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> Store items, Now with tag funcionality
breadlord
post Jun 20 2009, 04:24 AM
Post #1


What did you expect...
Group Icon

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




This script allows the player to store items in stores you set up in events. Now with added tag funcionality, item and stack limit functionality.

Here are some screenies to hopefully explain it better :
[Show/Hide] Screenies


Awww, the cuboards empty.


Lets put something in.


Yey, it's not empty no more.



Instructions in the script, here it is :
CODE

####################### Breadlord's Item storage Script ########################
## This script allows the player to store and remove items (and weapons and ##
## armours) in stores you set up in events. You set up a store in this format ##
## : $stores['store name'] = Store.new({items allready stored}, {Weapons ##
## allready stored}), {armours allready stored}, max items, [tag1, tag2, ect] ##
## ,[anti tag 1, anti tag 2, ect). For items and weapons allready stored ect ##
## use the format {id => amount, id => amount , ect}. For max items, put the ##
## maximum items you can store, you can leave this blank or put -1 to have ##
## unlimited storage. For the tags you can put whatever you like, if you ##
## enter tags then it will only let items with those tags in ther notes be ##
## stored. Anti tags are the opisite of tags, if you put them in they will ##
## disalow all items with Item Exclude>anti tag in there notes To put the ##
## tags in the items notes, put Item Type>tag in the notes field. Note, you ##
## can leave all the feilds blank. To call up the item storage scene use ##
## $store = 'name of store' then $scene = Scene_Store.new, were name of store ##
## is the name of the item store you want the player to access. ##
################################################################################
############################## Do not edit #####################################
################################################################################

class Window_party_title < Window_Base

def initialize

super(0, 0, 544, 64)
self.contents.font.color = normal_color
if $stores[$store].max == -1
self.contents.draw_text(0, 0, 272, 32, "Party Items", 1)
self.contents.draw_text(272, 0, 272, 32, $store, 1)
else
a = $stores[$store].max
a = a.to_s
self.contents.draw_text(0, 0, 272, 32, "Party Items", 1)
self.contents.draw_text(272, 0, 272, 32, $store + ', Max = ' + a, 1)
end

end

end


class Window_Item_Number < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 304, 100)
@item = nil
@max = 1
@number = 1
end
#--------------------------------------------------------------------------
# * Set Items, Max Quantity, and Price
#--------------------------------------------------------------------------
def set(item, max)
@item = item
@max = max
@number = 1
refresh
end
#--------------------------------------------------------------------------
# * Set Inputted Quantity
#--------------------------------------------------------------------------
def number
return @number
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
y = 25
self.contents.clear
draw_item_name(@item, 0, y)
self.contents.font.color = normal_color
self.contents.draw_text(160, y, 20, WLH, "")
self.contents.draw_text(208, y, 20, WLH, @number, 2)
self.cursor_rect.set(208, y, 28, WLH)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if self.active
last_number = @number
if Input.repeat?(Input::RIGHT) and @number < @max
@number += 1
end
if Input.repeat?(Input::LEFT) and @number > 1
@number -= 1
end
if Input.repeat?(Input::UP) and @number < @max
@number = [@number + 10, @max].min
end
if Input.repeat?(Input::DOWN) and @number > 1
@number = [@number - 10, 1].max
end
if @number != last_number
Sound.play_cursor
refresh
end
end
end
end



class Window_Help_New < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,l)
super(x, y, w, l)
@type = type
end
#--------------------------------------------------------------------------
# * Set Text
# text : character string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0, item = nil)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
if item != nil
draw_icon(item.icon_index, 4, WLH*2)
a = $game_party.item_number(item)
a = a.to_s
self.contents.draw_text(26, WLH*2, self.width - 40, WLH, ': ' + a)
a = A3D.gnd( item, 'Item Type', true )
if a == ''
a = 'None'
end
draw_icon(item.icon_index, 4, WLH*4)
self.contents.draw_text(26, WLH*4, self.width - 40, WLH, ': ' + a)
draw_icon(71, 4, WLH*6)
a = item.price
a = a.to_s
self.contents.draw_text(26, WLH*6, self.width - 40, WLH, ': ' + a)
end
@text = text
@align = align
end
end
end



