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Chaos - Reputations / Factions System

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Chaos - Reputations / Factions
By: Chaos (HellKiteChaoS)
Last Update: May 13, 2013
Latest version: 1.0

This script can be used for non commercial and commercial games as long as I am credited. ^.^

 

This is my first script, so I'm open to corrections, suggestions, and opinions. If you find a issue or bug, please let me know and I'll get an update out as soon as I can. Hope you all enjoy!

 

Introduction
This script allows you to create and setup any number of factions and reputations.

 

Screenshots

The profession menu. Here you can see a positive reputation amount. This player has done something that this faction likes, thus the value of that faction has gone up.

prih7dZ.png

 

 

Here you can see a negative reputation amount. This player has done something that this faction does not appreciate or like, thus the value of that reputation has gone down.

PTL7umT.png


How to Use
Place in your materials section. Some setup is needed, some assembly required.

The graphics needed is in the demo found here. Place the image in the corresponding folder in your project.

Call with SceneManager.call(ReputationScene)

 

 

Updates

version 1.0 (May 13, 2013)

- Script released.

 

Known issues to fix

-If no factions are currently activated in game, the list should no longer display anything but a blank screen. (Even this I'm debating on changing since that defeats the purpose of having the menu in the first place at that stage of the game.)

 

-If you only have one faction activated in game, when scroling through the list of factions, the menu thinks there is a second faction and displays a blank section. The script should only allow you to scroll if there are more than 2 factions activated.

 

-If the first faction activated in game isn't the first faction on the setup list in the scrip's setup area, the script will show the correct faction on the list to the left of the page, but no information will be displayed on the right until the user scrolls through the "bank sections". I believe this also ties into the bug listed above.

 

Future ideas for this script

- Ability to place a banner / flag picture or icon for further detail. (Will be implemented after the bug fixes.)

 

Script

 

 
#==============================================================================
#                           ############################
#                        ###   Reputations / Factions   ###
#                           ############################  
#
#     Version: 1.0 
#     Author: HellKiteChaoS
#
#     Credits and thanks:
#       -Galv: Modified variable outline graphic.
#       -DP3: For his video tutorials on RGSS3 scripting.
# 
#==============================================================================
 
#==============================================================================
#    Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 5/6/2013  - Started Script.
# 
#==============================================================================
#    Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Creates a window to display reputations found in game as you play. This is 
# controlled  by switches in game, as well as variables used to store the values
# of your reputation.
# 
#==============================================================================
#    Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below â–¼ Materials but above â–¼ Main. Remember to save!
# 
# To call this script from a event, use:
#   SceneManager.call(ReputationScene)
#
#==============================================================================
#   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.
# 
#==============================================================================
 
 
#===============================================================================
#                                 == Setup ==
#===============================================================================
#     
#     This section is where you list the reputations you wish to use.
# 
#     RepSetup[x]:      This is the main array that will be used. This will
#                       start at 0. For every faction / reputation that you
#                       make, increase x by 1. See setup below for example.
#     
#     switch_id:        This is the switch ID used in game to represent the 
#                       reputation. Turn this switch on to display it in the 
#                       reputation list.
#
#     variable_id:      This is the variable ID used in game to represent the 
#                       reputation amount. This variable will hold the value
#                       and be shown in the window.
#
#     reputation name:  This is where you become creative and give your 
#                       reputations names.
#
#     reputation_info:  This is where you can add extra information about your     
#                       reputations. Each "info1, info2, info3" are individual
#                       lines that will be displayed. If you choose to not use     
#                       a line, simply put "" and nothing will be displayed.
#                       You do not have to use all 10 lines if you choose not to.
#     
#     Setup example:
#  
#      RepSetup[0]  = {
#        :switch_id => 15,
#        :variable_id => 30, 
#        :reputation_name => "Kingsport",
#        :reputation_info1 => "Kingsport is the greatest city across the land.",
#        :reputation_info2 => "",
#        :reputation_info3 => "Only the best goods are sold here.",
#        :reputation_info4 => "",
#        :reputation_info5 => "This faction will increase as your reputation",
#        :reputation_info6 => "with Kingston decreases. Keep this in mind.",
#        :reputation_info7 => "",
#        :reputation_info8 => "",
#        :reputation_info9 => "",
#        :reputation_info10 => ""
#        }
#     
#===============================================================================
 
module Chaos
  module RepDataSetup
#------------------------------------------------------------------------------- 
  RepSetup = [] # DO NOT TOUCH! GURRR!
#-------------------------------------------------------------------------------         
    
