------------------------------------------
  # * Add the particles
  #--------------------------------------------------------------------------
  def add_particles(object=$game_player, x=0, y=0, sprite='', acc=[0,0],
    grav=[0,0], opacity=[255,0], lock='stay', blend=0 ,z=0,hue=0)
    if lock=='stay'
      @particles << Particle_Event.new(@viewport1, object, x, y, sprite, acc,
      grav, opacity, blend,z,hue)
    elsif lock=='move'
      @particles << Particle_Screen.new(@viewport1, object, x, y, sprite, acc,
      grav, opacity, blend,z,hue)
    end
  end
end
#==============================================================================
# ** Particle_Screen
#------------------------------------------------------------------------------
#  This class is to handle particle effect that will stay on a non movable object.
#==============================================================================
class Particle_Screen < Sprite
  
  def initialize(viewport=Viewport.new(0,0,800,600), object=$game_player, x=0,
    y=0, sprite='', acc=[0,0], grav=[0,0], opacity=[255,3], blend=0,z=0,hue=0)
    super(viewport)
    self.bitmap = Cache.particle_engine(sprite,hue)
    self.x = object.screen_x + x
    self.y = object.screen_y - 16 + y
    self.ox = self.bitmap.width/2
    self.oy = self.bitmap.height/2
    self.blend_type = blend
    self.opacity = opacity[0]
    @baseZ = z
    @object = object
    @origin = [self.x, self.y]
    @acceleration = acc
    @gravity = grav
    @coords = [0.00, 0.00]
    @opacity = opacity[1]
    update
  end
  
  def update
    @acceleration[0] -= @gravity[0] if @gravity[0] != 0
    @acceleration[1] -= @gravity[1] if @gravity[1] != 0
    @coords[0] += @acceleration[0]
    @coords[1] += @acceleration[1]
    self.opacity -= @opacity
    self.x = @origin[0] + @coords[0]
    self.y = @origin[1] + @coords[1]
    if self.y > (@object.screen_y - 16)
      self.z = @baseZ + @object.screen_z + 32
    else
      self.z = @baseZ + @object.screen_z - 32
    end
  end
  
end
#==============================================================================
# ** Particle_Event
#------------------------------------------------------------------------------
#  This class is to handle particle effect that is placed on a movable object.
#==============================================================================
class Particle_Event < Sprite
  
  def initialize(viewport=Viewport.new(0,0,800,600), object=$game_player, x=0,
    y=0, sprite='', acc=[0,0], grav=[0,0], opacity=[255,3], blend=0,z=0,hue=0)
    super(viewport)
    self.bitmap = Cache.particle_engine(sprite,hue)
    self.x = object.x*32 + 16 - $game_map.display_x / 2 + x
    self.y = object.y*32 + 32 - $game_map.display_y / 2 + y
    self.ox = self.bitmap.width/2
    self.oy = self.bitmap.height/2
    self.blend_type = blend
    self.opacity = opacity[0]
    @baseZ = z
    @object = object
    @origin = [object.x*32 + x + 16, object.y*32 + y + 32]
    @acceleration = acc
    @gravity = grav
    @coords = [0.00, 0.00]
    @opacity = opacity[1]
    update
  end
  
  def update
    @acceleration[0] -= @gravity[0] if @gravity[0] != 0
    @acceleration[1] -= @gravity[1] if @gravity[1] != 0
    @coords[0] += @acceleration[0]
    @coords[1] += @acceleration[1]
    self.opacity -= @opacity
    self.x = @origin[0] + @coords[0] - $game_map.display_x / 8
    self.y = @origin[1] + @coords[1] - $game_map.display_y / 8 - 16
    if self.y > (@object.screen_y - 16)
      self.z = @baseZ + @object.screen_z + 32
    else
      self.z = @baseZ + @object.screen_z - 32
    end
  end
end
#--------------------------------------------------------------------------
# * END OF SCRIPT
#--------------------------------------------------------------------------


To launch particle effect, for example: [rpee1] as a comment in event.

