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> Easily Memorize, Remove, and Replace Player's Items, Great for Jail sequences
BigEd781
post Aug 30 2008, 04:46 PM
Post #21


No method: 'stupid_title' found for `nil:NilClass'
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Maybe, maybe not. When you switch equipped equipment back and forth, I am using the structure of the default Game_Actor class to do so. As long as the variables which hold the equipment id's were not change it should work.
And yeah, I looked at the demo. thanks again.


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Jeffsun
post Jan 18 2009, 03:57 PM
Post #22


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is it possible to have more than one backup?
my game focuses on three characters, alternating back and forth between all three.
so, i need to have not one but two saved backups.


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BigEd781
post Jan 18 2009, 05:42 PM
Post #23


No method: 'stupid_title' found for `nil:NilClass'
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No, but I think thgat there is a KGC script which does that.


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Jeffsun
post Jan 18 2009, 07:51 PM
Post #24


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can you give me a link to the script or tell me a way to find it?
if not, then is there any way to duplicate the script?
i duplicated the first script, and put a 2 in front of everything, so it would be different than the first.
Didnt come out so great. xO

thanks.



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TalesOf_Fantasy
post Jan 30 2009, 09:48 AM
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It a really good script!

but,
can it work on the actors level?
like become weak for a moment or somethng else like being separated


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BigEd781
post Jan 30 2009, 10:35 AM
Post #26


No method: 'stupid_title' found for `nil:NilClass'
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QUOTE (TalesOf_Fantasy @ Jan 30 2009, 09:48 AM) *
It a really good script!

but,
can it work on the actors level?
like become weak for a moment or somethng else like being separated


Thanks, but that is not really the intended purpose here. You can change an actor's level using events.


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Michael
post Jan 31 2009, 12:50 AM
Post #27


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Cool, I tried it and it's perfect. I might create a jail type game where you have to escape from jail or something sometime.
Thanks!
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Real Ninjason
post Aug 16 2009, 11:25 AM
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I know this Post is quite old, but I especially registered to make this request:

Im writing a game where I switch Parties, because the are in different locations.


So i'd need a this script with the addition that you can actually store more than just one parties equipment, gold and items.

Is that possible?


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platipus
post Aug 16 2009, 05:45 PM
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would it be possible if it was done with stats? storing stats i guess..


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Real Ninjason
post Aug 17 2009, 04:09 AM
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you mean like:
$game_party[ID].backup_items

where I can just set the ID for Party 1 and 2?

I thought about that, but I am unfortunately not as good a scripter to even begin realizing this...


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halcyonchaos
post Jan 8 2010, 10:32 AM
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This is exactly what I need for my game! smile.gif Thank you!

This post has been edited by halcyonchaos: Jan 8 2010, 10:35 AM
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The Frontera
post Jan 9 2010, 07:47 AM
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Great script ! I will use it in my game ! laugh.gif
Thank you !


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Sable
post Jan 13 2010, 05:14 PM
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Oh man this is a lifesaver.

In my game the player would come accross border checkpoints whereby the players weapons would be taken when entering but given back when the player leaves.

While this would serve the same purpose, is there a way for the script to backup, remove and restore weapon equips specifically?

This post has been edited by Sable: Jan 13 2010, 06:05 PM
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potatoeblaster
post Sep 25 2011, 12:44 AM
Post #34



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ok, so im a noob in this stuff right? can you take your time and explain in baby steps what I need to do ? cause i really want this script. I'm like a baby trying to understand algebra xD Your script is very very good i can tell but I suck rolleyes.gif
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Digioso
post Oct 3 2011, 02:22 AM
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QUOTE (potatoeblaster @ Sep 25 2011, 10:44 AM) *
ok, so im a noob in this stuff right? can you take your time and explain in baby steps what I need to do ? cause i really want this script. I'm like a baby trying to understand algebra xD Your script is very very good i can tell but I suck rolleyes.gif


Read the first posting. Everything is mentioned there.

@BigEd: Thanks a lot for the script. It is really useful. More than one backup would be really nice, though. smile.gif


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nohmaan
post Oct 3 2011, 06:40 PM
Post #36


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Is it possible to use this script to have multiple inventories?

i.e. The game starts with 2 main characters in different areas, so when switching to each person's story until they meet up later on, would it be possible for them to have 2 separate inventories and combine then when they meet?


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Digioso
post Oct 4 2011, 12:11 AM
Post #37


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QUOTE (nohmaan @ Oct 4 2011, 04:40 AM) *
Is it possible to use this script to have multiple inventories?

i.e. The game starts with 2 main characters in different areas, so when switching to each person's story until they meet up later on, would it be possible for them to have 2 separate inventories and combine then when they meet?


It isn't possible. You can only have one backup at a time.


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Anon4907
post Nov 2 2011, 01:47 PM
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I just started using this script. I'm getting a Syntax Error on line 12 (I did the liberty of adding some extra text at the top, crediting BigEd and whatnot), so it's really line 7, where the code reads as:

CODE
  alias :biged_old_init :initialize


I'm not sure what's going on, but I assume a simple fix is all that's needed. Much thanks :3
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Night_Runner
post Nov 3 2011, 04:39 AM
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I just tested the code in a blank project and there was no problems with that line (or any line actually).

Would you be able to show me the first 13 lines of code, as it is in your version?


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Anon4907
post Nov 3 2011, 08:00 AM
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QUOTE (Night_Runner @ Nov 3 2011, 08:39 AM) *
I just tested the code in a blank project and there was no problems with that line (or any line actually).

Would you be able to show me the first 13 lines of code, as it is in your version?


CODE
#==============================================================================
# ** Game_Party implementation
#    Name: Item Memorization for Party/Individual Actors
#    By: BigEd781
#    Version: 1.2
#
#    Date: 2008.08.29
#------------------------------------------------------------------------------
#    aliased methods : initialize
#==============================================================================
class Game_Party
  alias :biged_old_init :initialize
  def initialize


If there's anything I should be removing, let me know. All I really added was the name of the script, who made it and when, and the version that's out (I don't think that really matters tho...) So from the line that reads: Name... down to Date... were added by me. I just felt like giving credit lol Perhaps I could just move that part to the end of the script? Also, everything else is untouched. Thanks for the quick help smile.gif

EDIT: I figured it out lol sorry out that.

This post has been edited by Anon4907: Nov 3 2011, 08:05 PM
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