Shopoholic v 2.0, Advanced Shopping features (v 2.0 Since June 25) |
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May 18 2008, 07:52 PM
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Keeper of the Ruby Code of DOOM!

Group: Revolutionary
Posts: 355
Type: Scripter
RM Skill: Masterful

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Shopoholic Version: 2.0 Author: Cmpsr2000 Release Date: June 25 2008 IntroductionShopoholic is a modification that adds more features and functionality to the RMVX shopping system. Features- Items sold to a shop may be repurchased.
- Shops can have custom markup (or markdown!)
- Shops can sell "used" items back to the player at a discount
- Shops can charge tax
- See modification to ALL attributes when hovering over an item
- New in v 1.0!
- Tax can be disabled
- Shops can sell Skills, Classes, and Actors.
- Shops can have a limited amount of items in stock
- Shops can restock items.
- Several new customization options available
- New in v 2.0!
- Shops can raise their prices once inventory hits a certain level.
- Banking and Vault Storage!
- Banks can have an unlimited number of accounts.
- Accounts can be Savings (high interest), Checking(low interest, allows debit purchasing) or Loans.
- Loans can be limited to a dollar amount per bank or globally.
- Banks can have vaults with up to 64 slots of storage!
- Slots(Safety Deposit Boxes) can be purchased, or given to the player freely.
- Various other bank-related customizations.
Script
Redefinitions.txt ( 23.52K )
Number of downloads: 886
Account.txt ( 2.18K )
Number of downloads: 591
Storage_Slot.txt ( 2.04K )
Number of downloads: 629
Game_Banking.txt ( 7.88K )
Number of downloads: 632
Game_Shopping.txt ( 22.43K )
Number of downloads: 610
Window_Bank_Account.txt ( 4.44K )
Number of downloads: 509
Window_Bank_Number.txt ( 8.74K )
Number of downloads: 498
Window_Bank_Vault.txt ( 5.96K )
Number of downloads: 511
Window_Shop_Details.txt ( 14.71K )
Number of downloads: 499
Window_Shop_Gold.txt ( 1.56K )
Number of downloads: 459
Window_Shop_Message.txt ( 2.17K )
Number of downloads: 463
Scene_Bank.txt ( 17.61K )
Number of downloads: 529
Customization To call the shopping interface (Changed in V 2.0!):
CODE #------------------------------------------------------------------------------- # # IMPORTANT CUSOMIZATION INFORMATION: # There are 2 ways to call the shopping interface. Both are demonstrated # in the attached demo game. # # Method #1: Built-in Shop Proccessing (easiest for non-scripters) # # METHOD #1 ONLY WORKS FOR BASIC SHOPS! # # In order to use the preexisting shop interface call from an event, you # must first provide values to the following fields: # # $game_shopping.currentShopID: # Integer representing the ID number of the shop (starts at 0) # # $game_shopping.currentDiscountRate # Float point representing the discount on used items. (e.g.if the shop # sells used items at 80% of cost, the value is 0.8 ) # # $game_shopping.currentSellRate # Float point representing the percentage of the value the shopkeeper pays # the player for items. (e.g. If the shopkeeper pays 50% of the item's # worth, the value is 0.5) # # $game_shopping.currentMarkupRate # Float point representing the shopkeeper's markup (or markdown) of the # selling prices. For example, If the shopkeeper is greedy and wants to # markup his items 20% (120% of the item's price in the DB) then the value # is 1.2. If he is generous and sells his items 10% under cost (90% of the # item's price in the DB) then the value is 0.9 # # $game_shopping.currentTaxRate # Float point representing the tax rate of the shop. (e.g. if the shop has # a 3% tax rate, the value is 0.03) # # $game_shopping.currentInflationRate # Float point representing the price increase given to items in high demand. # (e.g. if the shop keeper marks up items 20% when the stock runs low, the # value is 0.2) # # After you have set these