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Vintage_Lolkats

Scripts :S

Question

Hiya, im having troble with the Inn & Savepoint System script

 

 

 

#==============================================================================

# ** Inn & Savepoint System

#------------------------------------------------------------------------------

# SephirothSpawn

# Version 2

# 2006-10-19

#------------------------------------------------------------------------------

# * Version History :

#

# Version 1 ---------------------------------------------------- (2006-03-08)

# Version 2 ---------------------------------------------------- (2006-10-19)

# - Update : Rescripted Much of System

#------------------------------------------------------------------------------

# * Requirements :

#

# Scene_Base

# Near Fantastica's Pathfinding For Inn Transfer Movement (Optional)

# Gameover to Inn System (Optional)

#------------------------------------------------------------------------------

# * Description :

#

# This script was designed to allow you to create Inn's and savepoints with

# a simple call script. For the Savepoints, you can control what commands

# appear and disable commands. For the Inn, you can control the inn's

# cost, greetings, and have the option to make the player move to certain

# coordinates on the map as the screen fades to black. It is also configured

# to have the option to save coordinates of the Gameover to Inn coordinates.

#------------------------------------------------------------------------------

# * Instructions :

#

# Place The Script Below the SDK and Above Main.

# To Customize Save Options and Default Inn Greetings, refer to Customization

# To open Savepoint or Inn, refer to syntax.

#------------------------------------------------------------------------------

# * Customization :

#

# Setting Command Words

# - SPC_Save = 'word'

# - SPC_Load = 'word'

# - SPC_Menu = 'word'

# - SPC_Shutdown = 'word'

# - SPC_Cancel = 'word'

#

# Show Commands Enabled At Startup

# - Enable_SPC_Save = true or false

# - Enable_SPC_Save = true or false

# - Enable_SPC_Load = true or false

# - Enable_SPC_Menu = true or false

# - Enable_SPC_Shutdown = true or false

# - Enable_SPC_Cancel = true or false

#

# Show Disabled Commands (If True, commands will apear but will be disabled)

# - Show_Disabled_Commands = true or false

#

# Default Inn Greetings

# - DIG_Greeting = 'greeting'

# - DIG_Staying = 'greeting'

# - DIG_Thanks = 'greeting'

# - DIG_Exit = 'greeting'

#

# Save Inn Location (Configured For Gameover to Inn System)

# - Save_GO_To_Inn = true or false

#------------------------------------------------------------------------------

# * Syntax :

#

# Disabling Savepoint Command

# - $game_system.disabled_sp_commands << <command>

#

# Enabling Savepoint Command

# - if $game_system.disabled_sp_commands.include?(<command>)

# $game_system.disabled_sp_commands.delete(<command>)

# end

#

# Replace <command> with : ISP_System::SPC_Save, ISP_System::SPC_Load,

# ISP_System::SPC_Menu, ISP_System::SPC_Shutdown or ISP_System::SPC_Cancel

#

# Opening Savepoint

# - $scene = Scene_Savepoint.new

#

# Opening Inn

# - inn = Game_Inn.new(<cost>, <transfer_coordinates>, <greetings>)

# $scene = Scene_Inn.new(inn)

#

# Replace <cost> with cost of inn.

# Replace <transfer_coordinates> with [x, y] or nil, for no transfer.

# Replace <greetings> with {<keyword> => 'greeting'}

#

# The following are keywords for the greetings :

# 'greeting' => 'greeting'

# 'staying' => 'staying greeting'

# 'thanks' => 'thanks greeting'

# 'exit' => 'exit greeting'

#

# Any non-speficied keywords will rely on the defaults set in the ISP module

#==============================================================================

 

#------------------------------------------------------------------------------

# * SDK Log Script

#------------------------------------------------------------------------------

SDK.log('Inn & Savepoint System', 'SephirothSpawn', 2, '2006-10-19')

 

#------------------------------------------------------------------------------

# * Scene Base Test

#------------------------------------------------------------------------------

unless SDK.state('Scene Base')

# Print Error

p 'Scene Base Not Found. Inn & Savepoint System Disabled.'