  RepSetup[0]  = {
    :switch_id => 15,
    :variable_id => 30, 
    :reputation_name => "Kingsport",
    :reputation_info1 => "Kingsport is the greatest city across the land.",
    :reputation_info2 => "",
    :reputation_info3 => "Only the best goods are sold here.",
    :reputation_info4 => "",
    :reputation_info5 => "This faction will increase as your reputation",
    :reputation_info6 => "with Kingston decreases. Keep this in mind.",
    :reputation_info7 => "",
    :reputation_info8 => "",
    :reputation_info9 => "",
    :reputation_info10 => ""
    }
                  
  RepSetup[1]  = {
    :switch_id => 16,
    :variable_id => 31, 
    :reputation_name => "Livington",
    :reputation_info1 => "",
    :reputation_info2 => "Great city. Plenty of rich and poor to go around!",
    :reputation_info3 => "",
    :reputation_info4 => "Killing wild animals might lower your reputation",
    :reputation_info5 => "with the Livington. They like living things...",
    :reputation_info6 => "",
    :reputation_info7 => "",
    :reputation_info8 => "",
    :reputation_info9 => "",
    :reputation_info10 => ""
    }
                      
#===============================================================================
#                         == Reputation title setup ==
#===============================================================================
#
#     This section is where you list the reputation title names.
#     Here you can choose to give names for reaching a specific amount of
#     reputation with a faction.
#
#     Array construction:
#     [minimum, maximum, title name]
#
#     minimum:        This variable will be what is needed to reach the title 
#                     rank. Once the in game variable has reached this amount,
#                     the title will be updated on the page.
#
#     maximum:        This variabe will fill in the range before the next title
#                     rank. For example, if you have 99 rep of reputation A,
#                     and you gain 1 more rep, you will achive the next title.
#                     To achive the next rank you need 200, so the min for the     
#                     current rank is now 100, and the max would be 199.
#
#     title name:     Here again is where you get creative. Give your ranks
#                     names. Are you loved by said people, or hated and would
#                     be killed if they ever see you.
#
#     EXAMPLE:        [400,     500,    "Loved"],
#                     [300,     399,    "Friends"] <--- Don't forget, the last
#                                                       entry in the array needs
#                                                       to NOT have a comma.
#
#===============================================================================
        RepTitle = [
        
        [400,     500,    "Exalted"],
        [300,     399,    "Allies"],
        [200,     299,    "Knighted"],   
        [50,      199,    "Friendly"],      
        [0,       49,     "Neutral"],        
        [-99,     -1,     "Unfriendly"],     
        [-199,    -100,   "Dangerous"],   
        [-500,    -200,   "Kill on sight"]
#-------------------------------------------------------------------------------
        ]   # DO NOT TOUCH THIS!
#-------------------------------------------------------------------------------        
    
 
#===============================================================================
#                       == Variable and options setup ==
#===============================================================================
 
    #---------------------------------------------------------------------------
    #   Show Reputation Title
    #   Here you can choose to show the title ranks of the reputations or not.
    #   true:   It will display the titles on the screen.
    #   false:  Will not display titles.
    #---------------------------------------------------------------------------    
        ShowTitle       = true
 
    
    #---------------------------------------------------------------------------
    #   Show Reputation Progress Gauge
    #   Here you can choose to show a progress bar.
    #   true:   It will display the progress bar at the bottom of the page.
    #   false:  Will not use the progress bar.
    #---------------------------------------------------------------------------    
        ShowGauge       = true
    