variables, you can then use the shop processing # button from the event wizard. # # Method #2: Calling the shopping scene manually (easiest for scripters) # # METHOD #2 IS REQUIRED FOR ADVANCED SHOPS! # # You can call the shopping scene manually by passing all the above values # in the constructor. You MUST first define the values of the items in the # shop before making the shop call! # # The format for the shop_goods are: # $game_temp.shop_goods = [ [ITEM_TYPE1, ITEM_ID1, ITEM_LIMIT1], # [ITEM_TYPE2, ITEM_ID2, ITEM_LIMIT2], # etc...] # ITEM_TYPE: 0 for RPG::Item # 1 for RPG::Weapon # 2 for RPG::Armor # 3 for RPG::Skill <----advanced shops only # 4 for RPG::Class <----advanced shops only # 5 for RPG::Actor <----advanced shops only # ITEM_ID: The ID number of the item in the DB # ITEM_LIMIT: The max the shop can sell to the player. Set to -1 for no # limit. # # The format for the scene call is: # $scene = Scene_Shop.new(shopID, discountRate, sellRate, # markupRate, taxRate, InflationRate, # restockRate, continuousRestock) # # (all the type rules from method #1 apply to this constuctor as well!) # # restockRate: How long, in minutes, to wait before the store # "restocks" its items. (e.g. a value of 90 is 1 hour # and 30 minutes of playtime) Set to 0 to disable # restocking completely! # # continuousRestock: Boolean (true/false) that determines whether the shop # restocks continuously. Setting this to true causes a # shop to restock at the restockRate regardless of the # player's actions. Setting this to false causes the # shop to "call" for a restock after the player visits # a fully stocked store. # # If your restockRate is 30 minutes and # continuousRestock is true: # When the player visits the shop for the first time # the timer will start. If the player visits again in # 45 minutes, The store will be restocked. If the # player comes back 15 minutes after that, the store # will be restocked again. # # But, if your restockRate is 30 minutes and # continuousRestock is false: # When the player visits the shop for the first time # the timer will start. If the player visits again in # 45 minutes, the store will be restocked, but the # timer will reset to 30 minutes! If the player comes # back 15 minutes later, there will still be 15 # minutes left on the restock timer! This is akin to # the shopkeeper calling in an order for more stock # when the player shows up to shop. # #-------------------------------------------------------------------------------
Set the number of shopkeepers in your game in Game_Shopping:
CODE #--------------------------------------------------------------------------- # IMPORTANT: # You will get an error when buying or selling used items if you try to # pass a shopID that is higher than the number of @totalShopkeepers - 1. # Set this to the number of shops in your game, or HIGHER! Setting higher # will waste memory, but you can always count up the number of shops you # have before shipping your finished game and change it back to the # correct number! #--------------------------------------------------------------------------- @totalShopkeepers = 2
Icon customization is in Game_Shopping:
CODE #--------------------------------------------------------------------------- # Change these if you need to use different atribute up/down icons #--------------------------------------------------------------------------- @atkIconUp = 1916 @atkIconDown = 1932 @atkIconSame = 1948 @defIconUp = 1917 @defIconDown = 1933 @defIconSame = 1949 @spiIconUp = 1918 @spiIconDown = 1934 @spiIconSame = 1950 @agiIconUp = 1919 @agiIconDown = 1935 @agiIconSame = 1951
Item "pool" labels are in Redefinitions:
CODE #--------------------------------------------------------------------------- # Change these if you want to label the item pools differently #--------------------------------------------------------------------------- @headings = ["New Items", "Used Items"]
New in v1.0!