# Disable Encounter Control

SDK.disable('Inn & Savepoint System')

end

 

#------------------------------------------------------------------------------

# * Pathfinding Test

#------------------------------------------------------------------------------

unless SDK.state('Path Finding')

# Print Error

p 'Path Finding Not Found. Inn & Savepoint System Will Not Disabled, but ' +

'in transfers will not work preperly with using the transfer option.'

end

 

#------------------------------------------------------------------------------

# * Begin SDK Enable Test

#------------------------------------------------------------------------------

if SDK.state('Inn & Savepoint System')

 

#==============================================================================

# ** ISP_System

#==============================================================================

 

module ISP_System

#--------------------------------------------------------------------------

# * Save Point Commands

#--------------------------------------------------------------------------

SPC_Save = 'Save'

SPC_Load = 'Load'

SPC_Menu = 'Menu'

SPC_Shutdown = 'Shutdown'

SPC_Cancel = 'Cancel'

#--------------------------------------------------------------------------

# * Default Enable Save Point Commands

#--------------------------------------------------------------------------

Enable_SPC_Save = true

Enable_SPC_Save = true

Enable_SPC_Load = true

Enable_SPC_Menu = true

Enable_SPC_Shutdown = true

Enable_SPC_Cancel = true

#--------------------------------------------------------------------------

# * Show Disabled Commands

#

# ~ When True, commands will appear disabled color. when false, commands

# will not appear.

#--------------------------------------------------------------------------

Show_Disabled_Commands = true

#--------------------------------------------------------------------------

# * Default Inn Greetings

#--------------------------------------------------------------------------

DIG_Greeting = 'Welcome to the Inn. Would you like to stay?'

DIG_Staying = 'Enjoy Your Stay'

DIG_Thanks = 'Thank You for staying'

DIG_Exit = 'See You Later'

#--------------------------------------------------------------------------

# * Save Gameover to Inn Location

#--------------------------------------------------------------------------

Save_GO_To_Inn = true

end

 

#=========================================================================

# ** Game_Inn

#=========================================================================

 

class Game_Inn

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_reader :cost, :transfer

attr_reader :greeting, :staying, :thanks, :exit

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize(cost = 250, transfer = nil, greetings = {})

# Set Default Greetings If Unassigned

unless greetings.has_key?('greeting')

greetings['greeting'] = ISP_System::DIG_Greeting

end

unless greetings.has_key?('staying')

greetings['staying'] = ISP_System::DIG_Staying

end

unless greetings.has_key?('thanks')

greetings['thanks'] = ISP_System::DIG_Thanks

end

unless greetings.has_key?('exit')

greetings['exit'] = ISP_System::DIG_Exit

end

# Sets Cost and Transfer

@cost, @transfer = cost, transfer

# Sets Greetings

@greeting = greetings['greeting']

@staying = greetings['staying']

@thanks = greetings['thanks']

@exit = greetings['exit']

end

end

 

#==============================================================================

# ** Game_System

#==============================================================================

 

class Game_System

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_accessor :disabled_sp_commands, :savepoint_return

#--------------------------------------------------------------------------

# * Alias Listings

#--------------------------------------------------------------------------

alias seph_ispsystem_gmsys_init initialize

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

# Original Initialization

seph_ispsystem_gmsys_init

# Sets Disabled Savepoint Commands

@disabled_sp_commands = []

isp = ISP_System

@disabled_sp_commands << SPC_Save unless isp::Enable_SPC_Save

@disabled_sp_commands << SPC_Load unless isp::Enable_SPC_Load

@disabled_sp_commands << SPC_Menu unless isp::Enable_SPC_Menu

@disabled_sp_commands << SPC_Shutdown unless isp::Enable_SPC_Shutdown

@disabled_sp_commands << SPC_Cancel unless isp::Enable_SPC_Cancel

# Turns Off Savepoint Return

@savepoint_return = false

end

#--------------------------------------------------------------------------

# * Savepoint Commands

#--------------------------------------------------------------------------

def savepoint_commands

# Removes Duplicate Disabled Commands

@disabled_sp_commands.uniq

# Sets Up Commands

isp = ISP_System

c = []

