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Orbital_Entertainment

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About Orbital_Entertainment

  • Rank
    Newbie
  • Birthday 02/12/2013

Other

  • Referer
    While looking for scripts online.

Contact Methods

  • Website URL
    http://orbitalent.webs.com/
  • Facebook
    https://www.facebook.com/OrbitalEnt

Profile Information

  • Gender
    I don't want it to change things between us
  • Location
    International, Earth
  • Interests
    We are a team of a people who love to design and develop our own video games. Our mission is to develop every kind of reality and universe that our minds can wrap around.

    Why not check us out:

    Website: http://orbitalent.webs.com/
    Facebook: https://www.facebook.com/OrbitalEnt
    Twitter: https://twitter.com/Orbital_Ent
    Youtube: https://www.youtube.com/user/TheOrbitalEnt
    Google +: https://plus.google.com/u/0/b/101131948662504681635/101131948662504681635/about/p/pub
    Kickstarter: https://www.kickstarter.com/profile/orbitalentertainment
    Main Email: orbitalentertainment@yahoo.com

Engines I Use

  • RPG Maker XP
    Yes

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Expert
  • Class Title
    Programmer / Scripter
  • Other Skills
    Everything as well.
  • Project(s)
    Another Chance, Don't Go Home.

Recent Profile Visitors

1,185 profile views
  • D_A

  1. This topic can be closed now, It's been resolved. -Ghozt
  2. Thank you so much Saltome! I'll definitely credit you for your assistance! -Ghozt
  3. Thank you so much Saltome! It works great! I have discovered another bug, but I'm sure it's completely my fault, no worries. When you go to click "Done" to finish the fortune telling, it doesn't work. It's suppose to send you back to Scene_Map.new, but doesn't, weird. But thank you so very much! You're a great help Saltome! -Ghozt
  4. Hello, I am having some frustrating issues with my fortune teller script. It's constantly giving me an error where I see to be no errors. I'm not sure if it is just giving the error on the wrong line or what, but I don't think there's an error on that line. I would like some help with this script of mine please. Any and all help is appreciated! -Ghozt EDIT: Error happens when you load Window_Sentence2. It says uninitialized name error. EDIT 2: Will post Gene Selector Script once graphics are finished, or requested. #============================================================================== # Fortune Telling Script # by Ghozt [OE] #------------------------------------------------------------------------------ # Recommendations: # Use with my Gene Selector Script. #------------------------------------------------------------------------------ # Version 1.0 # use "$scene = Scene_Fortune.new" to call it # uses $game_variables[27, 28, 29] # $game_variables[27] is for first fortune card type # $game_variables[28] is for second fortune card type # $game_variables[29] is for final fortunes # $game_variables[30] is for checking if fortune has been taken yet #------------------------------------------------------------------------------ # Instructions: # Place above "Main" and below all default scripts. # Change any graphics that you like to your own. #------------------------------------------------------------------------------ # -License begin- # # License: # You may do anything that you see fit to this script, EXCEPT... # credit anyone other than Ghozt [OE] as the creator. # # What is okay: # Adding or removing anything to this script. # Editing or modifying this script. # Redistributing this script. # Combining this script with another script (or scripts). # Choosing to credit the creator of this script. # Choosing to not credit the creator of this script. # Using this script for any commercial or non-commercial use. # # What is not okay: # Claiming this script was created by anyone other than Ghozt [OE]. # # -License end- #============================================================================== #============================================================================== # Window_FortuneCommand #------------------------------------------------------------------------------ # This sets up the general command choices for this specific script. #============================================================================== class Window_FortuneCommand < Window_Selectable #-------------------------------------------------------------------------- # Object Initialization # width : window width # commands : command text string array #-------------------------------------------------------------------------- def initialize(width, commands) # Compute window height from command quantity super(0, 0, width, commands.size * 32 + 32) @item_max = commands.size @commands = commands self.contents = Bitmap.new(width - 32, @item_max * 32) # The font size of the FortuneCommand window. self.contents.font.size = 24 refresh self.index = 0 end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end #-------------------------------------------------------------------------- # Draw Item # index : item number # color : text color #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index]) # The font size of the choices text. self.contents.font.size = 24 end #-------------------------------------------------------------------------- # Disable Item # index : item number #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end end #============================================================================== # Window_CardDescription1 #------------------------------------------------------------------------------ # This controls the first CardDescription