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PhoenixSoul

DoctorTodd's Autosave (VXA) - Trying to add switch bindings (now closed)

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(Due to the original script writer being good at making ticking bombs, another script writer has written a better version and so this script/aid request is no longer needed)

...

So, I found that with DoctorTodd's script, if one wanted to have it so that the autosave function didn't work if there were like battle cutscenes going on or if one has a menu tutorial that uses the menu call, or if a cutscene is stretched across several maps, one couldn't really do this unless if one compromised and only used the Autosave.call script command, which would only work with evented battles.

 

So, I decided to make an add-on script that can further bind these features to switches, if one desires, and I've run into a snag I don't know how to troubleshoot.

 

What I am going to do is post both the Autosave script and my add-on here, and I'll also post the error I've been getting.

...

DT's Autosave:

Spoiler

#===============================================================================
#
# DT's Autosave
# Author: DoctorTodd
# Date (06/22/2012)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: Todd@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Saves the game when transferring the map, before battle, 
# and opening the menu (all optional).
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
# Call using Autosave.call
#
#===============================================================================
#
# Free for any use as long as I'm credited.
#
#===============================================================================
#
# Editing begins 37 and ends on 50.
#
#===============================================================================
module ToddAutoSaveAce
      
      #Max files (without autosave).
      MAXFILES = 32
      
      #Autosave file name.
      AUTOSAVEFILENAME = "Autosave"
      
      #Autosave before battle?
      AUTOSAVEBB =  true 
      
      #Autosave when menu opened?
      AUTOSAVEM =  false # true 
      
      #Autosave when changing map?
      AUTOSAVETM =  false # true 
    end
#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This is allows you to use the
# "Autosave.call" command. 
#==============================================================================

module Autosave
  #--------------------------------------------------------------------------
  # * Call method
  #--------------------------------------------------------------------------
  def self.call
  DataManager.save_game_without_rescue(0)
end
end
#==============================================================================
# ** DataManager
#------------------------------------------------------------------------------
#  This module manages the database and game objects. Almost all of the 
# global variables used by the game are initialized by this module.
#==============================================================================

module DataManager
  #--------------------------------------------------------------------------
  # * Maximum Number of Save Files
  #--------------------------------------------------------------------------
  def self.savefile_max
    return ToddAutoSaveAce::MAXFILES + 1
  end  
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Preprocessing for Battle Screen Transition
  #--------------------------------------------------------------------------
  def pre_battle_scene
    Graphics.update
    Graphics.freeze
    @spriteset.dispose_characters
    BattleManager.save_bgm_and_bgs
    BattleManager.play_battle_bgm
    Sound.play_battle_start
  Autosave.call if ToddAutoSaveAce::AUTOSAVEBB
end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    Window_MenuCommand::init_command_position
  Autosave.call if ToddAutoSaveAce::AUTOSAVEM
end
  #--------------------------------------------------------------------------
  # * Post Processing for Transferring Player
  #--------------------------------------------------------------------------
  def post_transfer
    case $game_temp.fade_type
    when 0
      Graphics.wait(fadein_speed / 2)
      fadein(fadein_speed)
    when 1
      Graphics.wait(fadein_speed / 2)
      white_fadein(fadein_speed)
    end
    @map_name_window.open
  Autosave.call if ToddAutoSaveAce::AUTOSAVETM
end
end

 

...

My Add-On:

Spoiler

=begin
Autosave if Switch Add-On for DoctorTodd's Autosave VX Ace
Written by KB Gaming

Instructions:
Place below DoctorTodd's script
Change the switch defined in the module

OR

Have each function be bound to a switch by chaging these separately;
this will override the single switch function.
=end

#==============================================================================
# ** Switch_Board!
#------------------------------------------------------------------------------
# This module contains the function binding switches.
# Here you'll be able to bind all functions to one or multiple switches.
#==============================================================================
module If_By_Switch
  def ALL_SWITCH
    return $game_switches[0]
    return true unless ALL_SWITCH.nil? && AUTOSAVEBB_SWITCH ||\
    AUTOSAVEM_SWITCH ||\
    AUTOSAVETM_SWITCH ||\
    AUTOSAVE_SWITCH 
   end
  def AUTOSAVEBB_SWITCH
    return $game_switches[17]
    return true unless AUTOSAVEBB_SWITCH.nil? || !AUTOSAVEBB
   end
  def AUTOSAVEM_SWITCH
    return $game_switches[0]
    return true unless AUTOSAVEM_SWITCH.nil? || !AUTOSAVEM
   end
  def AUTOSAVETM_SWITCH
    return $game_switches[0]
    return true unless AUTOSAVETM_SWITCH.nil? || !AUTOSAVETM
   end
  def AUTOSAVE_SWITCH
    return $game_switches[0]
    return true unless AUTOSAVE_SWITCH.nil?
   end
  end
  
  
    
#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This is allows you to use the
# "Autosave.call" command. 
#==============================================================================

module Autosave
  #--------------------------------------------------------------------------
  # * Call method
  #--------------------------------------------------------------------------
  def self.call
  DataManager.save_game_without_rescue(0) unless !ALL_SWITCH || !AUTOSAVE_SWITCH
end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Preprocessing for Battle Screen Transition
  #--------------------------------------------------------------------------
  def pre_battle_scene
    Graphics.update
    Graphics.freeze
    @spriteset.dispose_characters
    BattleManager.save_bgm_and_bgs
    BattleManager.play_battle_bgm
    Sound.play_battle_start
  Autosave.call if ToddAutoSaveAce::AUTOSAVEBB && ALL_SWITCH || AUTOSAVEBB_SWITCH
end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    Window_MenuCommand::init_command_position
  Autosave.call if ToddAutoSaveAce::AUTOSAVEM && ALL_SWITCH || AUTOSAVEM_SWITCH
end
  #--------------------------------------------------------------------------
  # * Post Processing for Transferring Player
  #--------------------------------------------------------------------------
  def post_transfer
    case $game_temp.fade_type
    when 0
      Graphics.wait(fadein_speed / 2)
      fadein(fadein_speed)
    when 1
      Graphics.wait(fadein_speed / 2)
      white_fadein(fadein_speed)
    end
    @map_name_window.open
  Autosave.call if ToddAutoSaveAce::AUTOSAVETM && ALL_SWITCH || AUTOSAVETM_SWITCH
end
end

 

...

Error Code:

Spoiler

KB-DT Autosave if Switch Add-On:82:in `pre_battle_scene': uninitialized constant
 Scene_Map::ALL_SWITCH (NameError)
        from Scene_Map:45:in `pre_terminate'
        from Scene_Base:15:in `main'
        from SceneManager:23:in `run'
        from Hime-Scene Interpreter:109:in `run'
        from Kayzee-Backtrace Error Handler:49:in `block in <main>'
        from VX Ace F12 Reset Fix:20:in `call'
        from VX Ace F12 Reset Fix:20:in `block in rgss_main'

 

...

Any assistance I can get with this, much appreciated, merci beaucoup.

Edited by PhoenixSoul
Changed from assistance request to full script request and now to request closure

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Well the error is because you did not point to the value correctly.

If_By_Switch::ALL_SWITCH

 

Autosave.call if ToddAutoSaveAce::AUTOSAVETM && If_By_Switch::ALL_SWITCH || If_By_Switch::AUTOSAVETM_SWITCH

 

You could also use the include command

class Scene_Map < Scene_Base

include If_By_Switch

 

You'll need to do the same for the autosave module commands

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Hmmm...

Still a bit stuck, as it still gives the NameError message.

 

Spoiler

 


KB-DT Autosave if Switch Add-On:86:in `pre_battle_scene': uninitialized constant
 If_By_Switch::ALL_SWITCH (NameError)
        from Scene_Map:45:in `pre_terminate'
        from Scene_Base:15:in `main'
        from SceneManager:23:in `run'
        from Hime-Scene Interpreter:109:in `run'
        from Kayzee-Backtrace Error Handler:49:in `block in <main>'
        from VX Ace F12 Reset Fix:20:in `call'
        from VX Ace F12 Reset Fix:20:in `block in rgss_main'

 

Not sure what to do, though it only causes issues when starting a battle since I only have the script set to do the autosave before battles.

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Not entirely sure. I would have to play with it, but some of the code looks off.

def ALL_SWITCH

return $game_switches[0]

return true unless ALL_SWITCH.nil? && AUTOSAVEBB_SWITCH ||\ AUTOSAVEM_SWITCH ||\ AUTOSAVETM_SWITCH ||\ AUTOSAVE_SWITCH

end

 

This looks like it will return right after reading first line.. Returning the value in $game_switches[0]

nothing else gets run.

 

Maybe you wanted it to say

return if $game_switches[0] == false

 

But you would have to specify a specific switch not 0.

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Yes, the [0] is meant to serve as a default so that when the game dev uses this, they can choose to set the switch to whatever number switch they want (or leave it alone if they choose not to use the feature). I also saw in another script where the backslash was used to break one realllllly long line into fragments. I don't know if I implemented that correctly but...

 

Maybe I should have that line look like this?
 

return if $game_switches[0] == false && AUTOSAVEBB_SWITCH ||\ AUTOSAVEM_SWITCH ||\ AUTOSAVETM_SWITCH ||\ AUTOSAVE_SWITCH

 

Still, glad to be receiving some aid.

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Then I would do this

 

return if $game_switches[If_By_Switch::AUTOSAVE_OFF] == false && If_By_Switch::AUTOSAVEBB_SWITCH || If_By_Switch::AUTOSAVEM_SWITCH || If_By_Switch::AUTOSAVETM_SWITCH || If_By_Switch::AUTOSAVE_SWITCH

 

Then put If_By_Switch::AutoSAVE_OFF = 1 # whatever switch you plan to use.

inside your module. 

 

Another though is maybe you can turn a switch on based on other code. So that you only have to check for one switch not four.

In each section that would turn on your AUTOSAVE... switch you would just turn on that one common switch which would be in each part of the code.

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(gotta be kidding me Ruby...)
 

Script'KB-DT Autosave if Switch Add-On line 22: Syntax Error occurred.

dynamic constant assignment
  If_By_Switch::AutoSAVE_OFF = 17 #...

 

Originally, I got this when I made that value zero, but changing the value game me the same error.

Spoiler

=begin
Autosave if Switch Add-On for DoctorTodd's Autosave VX Ace
Written by KB Gaming

Instructions:
Place below DoctorTodd's script
Change the switch defined in the module

OR

Have each function be bound to a switch by chaging these separately;
this will override the single switch function.
=end
#==============================================================================
# ** Switch_Board!
#------------------------------------------------------------------------------
# This module contains the function binding switches.
# Here you'll be able to bind all functions to one or multiple switches.
#==============================================================================
module If_By_Switch
  def ALL_SWITCH
    If_By_Switch::AutoSAVE_OFF = 17 # whatever switch you plan to use
    return if $game_switches[If_By_Switch::AUTOSAVE_OFF] == true && \
    If_By_Switch::AUTOSAVEBB_SWITCH || \
    If_By_Switch::AUTOSAVEM_SWITCH || \
    If_By_Switch::AUTOSAVETM_SWITCH || \
    If_By_Switch::AUTOSAVE_SWITCH
#~     return if $game_switches[17] == false && AUTOSAVEBB_SWITCH ||\
#~     AUTOSAVEM_SWITCH ||\
#~     AUTOSAVETM_SWITCH ||\
#~     AUTOSAVE_SWITCH 
   end
  def AUTOSAVEBB_SWITCH
    If_By_Switch::AutoSAVEBB_SWITCH = 17 # whatever switch you plan to use
#~     return $game_switches[0]
#~     return true unless AUTOSAVEBB_SWITCH.nil? || !AUTOSAVEBB
    return if $game_switches[If_By_Switch::AutoSAVEBB_SWITCH] == true ||\
    !AUTOSAVEBB
   end
  def AUTOSAVEM_SWITCH
    If_By_Switch::AutoSAVEM_SWITCH = 17 # whatever switch you plan to use
#~     return $game_switches[0]
#~     return true unless AUTOSAVEM_SWITCH.nil? || !AUTOSAVEM
    return if $game_switches[If_By_Switch::AutoSAVEM_SWITCH] == true ||\
    !AUTOSAVEM
   end
  def AUTOSAVETM_SWITCH
    If_By_Switch::AutoSAVETM_SWITCH = 17 # whatever switch you plan to use
#~     return $game_switches[0]
#~     return true unless AUTOSAVETM_SWITCH.nil? || !AUTOSAVETM
    return if $game_switches[If_By_Switch::AutoSAVETM_SWITCH] == true ||\
    !AUTOSAVETM
   end
  def AUTOSAVE_SWITCH
    If_By_Switch::AutoSAVE_SWITCH = 17 # whatever switch you plan to use
#~     return $game_switches[0]
#~     return true unless AUTOSAVE_SWITCH.nil?
    return if $game_switches[If_By_Switch::AutoSAVE] == true
   end
  end

class Scene_Map < Scene_Base

  include If_By_Switch 
     end
  
  
    
#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This is allows you to use the
# "Autosave.call" command. 
#==============================================================================

module Autosave
  #--------------------------------------------------------------------------
  # * Call method
  #--------------------------------------------------------------------------
  def self.call
  DataManager.save_game_without_rescue(0) \
  unless If_By_Switch::ALL_SWITCH || If_By_Switch::AUTOSAVE_SWITCH
end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Preprocessing for Battle Screen Transition
  #--------------------------------------------------------------------------
  def pre_battle_scene
    Graphics.update
    Graphics.freeze
    @spriteset.dispose_characters
    BattleManager.save_bgm_and_bgs
    BattleManager.play_battle_bgm
    Sound.play_battle_start
  Autosave.call if ToddAutoSaveAce::AUTOSAVEBB && \
  If_By_Switch::ALL_SWITCH || If_By_Switch::AUTOSAVEBB_SWITCH
end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    Window_MenuCommand::init_command_position
  Autosave.call if ToddAutoSaveAce::AUTOSAVEM && \
  If_By_Switch::ALL_SWITCH || If_By_Switch::AUTOSAVEM_SWITCH
end
  #--------------------------------------------------------------------------
  # * Post Processing for Transferring Player
  #--------------------------------------------------------------------------
  def post_transfer
    case $game_temp.fade_type
    when 0
      Graphics.wait(fadein_speed / 2)
      fadein(fadein_speed)
    when 1
      Graphics.wait(fadein_speed / 2)
      white_fadein(fadein_speed)
    end
    @map_name_window.open
  Autosave.call if ToddAutoSaveAce::AUTOSAVETM && \
  If_By_Switch::ALL_SWITCH || If_By_Switch::AUTOSAVETM_SWITCH
end
end

 

...

That's what the code looks like now. I comment out parts I've written for reference. Not sure what to do or where I went wrong...

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If my scripting is any good, this should work.

Spoiler

=begin
Autosave if Switch Add-On for DoctorTodd's Autosave VX Ace
Written by KB Gaming

Instructions:
Place below DoctorTodd's script
Change the switch defined in the module

OR

Have each function be bound to a switch by chaging these separately;
this will override the single switch function.
=end
#==============================================================================
# ** Switch_Board!
#------------------------------------------------------------------------------
# This module contains the function binding switches.
# Here you'll be able to bind all functions to one or multiple switches.
#==============================================================================
module If_By_Switch
    AutoSAVE_OFF = 17 # whatever switch you plan to use
#~    AUTOSAVEBB_SWITCH = 18 # if these are suppose to be linked to Dr. Todd's script 
#~    AUTOSAVEM_SWITCH = 19 # then use the module name for his scipt.
#~    AUTOSAVETM_SWITCH = 20 # such as ToddAutoSaveAce::AUTOSAVEM_SWITCH
#~    AUTOSAVE_SWITCH = 21 # but not here, only in the script below.
end

#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This allows you to use the
# "Autosave.call" command. 
#==============================================================================

module Autosave
  #--------------------------------------------------------------------------
  # * Call method
  #--------------------------------------------------------------------------
  def self.call
    DataManager.save_game_without_rescue(0) unless If_By_Switch::AutoSAVE_OFF
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Preprocessing for Battle Screen Transition
  #--------------------------------------------------------------------------
  def pre_battle_scene
    Graphics.update
    Graphics.freeze
    @spriteset.dispose_characters
    BattleManager.save_bgm_and_bgs
    BattleManager.play_battle_bgm
    Sound.play_battle_start
    Autosave.call if ToddAutoSaveAce::AUTOSAVEBB && If_By_Switch::AutoSAVE_OFF == false
  end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    Window_MenuCommand::init_command_position
    Autosave.call if ToddAutoSaveAce::AUTOSAVEM && If_By_Switch::AutoSAVE_OFF == false
  end
  #--------------------------------------------------------------------------
  # * Post Processing for Transferring Player
  #--------------------------------------------------------------------------
  def post_transfer
    case $game_temp.fade_type
    when 0
      Graphics.wait(fadein_speed / 2)
      fadein(fadein_speed)
    when 1
      Graphics.wait(fadein_speed / 2)
      white_fadein(fadein_speed)
    end
    @map_name_window.open
    Autosave.call if ToddAutoSaveAce::AUTOSAVETM && If_By_Switch::AutoSAVE_OFF == false
  end
end

 

 

Hopefully

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Well...

 

It no longer crashes, but also, it doesn't actually do the autosaving. Hmmm...

Addendum: I'll also note that for some odd reason, the last end in the snippet did not parse correctly when copy-pasted. It also turned some of the false values black as if those as well did not parse correctly...weird.

Edited by PhoenixSoul

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Roni, in your last thing you posted you are only checking if the constant is set, not the switch.

 

Try this?