class Window_Help_New2 < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x,y,w,l)
super(x, y, w, l)
@type = type
end
#--------------------------------------------------------------------------
# * Set Text
# text : character string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0, item = nil)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
if item != nil
draw_icon(item.icon_index, 4, WLH*2)
a = $stores[$store].item_number(item)
a = a.to_s
b = $stores[$store].stack
b = b.to_s
self.contents.draw_text(26, WLH*2, self.width - 40, WLH, ': ' + a + ' / ' + b)
a = A3D.gnd( item, 'Item Type', true )
if a == ''
a = 'None'
end
draw_icon(item.icon_index, 4, WLH*4)
self.contents.draw_text(26, WLH*4, self.width - 40, WLH, ': ' + a)
draw_icon(71, 4, WLH*6)
a = item.price
a = a.to_s
self.contents.draw_text(26, WLH*6, self.width - 40, WLH, ': ' + a)
end
@text = text
@align = align
end
end
end





class Window_Item_show < Window_Selectable

def initialize(x, y, width, height, column_max = 2, index = 0)
super(x, y, width, height)
@column_max = column_max
self.index = index
refresh
end

#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Whether or not to include in item list
# item : item
#--------------------------------------------------------------------------
def include?(item)
return false if item == nil
if $game_temp.in_battle
return false unless item.is_a?(RPG::Item)
end
return true
end
#--------------------------------------------------------------------------
# * Whether or not to display in enabled state
# item : item
#--------------------------------------------------------------------------
def enable?(item)
a = A3D.gnd( item, 'Item Type', true )
c = A3D.gnd( item, 'Exclude Type', true )
b = $stores[$store].tags
d = $stores[$store].anti_tags
zz = false
if !(b == false)
for i in 0..b.size - 1
for jj in 0..d.size - 1
if a == b[i] and !(a == nil) and c != d[jj] and
zz = true
end
end
end
if zz
return true
else
return false
end
else
return true
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for item in $game_party.items
next unless include?(item)
@data.push(item)
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item == nil ? "" : item.description, 1, item)
end
end



class Scene_Store < Scene_Base

def start
super
create_menu_background
@item_window = Window_Item_show.new(0,64,272,352, 1)
@storage_window = Window_Storage.new(272,64,272,352,$store)
@number_window = Window_Item_Number.new( 120, 153)
@item_help = Window_Help_New.new(272, 208, 272, 208)
@store_help = Window_Help_New2.new(0, 208, 272, 208)
@item_help.z = 200
@store_help.z = 200
@item_window.help_window = @item_help
@storage_window.help_window = @store_help
@store_help.visible = false
@party_title = Window_party_title.new
@number_window.z = 300
@number_window.visible = false
@number_window.active = false
@item_window.active = true
@storage_window.active = false
end

def enable?(item)
a = A3D.gnd( item, 'Item Type', true )
c = A3D.gnd( item, 'Exclude Type', true )
b = $stores[$store].tags
d = $stores[$store].anti_tags
zz = false
if !(b == false)
for i in 0..b.size - 1
for jj in 0..d.size - 1
if a == b[i] and !(a == nil) and c != d[jj] and
zz = true
end
end
end
if zz
return true
else
return false
end
else
return true
end
end

def update
super
update_menu_background
@item_window.update
@storage_window.update
if Input.trigger?(Input:: B) and @number_window.active == false
Sound.play_cancel
@item_window.dispose
@party_title.dispose
@storage_window.dispose
@number_window.dispose
@item_help.dispose
@store_help.dispose
$scene = Scene_Map.new
elsif @item_window.active
@item_help.visible = true
@store_help.visible = false
@item_help.update
update_item_window
elsif @storage_window.active
@store_help.update
@store_help.visible = true
@item_help.visible = false
update_store_window
elsif @number_window.active
@number_window.update
update_number_window
end
end