window. #============================================================================== class Window_CardDescription1 < Window_Base def initialize super(320, 112, 100, 100) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the first CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true end end #============================================================================== # Window_Sentence1 #------------------------------------------------------------------------------ # This sets up the first Sentence window. #============================================================================== class Window_Sentence1 < Window_Base def initialize super(150, 48, 340, 64) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the first Sentence window. self.contents.font.size = 26 refresh end def refresh # What the first Sentence window will read. self.contents.draw_text(0, -20, 340, 64, "So you want a fortune telling, eh?") end end #============================================================================== # Window_CardDescription2 #------------------------------------------------------------------------------ # This controls the second CardDescription window. #============================================================================== class Window_CardDescription2 < Window_Base def initialize super(320, 112, 170, 125) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the second CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # displays first card type # First card choice description if $game_variables[27] == 1 self.contents.draw_text(0, -20, 340, 64, "This is the Life card.") # Second card choice description elsif $game_variables[27] == 2 self.contents.draw_text(0, -20, 340, 64, "This is the Death card.") # Third card choice description elsif $game_variables[27] == 3 self.contents.draw_text(0, -20, 340, 64, "This is the Money card.") # Fourth card choice description elsif $game_variables[27] == 4 self.contents.draw_text(0, -20, 340, 64, "This is the Loathing card.") # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true end end #============================================================================== # Window_Sentence2 #------------------------------------------------------------------------------ # This sets up the second Sentence window. #============================================================================== class Window_Sentence2 < Window_Base def initialize super(150, 48, 340, 64) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the second Sentence window. self.contents.font.size = 26 refresh end def refresh # What the second Sentence window will read. self.contents.draw_text(0, -20, 340, 64, "Please choose a card then.") end end #============================================================================== # Window_CardDescription3 #------------------------------------------------------------------------------ # This controls the third CardDescription window. #============================================================================== class Window_CardDescription3 < Window_Base def initialize super(320, 112, 170, 125) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the third CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # displays second card type # First card choice description if $game_variables[28] == 1 self.contents.draw_text(0, -20, 340, 64, "This is the Health card.") # Second card choice description elsif $game_variables[28] == 2 self.contents.draw_text(0, -20, 340, 64, "This is the Disease card.") # Third card choice description elsif $game_variables[28] == 3 self.contents.draw_text(0, -20, 340, 64, "This is the Poverty card.") # Fourth card choice description elsif $game_variables[28] == 4 self.contents.draw_text(0, -20, 340, 64, "This is the Fame card.") # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true end end #============================================================================== # Window_Sentence3 #------------------------------------------------------------------------------ # This sets up the third Sentence window. #============================================================================== class Window_Sentence3 < Window_Base def initialize super(150, 48, 340, 64) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the third Sentence window. self.contents.font.size = 26 refresh end def refresh # What the third Sentence window will read. self.contents.draw_text(0, -20, 340, 64, "Now choose your second card.") end end #============================================================================== # Window_CardDescription4 #------------------------------------------------------------------------------ # This controls the fourth CardDescription window. #============================================================================== class Window_CardDescription4 < Window_Base def initialize super(320, 112, 170, 125) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the fourth CardDescription window. self.contents.font.size = 24 refresh end def refresh self.contents.clear # sets text bold and italic on or off self.contents.font.bold = false self.contents.font.italic = true # displays final fortune description # 1st fortune chance if $game_variables[29] == 1 self.contents.draw_text(0, -20, 340, 64, "Life and Health") # 2nd fortune chance elsif $game_variables[29] == 2 self.contents.draw_text(0, -20, 340, 64, "Life and Poverty") # 3rd fortune chance elsif $game_variables[29] == 3 self.contents.draw_text(0, -20, 340, 64, "Life and Fame") # 4th fortune chance elsif $game_variables[29] == 4 self.contents.draw_text(0, -20, 340, 64, "Death and Disease") # 5th fortune chance elsif $game_variables[29] == 5 self.contents.draw_text(0, -20, 340, 