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[Resolved] Problem with escape bar removal....

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Hi.
I am using a script to remove the "Fight - Escape" bar at the beginning of every fight.

But when there is more then one character on my team I get an error.

line 68: System Stack Error occured
stack level too deep

What is wrong? Could someone help me?

Here is the script I am using...

Code:
#==============================================================================
# ** Laura's Escape Bar Removal Code (DBS version)
#	by DerVVulfman
#	Version 1.5
#	04-11-07
#
#------------------------------------------------------------------------------
#
#  INTRODUCTION AND BASIC USAGE:
#
#  This script effectively 'replaces' key sections of Scene_Battle that involve
#  the display and use of the Escape bar that appears at the top of the window
#  when combat begins.
#
#  As such, this script should be placed above any other custom script in your
#  system that relates to or edits the battle system in your game, preferrably
#  just below Scene_Debug.
#
#  This, of course, assumes that no 'DIRECT' editing of Scene_Battle's code has
#  been initiated.
#
#
#------------------------------------------------------------------------------
#
#  REGARDING ELADIA'S BATTLE EQUIPMENT MENU:
#  This system  is compatible  with said system.   Both IT and this system uses
#  a modified version of XRXS's Window Module, and the placement of the scripts
#  influences the options position.   If this script is placed 'BELOW' Eladia's
#  script,  then the 'Escape' option  will be below  the 'Equip' option...  and
#  visa versa.
#
#------------------------------------------------------------------------------
#
#  EDITABLES:
#
#  The script alters the command window to accept a fifth command option to re-
#  place the Escape Bar  at the start of each turn.   Also,  it repositions the
#  command window accordingly for the additional option.
#
#  ESCAPE_TEXT:
#	The text that is shown in the fifth option can be altered  by editing the
#	ESCAPE_TEXT constant, right below these instructions.   Most people would
#	probably leave it as 'Escape', but have some fun with it. :)
#
#============================================================================== 

# Command Window size controls
$command_height = 160   # Sets how many options are visible (nil auto-resizes)
$command_y_pos  = 160   # Sets the height position (160 is default, nil is auto)

