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Silencher

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About Silencher

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  1. I'm basically looking for a system that would be similar to FF6. I basically want to keep the default 'skills' ability/bank and at certain times I want another option: 'Tools' to be available both in battle and in the out of battle menu. I'd like to be able to add/remove the 'tools' option from each menu via a call script or by turning on/off switches, and I'd like to be able to set certain skills to go into the new 'tools' bank rather than the default skills bank. So for example in battle I would have attack/skills/defend/escape. But I'd like a script that allows me to add 'tools' beneath 'skills' while still retaining all the other battle commands. For 'skills' I would put in skills like 'lockpicking',etc. Whereas in tools I might put 'cannon' or 'stun gun'. If possible, it would be nice to designate which skills go 'tools' bank by going into the script and setting the skills in an array or whatever by their ID number in the skills tab of the database. ex: Command: Tools (4, 5, 6) # where 4, 5, 6 are 'stun gun', 'cannon', 'flamethrower' And maybe I could have a call script where I can force add skills to the 'Tools' bank, like as part of storyline or what have you. Ex: My character builds a grenade launcher, and so I add some kind of call script that would add the skill 'grenade launcher' into the 'tools' bank/array above. Also, it would be nice if somewhere in the script I could define the name of this 'second skill', in case I decide I don't want it called 'Tools'. The 'Tools' command would ideally be available in both out of battle and in battle menu when 'allowed', and I would always have it so that if it's allowed in battle it would be allowed out of battle and visa versa. Selecting the 'tools' command would then access the 'tools' bank and from there it would be like normal skill selection/usage. I realize this may be confusing so please let me know if there are questions.
  2. I'm not sure if I'm doing something wrong or if it's an issue with the iconset itself, but I did as you said, and I can access the iconset from the database, the problem is that the white box that normally highlights whichever icon is much smaller, and only surrounds a portion of the icons, rather than the entirety of each icon. The icon sheet looks good to me, so I am assuming I did something wrong. I did name is 'Iconset' and imported it. Edit: I included the sheet itself above, and like I said it seems like it's fine and the picture itself is formatted well.
  3. Sweet the updated version works. I checked it on armor/items/skills and it worked in all of them. Do you want to be credited? and if so, can you either post or pm me how you would like to be, and contact info if you'd like that as well?
  4. I tested it on a 'new project' that has no other scripts and it gave me the same error. =/
  5. Error on start up, even from a new game: Script 'Variables' line 6: NoMethodError occurred. private method 'gsub!' called for 0:fixnum
  6. I basically want to have a skill called 'auto crossbow' and I'd like if it's 'highlighted' and when the little help screen comes up for it to display a variable. So I tried: Shoot up all your enemies with this. There are \V[102] shots remaining. But it literally shows \V[102] rather than the value of that variable. Am I doing something wrong, and if not is there a script that would allow that to be done in the item's help line?
  7. Ah well thanks anyway, it was a good try. =)
  8. Actually there seems to be some other issues cropping up too. When I try to equip something I get this error: --- Script 'Game_Actor' line 443: ArgumentError occurred. wrong number of arguments(2 for 3) This is the line of code it's talking about: $game_party.gain_item(last_item, 1) --- Also, if I try to add items to the inventory of the player, just a 'change item/change weapon event', I get this error. ---- Script 'Game_Interpreter' line 894: ArgumentError occurred. wrong number of arguments(2 for 3) This is the line of code it's talking about: $game_party.gain_item($data_items[@params[0]], value) ---- NOTE: To make sure there weren't script conflicts causing this, I tried just this script in a brand new project and it gave the same errorsin the same situations. Note 2: Could it be something to do with this line? I don't know ruby yet but it almost seems like this is stating anytime 'gain_item) is used it must have 3 arguments. def gain_item(item, n, include_equip) leon_cs_gameparty_gainitem(item, n, include_equip) compile end
  9. This is great, it allows me to run the project. Just one thing though, what script to I call to actually use this and go to the crafting window? I'm not seeing instructions for it in the script, though I see how to add recipes which is cool.
  10. No problem, I found another script that works more or less well. The only problem is that it's difficult to control the recipes, so I'm hoping a scripter can tweak it. It's KCG_ComposeItem which I've included below. Currently you turn a switch on and activate shop processing and include the crafting items as the items 'sold'. I'd really like it so that you don't have to include the 'sold' items, but instead could have a script where the recipes known are stored in some kind of a bank, and when you go to shop processing with the 'crafting switch' turned to on, it pulls that bank of 'known recipes' rather than whatever the shop processing is. If this could be done, that would be great, if not I will see about trying to event it, but the conditional branches looming ahead of me are pretty daunting, since I'd like to have many recipes in my game that would need to be learned via items and/or events.
  11. So I just imported a really large, varied iconset but I can't access it, it only seems to keep to the default one. I'm not sure how to change it. I tried Window_base and looking in database->system but I couldn't find it. How can I switch what graphic I use for icons?
  12. Silencher

    User input?

    Speaking of that, is there a way to print out a variable's value? Like if I had variable: Stashed Gold == 100, how could I print that value, if it isn't a static value? Obviously, if it is always 100 I could just write '100' but I mean if it is able to change?
  13. Actually, I was wrong, the script doesn't work. I get this error when I run my project: Script 'Crafting' line 118: NameError occurred. undefined method 'gain_weapon' for class 'Game_Party'. Line in question is this: alias leon_cs_gameparty_gainweapon gain_weapon NOTE: I do have other scripts currently, so I made a new project and added just this script and it gave the exact same error message, just to rule out possible interference from other scripts. Note 2: I think the reason is your script is for XP not VX, I didn't have any issues with running my game if I used it on XP, although I actually can't figure out how to call the script in XP to test it. Do you have a VX version? If not I'll have to keep looking around.
  14. Silencher

    User input?

    Ahh very good to know. I'm actually making it so that the characters that can be named are basically 'golems' so they probably won't have dialogue much of the time but it's possible. Anyway, that notation is alot more concise than using the full actor name anyway, so thanks =p
  15. Silencher

    User input?

    Thanks Kevin, not sure how I missed that. Kind of weird that they have that separated from the section where you change names. My bad for not reading through the different windows more closely.
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