+ Novem 344 Posted May 9, 2012 The External import causes a gamebreaking bug whenever the files are compressed Encrypted. Share this post Link to post Share on other sites
Tidloc 55 Posted May 9, 2012 (edited) huh? shouldn't... have worked with it already on other scripts that way... >__> I hate it, if errors like this come up out of nowhere... ok, I will change that at the weekend so that the external quests will be saved in a .rvdata2 file when playtesting and if not, this file will be read... <__< @Syndicate: oops, seems like, I copied the wrong version of the script into the Demo... well, I'll be correcting it tomorrow I think! Edited May 9, 2012 by Tidloc Share this post Link to post Share on other sites
Syndicate 20 Posted May 9, 2012 Epic, no problem man. I just used your most recent version of the script anyway and it's EPIC. Very well done buddy. Share this post Link to post Share on other sites
+ Novem 344 Posted May 9, 2012 Hey, don't forget who got him to do it, lol, jking Share this post Link to post Share on other sites
Syndicate 20 Posted May 9, 2012 Haha yeah, high five to you too Nice ideas man. Share this post Link to post Share on other sites
Syndicate 20 Posted May 10, 2012 Hey Tidloc, sorry for the double post, but how would I go about adding your "message-log" (the quest history etc) to the main menu? I use Yanfly's menu system. I want it just below your questlog. Share this post Link to post Share on other sites
Tidloc 55 Posted May 10, 2012 (edited) err, have to look, don't know yanfly's menu system or how it operates... maybe simply paste my scripts below their's, but not sure atm. @Niko: haha, you just had ideas to enhance it, not how to do the questlog itself ;P Edit: new Demo is up now with the actual (and working) Version of the scripts xD Edited May 10, 2012 by Tidloc Share this post Link to post Share on other sites
Syndicate 20 Posted May 10, 2012 Great thanks ^^ Here is the script in advance: #============================================================================== # # â–¼ Yanfly Engine Ace - Ace Menu Engine v1.07 # -- Last Updated: 2012.01.03 # -- Level: Normal, Hard # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-AceMenuEngine"] = true #============================================================================== # â–¼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.03 - Compatibility Update: Ace Item Menu # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis # - Compatibility Update: Kread-EX's Grathnode Install # - Compatibility Update: Yami's Slot Battle # 2011.12.23 - Script efficiency optimized. # 2011.12.19 - Compatibility Update: Class System # 2011.12.15 - Updated for better menu MP/TP gauge management. # 2011.12.13 - Compatibility Update: Ace Equip Engine # 2011.12.07 - Update to allow for switches to also hide custom commands. # 2011.12.06 - Started Script and Finished. # #============================================================================== # â–¼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # The menu system in RPG Maker VX Ace is great. However, it lacks the user # customization that RPG Maker 2003 allowed. With this script, you can add, # remove, and rearrange menu commands as you see fit. In addition to that, you # can add in menu commands that lead to common events or even custom commands # provided through other scripts. # # This script also provides window appearance management such as setting almost # all command windows to be center aligned or changing the position of the # help window. You can also opt to show the TP Gauge in the main menu as well # as in the skill menu. # #============================================================================== # â–¼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below â–¼ Materials/ç´ æ but above â–¼ Main. Remember to save. # # Edit the settings in the module below as you see fit. # #============================================================================== # â–¼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YEA module MENU #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This changes the way menus appear in your game. You can change their # alignment, and the location of the help window, Note that any non-Yanfly # Engine Ace scripts may not conform to these menu styles. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom. COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right. # These settings below adjust the visual appearance of the main menu. # Change the settings as you see fit. MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. MAIN_MENU_RIGHT = false # false-Left, true-Right. MAIN_MENU_ROWS = 15 # Maximum number of rows for main menu. DRAW_TP_GAUGE = true # If true, draws TP in the main menu. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Main Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the main menu, the order at which commands appear, # what text is displayed, and what the commands are linked to. Here's a # list of which commands do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :item Opens up the item menu. Default menu item. # :skill Opens up the skill menu. Default menu item. # :equip Opens up the equip menu. Default menu item. # :status Opens up the status menu. Default menu item. # :formation Lets player manage party. Default menu item. # :save Opens up the save menu. Default menu item. # :game_end Opens up the shutdown menu. Default menu item. # # :class Requires YEA - Class System # # :gogototori Requires Kread-EX's Go Go Totori! Synthesis # :grathnode Requires Kread-EX's Grathnote Install # :sslots Requires Yami's YSA - Slot Battle #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :item, # Opens up the item menu. Default menu item. :class, # Requires YEA - Class System. :skill, # Opens up the skill menu. Default menu item. :grathnode, :equip, # Opens up the equip menu. Default menu item. :status, # Opens up the status menu. Default menu item. :formation, # Lets player manage party. Default menu item. # :event_1, # Launches Common Event 1. Common Event Command. # :event_2, # Launches Common Event 2. Common Event Command. # :debug, # Opens up debug menu. Custom Command. # :shop, # Opens up a shop to pawn items. Custom Command. :save, # Opens up the save menu. Default menu item. :game_end, # Opens up the shutdown menu. Default menu item. ] # Do not remove this. #-------------------------------------------------------------------------- # - Common Event Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you insert one of the following commands into the COMMANDS array, the # player can trigger a common event to launch. You can disable certain # commands in the menu by binding them to a switch. If you don't want to # disable them, set the switch to 0 and it will always be enabled. The # ShowSwitch will prevent a command from appear if that switch is false. # Set it to 0 for it to have no impact. #-------------------------------------------------------------------------- COMMON_EVENT_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], :event_1 => [ "Camp", 11, 0, 1], :event_2 => [ "Synthesis", 0, 0, 2], } # Do not remove this. #-------------------------------------------------------------------------- # - Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts that may lead to other menu scenes, use this # hash to manage custom commands that run specific script calls. You can # disable certain commands in the menu by binding them to a switch. If you # don't want to disable them, set the switch to 0. The ShowSwitch will # prevent a command from appear if that switch is false. Set it to 0 for # it to have no impact. #-------------------------------------------------------------------------- CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 12, 0, :command_shop], :gogototori => ["Synthesis", 0, 0, :command_totori], :grathnode => [ "Augments", 0, 0, :command_install], } # Do not remove this. end # MENU end # YEA #============================================================================== # â–¼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== #============================================================================== # â– Window_MenuCommand #------------------------------------------------------------------------------ # This class is kept towards the top of the script to provide easier access. #============================================================================== class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::MENU::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item, main_commands_enabled) when :skill add_command(Vocab::skill, :skill, main_commands_enabled) when :equip add_command(Vocab::equip, :equip, main_commands_enabled) when :status add_command(Vocab::status, :status, main_commands_enabled) when :formation add_formation_command when :save add_original_commands add_save_command when :game_end add_game_end_command #--- Yanfly Engine Ace Commands --- when :class next unless $imported["YEA-ClassSystem"] add_class_command #--- Imported Commands --- when :sslots next unless $imported["YSA-SlotBattle"] add_sslots_command when :grathnode next unless $imported["KRX-GrathnodeInstall"] process_custom_command(command) when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Imported Commands --- else process_common_event_command(command) process_custom_command(command) end end end #-------------------------------------------------------------------------- # new method: process_common_event_command #-------------------------------------------------------------------------- def process_common_event_command(command) return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0] switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1] ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled, ext) end #-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::MENU::CUSTOM_COMMANDS.include?(command) show = YEA::MENU::CUSTOM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::CUSTOM_COMMANDS[command][0] switch = YEA::MENU::CUSTOM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end end # Window_MenuCommand #============================================================================== # â– Menu #============================================================================== module Menu #-------------------------------------------------------------------------- # self.help_window_location #-------------------------------------------------------------------------- def self.help_window_location return YEA::MENU::HELP_WINDOW_LOCATION end #-------------------------------------------------------------------------- # self.command_window_align #-------------------------------------------------------------------------- def self.command_window_align return YEA::MENU::COMMAND_WINDOW_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_align #-------------------------------------------------------------------------- def