 
    #---------------------------------------------------------------------------
    #   Show Reputation Information
    #   Here you can choose to show the extra information about the reputations.
    #   true:   It will display the extra information.
    #   false:  Will not use the extra information.
    #---------------------------------------------------------------------------    
        ShowInfo       = true       
 
        
    #---------------------------------------------------------------------------
    #   Min And Max Value Setup
    #   These two variables will control the two polar ends of the reputation
    #   values. The MAXVALUE variable will control the "cap" that you can 
    #   reach with a reputation. The MINVALUE variable acts the same way, but
    #   is the cap to the lowest you can go with a reputation. 
    #
    #   MINVALUE can be less than zero.
    #   MAXVALUE must be greater than zero and greather than MINVALUE.
    #   MINVALUE and MAXVALUE must be identical numbers.
    #       Example: 500 and -500, 750 and -750, 1556 and -1556.
    #---------------------------------------------------------------------------    
        MaxValue        = 500
        MinValue        = -500
 
        
    #---------------------------------------------------------------------------
    #   Information Font Setup
    #   Here you setup the font size for the detail information about the
    #   reputations.
    #---------------------------------------------------------------------------
        FontSize        = 20
 
        
    #---------------------------------------------------------------------------
    #   Menu Name
    #   Here you choose what the selection name will be in the command menu.
    #---------------------------------------------------------------------------    
        MenuName        = "Reputations"
        
        
    #---------------------------------------------------------------------------
    #   Title Name
    #   Here you choose what the title name that will display for your titles.
    #---------------------------------------------------------------------------       
        TitleName       = "Standing"
 
        
    #---------------------------------------------------------------------------
    #   Numeric Name
    #   Here you choose the numeric name that will display under the title. 
    #---------------------------------------------------------------------------         
        NumericName      = "Value"
  
  
#===============================================================================        
  end       ###########################################################
end   ##### END SETUP CONFIGURATION. NO EDITING PAST THIS POINT GRRRRR! #####
            ###########################################################
#===============================================================================     
 
 
class ReputationScene < Scene_Base
  include Chaos::RepDataSetup
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super()
    create_reputation_command_list()
    create_reputation_info_window()
    create_reputation_bar_outline()
    
  end
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super()
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super()
    return_scene() if Input.trigger?(:
  end
  
  def create_reputation_info_window
    @reputation_info_window = Reputation_Info_Window.new(150,0,(Graphics.width - 150) ,Graphics.height)
  end
  
  def create_reputation_command_list
    @reputation_cmmdwindow  = ReputationCommand.new(0, 0)
  end
  
  def create_reputation_bar_outline
    @bar_outline          = Sprite.new()
    @bar_outline.bitmap   = Cache.picture("RepBarCover")
    @bar_outline.x        = 190
    @bar_outline.y        = Graphics.height * 0.85
    @bar_outline.z        = 100
  end
  
  def terminate
    super()
    @bar_outline.bitmap.dispose()
    @bar_outline.dispose()
  end
end
 
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================
 
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  alias hkchaos_customscene_windowsmenucommand_add_reputation_window_46514  add_original_commands
  def add_original_commands
    hkchaos_customscene_windowsmenucommand_add_reputation_window_46514()
    add_command(Chaos::RepDataSetup::MenuName.to_s, :reputations, true)
  end
end
 
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  alias hkchaos_custcomscene_reputation_window_46514  create_command_window
  def create_command_window
    hkchaos_custcomscene_reputation_window_46514()
    @command_window.set_handler(:reputations,  method(:command_customscene))
  end  
  
  def command_customscene
    SceneManager.call(ReputationScene)
  end
end
 
 
class ReputationCommand < Window_Command
  include Chaos::RepDataSetup
  #--------------------------------------------------------------------------
  # * Make Command List
  #--------------------------------------------------------------------------
  def make_command_list 
    $rep_index = 0
    RepSetup.each_with_index do |index, position|
      switch_id = RepSetup[position][:switch_id]    
      next unless $game_switches[switch_id] || switch_id == 0
        text = RepSetup[position][:reputation_name]
        add_command(text, :reputation_name)
    end
  end
  