New customization options in Game_Shopping: To control restocking while the player is visiting a store:
CODE #--------------------------------------------------------------------------- # Set this to true if you would like the shops to restock themselves while # the player is currently shopping (this will throw up a message to the # player to notify him of the restock) #--------------------------------------------------------------------------- @allowRestockWhileShopping = true
To control the display of tax calculations in the detail window:
CODE #--------------------------------------------------------------------------- # Set this to false if you do not wish to use tax. Make sure to set your # tax rates to 0! #--------------------------------------------------------------------------- @allowTax = true
To define a single icon for all Classes and Actors:
CODE #--------------------------------------------------------------------------- # If you want a single icon for all classes or actors, you can set that # here. If you want to assign icons on a per-class or per-actor basis, set # the universal to nil, and define the individual ones below. #--------------------------------------------------------------------------- @universalClassIcon = nil @universalActorIcon = 1903
To set prices for your actors and classes:
CODE #----------------------------------------------------------------------------- # Sets price data for advanced shop objects. # # PLEASE NOTE: Skills, classes and actors cannot be sold, only bought! #----------------------------------------------------------------------------- def initPrices #--------------------------------------------------------------------------- # Set prices for skills here. Start at position 1. Each number corresponds # to the ID number of the skill in the database. If you don't wish to sell # a skill, use 'nil' in its place. These skills will be discovered the # usual way instead of being unlocked from purchasing. #--------------------------------------------------------------------------- @skillPrices = [ #DON'T TOUCH THIS ONE! nil, #Skills 1-10 100, 200, 300, nil, nil, nil, nil, nil, nil, nil, #Skills 11-20 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 21-30 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 31-40 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 41-50 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 51-60 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 61-70 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 71-80 nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, #Skills 81-82 nil, nil ] #--------------------------------------------------------------------------- # Set prices for classes here. Start at position 1. Each number corresponds # to the ID number of the class in the database. If you don't wish to sell # a class, use 'nil' in its place. These classes will be discovered the # usual way instead of being unlocked from purchasing. #--------------------------------------------------------------------------- @classPrices = [ #DON'T TOUCH THIS ONE! nil, #Classes 1-8 nil, 2000, 3000, 4000, 5000, 6000, 7000, 8000 ] #--------------------------------------------------------------------------- # Set prices for actors here. Start at position 1. Each number corresponds # to the ID number of the actor in the database. If you don't wish to sell # an actor, use 'nil' in its place. These actors will be discovered the # usual way instead of being unlocked from purchasing. #--------------------------------------------------------------------------- @actorPrices = [ #DON'T TOUCH THIS ONE! nil, #Actors 1-8 nil, 2000, 3000, 4000, 5000, 6000, 7000, 8000 ] end
To set individual icons for Classes or Actors:
CODE #------------------------------------------------------------------------- # If you have individual icons for each class, define them here! #------------------------------------------------------------------------- classIcons = [ #DON'T TOUCH THIS ONE! nil, #Classes 1-8 1154, 1897, 1682, 1899, 549, 547, 1898, 1630 ]
and
CODE #------------------------------------------------------------------------- # If you have individual icons for each actor, define them here! #------------------------------------------------------------------------- actorIcons = [ #DON'T TOUCH THIS ONE! nil, #Actors 1-8 1, 2, 3, 4, 5, 6, 7, 8 ]
To customize descriptions of classes and actors:
CODE #--------------------------------------------------------------------------- # Define the text that will appear in the shop help window for classes here: #--------------------------------------------------------------------------- classDescriptions = [ #DON'T TOUCH THIS ONE! nil, #Class 1 (Paladin) "Stout defender and holy warrior.", #Class 2 (Warrior) "Me hit things hard!", #Class 3 (Priest) "Has anyone seen my alterboy?", #Class 4 (Magician) "Poof! You're a spider!", #Class 5 (Knight) "Yea, I smiteth mine enemies.", #Class 6 (Dark Knight) "None shall pass!", #Class 7 (Grappler) "My chi is bigger than yours.", #Class 8 (Thief) "I can haz ur gold?" ] #--------------------------------------------------------------------------- # Define the text that will appear in the shop help window for classes here: #--------------------------------------------------------------------------- actorDescriptions = [ #DON'T TOUCH THIS ONE! nil, #Actor 1 "Actor info goes here!", #Actor 2 "Actor info goes here!", #Actor 3 "Actor info goes here!", #Actor 4 "Actor info goes here!", #Actor 5 "Actor info goes here!", #Actor 6 "Actor info goes here!", #Actor 7 "Actor info goes here!", #Actor 8 "Actor info goes here!", ]