# Passes Through All Savepoint Commands

[isp::SPC_Save, isp::SPC_Load, isp::SPC_Menu, isp::SPC_Shutdown,

isp::SPC_Cancel].each do |command|

# If Show Disabled Commands or Not Disabled

if isp::Show_Disabled_Commands

# Add Command

c << command

else

c << command unless @disabled_sp_commands.include?(command)

end

end

# Returns Commands

return c

end

end

 

#==============================================================================

# ** Game_Player

#==============================================================================

 

class Game_Player < Game_Character

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_accessor :disable_player_movement

#--------------------------------------------------------------------------

# * Alias Listings

#--------------------------------------------------------------------------

if @seph_ispsystem_gmplyr.nil?

alias seph_ispsystem_gameplayer_init initialize

alias seph_ispsystem_gameplayer_upm update_player_movement

alias seph_ispsystem_gameplayer_uat update_action_trigger

@seph_ispsystem_gmplyr = true

end

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

# Turns Off Disable Movement

@disable_player_movement = false

# Original Initialization

seph_ispsystem_gameplayer_init

end

#--------------------------------------------------------------------------

# * Player Movement Update

#--------------------------------------------------------------------------

def update_player_movement

# Original Update Player Movement Unless Movement Disabled

seph_ispsystem_gameplayer_upm unless @disable_player_movement

end

#--------------------------------------------------------------------------

# * Update Action Trigger

#--------------------------------------------------------------------------

def update_action_trigger

# Original Update Player AT Unless Movement Disabled

seph_ispsystem_gameplayer_uat unless @disable_player_movement

end

end

 

#=========================================================================

# ** Window_InnGold

#=========================================================================

 

class Window_InnGold < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize(cost)

super(640, 368, 320, 96)

self.contents = Bitmap.new(width - 32, height - 32)

self.opacity = 160

@cost = cost

refresh

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, contents.width, 32, 'Current Gold:')

self.contents.font.color = normal_color

self.contents.draw_text(- 4, 0, contents.width, 32,

$game_party.gold.to_s, 2)

self.contents.font.color = $game_party.gold >= @cost ?

text_color(1) : text_color(2)

self.contents.draw_text(4, 32, contents.width, 32, 'Cost to stay:')

self.contents.draw_text(- 4, 32, contents.width, 32, @cost.to_s, 2)

end

end

 

#==============================================================================

# ** Scene_Title

#==============================================================================

 

class Scene_Title

#--------------------------------------------------------------------------

# * Alias Listings

#--------------------------------------------------------------------------

alias seph_ispsystem_stitle_main main

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# If Game_System Exist

unless $game_system.nil?

# If Savepint Return

if $game_system.savepoint_return

# Fetches Index of Load Command

index = $game_system.savepoint_commands.index(ISP_System::SPC_Load)

# Returns To Savepoint Scene

$scene = Scene_Savepoint.new(false, index)

# Turn Savepoint Return Flag Off

$game_system.savepoint_return = false

return

end

end

# Original Main Method

seph_ispsystem_stitle_main

end

end

 

#==============================================================================

# ** Scene_Map

#==============================================================================

 

class Scene_Map

#--------------------------------------------------------------------------

# * Alias Listings

#--------------------------------------------------------------------------

alias seph_ispsystem_smap_main main

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# If Savepoint Return

if $game_system.savepoint_return

# Fetches Menu Command Index

index = $game_system.savepoint_commands.index(ISP_System::SPC_Menu)

# Switches to Savepoint Scene

$scene = Scene_Savepoint.new(false, index)

# Turns off Savepoint Return flag

$game_system.savepoint_return = false

return

end

# Original Main Method

seph_ispsystem_smap_main

end

end

 