# EDITABLE CONSTANT:
ESCAPE_TEXT	= "Escape"  # Text that shows in the command window.

  
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Add Escape
  #--------------------------------------------------------------------------
  alias escape_sp1 start_phase1
  def start_phase1
    # Original Call
    escape_sp1
    # Get index of Equip Command
    @escape_actor_command_index = @actor_command_window.height / 32 - 1
    # Add the Equip Command
    @actor_command_window.add_command(ESCAPE_TEXT)
    if $game_temp.battle_can_escape == false
      @actor_command_window.disable_item(@actor_command_window.height / 32 - 1)
    end
  end  
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
          setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end
    # Update system (timer) and screen
    $game_system.update
    $game_screen.update
    # If timer has reached 0
    if $game_system.timer_working and $game_system.timer == 0
      # Abort battle
      $game_temp.battle_abort = true
    end
    # Update windows
    @help_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    # Update sprite set
    @spriteset.update
    # If transition is processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
        $game_temp.transition_name)
      end
    end
    # If message window is showing
    if $game_temp.message_window_showing
      return
    end
    # If effect is showing
    if @spriteset.effect?
      return
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Switch to title screen
      $scene = Scene_Title.new
      return
    end
    # If battle is aborted
    if $game_temp.battle_abort
      # Return to BGM used before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
      return
    end
    # If waiting
    if @wait_count > 0
      # Decrease wait count
      @wait_count -= 1
      return
    end
    # If battler forcing an action doesn't exist,
    # and battle event is running
    if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
      return
    end
    # Branch according to phase
    case @phase
    when 1  # pre-battle phase
      update_phase1
    when 2  # party command phase
      update_phase2
    when 3  # actor command phase
      update_phase3
    when 4  # main phase
      update_phase4
    when 5  # after battle phase
      update_phase5
    end
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Phase
  #--------------------------------------------------------------------------
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (party command phase)
  #--------------------------------------------------------------------------
  def update_phase2
    start_phase3
  end
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    @actor_command_window.x = @actor_index * 160
    # Set index to 0
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  alias escape_update_phase3_basic_command update_phase3_basic_command
  def update_phase3_basic_command
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when @escape_actor_command_index # Escape
        # Play Decision SE
        $game_system.se_play($data_system.decision_se)
        if $game_temp.battle_can_escape == false
          # Play Buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 2
        phase3_next_actor      
        return
      end
    end
    # Original Call
    escape_update_phase3_basic_command
  end  
  #--------------------------------------------------------------------------
  # * Start Main Phase
  #--------------------------------------------------------------------------
  def start_phase4
	# Shift to phase 4
	@phase = 4
	# Turn count
	$game_temp.battle_turn += 1
	# Search all battle event pages
	for index in 0...$data_troops[@troop_id].pages.size
	 # Get event page
	 page = $data_troops[@troop_id].pages[index]
	 # If this page span is [turn]
	 if page.span == 1
		# Clear action completed flags
		$game_temp.battle_event_flags[index] = false
	 end
	end
	# Set actor as unselectable
	@actor_index = -1
	@active_battler = nil
	# Disable actor command window
	@actor_command_window.active = false
	@actor_command_window.visible = false
	# Set main phase flag
	$game_temp.battle_main_phase = true
	# Make enemy action
	for enemy in $game_troop.enemies
	 enemy.make_action
	end
	# Make action orders
	make_action_orders
	# Shift to step 1
	@phase4_step = 1
  end
  #--------------------------------------------------------------------------
  # * Make Basic Action Results
  #--------------------------------------------------------------------------
  def make_basic_action_result
    # If attack
    if @active_battler.current_action.basic == 0
      # Set anaimation ID
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # If action battler is enemy
      if @active_battler.is_a?(Game_Enemy)
      if @active_battler.restriction == 3
        target = $game_troop.random_target_enemy
      elsif @active_battler.restriction == 2
        target = $game_party.random_target_actor
      else
        index = @active_battler.current_action.target_index
        target = $game_party.smooth_target_actor(index)
      end
      end
      # If action battler is actor
      if @active_battler.is_a?(Game_Actor)
      if @active_battler.restriction == 3
        target = $game_party.random_target_actor
      elsif @active_battler.restriction == 2
        target = $game_troop.random_target_enemy
      else
        index = @active_battler.current_action.target_index
        target = $game_troop.smooth_target_enemy(index)
      end
      end
      # Set array of targeted battlers
      @target_battlers = [target]
      # Apply normal attack results
      for target in @target_battlers
      target.attack_effect(@active_battler)
      end
      return
    end
    # If guard
    if @active_battler.current_action.basic == 1
      # Display "Guard" in help window
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    # If escape
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      # Display "Escape" in help window
      @help_window.set_text("Escape", 1)
      # Escape
      @active_battler.escape
      return
    end
    # If escape (Actor)
    if @active_battler.is_a?(Game_Actor) and
       @active_battler.current_action.basic == 2
      # Escape
      update_phase2_escape
      return
    end	
    # If doing nothing
    if @active_battler.current_action.basic == 3
      # Clear battler being forced into action
      $game_temp.forcing_battler = nil
      # Shift to step 1
      @phase4_step = 1
      return
    end
  end
end

#==============================================================================
# --- XRXS.Command Window Add-On Module ---
#==============================================================================
module XRXS_Window_Command
  #--------------------------------------------------------------------------
  # * Add Command
  #     command  : command text string being added
  #--------------------------------------------------------------------------  
  def add_command(command)
    #
    # Creates an empty @disabled array when first called.
    #
    @disabled = [] if @disabled.nil?
    if @commands.size != @disabled.size
      for i in 0...@commands.size
        @disabled[i] = false
      end
    end
    #
    # Add Command
    #
    @commands.push(command)
    @disabled.push(false)
    @item_max = @commands.size
    # Position the command window
    if $command_y_pos == nil
      self.y -= 32
    else
      self.y = $command_y_pos
    end
    # Set the command window height
    if $command_height == nil
      self.height += 32
    else
      self.height = $command_height
    end
    self.contents.dispose
    self.contents = nil
    self.contents = Bitmap.new(self.width - 32, @item_max * 32)
    refresh
    for i in 0...@commands.size
      if @disabled[i]
        disable_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def disable_item(index)
    @disabled = [] if @disabled.nil?
    @disabled[index] = true
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  # * Enable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def enable_item(index)
    @disabled = [] if @disabled.nil?
    @disabled[index] = false
    draw_item(index, normal_color)
  end
end
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # ** Include
  #--------------------------------------------------------------------------
  include XRXS_Window_Command
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def disable_item(index)
    super
  end
end
#==============================================================================
# --- Edited Copy of Include for SoulRage script ---
#==============================================================================
class Window_Command_Enhanced < Window_Selectable
  #--------------------------------------------------------------------------
  # ** Include
  #--------------------------------------------------------------------------
  include XRXS_Window_Command
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def disable_item(index)
    super
  end
end#==============================================================================
# ** Laura's Escape Bar Removal Code (DBS version)
#	by DerVVulfman
#	Version 1.5
#	04-11-07
#
#------------------------------------------------------------------------------
#
#  INTRODUCTION AND BASIC USAGE:
#
#  This script effectively 'replaces' key sections of Scene_Battle that involve
#  the display and use of the Escape bar that appears at the top of the window
#  when combat begins.
#
#  As such, this script should be placed above any other custom script in your
#  system that relates to or edits the battle system in your game, preferrably
#  just below Scene_Debug.
#
#  This, of course, assumes that no 'DIRECT' editing of Scene_Battle's code has
#  been initiated.
#
#
#------------------------------------------------------------------------------
#
#  REGARDING ELADIA'S BATTLE EQUIPMENT MENU:
#  This system  is compatible  with said system.   Both IT and this system uses
#  a modified version of XRXS's Window Module, and the placement of the scripts
#  influences the options position.   If this script is placed 'BELOW' Eladia's
#  script,  then the 'Escape' option  will be below  the 'Equip' option...  and
#  visa versa.
#
#------------------------------------------------------------------------------
#
#  EDITABLES:
#
#  The script alters the command window to accept a fifth command option to re-
#  place the Escape Bar  at the start of each turn.   Also,  it repositions the
#  command window accordingly for the additional option.
#
#  ESCAPE_TEXT:
#	The text that is shown in the fifth option can be altered  by editing the
#	ESCAPE_TEXT constant, right below these instructions.   Most people would
#	probably leave it as 'Escape', but have some fun with it. :)
#
#============================================================================== 