If you are an ADVANCED scripter, and you would like to plug shopoholic into your "exhaustible" skill system (i.e. Final Fantasy 8 magic system) so that you can buy multiples of skills, you will need to make edits in several places. They are marked in the code, but here's a rundown:
In Redefinitions:
CODE if @item.is_a?(RPG::Skill) and $game_shopping.exhaustableSkills #------------------------------------------------------------------------- #If you are building a game with exhaustable skills, add code here #to increase the specific skill by the purchased amount. # Note: @item is a skill object in this context! # # The next version of shopoholic may implement this if there is # enough desire for the feature. #------------------------------------------------------------------------- end
and
CODE elsif item.is_a?(RPG::Skill) and $game_shopping.exhaustableSkills #number = the current amount of that skill possessed. else
In Game_Shopping:
CODE #--------------------------------------------------------------------------- # If you want to be able to restock skills, set this to true. For example, # if you are building a game where a skill can only be used a certain number # of times before being replenished(e.g. Final Fantasy VIII), set this to # true. #--------------------------------------------------------------------------- @exhaustableSkills = false
depending on your system, you may need to make further modifications. If this is a heavily desired functionality, I will program a system to work directly with shopoholic.
New in v2.0!
To create a bank:
CODE #------------------------------------------------------------------------------- # # IMPORTANT CUSOMIZATION INFORMATION: # To call a bank, use the script call: # $scene = Scene_Bank.new(bankID, rates, slotCost, loanMax, hasVault) # bankID: The ID of the bank to be shown. (you can show the same bank # In various events throughout your game, just as you can with # shops. This way, you can have 1 bank for your entire game # if you chose) # rates: An array of interest rates: [savings, checking, loan] # savings: interest rate for savings accounts at this # instance of this bank. # checking: interest rate for checking accounts at this # instance of this bank. # loan: interest rate for checking accounts at this # instance of this bank. # NOTE: If you have more than one event per bankID you can # set different interest rates at each one! (sort of like # branches of a real bank) # slotCost: Cost for each new Saftey Deposit Box in the vault # loanMax: The max amount the bank will issue in a single loan. This # overrides the global setting for max loan if it is lower. # hasVault Boolean indicating whether or not this instance of this bank # has a vault. Again if you have multiple events for a bankID # Then you can enable the vault in some while disabling it in # others and the players items will persist. #-------------------------------------------------------------------------------
New customization options in Game_Shopping:
You can configure globally whether shops accept debit transactions or not:
CODE #--------------------------------------------------------------------------- # Set this to false if you do not want shops to accept debit (IE, checks, # Debit Card or whatever item is linked to checking accounts) #--------------------------------------------------------------------------- @shopsAcceptDebit = true
You need to configure the debit item ID as well:
CODE #--------------------------------------------------------------------------- # Set this to the item ID of the item required to enable debit purchases. #--------------------------------------------------------------------------- @debitItemID = 21
You can globally configure the amount of an item left in stock that triggers a demand crunch and the inflated prices:
CODE #--------------------------------------------------------------------------- # Shopkeepers will start raising their prices on new items when they have # this number or LESS in their inventory (for limited items) #--------------------------------------------------------------------------- @demandAmount = 10
New options in redefinitions:
I added Vocab for banking terms so that you can change them easily. I will probably update this soon and add shopping vocab as well:
CODE module Vocab BankAccounts = "Accounts" BankVault = "Vault" BankCancel = "Cancel" BankDeposit = "Deposit" BankWithdraw = "Withdraw" BankTransfer = "Transfer" #----------------------------------------------------------------------------- # The variables below probably belong in a banking module, I'll update it # when I'm not feeling so lazy! #----------------------------------------------------------------------------- # Icon indexes for each account type. #----------------------------------------------------------------------------- BankAccountIcons = [ #Savings Icon 1631, #Checking Icon 1666, #Loan Icon 1630 ] #----------------------------------------------------------------------------- # Help window text for accounts. #----------------------------------------------------------------------------- BankDescriptions = [ #Savings Description "A high yield savings account.", #Checking Description "Provides credit for shopkeepers.", #Loan Description "" ] #----------------------------------------------------------------------------- # Account names. #----------------------------------------------------------------------------- BankAccountNames = [ #Savings "Savings", #Checking "Checking", #Loan "Loan" ] end
In Storage_Slot, you can configure the icon index, though I forgot to comment it:
CODE @icon_index = 1947
Options in Game_Banking:
Set the max number of banks you have!