#==============================================================================

# ** Scene_Menu

#==============================================================================

 

class Scene_Menu

#--------------------------------------------------------------------------

# * Alias Listings

#--------------------------------------------------------------------------

alias seph_ispsystem_smenu_main main

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# If Savepoint Return

if $game_system.savepoint_return

# Branch By Menu Index

case @menu_index

when 4 # Save

# Fetches Save Command Index

index = $game_system.savepoint_commands.index(ISP_System::SPC_Save)

# Switches to Savepoint Scene

$scene = Scene_Savepoint.new(false, index)

# Turns Savepoint Return Flag Off

$game_system.savepoint_return = false

return

when 5 # End Game

# Fetches Save Command Index

index = $game_system.savepoint_commands.index(

ISP_System::SPC_Shutdown)

# Switches to Savepoint Scene

$scene = Scene_Savepoint.new(false, index)

# Turns Savepoint Return Flag Off

$game_system.savepoint_return = false

return

end

end

# Original Main Method

seph_ispsystem_smenu_main

end

end

 

#==============================================================================

# ** Scene_Savepoint

#==============================================================================

 

class Scene_Savepoint < Scene_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize(animation = true, index = 0)

@animation, @index = animation, index

end

#--------------------------------------------------------------------------

# * Main Processing : Spriteset Initialization

#--------------------------------------------------------------------------

def main_spriteset

# Creates Map Spriteset

@spriteset = Spriteset_Map.new

end

#--------------------------------------------------------------------------

# * Main Processing : Window Initialization

#--------------------------------------------------------------------------

def main_window

# Creates Help Window

@help_window = Window_Help.new

@help_window.y = @animation ? - 64 : 0

@help_window.opacity = 160

@help_window.set_text('What Would You like to Do?', 1)

# Creates Gold Window

@gold_window = Window_Gold.new

@gold_window.x = 16

@gold_window.y = @animation ? 480 : 400

@gold_window.opacity = 160

# Creates Steps Window

@steps_window = Window_Steps.new

@steps_window.x = 464

@steps_window.y = @animation ? 480 : 368

@steps_window.opacity = 160

# Creates Command Window

@command_window = Window_Command.new(256, $game_system.savepoint_commands)

@command_window.x = 192

@command_window.y = @animation ? 480 : 144

@command_window.opacity = 160

@command_window.height = 192

@command_window.index = @index

# If Show Disabld Commands

if ISP_System::Show_Disabled_Commands

# Passes Through All Commands

isp = ISP_System

[isp::SPC_Save, isp::SPC_Load, isp::SPC_Menu, isp::SPC_Shutdown,

isp::SPC_Cancel].each do |command|

# If Command Included

if $game_system.savepoint_commands.include?(command)

# If Command Disabled

if $game_system.disabled_sp_commands.include?(command)

# Disable Command From Window

index = $game_system.savepoint_commands.index(command)

@command_window.disable_command(index)

end

end

end

end

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Main Update

if @command_window.active

update_main

return

end

# Update Exit

update_exit

end

#--------------------------------------------------------------------------

# * Frame Update : Main

#--------------------------------------------------------------------------

def update_main

# Moves In Windows

@help_window.y += 4 if @help_window.y < 0

@gold_window.y -= 5 if @gold_window.y > 400

@steps_window.y -= 7 if @steps_window.y > 368

@command_window.y -= 21 if @command_window.y > 144

# If B button is Pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Turns off Confirmation Window

@command_window.active = false

return

end

# If C button is pressed

if Input.trigger?(Input::C)

# Gets Command

command = $game_system.savepoint_commands[@command_window.index]

# If Command Disabled

if $game_system.disabled_sp_commands.include?(command)

# Play busser SE

$game_system.se_play($data_system.buzzer_se)