self.main_menu_align return YEA::MENU::MAIN_MENU_ALIGN end #-------------------------------------------------------------------------- # self.main_menu_right #-------------------------------------------------------------------------- def self.main_menu_right return YEA::MENU::MAIN_MENU_RIGHT end end # Menu #============================================================================== # â– Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp? return true unless draw_tp? for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.mp_cost > 0 end return false end #-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return false unless $data_system.opt_display_tp for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.tp_cost > 0 end return false end end # Game_Actor #============================================================================== # â– Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) draw_actor_jp(actor, dx -122, dy + 3 + line_height * 3) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw) end end end # Window_Base #============================================================================== # â– Window_Command #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.command_window_align end end # Window_Command #============================================================================== # â– Window_MenuCommand #============================================================================== class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # alias method: init_command_position #-------------------------------------------------------------------------- class <<self; alias init_command_position_ame init_command_position; end def self.init_command_position init_command_position_ame @@last_command_oy = nil end #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max end #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.main_menu_align end #-------------------------------------------------------------------------- # alias method: process_ok #-------------------------------------------------------------------------- alias window_menucommand_process_ok_ame process_ok def process_ok @@last_command_oy = self.oy window_menucommand_process_ok_ame end #-------------------------------------------------------------------------- # alias method: select_last #-------------------------------------------------------------------------- alias window_menucommand_select_last_ame select_last def select_last window_menucommand_select_last_ame self.oy = @@last_command_oy unless @@last_command_oy.nil? @@last_command_oy = nil end end # Window_MenuCommand #============================================================================== # â– Scene_Menu #============================================================================== class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_menu_start_ame start def start scene_menu_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return unless Menu.main_menu_right @command_window.x = Graphics.width - @command_window.width @gold_window.x = Graphics.width - @gold_window.width @status_window.x = 0 end end # Scene_Menu #============================================================================== # â– Scene_Item #============================================================================== class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_item_start_ame start def start scene_item_start_ame return if $imported["YEA-ItemMenu"] relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @category_window.y = @help_window.height @item_window.y = @category_window.y + @category_window.height when 1 # Middle @category_window.y = 0 @help_window.y = @category_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @category_window.y = 0 @item_window.y = @category_window.height @help_window.y = @item_window.y + @item_window.height end if $imported["YEA-ItemMenu"] @types_window.y = @category_window.y @status_window.y = @category_window.y end end end # Scene_Item #============================================================================== # â– Scene_Skill #============================================================================== class Scene_Skill < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_skill_start_ame start def start scene_skill_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @status_window.y = @help_window.height @item_window.y = @status_window.y + @status_window.height when 1 # Middle @command_window.y = 0 @status_window.y = 0 @help_window.y = @status_window.y + @status_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @status_window.y = 0 @item_window.y = @status_window.y + @status_window.height @help_window.y = @item_window.y + @item_window.height end end end # Scene_Skill #============================================================================== # â– Scene_Equip #============================================================================== class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_equip_start_ame start def start scene_equip_start_ame relocate_windows relocate_aee_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return if $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @status_window.y = @help_window.height @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height when 1 # Middle @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @help_window.y = @slot_window.y + @slot_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height @help_window.y = @item_window.y + @item_window.height end end #-------------------------------------------------------------------------- # new method: relocate_aee_windows #-------------------------------------------------------------------------- def relocate_aee_windows return unless $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height when 1 # Middle @command_window.y = 0 @help_window.y = @command_window.height @slot_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @slot_window.y = @command_window.height @help_window.y = @slot_window.y + @slot_window.height end @actor_window.y = @command_window.y @item_window.y = @slot_window.y @status_window.y = @slot_window.y end end # Scene_Equip #============================================================================== # â– Scene_Menu #============================================================================== class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: create_command_window #-------------------------------------------------------------------------- alias scene_menu_create_command_window_ame create_command_window def create_command_window scene_menu_create_command_window_ame process_common_event_commands process_custom_commands end #-------------------------------------------------------------------------- # new method: process_common_event_commands #-------------------------------------------------------------------------- def process_common_event_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) @command_window.set_handler(command, method(:command_common_event)) end end #-------------------------------------------------------------------------- # new method: command_common_event #-------------------------------------------------------------------------- def command_common_event event_id = @command_window.current_ext return return_scene if event_id.nil? return return_scene if $data_common_events[event_id].nil? $game_temp.reserve_common_event(event_id) return_scene end #-------------------------------------------------------------------------- # new method: process_custom_commands #-------------------------------------------------------------------------- def process_custom_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::CUSTOM_COMMANDS.include?(command) called_method = YEA::MENU::CUSTOM_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # new method: command_debug #-------------------------------------------------------------------------- def command_debug SceneManager.call(Scene_Debug) end #-------------------------------------------------------------------------- # new method: command_shop #-------------------------------------------------------------------------- def command_shop goods = [] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, false) end #-------------------------------------------------------------------------- # new method: command_totori #-------------------------------------------------------------------------- def command_totori return unless $imported['KRX-AlchemicSynthesis'] SceneManager.call(Scene_Alchemy) end end # Scene_Menu #============================================================================== # # â–¼ End of File # #============================================================================== Share this post Link to post Share on other sites
Tidloc 55 Posted May 12, 2012 (edited) ok, seems like you already altered this script a little, so I downloaded the original from yanfly's page! with this script it also works if you just paste my header below or above this menu script that just defines if the questlog will appear above or below the new commands you include via Yanflys Ace Menu Edited May 12, 2012 by Tidloc Share this post Link to post Share on other sites
biotc 0 Posted May 14, 2012 Can anyone please tell me where I add new quests. I looked all of over the quest log script but I can't find it. So if you could tell me what line it's on, that would be great. Thank you for your help. Share this post Link to post Share on other sites
+ Novem 344 Posted May 14, 2012 Can anyone please tell me where I add new quests. I looked all of over the quest log script but I can't find it. So if you could tell me what line it's on, that would be great. Thank you for your help. You add quests via an event by script call (using Questlog.add("Quest Name","Category Number","Quest Description") ), Questlog.intern(Number Associated with Internal Quest), or Questlog.extern("Quest Name","Category Number") Internal Quests are defined in the Enhancements script. External Quests must be inserted as Text Files (encoded in UTF-8 if you want to avoid problems) in the /Data/Quests folder you create. Share this post Link to post Share on other sites
+ Novem 344 Posted May 23, 2012 Just in case you didn't get the message... I found some issues with your Questlog. I made a youtube video so you could see them. http://www.youtube.c...RE&feature=mhsn As you can see, there are 2 issues here. They are pointed out in the Annotations, Share this post Link to post Share on other sites