def update_number_window
if Input.trigger?(Input:: B)
Sound.play_cancel
@number_window.visible = false
@item_window.active = true
@storage_window.active = false
@number_window.active = false
elsif Input.trigger?(Input::C)
Sound.play_decision
if @from == 'item'
$game_party.gain_item(@item_window.item, -@number_window.number)
$stores[$store].gain_item(@item_window.item, @number_window.number)
@number_window.visible = false
index = @item_window.index
@item_window.dispose
@storage_window.dispose
@item_window = Window_Item_show.new(0,64,272,352, 1, index)
@storage_window = Window_Storage.new(272,64,272,352,$store)
@item_window.active = true
@storage_window.active = false
@number_window.active = false
@item_help.dispose
@store_help.dispose
@item_help = Window_Help_New.new(272, 208, 272, 208)
@store_help = Window_Help_New2.new(0, 208, 272, 208)
@item_help.z = 200
@store_help.z = 200
@item_window.help_window = @item_help
@storage_window.help_window = @store_help
else
$stores[$store].gain_item(@storage_window.item,-@number_window.number)
$game_party.gain_item(@storage_window.item, @number_window.number)
@number_window.visible = false
index = @storage_window.index
@item_window.dispose
@storage_window.dispose
@item_window = Window_Item_show.new(0,64,272,352, 1)
@storage_window = Window_Storage.new(272,64,272,352,$store, index)
@item_window.active = false
@storage_window.active = true
@number_window.active = false
@item_help.dispose
@store_help.dispose
@item_help = Window_Help_New.new(272, 208, 272, 208)
@store_help = Window_Help_New2.new(0, 208, 272, 208)
@item_help.z = 200
@store_help.z = 200
@item_window.help_window = @item_help
@storage_window.help_window = @store_help
end
end
end

def update_item_window
if Input.trigger?(Input::RIGHT)
Sound.play_cursor
@item_window.active = false
@storage_window.active = true
elsif Input.trigger?(Input::LEFT)
Sound.play_cursor
@item_window.active = false
@storage_window.active = true
elsif Input.trigger?(Input::C)
item = @item_window.item
if $stores[$store].max == -1 or $stores[$store].max - 1 > $stores[$store].all.size - 1 and $stores[$store].item_number(item) < $stores[$store].stack
if !(item == nil) and enable?(item)
@from = 'item'
num = $stores[$store].item_number(item)
max_stack = $stores[$store].stack
max = max_stack - num
if $game_party.item_number(item) < max
max = $game_party.item_number(item)
end
@number_window.set(item, max)
@number_window.visible = true
@item_window.active = false
@storage_window.active = false
@number_window.active = true
Sound.play_decision
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
end
end

def update_store_window
if Input.trigger?(Input::LEFT)
Sound.play_cursor
@item_window.active = true
@storage_window.active = false
elsif Input.trigger?(Input::RIGHT)
Sound.play_cursor
@item_window.active = true
@storage_window.active = false
elsif Input.trigger?(Input::C)
item = @storage_window.item
if !(item == nil) and enable?(item)
@from = 'store'
max = $stores[$store].item_number(item)
@number_window.set(item, max)
@number_window.visible = true
@item_window.active = false
@storage_window.active = false
@number_window.active = true
Sound.play_decision
else
Sound.play_buzzer
end
end
end

end






class Store

attr_accessor :items, :weapons, :armors, :max, :stack, :tags, :anti_tags

def initialize(items = {}, weapons = {}, armors = {}, max = -1, stack = 99999999, tags = [false], anti_tags = [])
@items = {}
@weapons = {}
@armors = {}
@all = []
@max = max
@stack = stack

if tags[0] == false
@tags = false
else
@tags = tags
end

if anti_tags[0] == false
@anti_tags = false
else
@anti_tags = anti_tags
end

for i in items.keys
@items[i] = items[i]
end

for i in weapons.keys
@weapons[i] = weapons[i]
end

for i in armors.keys
@armors[i] = armors[i]
end

end

def all
com = []
for i in @items.keys.sort
com.push($data_items[i]) if @items[i] > 0
end
for i in @weapons.keys.sort
com.push($data_weapons[i]) if @weapons[i] > 0
end
for i in @armors.keys.sort
com.push($data_armors[i]) if @armors[i] > 0
end
return com
end

