Jump to content

GRAgauge

Member
  • Content Count

    2
  • Joined

  • Last visited

  1. GRAgauge

    Help on Galv's Shop Upgrade Script Calls

    Yeah, thank you roninator2 and PhoenixSoul! Putting the self-switch as the last line in the event has solved it :^)
  2. Hey fellas, this is my first-ever post on this forum, so please bear with me. It's a long one, so tl;dr [1] I implemented a script that has function calls. [2] I tried using those function calls in an event, and I don't think it's working. [3] I need some help understanding how to call functions from a script I imported. I'm using Galv's Shop Upgrade v.2.8 (link) to stock certain items in my shop. I have this script under "▼ Materials" in my script library. In the settings around line 83-141, he gives instructions on how to use his script calls. I included the lines pertinent to the shop stock #------------------------------------------------------------------------------# # SCRIPT CALLS to control SHOP STOCK #------------------------------------------------------------------------------# # # shop(shop_id) # Use this script call to set the next shop processing event # # to be a certain shop number. If you do not use this script # # call before a shop event, the shop will not use stock. # # add_stock(shop_id,type,item_id,amount) # Add a number of items to the shop # # number you specify. # # rem_stock(shop_id,type,item_id,amount) # Remove a number of items from the # # shop number you specify. # # bulk_fill(shop_id,type,amount,[id,id,id]) # Add items to a shop in bulk. #------------------------------------------------------------------------------# # EXAMPLES #------------------------------------------------------------------------------# # # add_stock(2,0,1,20) # Will add 20 of item 1 to shop number 2 # add_stock(6,1,10,2) # Will add 2 of weapon 10 to shop number 6 # rem_stock(6,1,10,2) # Will remove 2 of weapon 10 from shop number 6 # # bulk_fill(1,0,20,[1,2,3,4,5,6]) # Will add 20 of each item inside square # # brackets to shop number 1 # # bulk_fill(3,2,1,[12,22,13]) # Will add 1 of each armor inside square # # brackets to shop number 3 # # shop(3) # The next shop processing will use shop number 3 # #------------------------------------------------------------------------------# I used the bulk_fill() call in a script box inside an event that's supposed to run every time the player enters the shop. For debugging purposes, I've added dialogue messages before and after the script call: And this is what it looks like for the shop event: When I play-test the shop, I know that Event ID:010 works because the "shop stocker starts" message pops up: But afterwards, the message saying "shop stocker finished" does not show up. This leads me to believe that something wrong happened in the middle, with the bulk_fill() call. Essentially, it boils down to this: am I making syntax errors in my script calls?
×
Top ArrowTop Arrow Highlighted