64, "Death and Poverty") # 6th fortune chance elsif $game_variables[29] == 6 self.contents.draw_text(0, -20, 340, 64, "Death and Fame") # 7th fortune chance elsif $game_variables[29] == 7 self.contents.draw_text(0, -20, 340, 64, "Money and Health") # 8th fortune chance elsif $game_variables[29] == 8 self.contents.draw_text(0, -20, 340, 64, "Money and Disease") # 9th fortune chance elsif $game_variables[29] == 9 self.contents.draw_text(0, -20, 340, 64, "Money and Fame") # 10th fortune chance elsif $game_variables[29] == 10 self.contents.draw_text(0, -20, 340, 64, "Loathing and Health") # 11th fortune chance elsif $game_variables[29] == 11 self.contents.draw_text(0, -20, 340, 64, "Loathing and Disease") # 12th fortune chance elsif $game_variables[29] == 12 self.contents.draw_text(0, -20, 340, 64, "Loathing and Poverty") end end end end #============================================================================== # Window_Sentence4 #------------------------------------------------------------------------------ # This sets up the fourth Sentence window. #============================================================================== class Window_Sentence4 < Window_Base def initialize super(150, 48, 340, 64) self.contents = Bitmap.new(width - 32, height - 32) # The font size of the fourth Sentence window. self.contents.font.size = 26 refresh end def refresh # displays final fortune sentence # 1st fortune chance if $game_variables[29] == 1 self.contents.draw_text(0, -20, 340, 64, "Life and Health") # 2nd fortune chance elsif $game_variables[29] == 2 self.contents.draw_text(0, -20, 340, 64, "Life and Poverty") # 3rd fortune chance elsif $game_variables[29] == 3 self.contents.draw_text(0, -20, 340, 64, "Life and Fame") # 4th fortune chance elsif $game_variables[29] == 4 self.contents.draw_text(0, -20, 340, 64, "Death and Disease") # 5th fortune chance elsif $game_variables[29] == 5 self.contents.draw_text(0, -20, 340, 64, "Death and Poverty") # 6th fortune chance elsif $game_variables[29] == 6 self.contents.draw_text(0, -20, 340, 64, "Death and Fame") # 7th fortune chance elsif $game_variables[29] == 7 self.contents.draw_text(0, -20, 340, 64, "Money and Health") # 8th fortune chance elsif $game_variables[29] == 8 self.contents.draw_text(0, -20, 340, 64, "Money and Disease") # 9th fortune chance elsif $game_variables[29] == 9 self.contents.draw_text(0, -20, 340, 64, "Money and Fame") # 10th fortune chance elsif $game_variables[29] == 10 self.contents.draw_text(0, -20, 340, 64, "Loathing and Health") # 11th fortune chance elsif $game_variables[29] == 11 self.contents.draw_text(0, -20, 340, 64, "Loathing and Disease") # 12th fortune chance elsif $game_variables[29] == 12 self.contents.draw_text(0, -20, 340, 64, "Loathing and Poverty") end end end end #============================================================================== # Scene_Fortune #------------------------------------------------------------------------------ # This sets up what the opening fortune telling will be. #============================================================================== class Scene_Fortune def main # The names of your confirmation choices. m1 = "Yes" m2 = "No" @command_window = Window_FortuneCommand.new(170, [m1, m2]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription1.new @sentence_window = Window_Sentence1.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) end if Input.trigger?(Input::C) case @command_window.index when 0 # result of the first confirmation choice. $game_system.se_play($data_system.decision_se) @carddescription_window.refresh $scene = Scene_FortuneCards.new when 1 # result of the second confirmation choice. $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end end #============================================================================== # Scene_FortuneCards #------------------------------------------------------------------------------ # This sets up what happens for the first confirmation choice. #============================================================================== class Scene_FortuneCards def main # The names of your first fortune card types. m1 = "Life" m2 = "Death" m3 = "Money" m4 = "Loathing" m5 = "Confirm" @command_window = Window_FortuneCommand.new(170, [m1, m2, m3, m4, m5]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription2.new @sentence_window = Window_Sentence2.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) $scene = Scene_Fortune.new end if Input.trigger?(Input::C) case @command_window.index when 0 # Graphic and variable set for the first card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 1 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 2 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 3 @carddescription_window.refresh when 3 # Graphic and variable set for the fourth card. $game_system.se_play($data_system.decision_se) $game_variables[27] = 4 @carddescription_window.refresh when 4 # Checks if first card variable is 1 if $game_variables[27] == 1 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2L.new # Checks if second card variable is 2 elsif $game_variables[27] == 2 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2D.new # Checks if third card variable is 3 elsif $game_variables[27] == 3 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2M.new # Checks if fourth card variable is 4 elsif $game_variables[27] == 4 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards2F.new end return end end end end #============================================================================== # Scene_FortuneCards2L #------------------------------------------------------------------------------ # This sets up what happens after you choose the first card type choice. #============================================================================== class Scene_FortuneCards2L def main # The names of your second fortune card types. s1 = "Health" s2 = "Poverty" s3 = "Fame" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription3.