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Catalogue Script v. 1.3, Allows you to keep collection logs of specified groups of items |
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Jul 23 2007, 09:02 PM
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Level 11

Group: Revolutionary
Posts: 191
Type: Scripter
RM Skill: Skilled

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Catalogue Script Version: 1.3 Author: modern algebra Date: July 20, 2007
Version History - v. 1.3: Added an information screen about the item. Now, you can select an item and see a breakdown of what it does. As well, added icons
- v. 1.2: Various little design changes and aesthetic stuff. Included Ordering Tax option
- v. 1.1: Increased it's functionality by allowing the option of ordering items from the catalogue. (not released)
- v. 1.0: Made the basic screen. Viewable catalogue of all items collected
Description This script allows you to set up groups of items, and then it will give you a log of all the items in that group that the party has encountered. You can have an infinite number of groups. It also allows you to order items from a catalogue at user-specified locations. As well, it gives detailed onfo on all items you have collected. Features - Easily customizable groups containing any number of items, weapons, armors, or all three
- Unlimited number of groups
- Displays all the items in that group that have been encountered so far, as well as the price in a store
- Has a ratio in the corner between the items encountered and total items in a group
- Can set up an event which allows you to order items from a specified catalogue
- Can attach an ordering tax on ordering from the catalogue of whatever you desire
- Shows all the stats and descriptions of each and every item through a window accessible when you are not ordering.
Screenshots Script CODE =============================================================================== # Catalogue Script # Version: 1.4 # Author: modern algebra # Date: July 10, 2007 #------------------------------------------------------------------------------ # Description: Allows you to have a log of all items collected and not yet # collected. #------------------------------------------------------------------------------ # Instructions: This script allows you to set up groups of items (items, weapons, # and/or armors. All types can be contained within a single group) # and allows you to view which of the items in that group have # been in your party's possession. By default, there are three # groups: items, weapons, armors. But you can change these and add # more very easily. To use, call this in a script: # # $scene = Scene_Catalogue.new (X) # # where X is the group number. I'd suggest this script to be used # as items which call common events which have that $scene thing # in them. By default, it exits to the item menu. Instructions on # how to configure the group are at line 31 #------------------------------------------------------------------------------ # You can also use this as a method of ordering, like from a real catalogue. # Basically, it brings up your item log, and you can choose any of the items to # buy. This can be useful for an Animal Crossing Game for example, but I think # it can be useful for many types of games. In order to use this feature, use # this call script: # # $scene = Scene_Catalogue.new (X,Y) # # where X is the group number and Y is the ordering tax coefficient. I.e., Y is # a number, and whatever you make that number it will multiply the price by it. # For example, if Y = 1.15, then there will be 15% ordering tax. I.e. if an item # costs 50 Gold in a store, then it would cost 58 Gold to order it from the # catalogue. #=============================================================================== #=============================================================================== # Game_Party: Aliases the gain XXX methods in order to turn the fact that you # encountered the items on, as well as sets up the basic catalogue data #=============================================================================== class Game_Party attr_reader :encountered_items attr_reader :catalogue alias add_encounter_items_array initialize def initialize add_encounter_items_array @catalogue = [] #========================================================================== = # CONFIGURABLE AREA #--------------------------------------------------------------------------- # To