CODE #--------------------------------------------------------------------------- # IMPORTANT: # You will get an error when managing accounts and vaults if you try to # pass a bankID that is higher than the number of @totalBanks - 1. Set # this to the number of *different* banks in your game, or HIGHER! Setting # higher will waste memory, but you can always count up the number of # banks you have before shipping your finished game and change it back to # the correct number! # Note, if you want one "central" bank, just use the same bankID in each # bank event. #--------------------------------------------------------------------------- @totalBanks = 1
You can set how many minutes must pass for interest to be accumulated. All banks proccess interest at the same time in the real world, so if you have a day/night system in your game make sure to set this to the same length as your day:
CODE #--------------------------------------------------------------------------- # How many minutes must pass before the bank compounds interest. #--------------------------------------------------------------------------- @interestTerm = 2
Set the universal max for loans here:
CODE #--------------------------------------------------------------------------- # You can set a universal maximum for all loans here. #--------------------------------------------------------------------------- @loanMax = 100000
Set the types of accounts you will allow:
CODE #--------------------------------------------------------------------------- # All banks are created allowing the same account types. if you want to # disable an account type for your game, change it's value below to false #--------------------------------------------------------------------------- @allowSavings = true @allowChecking = true @allowLoans = true
Set the max saftey deposit boxes a bank can have in its vault. Any more than 64 will break the vault page:
CODE #--------------------------------------------------------------------------- # Number of saftey deposit boxes in the vault. (multiples of 8 look best) #--------------------------------------------------------------------------- @maxSlots = 64
Set the starting free(open) slots in each bank's vault here:
CODE #--------------------------------------------------------------------------- # Number of starting "free" slots per bank. #--------------------------------------------------------------------------- @freeSlots = 4
You can change the labels in the Window_Bank_Account:
CODE #--------------------------------------------------------------------------- # Change these if you want to label the list differently. #--------------------------------------------------------------------------- @headings = ["Account", "Interest Rate", "Balance"]
CompatibilityRequires RGSS2. Redefines Scene_Title, Scene_Shop, Window_ShopBuy, Game_Actor Screenshot

New in v1.0!




New in v2.0!






DEMO
Shopoholic.zip ( 951.03K )
Number of downloads: 3213
InstallationCopy the script files into your game under the materials section. Todo List:- Add sorting for used items
- Address possible script incompatibilities, clean up logic in various places
FAQNone yet! Terms and ConditionsFeel free to use this in your game, but please give me a shout in the credits! Also, feel free to edit this for your own personal purposes but please do not repost an edited version without my consent first. Thanks ^^/ Also, mad props to whoever threw together the original icon set I worked from. (DLed it from the resource section before the site went down and I can't remember who made the file!)
This post has been edited by cmpsr2000: Jun 26 2008, 07:11 AM
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Replies
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Jun 18 2008, 12:55 PM
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Level 5

Group: Member
Posts: 65
Type: None
RM Skill: Undisclosed

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@compsr2000 Your class change script is great however there are no methods to save a characters item/level/exp when changing class. I'm bad at scripting, the only thing i did with my experience is reroute it to a comment event. Everytime a character switches class on accept button pressed. The comment event works and all but however when trying to set var to exp and leveling the char using that var, it doesn't past through. The character remains the same level and items are removed at random.
Is there a chance to add a character 1-4 level/item/exp/stats data etc?
