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Thanks for reading. Amazing scripts!
I'm having some problems with the Quest System script.
I tried to set up an npc that would assign a quest, and then dialouge would play after.
But when I go and press Accept or Decline for the quest I get an error that states "Script 'Game_Interpreter' line 450: NoMethodError occured. undefined method '[]' for nil:NilClass"
I'm pretty new to RPG Maker and Ruby so I would really appreciate the assistence!
Also, a quick explanation on how to actually set the objective would be nice...
ive added two quests on my game it worked with 3 but not now and it says its something to do with line 237
oh okay so it's pretty set standerdly like that. Thats what i thought lol. Okay well, thanks for the reply... i'll figure somthing out XDD my commend event idea only halfway works. XD lol OHHH 0-0 now that i'm thinking of it. heres a questinon that has nothing to do with your scrips XD I'm trying to make it so the player and cut a tree (an event) and it randmizes how many logs they get. I've been trying to make it randomize between 1 of 5 varables. T_T but it only goes for the first one every time. Any idea what i might have been doing wrong this is fustrating, i think it should be working. lol thx,
Again, Veria Yokai ((aka i will probably keep bugging you XD but i am also advertising to some freinds about your scripts so win win 0w0 *thumbs up*))
Once again i run into complications, and this time its becuse i dont know what to do exacly XD I'm looking at the pet and summoning system. I was looking forword to having a acter summon a character from there skill menu, that will only come out if the player has a persific item. IF they dont have the item, they wont come out. I tryed with a commen event, it doesn't work T_T sooo yea. I went to look at the script closer, and got really conffused as to where i put the info i want in to make a new summon or pet, and how to attached things like listed above too it. Any ideas or comments on this perhaps? This is just a helpful hand this time XDD You are not required to answer, I just figured i would as.
Thanks your Fellow RPGer Veria Yokai... agian.
Thanks to you letting me know how it's suppost to work, thankyou for that, i relized... there was another script conflicting with the crafting stuff. XDD a script i THOUGHT i got rid of in the past XD so it was a mistake on my end, once again. 0w0 i did misread the 0=item 1=weapon and 2=armor thing though, i appreshate it ^W^ and thankyou for your time~
Your fellow RPGer, Veria Yokai
"type is 0 for item, 1 for weapon, 2 for armor"
And that.. should actually be everything, as the recipes you can learn are the recipes you set up, so if you set ones up with the right type for weapons or armors, then you can learn them. (Actually, as an addendum, the id for learn_recipe and forget_recipe is the id number of the recipe in the recipe lists, not the id number of anything from the database. Also, the id number of the recipes has nothing to do with the id number of anything in the database.)
Hope that helps~
I ended up with a question after all XD. Okay so i'm going to try and explain what i'm talking about first: Advanced Crafting. I was looking through it, set up a few things. And noticed to things. One, in the scrpt editing part, where you put the item recipies, how do you change the item it uses or crafts, into a weapon or armor instead of a item. Also, second. When you use the event Learn script, it only teachs you recipies from the Item menu (such as postions) and not for the weapon or armor. SO here's the question, how do i make it so i can set it to craft weapons and armor, and for the player to learn to do so?
Thx, your fellow RPGer Veria Yokai~
I was having issues, but i relized my mistakes XDD But i felt need to say thankyou for the wonderful scripts, and all the hard work you put into them and the instructions that explain how to use them ^W^ if i encounter any problems, or maybe have questions i'll be sure to ask ^W^ thankyou once again~
Well I'm stupid.
Thanks!
And that skill will replace the user with actor #2 (in the database) for 5 turns with a bonus level of 0.
(first time scripting, bear with me)
You could use the script call: $game_map.events_nt(x,y).size > 0
in a conditional branch to check if there's more then one event on a specific tile, similar to activating a switch by pushing something on it.
And for that other one, quest completions are evented so you just turn the switch on after they turn in or are forced to complete the quest... unless I have auto-complete quests in the script, I can't remember if I did that... in that case you'd have to have an event check if the quest is complete and turn on the script then, there's no way to do a predetermined.
Other than that these are all awesome! I was also wondering if there was a way to activate switches by pushing blocks onto them, also turn on a predetermined switch when completing a quest?
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Lazy Internaut theorem: The more clicks it takes to get you to the info, the less likely you will get it.
Yah, I always forget to fix the quests whenever I update the project, fixed~