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Legacy
post Nov 25 2009, 03:47 PM
Post #1


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The Script Builders' Help Topic

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Welcome 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.


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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.

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To 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.

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Please post your request here in this topic, or if you think its urgent, you may PM the following people.

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- Legacy -

This post has been edited by Legacy: Nov 12 2012, 01:35 PM


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Night_Runner
post Jan 10 2010, 09:45 PM
Post #2


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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....


[Show/Hide] some code....
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...


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tagg1080
post Jan 13 2010, 04:02 PM
Post #3


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Posts: 19
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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....


[Show/Hide] some code....
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.


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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


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