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Jun 18 2008, 02:05 PM
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Keeper of the Ruby Code of DOOM!

Group: Revolutionary
Posts: 355
Type: Scripter
RM Skill: Masterful

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QUOTE (mukumuku @ Jun 18 2008, 03:09 PM)  @compsr2000 Your class change script is great however there are no methods to save a characters item/level/exp when changing class. I'm bad at scripting, the only thing i did with my experience is reroute it to a comment event. Everytime a character switches class on accept button pressed. The comment event works and all but however when trying to set var to exp and leveling the char using that var, it doesn't past through. The character remains the same level and items are removed at random.
Is there a chance to add a character 1-4 level/item/exp/stats data etc? This is the wrong thread for that question @.@ My response will be in the class switcher thread.
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Posts in this topic
cmpsr2000 Shopoholic v 2.0 May 18 2008, 07:52 PM woratana Sounds pretty good.
Though, in script part ... May 18 2008, 07:57 PM cmpsr2000 QUOTE (woratana @ May 18 2008, 10:11 PM) ... May 18 2008, 08:12 PM woratana Well, it seems like you misunderstood on how to us... May 18 2008, 08:19 PM cmpsr2000 QUOTE (woratana @ May 18 2008, 10:33 PM) ... May 18 2008, 08:27 PM woratana What did you do that return error?
try not to use... May 18 2008, 08:39 PM cmpsr2000 QUOTE (woratana @ May 18 2008, 10:53 PM) ... May 19 2008, 06:01 AM woratana Well, the problem is that other scripts that alias... May 19 2008, 12:33 PM puppeto4 Well, sometimes when using alias method, the posit... May 19 2008, 12:46 PM cmpsr2000 QUOTE (puppeto4 @ May 19 2008, 03:00 PM) ... May 21 2008, 04:07 PM The Wizard 007 This is a great idea for a script and I see many u... May 19 2008, 02:15 PM dragondp1 Well it is cool and all but when i play the game a... May 21 2008, 03:39 PM woratana I suggest you not to mention about illegal copy of... May 21 2008, 04:43 PM The Wizard 007 Cool thanks, that would be great. May 21 2008, 09:28 PM gend0 Great ! cmpsr2000
But shop menu does not supp... May 24 2008, 10:12 PM The Wizard 007 Yeah I noticed that too plus if you have any negat... May 25 2008, 06:52 PM cmpsr2000 QUOTE (gend0 @ May 25 2008, 12:26 AM) Gre... May 28 2008, 08:29 PM The Wizard 007 Awesome glad you are making an update. Not to be ... Jun 2 2008, 03:31 PM cmpsr2000 QUOTE (The Wizard 007 @ Jun 2 2008, 05:45... Jun 2 2008, 08:36 PM The Wizard 007 Oh thanks a million cmpsr2000. You really went al... Jun 3 2008, 02:19 PM cmpsr2000 QUOTE (The Wizard 007 @ Jun 3 2008, 04:33... Jun 3 2008, 02:42 PM The Wizard 007 Yeah the hireling/mercenary system will be great f... Jun 3 2008, 03:22 PM cmpsr2000 QUOTE (The Wizard 007 @ Jun 3 2008, 05:36... Jun 3 2008, 03:29 PM The Wizard 007 Great work man, works like a charm. Thanks for re... Jun 3 2008, 07:49 PM From_Ariel You need to move shopaholic.zip to demo the demo l... Jun 4 2008, 03:38 AM cmpsr2000 QUOTE (From_Ariel @ Jun 4 2008, 05:52 AM)... Jun 4 2008, 05:07 AM cmpsr2000 New in v 1.02:
Updated compatibility with other sc... Jun 5 2008, 12:05 AM sargunster ur an amazing scripter!!!! Jun 13 2008, 12:38 PM cmpsr2000 QUOTE (sargunster @ Jun 13 2008, 02:52 PM... Jun 13 2008, 03:19 PM Devlin Fantastic script! I really love your shopoholi... Jun 14 2008, 08:02 PM cmpsr2000 QUOTE (Devlin @ Jun 14 2008, 10:16 PM) ED... Jun 14 2008, 08:41 PM  Devlin QUOTE (cmpsr2000 @ Jun 14 2008, 08:55 PM)... Jun 14 2008, 08:52 PM   cmpsr2000 QUOTE (Devlin @ Jun 14 2008, 11:06 PM) Ye... Jun 14 2008, 09:22 PM    Devlin QUOTE (cmpsr2000 @ Jun 14 2008, 09:36 PM)... Jun 14 2008, 09:35 PM Stress This is insane!
