——— — Before you ask! Read! ;) —
You must have 30+ Posts to create a topic here!
— Thanks for reading! — ———
|
The Script Builders' Help Topic, Get General Script Support Here. |
|
|
|
|
Nov 25 2009, 03:47 PM
|

B★RS Coding Ninja

Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15

|
The Script Builders' Help Topic - Refuge for scripters everywhere, get your problems sorted here. - IntroductionWelcome to the Script Builders' Help Topic. If you have come to this topic, you are probably looking for help with a script you have found, or are making. Well this is the aim of this topic. The Script Builders will try their hardest to help you out with buggy script errors that you may encounter, or maybe you have a question about a function like how to display an item's name from a script. Well all you'll need to do is follow the simple rules and fill in the request form which are found further on. RulesHere are just a few rules to help keep this much easier. Please do not pressure us. Once we have recieved your request, we will work on it and will work in the order that we have recived the scripts in. So please be patient. Also, this is a must: do not spam this topic, this is a serious topic that we have created to bring you the most support we can, if you want to spam please do it in the Off-Topic Cesspool. One more rule, please be kind to the Script builders as we are giving up our spare time to try and help your own problems, we won't have a go at you if it's something very simple, but saying that we do not expect you to have a go at us if we get it wrong. Thank you for following and reading these rules. Request FormTo help us to help you more efficently, try and follow the form bellow to give us the most infomation about the error or question you need. Form:Link to Script Topic (If needed):(If not the above)Actual script:Error or problem you have encountered (Please explain in as much detail as you can, screen shots of the error work wonders):ConclusionPlease post your request here in this topic, or if you think its urgent, you may PM the following people. - Legacy - The Law G14 - Night_Runner - Night5h4d3 - JuanPlease try to explain your problem in full detail, this will make it faster to find the problem. Also, when PMing either of the above members, please try to use the form above. Thank you - Legacy -
This post has been edited by Legacy: Nov 12 2012, 01:35 PM
__________________________
|
|
|
|
|
|
|
|
 |
Replies
|
|
Jan 10 2010, 09:45 PM
|

Level 50

Group: +Gold Member
Posts: 1,521
Type: Scripter
RM Skill: Undisclosed

|
The problem is that $game_variables isn't yet defined .... Somewhere in Scene_Title it defines $game_variables = Game_Variables.new, but it reaches this bit of code before it reaches Scene_Title .... Sorry, ummmmmmmmm, try something like this, it's mostly the same, but kinda not.... CODE #=============================================================================== # > [VX] Rei Levelup Stat Randomizer #------------------------------------------------------------------------------- # > by reijubv [aruyasoft@comic.com] # > RPG RPG Revolution # > Released on: 27/04/2009 # > Version: 1.1 (April 25th 2009) #------------------------------------------------------------------------------- # > Changelog: # V.1.0 (25-04-09) = Initial release # V.1.1 (29-04-09) = Added a function to restore HP/MP to max when level up # V.1.1a (30-04-09) = Fixed a small bug wich I forgot to write something in # the script that can makes the game crashes..... #------------------------------------------------------------------------------- # > Information: # This script will modify an actor's stats gain on level up by a random number # between maximum and minimum amount that you can specify for each actors. # For example, you set an actor's minimum AGI stat to 1 and maximum AGI stat to 5, # when that actor gains a level, he/she'll gains AGI by random number between 1 to 5! # I suggest you set actor's stats in database to the same from his/her starting level # to 99, so if in database your actor's HP at starting level is 100, from that level # to 99 the HP should not be changed! This's just a suggestion anyway.... #------------------------------------------------------------------------------- # > Compatibility : # # * Aliases : # class Game_Actor # def setup # def base_maxhp # def base_maxmp # def base_atk # def base_def # def base_spi # def base_agi # def hit # def eva # def cri # * Rewrites : # class Game_Actor # def level_up # def level_down #------------------------------------------------------------------------------- # Credit reijubv if you use this script.... # Credit woratana for his recover HP/MP/States when Level Up script #------------------------------------------------------------------------------- # > Installation: # Put this script above main, setup script below. #========================================================================== module Rei module RandStat #---------------------------------------------------------------------------- # * Create Arrays #----------------------------------------------- ---------------------------- Actor_MaxInc = Array.new Actor_MinInc = Array.new #---------------------------------------------------------------------------- # * HP/MP/STATE Restoration Setting (CREDIT TO WORATANA FOR THIS FUNCTIONS) #---------------------------------------------------------------------------- RECOVER_HP = true # Recover HP when level up? (true/false) RECOVER_MP = true # Recover MP when level up? REMOVE_STATES = true # Cure all states when level up? #--------------------Setup each actors below---------------------------------- # Use this template : # # Actor_MaxInc[#] = [maxHP,maxMP,maxATK,maxDEF,maxSPI,maxAGI,maxHIT,maxEVA,maxCRI] # > This setup actor #'s each stats' maximum increments # # Actor_MinInc[#] = [minHP,minMP,minATK,minDEF,minSPI,minAGI,minHIT,minEVA,minCRI] # > This setup actor #'s each stats' minimum increments # # Use 0 if you don't want to increase any stat on level up # # Note : >Actor_MaxInc should be higher than Actor_MinInc! # >Don't use negative values, or your actor's stats would be messed up! # >Don't forget to setup max and min value for EVERY actors that you used # in your game! # # Just in case that you don't know : # # HP = Hit Points DEF = Defense HIT = Hit rate # MP = Magic Points SPI = Spirit EVA = Evasion rate # ATK = Attack AGI = Agility CRI = Critical rate #---------------------------------------------------------------------------- #Samples : # actorId HP MP ATK DEF SPI AGI HIT EVA CRI #-------------------------------------------------------------------------- # Maximum Increment #-------------------------------------------------------------------------- def Actor_MaxInc(actor_id, stat) return if $game_variables.nil? actor_MaxInc[1] = [ $game_variables[8] , 3 ,3 , 3 , 1 , 2 , 0 , 0 , 0] #Maximum increment #etc return actor_MaxInc[actor_id][stat] end #-------------------------------------------------------------------------- # Minimum increment #-------------------------------------------------------------------------- def Actor_MinInc(actor_id, stat) return if $game_variables.nil? actor_MinInc[1] = [ $game_variables[9] , 1 ,1 , 1 , 0 , 1 , 0 , 0 , 0] #Minimum increment # etc return actor_MinInc[actor_id][stat] end end end #========================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. Its used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #==========================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- alias reisetup setup def setup(actor_id) @stat_gains = {} for i in 0..8 @stat_gains[i] = [] end reisetup(actor_id) end #-------------------------------------------------------------------------- # * Get Basic Maximum HP #-------------------------------------------------------------------------- alias reibasemaxhp base_maxhp def base_maxhp n = reibasemaxhp n+= @stat_gains[0].sum return n end #-------------------------------------------------------------------------- # * Get basic Maximum MP #-------------------------------------------------------------------------- alias reibasemaxmp base_maxmp def base_maxmp n = reibasemaxmp n+= @stat_gains[1].sum return n end #-------------------------------------------------------------------------- # * Get Basic Attack #-------------------------------------------------------------------------- alias reibaseatk base_atk def base_atk n = reibaseatk n+= @stat_gains[2].sum return n end #-------------------------------------------------------------------------- # * Get Basic Defense #-------------------------------------------------------------------------- alias reibasedef base_def def base_def n = reibasedef n+= @stat_gains[3].sum return n end #-------------------------------------------------------------------------- # * Get Basic Spirit #-------------------------------------------------------------------------- alias reibasespi base_spi def base_spi n = reibasespi n+= @stat_gains[4].sum return n end #-------------------------------------------------------------------------- # * Get Basic Agility #-------------------------------------------------------------------------- alias reibaseagi base_agi def base_agi n = reibaseagi n+= @stat_gains[5].sum return n end #-------------------------------------------------------------------------- # * Get Hit Rate #-------------------------------------------------------------------------- alias reihit hit def hit n = reihit n+= @stat_gains[6].sum return n end #-------------------------------------------------------------------------- # * Get Evasion Rate #-------------------------------------------------------------------------- alias reieva eva def eva n = reieva n+= @stat_gains[7].sum return n end #-------------------------------------------------------------------------- # * Get Critical Ratio #-------------------------------------------------------------------------- alias reicri cri def cri n = reicri n+= @stat_gains[8].sum return n end #-------------------------------------------------------------------------- # * Level Up #-------------------------------------------------------------------------- def level_up r = {} a = {} b = {} @level += 1 for i in 0..8 a[i] = Rei::RandStat::Actor_MaxInc(@actor_id, i) b[i] = Rei::RandStat::Actor_MinInc(@actor_id, i) r[i] = b[i]+rand(a[i]-b[i]+1) if r[i] <= Rei::RandStat::Actor_MinInc(@actor_id, i) then r[i] = Rei::RandStat::Actor_MinInc(@actor_id, i) end if r[i] >= Rei::RandStat::Actor_MaxInc(@actor_id, i) then r[i] = Rei::RandStat::Actor_MaxInc(@actor_id, i) end @stat_gains[i] << r[i] end #from woratana's script v @hp = maxhp if Rei::RandStat::RECOVER_HP @mp = maxmp if Rei::RandStat::RECOVER_MP if Rei::RandStat::REMOVE_STATES @states.clone.each {|i| remove_state(i) } end #from woratana's script ^ for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end #-------------------------------------------------------------------------- # * Level Down #-------------------------------------------------------------------------- def level_down @level-= 1 for i in 0..8 @stat_gains[i].pop end end end #========================================================================== # ** Array #------------------------------------------------------------------------------ # This hidden class handles arrays. It is used within many other # classes to store data for future retrieval. #==========================================================================
class Array #--------------------------------------------------------------------------- # * Name : Sum # Info : Sums all values in the array # Author : Trickster # Call Info : No Arguments #--------------------------------------------------------------------------- def sum # Initialize local variable n n = 0 # Sum Up Values in Array each {|num| n += num} # Return number return n end end It doesn't error out, but then again, I have no idea what the script actually does or how it works (sorry) If it doesn't work, it will need a more manual approach, so I'll need to know specifically which stats follow a variable, and it will be applied to every actor...
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question. Most important guide ever: Newbie's Guide to Switches
|
|
|
|
|
|
|
|
|
Jan 13 2010, 04:02 PM
|
Level 2

Group: Member
Posts: 19
Type: Developer
RM Skill: Beginner

|
QUOTE (Night_Runner @ Jan 11 2010, 12:45 AM)  The problem is that $game_variables isn't yet defined .... Somewhere in Scene_Title it defines $game_variables = Game_Variables.new, but it reaches this bit of code before it reaches Scene_Title .... Sorry, ummmmmmmmm, try something like this, it's mostly the same, but kinda not.... CODE #=============================================================================== # > [VX] Rei Levelup Stat Randomizer #------------------------------------------------------------------------------- # > by reijubv [aruyasoft@comic.com] # > RPG RPG Revolution # > Released on: 27/04/2009 # > Version: 1.1 (April 25th 2009) #------------------------------------------------------------------------------- # > Changelog: # V.1.0 (25-04-09) = Initial release # V.1.1 (29-04-09) = Added a function to restore HP/MP to max when level up # V.1.1a (30-04-09) = Fixed a small bug wich I forgot to write something in # the script that can makes the game crashes..... #------------------------------------------------------------------------------- # > Information: # This script will modify an actor's stats gain on level up by a random number # between maximum and minimum