# Command Window size controls
$command_height = 160   # Sets how many options are visible (nil auto-resizes)
$command_y_pos  = 160   # Sets the height position (160 is default, nil is auto)

# EDITABLE CONSTANT:
ESCAPE_TEXT	= "Escape"  # Text that shows in the command window.

  
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Add Escape
  #--------------------------------------------------------------------------
  alias escape_sp1 start_phase1
  def start_phase1
    # Original Call
    escape_sp1
    # Get index of Equip Command
    @escape_actor_command_index = @actor_command_window.height / 32 - 1
    # Add the Equip Command
    @actor_command_window.add_command(ESCAPE_TEXT)
    if $game_temp.battle_can_escape == false
      @actor_command_window.disable_item(@actor_command_window.height / 32 - 1)
    end
  end  
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
          setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end
    # Update system (timer) and screen
    $game_system.update
    $game_screen.update
    # If timer has reached 0
    if $game_system.timer_working and $game_system.timer == 0
      # Abort battle
      $game_temp.battle_abort = true
    end
    # Update windows
    @help_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    # Update sprite set
    @spriteset.update
    # If transition is processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
        $game_temp.transition_name)
      end
    end
    # If message window is showing
    if $game_temp.message_window_showing
      return
    end
    # If effect is showing
    if @spriteset.effect?
      return
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Switch to title screen
      $scene = Scene_Title.new
      return
    end
    # If battle is aborted
    if $game_temp.battle_abort
      # Return to BGM used before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
      return
    end
    # If waiting
    if @wait_count > 0
      # Decrease wait count
      @wait_count -= 1
      return
    end
    # If battler forcing an action doesn't exist,
    # and battle event is running
    if $game_temp.forcing_battler == nil and
      $game_system.battle_interpreter.running?
      return
    end
    # Branch according to phase
    case @phase
    when 1  # pre-battle phase
      update_phase1
    when 2  # party command phase
      update_phase2
    when 3  # actor command phase
      update_phase3
    when 4  # main phase
      update_phase4
    when 5  # after battle phase
      update_phase5
    end
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Phase
  #--------------------------------------------------------------------------
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (party command phase)
  #--------------------------------------------------------------------------
  def update_phase2
    start_phase3
  end
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    @actor_command_window.x = @actor_index * 160
    # Set index to 0
    @actor_command_window.index = 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  alias escape_update_phase3_basic_command update_phase3_basic_command
  def update_phase3_basic_command
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when @escape_actor_command_index # Escape
        # Play Decision SE
        $game_system.se_play($data_system.decision_se)
        if $game_temp.battle_can_escape == false
          # Play Buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 2
        phase3_next_actor      
        return
      end
    end
    # Original Call
    escape_update_phase3_basic_command
  end  
  #--------------------------------------------------------------------------
  # * Start Main Phase
  #--------------------------------------------------------------------------
  def start_phase4
	# Shift to phase 4
	@phase = 4
	# Turn count
	$game_temp.battle_turn += 1
	# Search all battle event pages
	for index in 0...$data_troops[@troop_id].pages.size
	 # Get event page
	 page = $data_troops[@troop_id].pages[index]
	 # If this page span is [turn]
	 if page.span == 1
		# Clear action completed flags
		$game_temp.battle_event_flags[index] = false
	 end
	end
	# Set actor as unselectable
	@actor_index = -1
	@active_battler = nil
	# Disable actor command window
	@actor_command_window.active = false
	@actor_command_window.visible = false
	# Set main phase flag
	$game_temp.battle_main_phase = true
	# Make enemy action
	for enemy in $game_troop.enemies
	 enemy.make_action
	end
	# Make action orders
	make_action_orders
	# Shift to step 1
	@phase4_step = 1
  end
  #--------------------------------------------------------------------------
  # * Make Basic Action Results
  #--------------------------------------------------------------------------
  def make_basic_action_result
    # If attack
    if @active_battler.current_action.basic == 0
      # Set anaimation ID
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      # If action battler is enemy
      if @active_battler.is_a?(Game_Enemy)
      if @active_battler.restriction == 3
        target = $game_troop.random_target_enemy
      elsif @active_battler.restriction == 2
        target = $game_party.random_target_actor
      else
        index = @active_battler.current_action.target_index
        target = $game_party.smooth_target_actor(index)
      end
      end
      # If action battler is actor
      if @active_battler.is_a?(Game_Actor)
      if @active_battler.restriction == 3
        target = $game_party.random_target_actor
      elsif @active_battler.restriction == 2
        target = $game_troop.random_target_enemy
      else
        index = @active_battler.current_action.target_index
        target = $game_troop.smooth_target_enemy(index)
      end
      end
      # Set array of targeted battlers
      @target_battlers = [target]
      # Apply normal attack results
      for target in @target_battlers
      target.attack_effect(@active_battler)
      end
      return
    end
    # If guard
    if @active_battler.current_action.basic == 1
      # Display "Guard" in help window
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    # If escape
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      # Display "Escape" in help window
      @help_window.set_text("Escape", 1)
      # Escape
      @active_battler.escape
      return
    end
    # If escape (Actor)
    if @active_battler.is_a?(Game_Actor) and
       @active_battler.current_action.basic == 2
      # Escape
      update_phase2_escape
      return
    end	
    # If doing nothing
    if @active_battler.current_action.basic == 3
      # Clear battler being forced into action
      $game_temp.forcing_battler = nil
      # Shift to step 1
      @phase4_step = 1
      return
    end
  end
end