Haha. Nice!
Thanks! ... Jun 14 2008, 10:50 PM spike_xp may i request a feature? a feature that makes floa... Jun 16 2008, 03:23 AM cmpsr2000 QUOTE (spike_xp @ Jun 16 2008, 05:37 AM) ... Jun 16 2008, 05:38 AM Aindra Great script.
My suggestion that you go add your... Jun 17 2008, 06:58 PM cmpsr2000 QUOTE (Aindra @ Jun 17 2008, 09:12 PM) Gr... Jun 18 2008, 05:53 AM Aindra That's good.
If you don't mind another... Jun 18 2008, 11:23 AM cmpsr2000 QUOTE (Aindra @ Jun 18 2008, 01:37 PM) Th... Jun 18 2008, 11:43 AM Aindra Yes. I noticed that you got a lot on your scriptin... Jun 18 2008, 11:48 AM sargunster hmm... banking what would it do?
give you interest... Jun 18 2008, 11:50 AM cmpsr2000 whew, v 2.0 is live!
I fixed a few bugs, such... Jun 25 2008, 03:16 PM puppeto4 Good job . Now let see how you handle the storing ... Jun 25 2008, 03:26 PM cmpsr2000 QUOTE (puppeto4 @ Jun 25 2008, 05:40 PM) ... Jun 25 2008, 04:32 PM Netto Great job! This script will be very popular in... Jun 25 2008, 04:30 PM Netto Great job! This script will be very popular in... Jun 25 2008, 04:35 PM cmpsr2000 QUOTE (Netto @ Jun 25 2008, 06:49 PM) Gre... Jun 25 2008, 06:41 PM sargunster a few seconds?
thats too long
im thinking millisec... Jun 25 2008, 05:39 PM MBii Thanks cmpsr !! I was just looking for a b... Jun 26 2008, 12:49 AM Freddrik I get this error when i am starting my shop:
CODE... Jun 26 2008, 09:49 AM cmpsr2000 QUOTE (Freddrik @ Jun 26 2008, 12:03 PM) ... Jun 26 2008, 10:03 AM  Freddrik QUOTE (cmpsr2000 @ Jun 26 2008, 09:17 AM)... Jun 26 2008, 11:46 AM   cmpsr2000 QUOTE (Freddrik @ Jun 26 2008, 02:00 PM) ... Jun 26 2008, 12:33 PM    Freddrik QUOTE (cmpsr2000 @ Jun 26 2008, 11:47 AM)... Jun 27 2008, 01:12 PM tonytj good job , Cmpsr2000 ^^!... i will use it.. Jun 26 2008, 12:58 PM xeyla I tried this new script out, and I'm getting t... Jun 27 2008, 08:21 AM Lennox55 Hello guys
Amazing script, tried the demo, but... Jun 27 2008, 08:56 AM cmpsr2000 QUOTE (xeyla @ Jun 27 2008, 10:35 AM) I t... Jun 27 2008, 01:21 PM  Freddrik QUOTE (Freddrik @ Jun 27 2008, 03:26 PM) ... Jun 27 2008, 01:27 PM   cmpsr2000 QUOTE (Freddrik @ Jun 27 2008, 03:41 PM) ... Jun 27 2008, 01:33 PM    Freddrik QUOTE Storage_Slot is not a subclass of game banki... Jun 28 2008, 08:11 AM     cmpsr2000 QUOTE (Freddrik @ Jun 28 2008, 10:25 AM) ... Jun 30 2008, 05:37 PM      xeyla Also, if you *change* @totalShopkeepers you need t... Jun 30 2008, 07:02 PM       cmpsr2000 QUOTE (xeyla @ Jun 30 2008, 09:16 PM) Als... Jun 30 2008, 09:23 PM        xeyla QUOTE (cmpsr2000 @ Jul 1 2008, 