Erics 12 Posted May 24, 2012 (edited) ok, seems like you already altered this script a little, so I downloaded the original from yanfly's page! with this script it also works if you just paste my header below or above this menu script that just defines if the questlog will appear above or below the new commands you include via Yanflys Ace Menu The only problem I found so far is that if you use other aspects of YF's scripts, your header script takes priority over a lot of things. It changes the equipment menu of YF's and doesn't allow people who are using the script to make their own equipment types anymore. There is other little things it changes, but are easy fixes by trial and error and there might be more, but I didn't try and find any. I'm not trying to say "FIX THIS!" just a heads up to you and others when using this script. Just YF's Scripts. After adding your header with YF's Scripts. Edited May 24, 2012 by Eric Brandon Stewart Share this post Link to post Share on other sites
Tidloc 55 Posted May 24, 2012 ok, for this issue, I updated my header, if you set Accessoire_Count in my header to 1, the original (or rather yanfly's script will be used instead of mine ;-) Share this post Link to post Share on other sites
Erics 12 Posted May 24, 2012 (edited) Wow, quick reply. ! But I am getting an error when I set Accessoire_Count to 1. Edited May 24, 2012 by Eric Brandon Stewart Share this post Link to post Share on other sites
Tidloc 55 Posted May 24, 2012 (edited) hmm, ok, somewhere I forgot an return I think ^^ will look into it, when I get home from work... Edit: lool, stupid mistake of myself, is correct in the updated header! Edit 2: Niko's errors are also cleared now, RmVXA implemented something I had to implement on RmXP myself, so doing the same thing twice did the wrong thing, now working as it should! Edited May 24, 2012 by Tidloc Share this post Link to post Share on other sites
Erics 12 Posted May 24, 2012 (edited) Awesome, great job on the fixes. ! Another question, is there a way to fix the window size of the equip screen? Like in my previous pictures, it cuts off the bottom by a little bit and makes you scroll down. Edit: Just found out your new header doesn't work with your current Quest Log Script. To make sure it wasn't just my game, I put your new header into the demo you provided and whenever you attempt to add a Quest, you get this error. Edited May 25, 2012 by Eric Brandon Stewart Share this post Link to post Share on other sites
Tidloc 55 Posted May 25, 2012 ok, I changed if you use set to 1 accessoire in the header, the original (or if used, other defined) sceen will be used. I just used this to have the window small if (for example) 10 accessoires will be equiped.... and ok... interestingly I put the subroutines only in the message script, not the header too... but is corrected now! Share this post Link to post Share on other sites
Erics 12 Posted May 25, 2012 Works like a charm, Tidloc. I'm sorry if I caused you a lot of hassle. Amazing script. ! Share this post Link to post Share on other sites
Tidloc 55 Posted May 26, 2012 ah, no problem at all the more bugs you report the smoother it will run! Share this post Link to post Share on other sites
+ Novem 344 Posted May 27, 2012 I'm starting to have the most nonsense problems. When I try to press Enter on Entries, the sound file won't play. When I use the specific command "Questlog.set_sound("Breathwind","Breathwind")" (SPECIFICALLY THIS) I receive an error about how it's expecting ')' . When I try to play an Entry called "The Dragon Riders", it will tell me that it can't find a file corresponding to the name the sound is set on. I checked, and there is. URGH!!! Solutions? Share this post Link to post Share on other sites
Tidloc 55 Posted May 27, 2012 hmm... everything I tried worked... <__< maybe look into the ressource manager it those soundfiles are even implemented into your game, if not do it manually. this should only appear if you add music to the folder and not restarting the RPG Maker before trying to use it. Share this post Link to post Share on other sites
+ Novem 344 Posted May 27, 2012 (edited) Well, I fixed the first error by just changing names around. But I still get the error on some entries "Can't find Audio/BGM/(whatever)". They are there, I checked in the folder myself. I even tried restarting Ace and then trying again but I still get that error. In addition some of the entries that contain multiple words in their names have sound files that won't play after enter is pressed. Really, only the entries that have multiple words in their title are failing to cooperate. All of the ones with single-word titles work perfectly fine. It feels like the game is trying to piss me off. I worked for several hours in a very hot room with the windows closed and no fan to keep out background noise for my VOs, and now the Questlog doesn't want to co-operate. WHY CRUEL WORLD??? lol Edited May 27, 2012 by Niko Jose DelValle Share this post Link to post Share on other sites
Tidloc 55 Posted May 27, 2012 as cleared vie PM: those were simply syntax errors in the script commands... Everything now working on his side! Share this post Link to post Share on other sites
Abysinian 2 Posted May 28, 2012 (edited) Hi there, I was wondering, is there any way to give Gold as a reward for quests and also multiple rewards. The documentation only states Categories 0, 1 and 2 which are for items, etc. Edit: Also, I have a quest where you need to fish for X number of fish. Is there a way to have the Fishing Spot check if you have that specific quest and if you do, add 1 to a Variable each time you catch a fish? Sorta like: If Quest(Fishing) == true { Give player 1 fish; VariableX +1; } Else { Give player 1 fish; } Edited May 28, 2012 by Abysinian Share this post Link to post Share on other sites