#==============================================================================
# --- XRXS.Command Window Add-On Module ---
#==============================================================================
module XRXS_Window_Command
  #--------------------------------------------------------------------------
  # * Add Command
  #     command  : command text string being added
  #--------------------------------------------------------------------------  
  def add_command(command)
    #
    # Creates an empty @disabled array when first called.
    #
    @disabled = [] if @disabled.nil?
    if @commands.size != @disabled.size
      for i in 0...@commands.size
        @disabled[i] = false
      end
    end
    #
    # Add Command
    #
    @commands.push(command)
    @disabled.push(false)
    @item_max = @commands.size
    # Position the command window
    if $command_y_pos == nil
      self.y -= 32
    else
      self.y = $command_y_pos
    end
    # Set the command window height
    if $command_height == nil
      self.height += 32
    else
      self.height = $command_height
    end
    self.contents.dispose
    self.contents = nil
    self.contents = Bitmap.new(self.width - 32, @item_max * 32)
    refresh
    for i in 0...@commands.size
      if @disabled[i]
        disable_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def disable_item(index)
    @disabled = [] if @disabled.nil?
    @disabled[index] = true
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  # * Enable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def enable_item(index)
    @disabled = [] if @disabled.nil?
    @disabled[index] = false
    draw_item(index, normal_color)
  end
end
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # ** Include
  #--------------------------------------------------------------------------
  include XRXS_Window_Command
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def disable_item(index)
    super
  end
end
#==============================================================================
# --- Edited Copy of Include for SoulRage script ---
#==============================================================================
class Window_Command_Enhanced < Window_Selectable
  #--------------------------------------------------------------------------
  # ** Include
  #--------------------------------------------------------------------------
  include XRXS_Window_Command
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number  
  #--------------------------------------------------------------------------
  def disable_item(index)
    super
  end
end

Thanks in advance

~Dalton~

Edit: Now that is strange... Yesterday it worked with one character... Now it doesn't anymore...
Im honestly confused now...
 
o.O Man, how stupid am I?

I kind of know now how this happened, but I don't know how I could make such a dumb mistake...

Thank you very much, Arbiter!

This proof of pure dumbness may be closed.
 
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