def item_number(item)
case item
when RPG::Item
number = @items[item.id]
when RPG::Weapon
number = @weapons[item.id]
when RPG::Armor
number = @armors[item.id]
end
return number == nil ? 0 : number
end

def gain_item(item, n)
number = item_number(item)
case item
when RPG::Item
@items[item.id] = [[number + n, 0].max, 99].min
when RPG::Weapon
@weapons[item.id] = [[number + n, 0].max, 99].min
when RPG::Armor
@armors[item.id] = [[number + n, 0].max, 99].min
end
n += number
end

end




#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays a list of inventory items for the item screen, etc.
#==============================================================================

class Window_Storage < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height, store, index = 0)
super(x, y, width, height)
@column_max = 1
self.index = index
@store = store
refresh
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Whether or not to include in item list
# item : item
#--------------------------------------------------------------------------
def include?(item)
return false if item == nil
if $game_temp.in_battle
return false unless item.is_a?(RPG::Item)
end
return true
end
#--------------------------------------------------------------------------
# * Whether or not to display in enabled state
# item : item
#--------------------------------------------------------------------------
def enable?(item)
a = A3D.gnd( item, 'Item Type', true )
c = A3D.gnd( item, 'Exclude Type', true )
b = $stores[$store].tags
d = $stores[$store].anti_tags
zz = false
if !(b == false)
for i in 0..b.size - 1
for jj in 0..d.size - 1
if a == b[i] and !(a == nil) and c != d[jj] and
zz = true
end
end
end
if zz
return true
else
return false
end
else
return true
end
end

#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for item in $stores[$store].all
next unless include?(item)
@data.push(item)
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $stores[@store].item_number(item)
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.draw_text(rect, sprintf(":%2d", number), 2)
end
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(item == nil ? "" : item.description, 1, item)
end
end







class Scene_Title < Scene_Base

alias new_game command_new_game

def command_new_game
$stores = {}
new_game
end

end



class Scene_File < Scene_Base

alias save write_save_data
alias load read_save_data

def write_save_data(file)
save(file)
Marshal.dump($stores, file)
end

def read_save_data(file)
load(file)
$stores = Marshal.load(file)
end

end










#===========================================================================
# A3D's Get Note Data
#
# << Version >>
# : 1.2
#
# << Useful >>
# allow you to set-up your new data in note area
# it will make your data in each item unlimitable
#
# << General Command >>
# : A3D.gnd( [/type, /id], /code, /string )
# : A3D.gnd( /item , /code, /string )
# /type = type of your item
# (1 = skill, 2 = item , 3 = weapon,
# (4 = armor, 5 = enemy, 6 = state)
# /id = id of your item
# /code = code to call your data
# /string = if you're expect an alphabet data (not number), set it true
# /item = $data object of your item (not $game)
#
# << How to Use >>
# in "note" area in each "item", write your code & data in this format
# : your_code>your_data
# example, second enemy in enemy's database, you have
# : AP>10
# : WD>SLASH
# you can pick-up each data by the following command
# : A3D.gnd([5,2], "AP")
# : A3D.gnd([5,2], "WD", true)
# or : enemy = $data_enemies[2]
# : A3D.gnd(enemy, "AP")
# : A3D.gnd(enemy, "WD", true)
#
# << Note >>
# this script is for non-commercial use only, give credit if use
#
# << Contact >>
# A3D (hyper_s@hotmail.com)
#===========================================================================

module A3D
#--------------------------------------------------------------------------
# * Get Note Data
#--------------------------------------------------------------------------
def A3D.gnd(item, code, string = false)
if item.is_a?(Array)
case item[0]
when 1 then item = $data_skills[item[1]]
when 2 then item = $data_items[item[1]]
when 3 then item = $data_weapons[item[1]]
when 4 then item = $data_armors[item[1]]
when 5 then item = $data_enemies[item[1]]
when 6 then item = $data_states[item[1]]
end
end
item.note.split(/[\r\n]+/).each do |line|
if line.split(/[>]/)[0] == code
data = line.split(/[>]/)[1]
return string ? data : data.to_i
end
end
return string ? "" : 0
end

end











Requires A3D's get note script, included in script (at the bottom)


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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?
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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?
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The four aspects that make up this personality type are:



Summary of Strategists

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* 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.