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards.new end if Input.trigger?(Input::C) case @command_window.index when 0 # Graphic and variable set for the first card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 1 $game_variables[29] = 1 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 3 $game_variables[29] = 2 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 4 $game_variables[29] = 3 @carddescription_window.refresh when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end return end end end #============================================================================== # Scene_FortuneCards2D #------------------------------------------------------------------------------ # This sets up what happens after you choose the second card type choice. #============================================================================== class Scene_FortuneCards2D def main # The names of your second fortune card types. s1 = "Disease" s2 = "Poverty" s3 = "Fame" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription3.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards.new end if Input.trigger?(Input::C) case @command_window.index when 0 # Graphic and variable set for the first card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 2 $game_variables[29] = 4 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 3 $game_variables[29] = 5 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 4 $game_variables[29] = 6 @carddescription_window.refresh when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end return end end end #============================================================================== # Scene_FortuneCards2M #------------------------------------------------------------------------------ # This sets up what happens after you choose the third card type choice. #============================================================================== class Scene_FortuneCards2M def main # The names of your second fortune card types. s1 = "Health" s2 = "Disease" s3 = "Fame" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription3.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards.new end if Input.trigger?(Input::C) case @command_window.index when 0 # Graphic and variable set for the first card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 1 $game_variables[29] = 7 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 2 $game_variables[29] = 8 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 4 $game_variables[29] = 9 @carddescription_window.refresh when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end return end end end #============================================================================== # Scene_FortuneCards2F #------------------------------------------------------------------------------ # This sets up what happens after you choose the fourth card type choice. #============================================================================== class Scene_FortuneCards2F def main # The names of your second fortune card types. s1 = "Health" s2 = "Disease" s3 = "Poverty" s4 = "Confirm" @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription3.new @sentence_window = Window_Sentence3.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards.new end if Input.trigger?(Input::C) case @command_window.index when 0 # Graphic and variable set for the first card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 1 $game_variables[29] = 10 @carddescription_window.refresh when 1 # Graphic and variable set for the second card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 2 $game_variables[29] = 11 @carddescription_window.refresh when 2 # Graphic and variable set for the third card. $game_system.se_play($data_system.decision_se) $game_variables[28] = 3 $game_variables[29] = 12 @carddescription_window.refresh when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_FortuneCards3.new end return end end end #============================================================================== # Scene_FortuneCards3 #------------------------------------------------------------------------------ # This sets up what happens after your second card type choice. #============================================================================== class Scene_FortuneCards3 def main # The names of your last choices. s1 = "Done" @command_window = Window_FortuneCommand.new(170, [s1]) @command_window.x = 150 @command_window.y = 112 @carddescription_window = Window_CardDescription4.new @sentence_window = Window_Sentence4.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @carddescription_window.dispose @sentence_window.dispose end def update @command_window.update @carddescription_window.update @sentence_window.update if Input.trigger?(Input::B) if $game_variables[27] == 1 $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards2L.new elsif $game_variables[27] == 2 $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards2D.new elsif $game_variables[27] == 3 $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards2M.new elsif $game_variables[27] == 4 $game_system.se_play($data_system.buzzer_se) $scene = Scene_FortuneCards2F.new end if Input.trigger?(Input::C) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $game_variables[30] = 1 $scene = Scene_Map.new end return end end end end
  5. status updates aren't for advertising like 10 links... We have a forum for that but you need 5 posts to make a topic.

