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GRAgauge

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About GRAgauge

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  1. Hey guys, So, I've imported two of cozziekuns's Earthbound-ish scripts for my game's Battle UI. The link to the scripts is here, and I used: [1] Earthbound-ish Battle Core (first/top script in that page) [2] Earthbound-Ish Sprite Display (third/bottom script in that page) The sprite display, as the name goes, is responsible for drawing the sprites that pop in and out, depending on who you're selecting in your party. The Problem: After you defeat the enemy, the victory messages pop up, but not before the party member's sprite moves down and goes away. Here's a video I filmed (link) - it's only a few seconds long, and you can see it happen starting at the 0:06 time stamp. Are there any leads you can point me to, to get the sprite to move down and no longer be displayed by the time the victory/results message pops up? Thank you kindly.
  2. 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 :^)
  3. 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?
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