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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.


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Posts in this topic
- breadlord   Store items   Jun 20 2009, 04:24 AM
- - Octople Threat   There are smilies in the script... But it looks li...   Jun 20 2009, 06:28 AM
|- - breadlord   Thanks, and I've fixed the smilies, why must t...   Jun 20 2009, 06:37 AM
- - kaimonkey   Suggestion= Ability for users to put tags on there...   Jun 20 2009, 06:50 AM
|- - breadlord   Nice idea, I'll give that a try. just have to ...   Jun 20 2009, 08:06 AM
- - Octople Threat   I just had a really random idea; kaimonkey, onidso...   Jun 20 2009, 10:32 AM
|- - breadlord   0_o, pretty wierd idea, might be fun.... Now back...   Jun 20 2009, 11:01 AM
- - Lord Moe   I don't quite understand how to use this. Coul...   Jun 20 2009, 01:29 PM
- - Octople Threat   Well, for one you could show the item data. I noti...   Jun 20 2009, 01:34 PM
- - kaimonkey   Yeah, that sounds cool!   Jun 20 2009, 01:56 PM
|- - Octople Threat   QUOTE (kaimonkey @ Jun 20 2009, 01:56 PM)...   Jun 20 2009, 03:19 PM
- - Garlyle   Hmm, this seems like a good idea. However, with c...   Jun 20 2009, 02:17 PM
- - Progsis   Garlyle is right. Unless you add a space or weight...   Jun 20 2009, 03:55 PM
- - bazbroketail   I was actually looking for something like this. M...   Jun 20 2009, 07:19 PM
- - iBash   QUOTE (Progsis @ Jun 20 2009, 03:55 PM) G...   Jun 20 2009, 07:26 PM
- - grafikal007   Limited Inventory Script - RMRK.net - by Modern Al...   Jun 20 2009, 09:50 PM
- - kaimonkey   This script is amazing   Jun 20 2009, 10:01 PM
- - grafikal007   I did a quick mock up of a more appealing window c...   Jun 20 2009, 10:57 PM
|- - breadlord   WOA, lots of replies, I've added an info windo...   Jun 21 2009, 02:32 AM
|- - Octople Threat   QUOTE (breadlord @ Jun 21 2009, 03:32 AM)...   Jun 21 2009, 07:59 AM
- - kaimonkey   LOL! So, loving the info box, and the tags (i...   Jun 21 2009, 02:59 AM
|- - breadlord   thanks, and yea, should we pm him?   Jun 21 2009, 03:34 AM
- - kaimonkey   You do it, Im busy do a farthers day & moms bi...   Jun 21 2009, 03:51 AM
|- - breadlord   Ok. have a nice time   Jun 21 2009, 03:56 AM
- - Gamerbird   I am going to sound like a complete noob now, but ...   Jun 21 2009, 08:30 AM
- - Lord Moe   could someone please explain how to use this scrip...   Jun 21 2009, 09:51 AM
|- - breadlord   Ok, I'll show you how to do this. In the event...   Jun 21 2009, 10:42 AM
- - Lord Moe   I'm sorry but if it's not too much of a pr...   Jun 21 2009, 10:51 AM
|- - breadlord   Here you go :   Jun 21 2009, 11:19 AM
- - Octople Threat   Breadlord, I was going to throw together a quick d...   Jun 21 2009, 11:11 AM
- - Octople Threat   I got it working now... Should take only 5 min. to...   Jun 21 2009, 11:23 AM
- - Lord Moe   Thanks for the screenshots! They helped me a l...   Jun 21 2009, 11:39 AM
- - Gamerbird   Now I just get a syntax error when loading after f...   Jun 21 2009, 11:40 AM
|- - breadlord   Oops, I just realised I hadn't put up the newe...   Jun 21 2009, 11:48 AM
- - Octople Threat   http://www.mediafire.com/download.php?jtmnozkgzmj ...   Jun 21 2009, 12:02 PM