# Sets Help Text

@help_window.set_text(command + ' has been disabled.', 1)

return

end

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Turns On Savepoint Return

$game_system.savepoint_return = true

# Branch Point for command

case command

when ISP_System::SPC_Save

# Scene Change

$scene = Scene_Save.new

return

when ISP_System::SPC_Load

# Scene Change

$scene = Scene_Load.new

return

when ISP_System::SPC_Menu

# Scene Change

$scene = Scene_Menu.new

return

when ISP_System::SPC_Shutdown

# Scene Change

$scene = Scene_End.new

return

when ISP_System::SPC_Cancel

# Turns Off Savepoint Return

$game_system.savepoint_return = false

# Turns off Confirmation Window

@command_window.active = false

return

end

end

end

#--------------------------------------------------------------------------

# * Frame Update : Exit

#--------------------------------------------------------------------------

def update_exit

# Moves Out Windows

@help_window.y -= 4 if @help_window.y > - 64

@gold_window.y += 5 if @gold_window.y < 480

@steps_window.y += 7 if @steps_window.y < 480

@command_window.y += 21 if @command_window.y < 480

# When Finished Moving Windows

unless @help_window.y > - 64

# Changes to Scene Map

$scene = Scene_Map.new

end

end

end

 

#==============================================================================

# ** Scene_Inn

#==============================================================================

 

class Scene_Inn < Scene_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize(inn = Game_Inn.new)

@inn = inn

end

#--------------------------------------------------------------------------

# * Main Processing : Variable Initialization

#--------------------------------------------------------------------------

def main_variable

# Disables Player Movements

$game_player.disable_player_movement = true

end

#--------------------------------------------------------------------------

# * Main Processing : Spriteset Initialization

#--------------------------------------------------------------------------

def main_spriteset

# Creates Map Spriteset

@spriteset = Spriteset_Map.new

end

#--------------------------------------------------------------------------

# * Main Processing : Window Initialization

#--------------------------------------------------------------------------

def main_window

# Creates Help Window

@help_window = Window_Help.new

@help_window.width = 604

@help_window.contents = Bitmap.new(572, 32)

@help_window.x = 16

@help_window.y = - 64

@help_window.opacity = 160

@help_window.set_text(@inn.greeting, 1)

# Creates Confirmation Window

@confirmation_window = Window_Command.new(160, ['Yes', 'No'])

@confirmation_window.x = - 160

@confirmation_window.y = 368

@confirmation_window.opacity = 160

# Creates Gold Window

@gold_window = Window_InnGold.new(@inn.cost)

end

#--------------------------------------------------------------------------

# * Main Processing : Ending

#--------------------------------------------------------------------------

def main_end

# Enables Player Movements

$game_player.disable_player_movement = false

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update Player & Screen

$game_player.update

$game_screen.update

$game_map.update

# If Confirmation Window Active

if @confirmation_window.active

update_main

return

# If Phase is 'Staying'

elsif @phase == 'Staying'

update_staying

return

# If Phase is 'Stay Exit'

elsif @phase == 'Stay Exit'

update_stay_exit

return

# If Phase is 'Exit'

elsif @phase == 'Exit'

update_exit

return

end

end

#--------------------------------------------------------------------------

# * Frame Update: Main

#--------------------------------------------------------------------------

def update_main

# Moves In Windows

@help_window.y += 10 if @help_window.y < 16

@confirmation_window.x += 22 if @confirmation_window.x < 16

@gold_window.x -= 42 if @gold_window.x > 304

# If B button is pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Set Help Text

@help_window.set_text(@inn.exit, 1)

# Turns off Confirmation Window

@confirmation_window.active = false

# Turns to Exit Phase

@phase = 'Exit'

return

end

# If C button is pressed

if Input.trigger?(Input::C)

# If No

if @confirmation_window.index == 1

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Set Help Text

@help_window.set_text(@inn.exit, 1)

# Turns off Confirmation Window

@confirmation_window.active = false

# Turns to Exit Phase

@phase = 'Exit'

return

end

# Checks Gold

if $game_party.gold < @inn.cost

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

# Set Help Text

@help_window.set_text("Not Enought #{$data_system.words.gold}", 1)

return

end

# Play Decision SE

$game_system.se_play($data_system.decision_se)

# Recovers Actors

$game_party.actors.each {|actor| actor.recover_all}

# Sets Help Window Text

@help_window.set_text(@inn.staying, 1)

# Lose Gold

$game_party.lose_gold(@inn.cost)

# Refresh Gold Window

@gold_window.refresh

# Stores Player Location

@temp_loc = [$game_player.x, $game_player.y]

# Starts Frame Counting

@stay_frame_count = 0

# Moves Player to Bedroom

unless @inn.transfer.nil?