make a group, make an array, and place each item you wish to have in # that group inside the array. Example: # # @catalogue.push (["Fish",[$data_items[1], $data_items[3], $data_items[32]]]) # @catalogue.push (["Gold Items",[$data_armors[5], $data_weapons[3]]]) # # That would make two groups. The first group would be called "Fish" and # have item 1, item 3, and item 32 in it, and the second group would be # called "Gold Items" and include armor 5 and weapon 3 in it. # By default, there are three categories, items, weapons and armors. #--------------------------------------------------------------------------- # The basic set up: # @catalogue.push (["name", [<array of items included in the group>]]) # # You can set up as many groups as you like. # # If you know how, you can also put them on the same line, like this: # @catalogue = [["Items",$data_items],["Weapons",$data_weapons],["Armors", $data_armors]] # but to keep it simple, follow the instructions. In default, items group is # 0, weapons group is 1, armors group is 2, and if you add another group # underneath, it would be 3, and so on. So, $scene = Scene_Catalogue.new (0) # would bring up the items log, etc... #========================================================================== = @catalogue.push (["Item",$data_items.compact]) @catalogue.push (["Weapon",$data_weapons.compact]) @catalogue.push (["Armor", $data_armors.compact]) @catalogue.push (["Key", $data_items[23,3]]) #========================================================================== = # END CONFIGURABLE AREA #========================================================================== = @encountered_items = [] for i in 0...3 @encountered_items[i] = [] end for i in $data_system.party_members actor = $data_actors[i] gain_weapon (actor.weapon_id,0) gain_armor (actor.armor1_id,0) gain_armor (actor.armor2_id,0) gain_armor (actor.armor3_id,0) gain_armor (actor.armor4_id,0) end end alias modify_encountered_items gain_item def gain_item (item_id, n) modify_encountered_items (item_id, n) if n >= 0 for i in 0...@catalogue.size if @catalogue[i][1].include? ($data_items[item_id]) @encountered_items[0][item_id] = true end end end end alias modify_encountered_weapons gain_weapon def gain_weapon (weapon_id, n) modify_encountered_weapons (weapon_id, n) if n >= 0 for i in 0...@catalogue.size if @catalogue[i][1].include? ($data_weapons[weapon_id]) @encountered_items[1][weapon_id] = true end end end end alias modify_encountered_armors gain_armor def gain_armor(armor_id, n) modify_encountered_armors (armor_id, n) if n >= 0 for i in 0...@catalogue.size if @catalogue[i][1].include? ($data_armors[armor_id]) @encountered_items[2][armor_id] = true end end end end end #=============================================================================== # Draws the information screen #=============================================================================== class Window_ItemInfo < Window_Base def initialize super (24, 24, 592,432) self.contents = Bitmap.new(width - 32, height - 32) self.z = 500 self.visible = false end
def quick_write_text (x,y,text) tw = (self.contents.text_size(text)).width if tw > 95 tw = 95 end self.contents.draw_text (x-tw,y,tw+5,32,text) end def refresh (item) self.contents.clear case item when RPG::Item type = 0 type_name = "Item" when RPG::Weapon type = 1 type_name = "Weapon" when RPG::Armor type = 2 type_name = "Armour" end self.contents.blt (93,64,RPG::Cache.icon(item.icon_name),Rect.new(0,0,24,24)) self.contents.font.color = system_color self.contents.draw_text (4,96,80,32, "Type:") if type != 0 self.contents.draw_text (4,128,87,32, "Equippable by:") end self.contents.draw_text (240,40,120,32,"Description:") quick_write_text (320,210,"Stats:") self.contents.draw_text (65,252,100,32,"Price:") if type == 1 self.contents.draw_text (65,284,100,32,$data_system.words.atk+":") elsif type == 2 self.contents.draw_text (65,284,100,32,"Evasion:") end if type != 0 self.contents.draw_text (65,316,100,32,$data_system.words.pdef+":") self.contents.draw_text (65,348,100,32,$data_system.words.mdef+":") self.contents.draw_text (305,252,100,32,$data_system.words.str+":") self.contents.draw_text (305,284,100,32,$data_system.words.agi+":") self.contents.draw_text (305,316,100,32,$data_system.words.dex+":") self.contents.draw_text (305,348,100,32,$data_system.words.int+":") else self.contents.draw_text (65,284,100,32,"Occasion:") self.contents.draw_text (65,316,80,32,"Scope:") self.contents.draw_text (65,348,80,32,"Usage:") self.contents.draw_text (305,254,80,32,$data_system.words.hp+" Gain:") self.contents.draw_text (305,286,80,32,$data_system.words.sp+" Gain:") words = ["","Max "+$data_system.words.hp+":","Max "+$data_system.words.hp+":", $data_system.words.str+":", $data_system.words.agi+":", $data_system.words.dex+":", $data_system.words.int+":"] self.contents.draw_text (305,318,100,32,words[item.parameter_type]) end self.contents.fill_rect (1,33,559,1,Color.new(-150,-150,-255,255)) self.contents.fill_rect (0,34,559,1,Color.new(-255,-255,-255,255)) self.contents.fill_rect (0,1,1,398,Color.new(-150,-150,-255,255)) self.contents.fill_rect (1,1,1,398,Color.new(-255,-255,-255,255)) self.contents.fill_rect (559,1,1,398,Color.new(-150,-150,-255,255)) self.contents.fill_rect (558,1,1,398,Color.new(-255,-255,-255,255)) self.contents.font.color = normal_color quick_write_text (320,0,item.name) quick_write_text (190,96,type_name) quick_write_text (285,252,item.price.to_s) if type == 1 quick_write_text (285,284,item.atk.to_s) elsif type == 2 quick_write_text (285,284,item.eva.to_s) end if type != 0 quick_write_text (290,316,item.pdef.to_s) quick_write_text (290,348,item.mdef.to_s) sign = positive_num?(item.str_plus) quick_write_text (500,252,sign+item.str_plus.to_s) sign = positive_num?(item.agi_plus) quick_write_text (500,284,sign+item.agi_plus.to_s) sign = positive_num?(item.dex_plus) quick_write_text (500,316,sign+item.dex_plus.to_s) sign = positive_num?(item.int_plus) quick_write_text (500,348,sign+item.int_plus.to_s) else words = ["Always","In Battle","Out of Battle","Never"] quick_write_text (285,284,words[item.occasion]) words = ["N/A", "One Enemy", "All Enemies", "One Ally", "All Allies", "One Felled Ally", "All Felled Allies", "The User"] quick_write_text (285,316,words[item.scope]) if item.consumable; quick_write_text (285,348,"One Use") else; quick_write_text (285,348,"Unlimited Uses") end if item.recover_hp == 0 && item.recover_hp_rate == 0 hp_recovery_string = "N/A" elsif item.recover_hp_rate != 0 && item.recover_hp_rate != 0 hp_recovery_string = item.recover_hp_rate.to_s+"% + "+item.recover_hp.to_s elsif item.recover_hp != 0 hp_recovery_string = item.recover_hp.to_s else hp_recovery_string = item.recover_hp_rate.to_s end quick_write_text (500,254,hp_recovery_string) if item.recover_sp == 0 && item.recover_sp_rate == 0 sp_recovery_string = "N/A" elsif item.recover_sp_rate != 0 && item.recover_sp_rate != 0 sp_recovery_string = item.recover_sp_rate.to_s+"% + "+item.recover_sp.to_s elsif item.recover_sp != 0 sp_recovery_string = item.recover_sp.to_s else sp_recovery_string = item.recover_sp_rate.to_s end quick_write_text (500,286,sp_recovery_string) if item.parameter_type != 0 quick_write_text (500,318,"+"+item.parameter_points.to_s) end end if type != 0 equip_classes = [] substring = "" for i in 1...$data_classes.size e_class = $data_classes[i] string = "" if type == 1 test = e_class.weapon_set elsif type == 2 test = e_class.armor_set end if test.include? (item.id) if e_class.name.size <= 4 string = e_class.name.dup else string += e_class.name[0,1] for i in 1...e_class.name.size substring = e_class.name[i,1] if substring !="a"&&substring !="e"&&substring !="i"&&substring !="o"&&substring != "u" string +=substring end end if string.size > 4 string = string[0,2]+string[string.size-2,2] end end equip_classes.push (string.upcase!) end end if equip_classes.nitems == 0 quick_write_text (160,296,"N/A") else line_length = 0 line_number = 0 for i in 0...equip_classes.size if i != equip_classes.size - 1 tw = (self.contents.text_size(equip_classes[i]+", ")).width self.contents.draw_text (90+line_length,128+line_number,tw,32,equip_classes[i]+", ") else tw = (self.contents.text_size(equip_classes[i])).width self.contents.draw_text (90+line_length,128+line_number,tw,32,equip_classes[i]) end line_length += tw if line_length > 75 line_number +=32 line_length = -80 end end self.contents.fill_rect (209,202,350,1,Color.new(-255,-255,-255,255)) self.contents.fill_rect (210,201,350,1,Color.new(-150,-150,-255,255)) if line_number > 64 self.contents.fill_rect (209,34,1,220,Color.new(-255,-255,-255,255)) self.contents.fill_rect (210,33,1,220,Color.new(-150,-150,-255,255)) self.contents.fill_rect (0,254,209,1,Color.new(-255,-255,-255,255)) self.contents.fill_rect (1,253,209,1,Color.new(-150,-150,-255,255)) elsif line_number > 32 self.contents.fill_rect (209,34,1,120+line_number,Color.new(-255,-255,-255,255)) self.contents.fill_rect (210,33,1,120+line_number,Color.new(-150,-150,-255,255)) self.contents.fill_rect (209,120+line_number,1,82-line_number,Color.new(-255,-255,-255,255)) self.contents.fill_rect (210,120+line_number,1,82-line_number,Color.new(-150,-150,-255,255)) self.contents.fill_rect (0,154+line_number,209,1,Color.new(-255,-255,-255,255)) self.contents.fill_rect (1,153+line_number,209,1,Color.new(-150,-150,-255,255)) else self.contents.fill_rect (209,34,1,168,Color.new(-255,-255,-255,255)) self.contents.fill_rect (210,33,1,168,Color.new(-150,-150,-255,255)) self.contents.fill_rect (0,202,209,1,Color.new(-255,-255,-255,255)) self.contents.fill_rect (1,201,209,1,Color.new(-150,-150,-255,255)) end end end if item.is_a? (RPG::Item) self.contents.fill_rect (209,34,1,170,Color.new(-255,-255,-255,255)) self.contents.fill_rect (210,33,1,170,Color.new(-150,-150,-255,255)) self.contents.fill_rect (0,202,559,1,Color.new(-255,-255,-255,255)) self.contents.fill_rect (1,201,559,1,Color.new(-150,-150,-255,255)) end desc = item.description line = [] ts = desc.size line_index = 0 limit = 0 loop do line[line_index] = desc[limit, 40] for i in 1...40 if line[line_index][-i,1] == " " || limit + (40-i) >= desc.size limit += (41-i) ts -= 40-i line_index +=1 break else line[line_index][-i,1] = " " end end if ts <= 0 break end end line.compact! for i in 0...line.size self.contents.draw_text (220, 28*i + 76, 350,32, line[i]) end end def positive_num? (num) if num > 0 return "+" else return "" end end end CODE #=============================================================================== # This window displays the ratio of collected items to total items #=============================================================================== class Window_TotalItemsRatio < Window_Base def initialize (group_number) super (400,0,240,64) self.contents = Bitmap.new (width-32, height-32) @total = $game_party.catalogue[group_number][1].size @current = 0 for i in 0...@total item = $game_party.catalogue[group_number][1][i] case item when RPG::Item; type = 0 when RPG::Weapon; type = 1 when RPG::Armor; type = 2 end if $game_party.encountered_items[type][item.id] == true @current += 1 end end if @current == @total self.contents.font.color = system_color end tw = (self.contents.text_size(@current.to_s + " / " + @total.to_s)).width self.contents.draw_text (104 - (tw/2),0,tw,32,@current.to_s + " / " + @total.to_s) end end #=============================================================================== # This window displays all collected items #=============================================================================== class Window_Catalogue < Window_Selectable def initialize (group, price_multiplier = nil) super (0,128,640,352) @column_max = 2 @group = $game_party.catalogue[group][1] @group_number = group @price_multiplier = price_multiplier refresh end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Check inventory for new additions for i in 0...@group.size case @group[i] when RPG::Item; type = 0 when RPG::Weapon; type = 1 when RPG::Armor; type = 2 end if $game_party.encountered_items[type][@group[i].id] == true @data.push (@group[i]) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(@data[i], i) end end end def draw_item (item, index) if @price_multiplier != nil if $game_party.gold >= (item.price * @price_multiplier) self.contents.font.color = normal_color self.contents.draw_text ((320*(index%2))+30,(index/2)*32,200,32,item.name) else self.contents.font.color = disabled_color self.contents.draw_text ((320*(index%2))+30,(index/2)*32,200,32,item.name) end if item.price != 0 tw = self.contents.text_size ((item.price * @price_multiplier).to_i.to_s) self.contents.draw_text (270 + (326*(index%2))-tw.width ,(index/2)*32,tw.width,32,(item.price * @price_multiplier).to_i.to_s) else tw = self.contents.text_size ("N/A") self.contents.draw_text (270 + (326*(index%2))-tw.width ,(index/2)*32,tw.width+10,32,"N/A") end else self.contents.draw_text ((320*(index%2))+30,(index/2)*32,200,32,item.name) if item.price != 0 tw = self.contents.text_size (item.price.to_s) self.contents.draw_text (270 + (326*(index%2))-tw.width ,(index/2)*32,tw.width,32,item.price.to_s) else tw = self.contents.text_size ("N/A") self.contents.draw_text (270 + (326*(index%2))-tw.width ,(index/2)*32,tw.width+10,32,"N/A") end end self.contents.blt((320*(index%2)),(index/2)*32+4,RPG::Cache.icon(item.icon_name),Rect.new(0,0,24,24)) end def item return @data[self.index] end end #=============================================================================== # This window shows how many of that type of item you possess #=============================================================================== class Window_CurrentlyPossessed < Window_Base def initialize super (0,416,300,64) self.contents = Bitmap.new(width-32,height-32) end def refresh (item) self.contents.clear case item when RPG::Item quantity = $game_party.item_number (item.id) when RPG::Weapon quantity = $game_party.weapon_number (item.id) for actor in $game_party.actors if item.id == actor.weapon_id quantity += 1 end end when RPG::Armor quantity = $game_party.armor_number (item.id) for actor in $game_party.actors if item.id == actor.armor1_id || item.id == actor.armor2_id || item.id == actor.armor3_id || item.id == actor.armor4_id quantity += 1 end end end self.contents.font.color = system_color self.contents.draw_text (0, 4,300,22,"Currently Possessed:") self.contents.font.color = normal_color ts = (self.contents.text_size(quantity.to_s)).width self.contents.draw_text (268 - ts, 4,ts,22,quantity.to_s) end end #=============================================================================== # This window shows the price of the item with ordering tax #=============================================================================== class Window_TotalPrice < Window_Base def initialize (price_multiplier) super (300,416,180,64) @price_multiplier = price_multiplier self.contents = Bitmap.new(width-32,height-32) end def refresh (item) self.contents.clear self.contents.font.color = system_color self.contents.draw_text (0,4,100,32,"Ordering Tax:") if item.price > 0 ts = (self.contents.text_size (((100*@price_multiplier)-100).to_i.to_s+"%")).width ts2 = (self.contents.text_size (((100*@price_multiplier)-100).to_i.to_s)).width self.contents.draw_text (148-ts+ts2,4,ts-ts2,32,"%") self.contents.font.color = normal_color self.contents.draw_text (146-ts,4,ts,32,((100*@price_multiplier)-100).to_i.to_s) else ts = (self.contents.text_size ("N/A")).width self.contents.font.color = normal_color self.contents.draw_text (146-ts,4,ts+10,32,"N/A") end end end #=============================================================================== # This window displays the name of the group being viewed #=============================================================================== class Window_CatalogueName < Window_Base def initialize (group) super (0,0,400,64) self.contents = Bitmap.new(width - 32, height - 32) @group = $game_party.catalogue[group][0] self.contents.font.color = system_color ts = self.contents.text_size (@group + " Log") self.contents.draw_text (184 - 0.5*ts.width,0,ts.width,32,@group + " Log") end end #=============================================================================== # The main processing of the script #=============================================================================== class Scene_Catalogue def initialize (group_number, price_multiplier = nil) @group_number = group_number @price_multiplier = price_multiplier end def main @name_window = Window_CatalogueName.new (@group_number) @help_window = Window_Help.new @help_window.y = 64 if @price_multiplier!=nil @catalogue_window = Window_Catalogue.new (@group_number,@price_multiplier) @catalogue_window.height = 288 @possession_window = Window_CurrentlyPossessed.new @possession_window.refresh (@catalogue_window.item) @gold_window = Window_Gold.new @gold_window.y = 416 @gold_window.x = 480 @totalprice_window = Window_TotalPrice.new (@price_multiplier) @totalprice_window.refresh (@catalogue_window.item) # Make quantity input window @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false @number_window.z = 500 @number_window.x = 136 else @catalogue_window = Window_Catalogue.new (@group_number) @itemdata_window = Window_ItemInfo.new end @catalogue_window.active = true @catalogue_window.index = 0 @ratio_window = Window_TotalItemsRatio.new (@group_number) @help_window.set_text (@catalogue_window.item == nil ? "" : @catalogue_window.item.description) @help_window.update # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows if @price_multiplier != nil @number_window.dispose @possession_window.dispose @gold_window.dispose @totalprice_window.dispose else @itemdata_window.dispose end @ratio_window.dispose @catalogue_window.dispose @help_window.dispose @name_window.dispose end def update if @price_multiplier == nil && @itemdata_window.visible update_iteminfo elsif @catalogue_window.active catalogue_update elsif @number_window.active number_update end end def update_iteminfo if Input.trigger? (Input::B) $game_system.se_play($data_system.cancel_se) @itemdata_window.visible = false @catalogue_window.active = true end end def number_update @number_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false @catalogue_window.active = true return end # If C button was pressed if Input.trigger?