- - Gamerbird   I now have it loading the scene and allowing me to...   Jun 21 2009, 12:02 PM
|- - breadlord   Re copy the script, i've put the right one up.   Jun 21 2009, 12:08 PM
- - Lord Moe   Thank you very much. The script seems to be workin...   Jun 21 2009, 12:14 PM
|- - breadlord   The second one shows what tags (if any) the item h...   Jun 21 2009, 12:24 PM
- - Octople Threat   I highly suggest that you keep the price, just giv...   Jun 21 2009, 03:21 PM
- - Lord Moe   how do you make an Item tag?   Jun 21 2009, 04:38 PM
|- - breadlord   In it's notes put Item Type>the tag, where...   Jun 23 2009, 01:40 AM
- - Lukedevoux   Nice script. I've got a problem with it tho, ...   Jun 23 2009, 07:10 PM
|- - breadlord   I didn't make the demo, but by what you said i...   Jun 23 2009, 09:33 PM
- - Andraeus   It took me a long time to figure this out, but I...   Jun 24 2009, 07:29 AM
- - kaimonkey   Another request! Can You set it up so a contai...   Jun 24 2009, 08:52 AM
|- - breadlord   Added anti-tags, do just what you asked. To set th...   Jun 24 2009, 12:41 PM
- - Lord Moe   awesome script. Thanks for taking the time to answ...   Jun 24 2009, 01:03 PM
|- - breadlord   Thanks, and thats ok   Jun 25 2009, 12:24 AM
- - Open.14   Hiya... I'm new here and have been studying th...   Jul 16 2009, 01:42 PM
|- - breadlord   You can easily fix the one line thing, just paste ...   Jul 16 2009, 10:18 PM
- - Open.14   Lol. The one thing i didn't do. I even did tha...   Jul 17 2009, 08:33 AM
- - jaeroll   Ive been looking for somthing like this thanks i ...   Jul 17 2009, 06:53 PM
- - zyrow   QUOTE (Lukedevoux @ Jun 23 2009, 08:10 PM...   Jul 23 2009, 01:13 PM
|- - Neosky5k   QUOTE (zyrow @ Jul 23 2009, 02:13 PM) QUO...   Sep 6 2009, 05:44 PM
- - Jonnyofthefunk   Could you prehaps set up a downloadable.txt for th...   Sep 21 2009, 10:46 AM
|- - breadlord   All you need to do is copy it into wordpad then in...   Sep 21 2009, 11:07 AM
|- - woahfish   QUOTE (Jonnyofthefunk @ Sep 21 2009, 06:4...   Feb 13 2010, 05:03 PM
- - Jonnyofthefunk   Nevermind, I got it out of the reply thingy but wh...   Sep 21 2009, 11:15 AM
|- - breadlord   Please can you post what you've put in the scr...   Sep 21 2009, 11:19 AM
- - Jonnyofthefunk   sorry -.- i kinda suck with scripts, i just really...   Sep 21 2009, 11:25 AM
|- - breadlord   It should be: $stores['Barrel'] = Sto...   Sep 21 2009, 11:32 AM
- - Jonnyofthefunk   FRIGGIN WOOT! i checked on the second page and...   Sep 21 2009, 11:48 AM
- - Night5h4d3   jonnyofthefunk, please remember to use the 'ed...   Sep 22 2009, 05:43 AM
- - Sparrowsmith   hmmm $stores['Drawer'] = Store.new({}...   Sep 22 2009, 02:56 PM
- - OrleanKnight   Necro Post I've read every post in this threa...   May 27 2010, 06:36 AM
- - OrleanKnight   Hello? Can someone please help me get this working...   May 31 2010, 12:45 PM
- - zizzaz96   Umm... First, when i copy/pasted it, it all came o...   Aug 11 2010, 10:04 PM
- - hit268   Can you make a demo please? I don't know how t...   Nov 4 2010, 04:28 PM
- - hit268   Ok, I got it figured out so I don't need a dem...   Dec 11 2010, 08:13 AM
- - dinomanjj   It's Evil It stole my stuff and the unlimited ...   Jul 31 2011, 05:37 PM


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