    1. Bob423

      Bob423

      You have yet to teach me how to status AT someone.

  6. Nevermind guys, just had it trigger a variable and check for said variable. This topic can be closed now. -Ghozt when 0 $game_party.actors[0].set_graphic("Light Skin", 0, "Light Skin", 0) $game_system.se_play($data_system.decision_se) $game_variables[15] = 1 $game_player.refresh @currentinfo_window.refresh when 1 $game_party.actors[0].set_graphic("Dark Skin", 0, "Dark Skin", 0) $game_system.se_play($data_system.decision_se) $game_variables[15] = 2 $game_player.refresh @currentinfo_window.refresh when 2 if $game_variables[15] == 1 $game_system.se_play($data_system.decision_se) $game_party.actors[0].set_graphic("Blank", 0, "Blank", 0) $game_player.refresh $scene = Scene_GeneFemaleLight.new elsif $game_variables[15] == 2 $game_system.se_play($data_system.decision_se) $game_party.actors[0].set_graphic("Blank", 0, "Blank", 0) $game_player.refresh $scene = Scene_GeneFemaleDark.new end
  7. Marked, quick question. Is there a way I can change the location of this topic? I see you moved it for me, thank you, but this is for XP, not VX Ace. Is there a way I can change the location of this without bothering you? -Ghozt
  8. Ah, I see. I'm sorry Marked, I will make sure to put any future help I need in the "RPG MAKER XP Requests" topic section. -Ghozt
  9. I know that this may be the wrong topic location for this request, please move it to the appropriate location. I apologize for that. I have requested help with my custom gender/race/class script. There is an error with the "if and elsif" choices section of my script. I get no error message while running the script, but I know there is an error because it ALWAYS runs the male choice section, instead of checking if you selected male or female, and then proceeding. Thank you in advance for any and all help that you can provide. Here is the error location: #============================================================================== # Scene_Class #------------------------------------------------------------------------------ # This sets up what gender you will be. #============================================================================== class Scene_Class def main m1 = "Male" m2 = "Female" m3 = "Confirm" @command_window = Window_ClassCommand.new(170, [m1, m2, m3]) @command_window.x = 150 @command_window.y = 112 @currentgender_window = Window_CurrentGender.new @classhelp_window = Window_ClassHelp1.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @currentgender_window.dispose @classhelp_window.dispose end def update @command_window.update @currentgender_window.update @classhelp_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) end if Input.trigger?(Input::C) case @command_window.index when 0 $game_party.actors[0].set_graphic("Male", 0, "Male", 0) $game_system.se_play($data_system.decision_se) $game_player.refresh @currentgender_window.refresh when 1 $game_party.actors[0].set_graphic("Female", 0, "Female", 0) $game_system.se_play($data_system.decision_se) $game_player.refresh @currentgender_window.refresh when 2 if(0) $game_system.se_play($data_system.decision_se) $game_party.actors[0].set_graphic("Blank", 0, "Blank", 0) $game_switches[2] == true $game_switches[3] == false $game_player.refresh $scene = Scene_ClassMale.new elsif(1) $game_system.se_play($data_system.decision_se) $game_party.actors[0].set_graphic("Blank", 0, "Blank", 0) $game_switches[2] == false $game_switches[3] == true $game_player.refresh $scene = Scene_ClassFemale.new end return end end end end Let me know if you need more than just that. Thank you. -Ghozt
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