  def window_width
    return 150
  end
  
   def window_height
    return Graphics.height
  end
 
  def cursor_up(wrap = true)
    $rep_index -= 1
    if $rep_index < 0
      $rep_index = RepSetup.count - 1
    end
    if index >= col_max || index == RepSetup.count - 1 || index == 0
      select((index - col_max + item_max) % item_max)
    end
  end
  
  def cursor_down(wrap = true)
    $rep_index += 1
    if $rep_index >= RepSetup.count
      $rep_index = 0
    end
    if index < item_max - col_max || index == RepSetup.count - 1 || index == 0
      select((index + col_max) % item_max)
    end
  end
end
 
class Reputation_Info_Window < Window_Base
  include Chaos::RepDataSetup
  #--------------------------------------------------------------------------#
  # Object Initialization                                                    #
  #--------------------------------------------------------------------------#
  def initialize(x, y, width, height)
    super(x, y, width, height)    
    draw_rep_info($rep_index)
  end
  
  #--------------------------------------------------------------------------#
  # Draw Rep Info Text                                                       #
  #--------------------------------------------------------------------------#
  def draw_rep_info(index)
    #Pull data from array in setup
    rep_name    = RepSetup[index][:reputation_name]
    switch_id    = RepSetup[index][:switch_id]
    var_id      = RepSetup[index][:variable_id]
    info_line1    = RepSetup[index][:reputation_info1]
    info_line2    = RepSetup[index][:reputation_info2]
    info_line3    = RepSetup[index][:reputation_info3]
    info_line4    = RepSetup[index][:reputation_info4]
    info_line5    = RepSetup[index][:reputation_info5]
    info_line6   = RepSetup[index][:reputation_info6]
    info_line7   = RepSetup[index][:reputation_info7]
    info_line8   = RepSetup[index][:reputation_info8]
    info_line9   = RepSetup[index][:reputation_info9]
    info_line10   = RepSetup[index][:reputation_info10]
    
    #Sets up variables based on data listed above
    if $game_variables[var_id] > MaxValue
       $game_variables[var_id] = MaxValue
    end
    if $game_variables[var_id] < MinValue
       $game_variables[var_id] = MinValue
    end
 
    repvalue      = $game_variables[var_id]
    maxvalue      = MaxValue
    minvalue      = MinValue
    
    #Draws the reputation name as a title at the top left
    contents.font.bold = true
    contents.font.size = 30
    draw_text(0, 0, contents.width, 50, rep_name, 0)
    contents.font.bold = false
    contents.font.size = FontSize
    
    if ShowTitle == true
      l = 0
      for k in RepTitle 
        min = RepTitle[l][0]
        max = RepTitle[l][1]    
        if repvalue >= min && repvalue <= max              
          rank_title = RepTitle[l][2]
          draw_text(0, 20, contents.width, 75, TitleName + ": " + rank_title.to_s, 0)
          break
        end
      l += 1
      end
    end
    
    #Draws the reputation bar and amount
    if ShowGauge == true
      reprate = (((((maxvalue/maxvalue).to_f)/maxvalue).to_f) * repvalue).to_f
      rep_min_max = repvalue.to_s + " / " + maxvalue.to_s
      gh = (Graphics.height * 0.8)
      if repvalue < 0
        reprate *= -1
        color1 = hp_gauge_color1
        color2 = hp_gauge_color2
        draw_gauge_neg(40, gh+2, 150, reprate, color1, color2)
        draw_gauge_pos(191, gh+2 , 150, 0, color1, color2)
      else
        color1 = tp_gauge_color1
        color2 = tp_gauge_color2
        draw_gauge_neg(40, gh+2, 150, 0, color1, color2)
        draw_gauge_pos(191, gh+2, 150, reprate, color1, color2)
      end
      contents.font.bold = false
      contents.font.size = 20
      draw_text(0, 50, contents.width, 50, NumericName + ": " + rep_min_max.to_s, 0)
      contents.font.bold = false
      contents.font.size = FontSize
    end
    