 

=begin
Autosave if Switch Add-On for DoctorTodd's Autosave VX Ace
Written by KB Gaming

Instructions:
Place below DoctorTodd's script
Change the switch defined in the module

OR

Have each function be bound to a switch by chaging these separately;
this will override the single switch function.
=end
#==============================================================================
# ** Switch_Board!
#------------------------------------------------------------------------------
# This module contains the function binding switches.
# Here you'll be able to bind all functions to one or multiple switches.
#==============================================================================
module If_By_Switch
    AutoSAVE_OFF = 17 # whatever switch you plan to use
#~    AUTOSAVEBB_SWITCH = 18 # if these are suppose to be linked to Dr. Todd's script 
#~    AUTOSAVEM_SWITCH = 19 # then use the module name for his scipt.
#~    AUTOSAVETM_SWITCH = 20 # such as ToddAutoSaveAce::AUTOSAVEM_SWITCH
#~    AUTOSAVE_SWITCH = 21 # but not here, only in the script below.
end

#==============================================================================
# ** Autosave
#------------------------------------------------------------------------------
# This module contains the autosave method. This allows you to use the
# "Autosave.call" command. 
#==============================================================================

module Autosave
  #--------------------------------------------------------------------------
  # * Call method
  #--------------------------------------------------------------------------
  def self.call
    DataManager.save_game_without_rescue(0) unless (If_By_Switch::AutoSAVE_OFF && !$game_switches[If_By_Switch::AutoSAVE_OFF])
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Preprocessing for Battle Screen Transition
  #--------------------------------------------------------------------------
  def pre_battle_scene
    Graphics.update
    Graphics.freeze
    @spriteset.dispose_characters
    BattleManager.save_bgm_and_bgs
    BattleManager.play_battle_bgm
    Sound.play_battle_start
    Autosave.call if ToddAutoSaveAce::AUTOSAVEBB && (If_By_Switch::AutoSAVE_OFF && !$game_switches[If_By_Switch::AutoSAVE_OFF])
  end
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Scene_Menu)
    Window_MenuCommand::init_command_position
    Autosave.call if ToddAutoSaveAce::AUTOSAVEM && (If_By_Switch::AutoSAVE_OFF && !$game_switches[If_By_Switch::AutoSAVE_OFF])
  end
  #--------------------------------------------------------------------------
  # * Post Processing for Transferring Player
  #--------------------------------------------------------------------------
  def post_transfer
    case $game_temp.fade_type
    when 0
      Graphics.wait(fadein_speed / 2)
      fadein(fadein_speed)
    when 1
      Graphics.wait(fadein_speed / 2)
      white_fadein(fadein_speed)
    end
    @map_name_window.open
    Autosave.call if ToddAutoSaveAce::AUTOSAVETM && (If_By_Switch::AutoSAVE_OFF && !$game_switches[If_By_Switch::AutoSAVE_OFF])
  end
end

 

 

 

 

ALSO: I noticed PS's code from before was mixing up using constants and using methods.

Just FYI: constants always start with a capital letter, are set using = and are accessed by :: like


 

module If_By_Switch
    AutoSAVE_OFF = 17 # This sets AutoSAVE_OFF to the result right away, so if we tried to use $game_switches here it wouldn't work right.
end

$game_switches[If_By_Switch::AutoSAVE_OFF] # call this line in your code.

 

Meanwhile methods usually are all lowercase, are created with def, and are acessed by . like

 

module If_By_Switch

    def self.autosave_off # adding self. in front of the name is needed if you want to run the method like below
      $game_switches[17] # this is a method that is run whenever you call it so it will return the value you want every time
    end
  
end

If_By_Switch.autosave_off # Calls the method on the module object it's self. That's why you need self. up there.

You could 'include' the module with a class or 'extend' an object with the module, but that's a more complicated:

module If_By_Switch

    def autosave_off # no self. this time, since we are not gonna be running it on the module it's self
      $game_switches[17]
    end
  
end

# includes a module in a class, so any methods you put in the module without a self. will become part of the class
class Blah
  include If_By_Switch
end

thing = blah.new
thing.autosave_off #should work, it's now part of the class as if you put it in the class

# extends an object with the module, making any you put in the module without a self. will become part of the object
thing = "boo"
thing.extend(If_By_Switch) # this is a very silly thing to do to a random string, but you can do it!
thing.autosave_off #now part of the object as if it were part of that object's class.

 

It's pretty neat Ruby lets you do stuff like that though.

Edited by Kayzee

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This has strained on me too much. I'm grateful for all the aid, but damn...

The way I had it envisioned should of just worked from the get go, this has become a cf of gobbledygook and...

I've shifted gears to having this just be done for me. If the luxury of patience was something I could afford more of, I'd be happy to hammer on this further.

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Thanks much, @Seriel; you helped me to see how much of a jalopy the original script was, akin to that of a Ford Pinto ready to blow! lol
(seriously, that was a real time bomb from back in the day)

Spoiler

Ford-Pinto1.jpg

...

Gas tank in the back, fender-bender-BOOM nightmare...

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