Oh, and by the way... Are you taking requests? =P I really love yours scripts, and I wanted to change a little this "mix items" script, but I've done a mess....I'm suck at scripting ^^; I just need to add some windows with texts to this script. If you could help, I'll be honored. ^_~

This post has been edited by fizzly: Aug 14 2009, 04:56 AM
Go to the top of the page
 
+Quote Post
   
breadlord
post Aug 15 2009, 08:15 AM
Post #23


What did you expect...
Group Icon

Group: Revolutionary
Posts: 461
Type: Developer
RM Skill: Intermediate




To fix the error put this
CODE
  def eveffect(id, ef, lc, x, y, z)
  end

in the mix items script below were it says class Scene_Mix < Scene_Base.

And ask away, I will do it to the best of my ability, but just to say I wont be taking any requests for anything to complex beacause I'm working on something thats BIG.



__________________________

Check out my project http://www.rpgrevolution.com/forums/index....showtopic=29698
[Show/Hide] I thought my sig was to big so... Clicky clicky


[Show/Hide] My RRR card, Thanks Holder!!




[Show/Hide] What things am I, CLICK!!!

I taste a bit like Almonds.


Mmm, the taste of almonds - anathema to many with nut allergies, and a bad sign for many more, as my taste is not unlike that of cyanide. Am I good or am I poison? A risky thing to guess about. What Flavour Are You?



What Mystical creature are you?
Pegasus



You are a shy, night time person and you are very gentle and soft hearted. You are like the opposite from your cousin the unicorn.


Which Final Fantasy Character Are You?
Final Fantasy 7


[Show/Hide] Can you read this?
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.


[Show/Hide] Personality things




Your answers suggest you are a Strategist

The four aspects that make up this personality type are:



Summary of Strategists

* Quiet, easy-going and intellectually curious
* Use logical, objective thinking to find original solutions to problems
* Think of themselves as bright, logical and individualistic
* May be impractical, forgetting practical issues, such as paying bills or doing the shopping

More about Strategists

Strategists are quiet people who like to get to the heart of tough problems on their own and come up with innovative solutions. They analyse situations with a sceptical eye and develop ways of measuring everything, including themselves.

Strategists are the group most likely to say they are unhappy in their job, according to a UK survey.

Strategists are generally easy-going. They are intellectually curious and enjoy abstract ideas. Sometimes they like thinking of a solution to a problem more than taking practical steps to solve it.

In situations where they can't use their talents, are unappreciated, or not taken seriously, Strategists may become negatively critical or sarcastic. Under extreme stress, Strategists could be prone to inappropriate, tearful or angry outbursts.

Strategists may be insensitive to the emotional needs of others or how their behaviour impacts the people around them.


Go to the top of the page
 
+Quote Post
   
fizzly
post Aug 15 2009, 11:27 AM
Post #24


Level 3
Group Icon

Group: Member
Posts: 33
Type: Artist
RM Skill: Skilled




QUOTE (breadlord @ Aug 15 2009, 08:15 AM) *
To fix the error put this
CODE
  def eveffect(id, ef, lc, x, y, z)
  end

in the mix items script below were it says class Scene_Mix < Scene_Base.

And ask away, I will do it to the best of my ability, but just to say I wont be taking any requests for anything to complex beacause I'm working on something thats BIG.

Okay, sure. smile.gif Thanks for help!
Go to the top of the page
 
+Quote Post
   
KPaxian
post Jul 4 2010, 02:29 AM
Post #25


Level 5
Group Icon

Group: Member
Posts: 74
Type: Scripter
RM Skill: Skilled




Just what I needed for my adventure game! Thanks breadlord smile.gif
I just need a little fix. If the combination is impossible the character loses the items, but I don't want that to happen. How do I fix it?

Edit: Never mind, my mistake. Great script, you'll definitely be in the credits

This post has been edited by KPaxian: Jul 4 2010, 03:00 AM
Go to the top of the page
 
+Quote Post
   

2 Pages V  < 1 2
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 25th May 2013 - 04:51 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker