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Souldustwolf

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  1. Well, thx Stupid I never tought of that before. Anyways if someone is able to make a simpel script it would be welcome.
  2. Goodday, I'm Souldustwolf and have been using RPGMXP for like 3 months now. I'm searching for an evolution script, googling and searching on the forums didn't help me. I want to use this evolution script to evolve actors (pets) . The way I do it now is a lot of work and very unstructured. I create an actor like "babydino" which starts at lv 1 and learns Dinobeam at lv10.Then I created another actor called "GrownDino" (which has a totally diffrent sprite) which starts at lv10. Then I create a common event called "evolution babydino" parralled with a switch "babydinoevolution" -conditional branch : babydino is Dinobeam learned -remove actor babydino -add actor Growndino -control switches babydinoevolution off -control switches growndinoevolution on Sometimes I create another commen event like this parrallel with the switch growndinoevolution to evolve GrownDino in a thrid form. Like you read you end up with a lot of commen events. And i need to activate a switch when you manage to add babydino to your team. I already have 60 actors this way. So 60 Common events. Does anyone know how to do this faster? Probably a simple script will help me alot. Such a script would allow me to simply define an evolution stage like actor_id01,lv10->actor_ id02,lv20->actorid-03. Any help on this would be awesome I'm learning to script so I know a little. Thx anyways, Soudlustwolf
  3. Thank you kellessdee! Now everything is just fine! Just one more thing: After the creation of a specific item a switch must be activated to link to a commen event. (the event that let's an egg hatch after 2000 steps). Any tips on where to insert such a switch? #Would the code look like this? class Condition attr_accessor :switch1_valid attr_accessor :switch1_id def initialize @switch1_valid true @switch1_id = 19 #the commen event switch end
  4. I tried adding a recipe for an egg. (You should craft an egg->a switch turns on). But when i want to insert the egg with the folowing recipe: RECIPE = [] # Create recipes below # Egg bulbasaur RECIPE[0] = [49, [0, 47], [0, 34, 1], [0, 48, 1]] end It doesn't show up in the window. 49 is an item called Mossyegg (with treasure chest icon), 47 is the actual egg with an egg icon, 34 is an item and 48 another item. What am I doing wrong? Also when I use enter on the empty space it tells me the following error: line 282- No Method occured Undefined method size for nil: NilClass. The recepis inserted by you do work (Ofcourse there are no treasure chest symbols but the icons of the items on my n°33,34,...) The egg and other stuff is not consumable! But I don't really udnerstand how to use brewmeisters code. Please help I'm a noob at scripting but I'm reading your lessons right now! Thx anyway, Me PS:You need to walk like 2000 tiles before the egg hatches, I made a common event for this parrallel with a switch. How do I activate the switch the moment you create the egg?
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