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demonking39

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About demonking39

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    Jack of All Trades
  1. demonking39

    Common Event Shop With Separate Currency

    Thanks for responding to my request. The scripts you provided look great, but it's still not working with YEA Common Event Shop. The currency does not reduce after making a purchase, so if you have 100GP and buy something that's 100GP you still have 100GP. EDIT: OK never mind. I overlooked the fact that the amount of the currency held is controlled by variables so as long as I adjust it accordingly in the events being sold it will work fine. Thanks for all your help, I really appreciate it.
  2. demonking39

    CSCA Crafting

    Add the lines that I have highlighted in red and you wont have this issue. #-------------------------------------------------------------------------- # Draw ingredients #-------------------------------------------------------------------------- def draw_ingredients(y) s1 = "Ingredients: " x = 0 ny = 0 change_color(system_color) draw_text(x, y, contents.width-x, line_height, s1) change_color(normal_color) x += text_size(s1).width @recipe.ingredients.each do |ingredient| @y_add += line_height item = case ingredient.type when :item; $data_items[ingredient.id] when :weapon; $data_weapons[ingredient.id] when :armor; $data_armors[ingredient.id] when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(ingredient.id)[:currency_unit] : Vocab::currency_unit end unless ingredient.type == :gold draw_icon(item.icon_index, x, y + ny) x += 24 end if ingredient.type == :gold change_color($game_party.get_csca_cs_currency(ingredient.id)[:color]) if $imported["CSCA-CurrencySystem"] draw_text(x, y + ny, contents.width-x, line_height, sprintf("%d%s", ingredient.amount, item)) change_color(normal_color) else draw_text(x, y + ny, contents.width-x, line_height, sprintf("%dx %s", ingredient.amount, item.name)) end ny += line_height x -= 24 end end This tells the script to exempt currency from drawing icons and uses it's assigned term from the database.
  3. demonking39

    CSCA Crafting

    Ok thanks Casper, I will play around with it and see what I can come up with.
  4. demonking39

    CSCA Crafting

    Hey just tested the script and it's working perfectly! Thanks for the awesome work Casper. Just one thing I thought I would ask. Is it possible to use formulas to determine the success rate of a recipe? So you could have something like :success_rate => 20 + v[1] + v[2] (where v[1] could be the profession level and v[2] could be the number of times crafted) So the higher the profession level and the more you make that item, the better you will get at making said item.
  5. demonking39

    CSCA Crafting

    Ok, I have resolved most of the issues, but I'm getting one that I don't know what to do with. #-------------------------------------------------------------------------- # Party has required items? #-------------------------------------------------------------------------- def has_items(items) items.each do |item| # I'm getting an undefined method error for "each" I tried to change that line to @recipe.items.each, but then I got the same error except this time it's for the term "items". case item.type when :gold; next if $game_party.gold >= item.amount when :armor; next if $game_party.item_number($data_armors[item.id]) >= item.amount when :weapon; next if $game_party.item_number($data_weapons[item.id]) >= item.amount when :item; next if $game_party.item_number($data_items[item.id]) >= item.amount end return false end return true end I have decided to go with the older version of the script and exclude the "required" field for the time being. The older version of the script works fine as long as you put "nil" in the required item field. Sorry I couldn't be of more help, but this has exceeded what minimal scripting knowledge I have, and so I think it's best left in the hands of it's creator.
  6. demonking39

    CSCA Crafting

    Yeah I just got that error too, I'm trying to rewrite that little part to see what I can do. If I don't get it I'm sure Casper will, just hang tight and be patient, help is on the way lol
  7. demonking39

    CSCA Crafting

    Have you been changing the coding in the actual script or have you been setting up your recipes properly in the recipe section of the script? I tried to recreate your issue in my game and the only way it would give me those errors is when I went to the lines that caused you errors and changed their values. As for the issue involving gold as a required item, you need the CSCA currency system script in order for that to work. It references the script and checks to see if it's imported right before the line that gives you trouble. The only error that I found is that the item data under the "draw required item" section is double referenced. #-------------------------------------------------------------------------- # Draw required item #-------------------------------------------------------------------------- def draw_required_item(y) s1 = "Required Item: " x = 0 item = case @recipe.required.type when :item; $data_items[@recipe.required.id] when :weapon; $data_weapons[@recipe.required.id] when :armor; $data_armors[@recipe.required.id] when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(@recipe.required.id)[:currency_unit] : Vocab::currency_unit end item = $data_items[@recipe.required.id] #This line is double referencing the item line above that I hi-lighted as blue change_color(system_color) draw_text(x, y, contents.width-x, line_height, s1) change_color(normal_color) x += text_size(s1).width unless @recipe.required.type == :gold draw_icon(item.icon_index, x, y) x += 24 end if @recipe.required.type == :gold draw_text(x, y + ny, contents.width-x, line_height, sprintf("%s%s", @recipe.product.amount, item)) else draw_text(x, y, contents.width-x, line_height, sprintf("%sx %s", @recipe.product.amount, item.name)) end end When I removed this line I stopped getting the error, so try it and let me know how it works for you. Edit: That's actually your issue. That one line is double referencing the values for each defining line. So even if you put ":weapon" in the required item field, this line is trying to contradict it and that's what causes the error.
  8. demonking39

    CSCA Crafting

    Haha thanks Casper! And you're definitely no idiot my friend, even geniuses are allowed to make small oversights from time to time!
  9. demonking39

    CSCA Crafting

    Hey Casper, awesome script. I only have one issue with it. When you use a weapon or armour as an ingredient it is displayed under the crafting menu as the ITEM with that ID. So if the ingredient is a dagger, for example, it would be weapon[2] and would go into your script like [:weapon, 2, 1]. However, the menu would show it as item[2], in my case that's Hi-Potion. It's using the dagger as the ingredient, so that parts right, but it's displaying it as a Hi-Potion for some reason. I think the issue is in the way the script draws the ingredients here: #-------------------------------------------------------------------------- # Draw ingredients #-------------------------------------------------------------------------- def draw_ingredients(y) s1 = "Ingredients: " x = 0 ny = 0 change_color(system_color) draw_text(x, y, contents.width-x, line_height, s1) change_color(normal_color) x += text_size(s1).width @recipe.ingredients.each do |ingredient| @y_add += line_height item = $data_items[ingredient.id] # I think that this line is telling the crafting menu to get all its ingredient information ONLY from the items list draw_icon(item.icon_index, x, y + ny) x += 24 draw_text(x, y + ny, contents.width-x, line_height, sprintf("%sx %s", ingredient.amount, item.name)) ny += line_height x -= 24 end end I don't have much scripting knowledge, and I'm not even sure if I'm right about this issue, but I would really appreciate any help you can offer to resolve this issue.
  10. demonking39

    Skill Select system

    This is the compilation of the working versions of every script (in exact order) needed to make this work. If, after the scripts have been placed below material and above all other scripts that you may be using, there are still errors then there must be some compatibility issue with some other scripts. To that all I can say is trial and error, and good luck. These are the scripts mentioned in my previous post, and I am currently using them to perfection in my game. Make sure you have all 12 scripts in the exact order as listed. Enjoy! <snip>
  11. demonking39

    Skill Select system

    find these scripts and put them in this exact order and this system will work as Tsukihime had intended. Window_SelectableList V.1,0 Window_CommandCustom Window_battleSkillHelp Window_battleSkillCommand Window_battleSkillBattleList Window_battleSkillPassiveList Window_battleSkillActiveList Window_SkillList Battle Skill scene Skill Select System V.1.7 CP Passive Skills script V.1.0b FP Passive Effects With this combination and exact order the system works perfect and so do the passive states. This is how your skills should be tagged to create a functioning passive skill. <select: passive> <sp: x> passive[state-id] Good luck!
  12. demonking39

    Doom State

    For everyone who has issues with the doom state scripts this is what you need. 1. YEA lunatic states 2. YEA lunatic states punishment add-on Put this little bit of script under the punishment add-on section. #---------------------------------------------------------------------- # Punish Effect: Doom # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Set your doom state to end after x amount of turns and # after the turns have run out the inflicted will die. # # Recommended notetag: # <leave effect> # doom # </leave effect> #---------------------------------------------------------------------- when /DOOM/i return if dead? @animation_id = 56 remove_state(state.id) add_state(1) perform_collapse_effect This will kill the enemy after a set amount of turns, just adjust the states turn duration under the states database. This has been tested and works. It disposes of the enemy battler as well, which was an issue with some other scripters attempts. The only issue I have noticed with this (but not a big one) is that after the turns are over and the state kills the enemy everything disposes really quick. Try it out and see what I mean. If anyone knows how to slow the process down please let me know. Anyway, enjoy!
  13. demonking39

    CSCA Dungeon Tools

    Thanks Casper. I assume that it works the same with changing the information within a string so that I can rename the tools once they receive an upgrade?
  14. demonking39

    CSCA Dungeon Tools

    Hey Casper, I checked out the script and I think its an awesome concept. I was just wondering if there was any possibility you could run a "call script" to allow the player to change the distance values of the items. So the hookshot, for example, has a distance of 4, but can later be upgraded to the longshot, which has a distance of 8. Also, if there was a "call script" to change the name of the tool for an occasion such as the example provided that would be awesome. Something like: @CSCA_DUNGEON_TOOLS.HOOKSHOT_DIST = 8 and @CSCA_DUNGEON_TOOLS.HOOKSHOT_NAME = "Longshot" Let me know if this is possible.
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