12:37 AM) ... Jul 1 2008, 08:55 AM  xeyla Line 369 for me is part of a case structure and ca... Jun 29 2008, 06:34 AM The Wizard 007 Glad you're keeping up on this cmpsr2000, as a... Jun 27 2008, 06:14 PM Kyoshiro This Script is really amazing, but i've got a ... Jun 28 2008, 05:15 AM ell Hi, pretty amazing script to the looks of it apart... Jun 28 2008, 06:28 AM cmpsr2000 QUOTE (Kyoshiro @ Jun 28 2008, 07:29 AM) ... Jun 28 2008, 06:37 AM ell Ty, I havnt tried it out yet but I know it will wo... Jun 28 2008, 07:15 AM Letalis I had a thought about this script and have two que... Jun 28 2008, 11:41 AM ell Thanks a load this is an amazing script! Jun 29 2008, 03:44 AM Aindra Freddick, it might be better for you to just downl... Jun 29 2008, 04:05 AM Freddrik QUOTE (Aindra @ Jun 29 2008, 03:19 AM) Fr... Jun 30 2008, 05:33 AM ell Hi I have another, rather strange error. The skill... Jun 29 2008, 10:04 AM xionreaver the addslot function on the bank doesn't actua... Jun 30 2008, 06:49 AM SpawnUchiha QUOTE (xionreaver @ Jun 30 2008, 10:03 AM... Jun 30 2008, 01:59 PM spike_xp QUOTE Shops can raise their prices once inventory ... Jul 1 2008, 09:07 AM cmpsr2000 QUOTE (spike_xp @ Jul 1 2008, 11:21 AM) Q... Jul 1 2008, 11:09 AM spike_xp QUOTE (cmpsr2000 @ Jul 2 2008, 01:23 AM) ... Jul 1 2008, 01:18 PM Freddrik FINALLY! I solved all my problems with this sc... Jul 2 2008, 11:59 AM cmpsr2000 QUOTE (Freddrik @ Jul 2 2008, 02:13 PM) F... Jul 2 2008, 06:17 PM Bredd rawr! Played the demo, bug. If the player trie... Jul 4 2008, 10:36 PM cmpsr2000 QUOTE (Bredd @ Jul 4 2008, 11:50 PM) rawr... Jul 6 2008, 11:27 AM icecold49 INSANE! Back again with another badass script.... Jul 5 2008, 09:12 PM bowser I get a no method undefined for 'name' if ... Jul 6 2008, 02:54 PM cmpsr2000 QUOTE (bowser @ Jul 6 2008, 04:08 PM) I g... Jul 6 2008, 03:12 PM koolkats109 Hey ^^ I just wanted to point out a glitch that on... Jul 9 2008, 09:47 AM ell Hi, i'v got to say this is one AMAZING script ... Jul 22 2008, 08:17 AM RuGeaR1277 umm... what happens if you owe the bank for too lo... Jul 24 2008, 02:26 AM RuGeaR1277 QUOTE Also, if you *change* @totalShopkeepers you ... Jul 26 2008, 02:38 AM SpawnUchiha I had a quick question, has the glitch for getting... Jul 27 2008, 07:43 AM cmpsr2000 QUOTE (koolkats109 @ Jul 9 2008, 12:09 PM... Jul 28 2008, 12:37 PM SpawnUchiha QUOTE (RuGeaR1277 @ Jul 24 2008, 04:48 AM... Aug 4 2008, 08:26 AM Arthin OK. I just installed the script onto "Reseour... Aug 7 2008, 03:04 AM
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