amount that you can specify for each actors. # For example, you set an actor's minimum AGI stat to 1 and maximum AGI stat to 5, # when that actor gains a level, he/she'll gains AGI by random number between 1 to 5! # I suggest you set actor's stats in database to the same from his/her starting level # to 99, so if in database your actor's HP at starting level is 100, from that level # to 99 the HP should not be changed! This's just a suggestion anyway.... #------------------------------------------------------------------------------- # > Compatibility : # # * Aliases : # class Game_Actor # def setup # def base_maxhp # def base_maxmp # def base_atk # def base_def # def base_spi # def base_agi # def hit # def eva # def cri # * Rewrites : # class Game_Actor # def level_up # def level_down #------------------------------------------------------------------------------- # Credit reijubv if you use this script.... # Credit woratana for his recover HP/MP/States when Level Up script #------------------------------------------------------------------------------- # > Installation: # Put this script above main, setup script below. #========================================================================== module Rei module RandStat #---------------------------------------------------------------------------- # * Create Arrays #----------------------------------------------- ---------------------------- Actor_MaxInc = Array.new Actor_MinInc = Array.new #---------------------------------------------------------------------------- # * HP/MP/STATE Restoration Setting (CREDIT TO WORATANA FOR THIS FUNCTIONS) #---------------------------------------------------------------------------- RECOVER_HP = true # Recover HP when level up? (true/false) RECOVER_MP = true # Recover MP when level up? REMOVE_STATES = true # Cure all states when level up? #--------------------Setup each actors below---------------------------------- # Use this template : # # Actor_MaxInc[#] = [maxHP,maxMP,maxATK,maxDEF,maxSPI,maxAGI,maxHIT,maxEVA,maxCRI] # > This setup actor #'s each stats' maximum increments # # Actor_MinInc[#] = [minHP,minMP,minATK,minDEF,minSPI,minAGI,minHIT,minEVA,minCRI] # > This setup actor #'s each stats' minimum increments # # Use 0 if you don't want to increase any stat on level up # # Note : >Actor_MaxInc should be higher than Actor_MinInc! # >Don't use negative values, or your actor's stats would be messed up! # >Don't forget to setup max and min value for EVERY actors that you used # in your game! # # Just in case that you don't know : # # HP = Hit Points DEF = Defense HIT = Hit rate # MP = Magic Points SPI = Spirit EVA = Evasion rate # ATK = Attack AGI = Agility CRI = Critical rate #---------------------------------------------------------------------------- #Samples : # actorId HP MP ATK DEF SPI AGI HIT EVA CRI #-------------------------------------------------------------------------- # Maximum Increment #-------------------------------------------------------------------------- def Actor_MaxInc(actor_id, stat) return if $game_variables.nil? actor_MaxInc[1] = [ $game_variables[8] , 3 ,3 , 3 , 1 , 2 , 0 , 0 , 0] #Maximum increment #etc return actor_MaxInc[actor_id][stat] end #-------------------------------------------------------------------------- # Minimum increment #-------------------------------------------------------------------------- def Actor_MinInc(actor_id, stat) return if $game_variables.nil? actor_MinInc[1] = [ $game_variables[9] , 1 ,1 , 1 , 0 , 1 , 0 , 0 , 0] #Minimum increment # etc return actor_MinInc[actor_id][stat] end end end #========================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. Its used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #========================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- alias reisetup setup def setup(actor_id) @stat_gains = {} for i in 0..8 @stat_gains[i] = [] end reisetup(actor_id) end #-------------------------------------------------------------------------- # * Get Basic Maximum HP #-------------------------------------------------------------------------- alias reibasemaxhp base_maxhp def base_maxhp n = reibasemaxhp n+= @stat_gains[0].sum return n end #-------------------------------------------------------------------------- # * Get basic Maximum MP #-------------------------------------------------------------------------- alias reibasemaxmp base_maxmp def base_maxmp n = reibasemaxmp n+= @stat_gains[1].sum return n end #-------------------------------------------------------------------------- # * Get Basic Attack #-------------------------------------------------------------------------- alias reibaseatk base_atk def base_atk n = reibaseatk n+= @stat_gains[2].sum return n end #-------------------------------------------------------------------------- # * Get Basic Defense #-------------------------------------------------------------------------- alias reibasedef base_def def base_def n = reibasedef n+= @stat_gains[3].sum return n end #-------------------------------------------------------------------------- # * Get Basic Spirit #-------------------------------------------------------------------------- alias reibasespi base_spi def base_spi n = reibasespi n+= @stat_gains[4].sum return n end #-------------------------------------------------------------------------- # * Get Basic Agility #-------------------------------------------------------------------------- alias reibaseagi base_agi def base_agi n = reibaseagi n+= @stat_gains[5].sum return n end #-------------------------------------------------------------------------- # * Get Hit Rate #-------------------------------------------------------------------------- alias reihit hit def hit n = reihit n+= @stat_gains[6].sum return n end #-------------------------------------------------------------------------- # * Get Evasion Rate #-------------------------------------------------------------------------- alias reieva eva def eva n = reieva n+= @stat_gains[7].sum return n end #-------------------------------------------------------------------------- # * Get Critical Ratio #-------------------------------------------------------------------------- alias reicri cri def cri n = reicri n+= @stat_gains[8].sum return n end #-------------------------------------------------------------------------- # * Level Up #-------------------------------------------------------------------------- def level_up r = {} a = {} b = {} @level += 1 for i in 0..8 a[i] = Rei::RandStat::Actor_MaxInc(@actor_id, i) b[i] = Rei::RandStat::Actor_MinInc(@actor_id, i) r[i] = b[i]+rand(a[i]-b[i]+1) if r[i] <= Rei::RandStat::Actor_MinInc(@actor_id, i) then r[i] = Rei::RandStat::Actor_MinInc(@actor_id, i) end if r[i] >= Rei::RandStat::Actor_MaxInc(@actor_id, i) then r[i] = Rei::RandStat::Actor_MaxInc(@actor_id, i) end @stat_gains[i] << r[i] end #from woratana's script v @hp = maxhp if Rei::RandStat::RECOVER_HP @mp = maxmp if Rei::RandStat::RECOVER_MP if Rei::RandStat::REMOVE_STATES @states.clone.each {|i| remove_state(i) } end #from woratana's script ^ for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end #-------------------------------------------------------------------------- # * Level Down #-------------------------------------------------------------------------- def level_down @level-= 1 for i in 0..8 @stat_gains[i].pop end end end #========================================================================== # ** Array #------------------------------------------------------------------------------ # This hidden class handles arrays. It is used within many other # classes to store data for future retrieval. #========================================================================== class Array #--------------------------------------------------------------------------- # * Name : Sum # Info : Sums all values in the array # Author : Trickster # Call Info : No Arguments #--------------------------------------------------------------------------- def sum # Initialize local variable n n = 0 # Sum Up Values in Array each {|num| n += num} # Return number return n end end It doesn't error out, but then again, I have no idea what the script actually does or how it works (sorry) If it doesn't work, it will need a more manual approach, so I'll need to know specifically which stats follow a variable, and it will be applied to every actor... I am not at my desktop, so I can't check, but will later, thanks for the help.
__________________________
-Taggerung
|
|
|
|
|
|
|
Posts in this topic
LegacyX The Script Builders' Help Topic Nov 25 2009, 03:47 PM The Law G14 Great work on this Legacy
I fixed all the little... Nov 25 2009, 06:01 PM LegacyX hmm, no requests? None at all... Nov 27 2009, 09:54 AM The Law G14 Hey, no requests at all? Any feedback or ideas for... Dec 3 2009, 01:27 PM dummy1234 I'm not really sure if this question belongs h... Dec 4 2009, 06:29 AM Darkreaper If youre answering questions i have 3
