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 28 2008, 06:28 AM
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Level 8

Group: Revolutionary
Posts: 113
Type: None
RM Skill: Undisclosed

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Hi, pretty amazing script to the looks of it apart from it doesnt work for me I'm not entirely sure about how to use it but I tried using the basic one, i get this error. Script "Redefinitions" lline 473: Type error occurred no implicit conversion from nil to integer my line 473 is lastRestockTime = $game_shopping.shopRestockTimers[@shopID] Thanks but i'm probably doing it wrong, here is what i typed in a script box before calling the shop proscecing command. CODE $game_shopping.currentShopID:1 $game_shopping.currentDiscountRate:1 $game_shopping.currentSellRate:0.6 $game_shopping.currentMarkupRate:1 $game_shopping.currentTaxRate:0.25 $game_shopping.currentInflationRate:0.2 I'm guesing its wrong so please give a hand. I dont have any scripts which interfere with buying. Ty
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Jun 28 2008, 06:37 AM
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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 (Kyoshiro @ Jun 28 2008, 07:29 AM)  -bankID: no problem -how must be the input for rates? Like this : [10, 20, 15] ? -slotCost: no problem -loanMax: no problem -hasVault: what must be insert? And have i to change something in the script to do this? Sorry for the questions but as you see, my english is not the best  . rates are decimals, for 10%, 20%, 15% you would put [.1, .2, .15] hasVault is boolean, so use true or false. QUOTE (ell @ Jun 28 2008, 08:42 AM)  CODE $game_shopping.currentShopID:1 $game_shopping.currentDiscountRate:1 $game_shopping.currentSellRate:0.6 $game_shopping.currentMarkupRate:1 $game_shopping.currentTaxRate:0.25 $game_shopping.currentInflationRate:0.2 This is improper syntax. Your're failing because shopID(and all those other attributes) have not actually been set. Here is the correct syntax: CODE $game_shopping.currentShopID = 1 $game_shopping.currentDiscountRate = 1 $game_shopping.currentSellRate = 0.6 $game_shopping.currentMarkupRate = 1 $game_shopping.currentTaxRate =0.25 $game_shopping.currentInflationRate =0.2 You can examine the events of the shopkeepers and bank in the demo to help get a better idea of how to set them up.
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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 mukumuku @compsr2000 Your class change script is great howe... Jun 18 2008, 12:55 PM cmpsr2000 QUOTE (mukumuku @ Jun 18 2008, 03:09 PM) ... Jun 18 2008, 02:05 PM 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 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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