Store items, Now with tag funcionality |
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Jun 20 2009, 04:24 AM
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What did you expect...

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

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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 :  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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 Check out my project http://www.rpgrevolution.com/forums/index....showtopic=29698[Show/Hide] I thought my sig was to big so... Clicky clicky  I taste a bit like Almonds. Mmm, the taste of almonds - anathema to many with nut allergies, and a bad sign for many more, as my taste is not unlike that of cyanide. Am I good or am I poison? A risky thing to guess about. What Flavour Are You? What Mystical creature are you? Pegasus  You are a shy, night time person and you are very gentle and soft hearted. You are like the opposite from your cousin the unicorn. Which Final Fantasy Character Are You?Final Fantasy 7Cna yuo raed tihs? Olny 55% of plepoe can. I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! fi yuo cna raed tihs, palce it in yuor siantugre.
 Your answers suggest you are a Strategist The four aspects that make up this personality type are:  Summary of Strategists * Quiet, easy-going and intellectually curious * Use logical, objective thinking to find original solutions to problems * Think of themselves as bright, logical and individualistic * May be impractical, forgetting practical issues, such as paying bills or doing the shopping More about Strategists Strategists are quiet people who like to get to the heart of tough problems on their own and come up with innovative solutions. They analyse situations with a sceptical eye and develop ways of measuring everything, including themselves. Strategists are the group most likely to say they are unhappy in their job, according to a UK survey. Strategists are generally easy-going. They are intellectually curious and enjoy abstract ideas. Sometimes they like thinking of a solution to a problem more than taking practical steps to solve it. In situations where they can't use their talents, are unappreciated, or not taken seriously, Strategists may become negatively critical or sarcastic. Under extreme stress, Strategists could be prone to inappropriate, tearful or angry outbursts. Strategists may be insensitive to the emotional needs of others or how their behaviour impacts the people around them.
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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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