Would it be... Dec 4 2009, 10:43 AM The Law G14 @Dummy: Hm, that seems like something really diffi... Dec 4 2009, 06:22 PM Darkreaper awesome, where would i install that? Dec 4 2009, 08:41 PM Night_Runner Darkreaper? I remember Charlie Lee & Ty tried ... Dec 5 2009, 02:54 AM Darkreaper wow thats awesome Dec 5 2009, 12:29 PM The Law G14 So you got all your questions answered Darkreaper ... Dec 5 2009, 12:33 PM Darkreaper QUOTE (The Law G14 @ Dec 4 2009, 06:22 PM... Dec 5 2009, 01:02 PM The Law G14 Sorry for the late response, but does this item sc... Dec 6 2009, 04:16 PM Darkreaper well id prefer it if it was only "cookable... Dec 6 2009, 07:45 PM The Law G14 Yeah, that's possible so I'll try to get t... Dec 7 2009, 01:51 PM Darkreaper Sweet, thatd be of great help Dec 7 2009, 01:58 PM The Law G14 This is a rough draft of what I have so far. Just ... Dec 10 2009, 02:05 PM Darkreaper QUOTE (The Law G14 @ Dec 10 2009, 02:05 P... Dec 10 2009, 05:17 PM Zeriab @Dummy:
Assuming you mean whether it's possibl... Dec 11 2009, 07:50 AM The Law G14 @Darkreaper: Did you put weapons or armor in there... Dec 11 2009, 01:43 PM Darkreaper QUOTE (The Law G14 @ Dec 11 2009, 01:43 P... Dec 11 2009, 03:33 PM The Law G14 Ah, I found out what the problem is, just change t... Dec 11 2009, 05:55 PM Darkreaper QUOTE (The Law G14 @ Dec 11 2009, 05:55 P... Dec 11 2009, 06:45 PM The Law G14 That's weird, it should be displaying the item... Dec 11 2009, 06:52 PM Darkreaper QUOTE (The Law G14 @ Dec 11 2009, 06:52 P... Dec 12 2009, 12:31 AM The Law G14 The cooking event. Also, I've got around makin... Dec 12 2009, 08:10 AM Darkreaper drew this error soon as i tried to cook something
... Dec 12 2009, 01:34 PM The Law G14 Did you put in the game variable for the string of... Dec 12 2009, 01:44 PM Darkreaper oh whoops :S so wait, what? which ones which? im c... Dec 12 2009, 02:48 PM The Law G14 First of all, I've updated the script a little... Dec 12 2009, 03:22 PM Darkreaper ok, very interesting outcome now, when i go to coo... Dec 12 2009, 04:14 PM The Law G14 Weird, just send me a demo of your project via PM ... Dec 12 2009, 05:02 PM Darkreaper how do you upload an attachment into a pm? Dec 13 2009, 12:54 AM The Law G14 Sadly, you can't have any attachments in PMs s... Dec 13 2009, 06:24 AM tagg1080 I am sure you guys would appreciate the necro-post... Jan 8 2010, 08:57 AM The Law G14 Well, you got the syntax for variables a little wr... Jan 8 2010, 02:38 PM tagg1080 QUOTE (The Law G14 @ Jan 8 2010, 05:38 PM... Jan 8 2010, 05:14 PM The Law G14 Then put above that line, this:
CODEx = $gam... Jan 8 2010, 06:00 PM tagg1080 RE: The Script Builders' Help Topic Jan 8 2010, 06:36 PM  Fixxxer4153 QUOTE (tagg1080 @ Jan 13 2010, 07:02 PM) ... Feb 7 2010, 07:29 AM Darkreaper In RM2k and 2k3 there were the options to swap til... Jan 24 2010, 09:56 AM Holder I'd like to make a suggestion for a future tut... Jan 24 2010, 11:50 AM Darkreaper yeah, now if only i read hiragana Jan 24 2010, 12:49 PM The Law G14 @Darkreaper: So do you still need the script lol?
... Jan 24 2010, 04:02 PM Darkreaper QUOTE (The Law G14 @ Jan 24 2010, 04:02 P... Jan 24 2010, 06:04 PM The Law G14 Populate script? Try posting it and I'll see w... Jan 25 2010, 02:11 PM Darkreaper [Show/Hide] Script#===============================... Jan 25 2010, 06:25 PM mikesp86 i'm getting an error with rpg advpcates two ha... Apr 4 2010, 08:53 AM Night_Runner What are you putting in for: @two_handed_weapons =... Apr 4 2010, 11:39 PM mikesp86 im using [9,10,11,12,13,14,15,16]
i have several ... Apr 5 2010, 07:32 AM Mataris How can I get a script to recongize what terrian t... May 20 2010, 07:47 PM Night_Runner You could run something like this:
return unless ... May 22 2010, 05:35 AM Mataris QUOTE (Night_Runner @ May 22 2010, 05:35 ... May 22 2010, 10:59 AM Scriptless CODEclass Scene_Title < Scene_Base
def start
... May 22 2010, 10:38 AM Night_Runner Glad I could help May 23 2010, 01:06 AM voodooKobra I'm trying to store the event ID of the event ... Sep 14 2010, 10:55 AM Zeriab In a script call you can use this:
$game_vari... Sep 16 2010, 01:02 AM 54tan666 Hey guys,
i have a very easy question (witch is st... Nov 2 2010, 10:14 AM Ed_Ross_Dont_Care @54tan: If you want a really quick and dirty way ... Jan 19 2011, 03:09 PM Ruuku [Show/Hide] The original post
I don't feel ... May 25 2012, 08:38 AM djskagnetti Having trouble with Charlie Fleed's Equipment ... May 29 2012, 04:30 PM
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
RPG RPG Revolution is an Privacy
Policy and Legal
|
|