    if ShowInfo == true
      draw_text(0, 100, contents.width, line_height, info_line1, 0)
      draw_text(0, 120, contents.width, line_height, info_line2, 0)
      draw_text(0, 140, contents.width, line_height, info_line3, 0)
      draw_text(0, 160, contents.width, line_height, info_line4, 0)
      draw_text(0, 180, contents.width, line_height, info_line5, 0)
      draw_text(0, 200, contents.width, line_height, info_line6, 0)
      draw_text(0, 220, contents.width, line_height, info_line7, 0)
      draw_text(0, 240, contents.width, line_height, info_line8, 0)
      draw_text(0, 260, contents.width, line_height, info_line9, 0)
      draw_text(0, 280, contents.width, line_height, info_line10, 0)
    end
  end
  
  def update
    super
    contents.clear
    draw_rep_info($rep_index)  
  end
  
  # Custom draw_gauge to allow gauges to build both forward and backwords to
  # display positive values and negative values.
  alias hkchaos_customgauge_neg__46514   draw_gauge
  def draw_gauge_neg(x, y, width, rate, color1, color2)
    hkchaos_customgauge_neg__46514(x, y, width, rate, color1, color2)
    fill_w = (width * rate).to_i
    gauge_y = y + line_height - 8
    contents.fill_rect(x, gauge_y, width, 30, gauge_back_color)
    contents.gradient_fill_rect(189-(width - (width * (1 - rate))), gauge_y, fill_w, 30, color1, color2)
  end
  
  alias hkchaos_customgauge_pos__46514   draw_gauge
  def draw_gauge_pos(x, y, width, rate, color1, color2)
    hkchaos_customgauge_pos__46514(x, y, width, rate, color1, color2)
    fill_w = (width * rate).to_i
    gauge_y = y + line_height - 8
    contents.fill_rect(x, gauge_y, width, 30, gauge_back_color)
    contents.gradient_fill_rect(x, gauge_y, fill_w, 30, color1, color2)
  end
end

 

 

 

 

Credit / Thanks
HellKiteChaos

Galv

DP3

Edited by HellKiteChaoS
  • Like 4

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Woah! yesterday me and my team were just discussing about making a faction system,this is just what I needed :3

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Woah! Another one. This one looks really good. I'm definitely considering this.

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I keep getting this error, I know nothing about scripting so was wondering if anyone had any ideas.

 

http://puu.sh/2VzpH

 

Hey jpem.

 

I found the error in the code that was giving you that message. Somehow when I copied and pasted the code from the game to here, it added a space at the

?(: 
This is fixed on the post above.

 

 

return_scene() if Input.trigger?(:

 

If anyone else is getting this error message, I updated the script in the spoiler on this page if your copying it from there. The script in the demo does not have this issue.

 

Thanks for letting me know about that, and sorry it gave you issues.

Edited by HellKiteChaoS

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This is great, I have one small request. Is there anyway to have an overall reputation also... by some how adding the city/guild reps together. I'm working on a game that would gain alot from that.

If you do, infact and a overall rep could you make it so it changes the hero's nickname? 

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This is great, I have one small request. Is there anyway to have an overall reputation also... by some how adding the city/guild reps together. I'm working on a game that would gain alot from that.

If you do, infact and a overall rep could you make it so it changes the hero's nickname? 

 

As far as making an "overall reputation", that's the easy part. The actual reputation values that's used in game are actually just simple variables that you can alter manually in game. So to have a "main" reputation that adds / subtracts all the reputations together, simply put that in a common event and call as needed in your events. Also, in the setup of the script create a main faction / reputation that will then use that main variable.

 

The only issue I can see having is adding all the reputations together will exceed the "max" reputation amount set in the setup. I like the idea of having a "main" reputation or "overall" reputation, as well as it changing your nickname. If I can get some free time soon (I'm actually very busy at work / home atm ugggg) I'll start taking a swing at this. No guarantee's though as I'm still a beginner scripter but I'll do what I can.