# Moves Player to Bedroom

$game_player.find_path(@inn.transfer[0], @inn.transfer[1])

end

# Starts Screen Fading Out

$game_screen.start_tone_change(Tone.new(-255, -255, -255, 0), 50)

# Turns off Confirmation Window

@confirmation_window.active = false

# Turns Phase to Staying

@phase = 'Staying'

# If Gameover to Inn System Found

if SDK.state('Gameover to Inn')

# If Save Gameover to Inn Location

if ISP_System::Save_GO_To_Inn

$game_system.gameover_return_parameters[0] = $game_map.map_id

$game_system.gameover_return_parameters[1] = $game_player.x

$game_system.gameover_return_parameters[2] = $game_player.y

$game_system.gameover_return_parameters[3] = $game_player.direction

end

end

return

end

end

#--------------------------------------------------------------------------

# * Frame Update: Staying

#--------------------------------------------------------------------------

def update_staying

# Move Out Windows

@help_window.y -= 10 if @help_window.y > - 64

@confirmation_window.x -= 22 if @confirmation_window.x > - 160

@gold_window.x += 42 if @gold_window.x < 640

# Counts Frames

@stay_frame_count += 1

# If Stay is Complete

if @stay_frame_count == 100

# Sets Help Text

@help_window.set_text(@inn.thanks, 1)

# Starts Screen Fading Out

$game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 20)

# Moves Player Out of Bedroom

unless @inn.transfer.nil?

# Moves Player to Bedroom

$game_player.find_path(@temp_loc[0], @temp_loc[1])

end

# Turns Phase to Stay Exit

@phase = 'Stay Exit'

end

end

#--------------------------------------------------------------------------

# * Frame Update: Stay Exit

#--------------------------------------------------------------------------

def update_stay_exit

# Moves In Windows

@help_window.y += 10 if @help_window.y < 16

@gold_window.x -= 42 if @gold_window.x > 304

# Player Movement Finished

if $game_player.x == @temp_loc[0] && $game_player.y == @temp_loc[1]

# Set Help Text

@help_window.set_text(@inn.exit, 1)

# Window Finished Movement

if @help_window.x == 16 && @gold_window.x == 304

# If B or C is pressed

if Input.trigger?(Input::B) || Input.trigger?(Input::C)

# Play Decision SE

$game_system.se_play($data_system.cancel_se)

# Turns Phase to Exit

@phase = 'Exit'

return

end

end

end

end

#--------------------------------------------------------------------------

# * Frame Update: Stay Exit

#--------------------------------------------------------------------------

def update_exit

# Move Windows

@help_window.y -= 10 if @help_window.y > - 64

@confirmation_window.x -= 22 if @confirmation_window.x > - 160

@gold_window.x += 42 if @gold_window.x < 640

# Exit Scene

unless @help_window.y > - 64

# Transfers To Map Scene

$scene = Scene_Map.new

end

end

end

 

#--------------------------------------------------------------------------

# * End SDK Enable Test

#--------------------------------------------------------------------------

end

 

 

can someone tell me how to insert it and explain how to customize it... im terrible with scripts, i prefer the ones that come with demos lol.

and also with the ATES script... how to i make the clock go at a realistic rate, not 40 minutes in one second :D

 

sorry about the length btw, cant remember how to do spoilers :S

 

EDIT: Got ATES workin fine, but on the inn & savepoint one i get

 

"Script 'Inn and Savepoint' line 439: Type error occured. undefined superclass 'Scene_Base'"

Line 439:

class Scene_Savepoint < Scene_Base

:S confussion!! any ideas anyone?

Edited by Vintage_Lolkats

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