(Input::C) # Play shop SE $game_system.se_play($data_system.shop_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false $game_party.lose_gold((@number_window.number * @item.price * @price_multiplier).to_i) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @possession_window.refresh (@item) @catalogue_window.refresh @catalogue_window.active = true end end def catalogue_update previous_item = @catalogue_window.item @catalogue_window.update if @catalogue_window.item != previous_item @help_window.set_text (@catalogue_window.item == nil ? "" : @catalogue_window.item.description) @help_window.update if @price_multiplier != nil @possession_window.refresh (@catalogue_window.item) @totalprice_window.refresh (@catalogue_window.item) end end if Input.trigger?(Input::C) if @price_multiplier != nil @item = @catalogue_window.item # If item is invalid, or price is higher than money possessed, or price = 0 if @item == nil || @item.price <= 0 || $game_party.gold < (@item.price*@price_multiplier).to_i # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # If 99 items are already in possession if number == 99 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Calculate maximum amount possible to buy max = (@item.price * @price_multiplier).to_i == 0 ? 99 : $game_party.gold / (@item.price * @price_multiplier).to_i max = [max, 99 - number].min # Change windows to quantity input mode @catalogue_window.active = false @number_window.set(@item, max, (@item.price * @price_multiplier).to_i) @number_window.active = true @number_window.visible = true else @itemdata_window.refresh (@catalogue_window.item) @catalogue_window.active = false @itemdata_window.visible = true end end # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen if @price_multiplier == nil $scene = Scene_Item.new else $scene = Scene_Map.new end return end end end Credit Thanks Support I am willing to rectify any incompatibility issues and fix any bugs. Unless it is a very interesting request, I will not add major features to this upon one user's request, though if many people want it I will do it. I will provide support for this script at rmrk.net, and also here, if I become active. Your best bet is to go to this topic for support though: http://rmrk.net/index.php/topic,18932.0.html. If this script is posted elsewhere (besides rrrevolution, rmrk, or rmrevolution.rmrk.net), I am not aware of it and as such, am not able to provide support. On that note, please don't steal my script. Known Compatibility Issues It will not work with any script which overwrites Window_Gold or Window_ShopNumber It will not initialize for old savefiles. Demo http://www.sendspace.com/file/6tn2a2
This post has been edited by Night_Runner: Oct 12 2010, 04:10 AM
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Guest_Black Shadow_*
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Jul 25 2007, 02:57 AM
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Interesting script. Is it something you aren't good at Algebra?O_o
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Jul 25 2007, 03:58 PM
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Level 11

Group: Revolutionary
Posts: 191
Type: Scripter
RM Skill: Skilled

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Thanks for the compliment. Hopefully you won't find any bugs. As for .org, I've had... bad experiences there  For future reference, don't believe Erk when he says he has candy  Oh, and if you want to see scripts not on .org, check out Blizzard. He's written tons of scripts, but he has a severe dislike for .org for some reason. In any case, it's a good script resource. Also, I don't know why, but the code is corrupted and has little & nbsp; thingys in front of some of the comments. Either quote the post and take it from the quote, or remove them manually to get it working. I fixed it I think, there might be a few more lurking around. It came from spacing the #============ bars
This post has been edited by modern algebra: Jul 25 2007, 04:18 PM
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