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I like the script but I think I found a glitch. If you go into the Reputation screen and press up or down you can still scroll through reputations that haven't been unlocked yet.

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I like the script but I think I found a glitch. If you go into the Reputation screen and press up or down you can still scroll through reputations that haven't been unlocked yet.

 

I'll try to look into this sometime this week. I'm in the process of moving at the moment so I don't have much free time on my hands. Good find though. =D

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Heyas, I've been messing around with your script (it's great!) to use it as a sanity meter and relationship meter, and managed to make it show different kinds of titles for different reputations (Yay me!). But there is something that annoys me terribly:

 

I have eight factions, perfectly set up, but only two are initialized; when I press up in the first faction, the display changes to the eight, and if I'm in the second and push down it shifts to the third, even though those factions have not been activated. I must admit I'm pretty new to RGSS3 (Started yesterday, I must not have poured more than six hours on it!), but I've tried everything that came to my mind. The problem is I yet do not understand the menu system well enough, and I've been going a bit blind. My pseudocode would be something like:

def cursor_down (wrap true)
$rep_index += 1
if RepSetup[$rep_index].[:switch_id] != false
   #Do stuff that makes the cursor go down and the data change
else
   $rep_index -=1
end

I don't know if my problem is in the algorithm I'm trying to use, my sintaxis (although it complies) or that I'm missing the point completely on what cursor_down (or up) does. Thank you!

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I like the script but I think I found a glitch. If you go into the Reputation screen and press up or down you can still scroll through reputations that haven't been unlocked yet.

 

Excellent script!  Only issue I have found is the one mentioned by Alex.  Otherwise, script is great and an excellent resource.  Thanks for sharing with us all by HellKiteChaoS.

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Hi this may be a noob question. I´m using a custom menu and I want to add a scene call to show up your script. But I can´t find the name of your new scene on the script. I don´t know if I´m expressing myself right. But I need to now wich scene I need to call to show up this new window.

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@vitor:

SceneManager.call(ReputationScene)

I´m using this and I geting an error: 

 

Script HE - Settings line 57 Name Error ocurred.

uninitialized constant Hirion::Settings::ReputationScene

 

This script call works just fine for an event call but for activating from the game menu I get this error. I supose the Reputation Screen have a diferent name but I can´t find it.

 

I´m Using the HE - Main Menu script.

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Hey Acolon, the issue might be a conflict of code between the two scripts. My script by default places the menu option into the game. When I update the script I'll put an option in the setup to turn that off so you can use the scene call instead. This might fix the issue since my script touches the menu list.

 

The current bugs I'm working on:

-If no factions are currently activated in game, the list should no longer display anything but a blank screen. (Even this I'm debating on changing since that defeats the purpose of having the menu in the first place at that stage of the game.)

 

-If you only have one faction activated in game, when scroling through the list of factions, the menu thinks there is a second faction and displays a blank section. The script should only allow you to scroll if there are more than 2 factions activated.

 

-If the first faction activated in game isn't the first faction on the setup list in the scrip's setup area, the script will show the correct faction on the list to the left of the page, but no information will be displayed on the right until the user scrolls through the "bank sections". I believe this also ties into the bug listed above.

 

After these bugs are fixed I will be adding in the request to be able to add pictures to go with the factions. Some ideas I had were:

-A small icon to the left of the faction's name in the command list

-A small pictures in the top right of the information screen

-A transparent picture in the background of the information screen

 

 

I've been out of Ruby for about 5 months now, so I'm having to adjust to the code again. Works finally slowing down for me thus some free time here and there is arriving again. I'll do my best to have this fixed for you guys asap.

 

-HellKiteChaos

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Humm no prob HellKiteChaos take your time I was wondering if the error had something to do with me doing something wrong. If it is an incompatibility I can wait for an update the faction reputation is not something major for my project I can implement it latter. Thx for the feedback.

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(sorry for the necro)

 

is anybody still working on this script? There are still quite some errors in it, but they can easily be fixed. Any plans on releasing another version?

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