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[VX] Uber Quest Log

Uber Quest Log
Version 1.0
by Atoria (aka coolmariners98)


Introduction

Some of you may remember this script from a long time ago labeled as the Ultimate Quest Scene. This is basically the same thing and I am the same author so don't go ranting about how this script was made by someone else. I just wanted to update my first script for the VX interface.

Features

  • * Doesn't use any switches
    * Can handle and unlimited number of quests
    * Can hold up to 8 objectives per quest
    * Each time an objective is completed the quest updates
    * Quests appear in the menu only after you get the quest, instead of there just being a list of all quests or you can now have all of them be displayed the choice is up to you
    * Keeps track of how much money, exp, completed, found, etc
    * Has a nice GUI in Quest_Data

I also added some new things, while moving some stuff around as well

  • * You can define either quest NPCs or non-quest NPCs (quest NPCs will have a golden exclamation point over their head)
    * Text wrap was added for quest info, so feel free to type a massive paragraph and it will parse it just fine

Screenshots

Demo

http://www.megaupload.com/?d=10EEPYKN

Scripts

Code:
 

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

# ** Scene_Quests

# ** Created by coolmariners98 (Atoria)

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

#  Please do not copy and distribute claiming to have created this.

#  I would like full credit, even though this script is kind of crappy.

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

class Scene_Quests

  # * Object Initialization

  def initialize(quest_index = 0)

    @quest_index = quest_index

  end

 

  def main

    @command_window = Window_Qmand.new(160, $quest.questname) # actually makes window

    @command_window.index = @quest_index

   

    # while loop determines what to show

    tmp = 1

    tmp2 = 10

    tmp3 = 0

    $quest.totalfound = 0

    $quest.moneyearned = 0

    $quest.expearned = 0

    $quest.rpearned = 0

    while (tmp3 < $quest.totalquests)

      if $quest.showdisabledquests == true and $quest.qupdate[tmp] == false

        @command_window.disable_item(tmp3)

      else

        $quest.totalfound += 1

      end

      if $quest.handin[tmp3] == true

        @command_window.finished(tmp3)

        $quest.moneyearned += $quest.goldreward[tmp3]

        $quest.expearned += $quest.expreward[tmp3]

        $quest.rpearned += $quest.rpreward[tmp3]

        $quest.totalcompleted += 1

      end

      tmp += 10

      tmp2 += 10

      tmp3 +=1

    end

     

    # Make quest status window

    @qs_window = Quest_Status.new

    @qs_window.x = 0

    @qs_window.y = 300

 

    # Make quest info window

    @qi_window = Quest_Info.new

    @qi_window.x = 160

    @qi_window.y = 0

     

    # Make quest window

    @status_window = Quest.new

    @status_window.x = 160

    @status_window.y = 180

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    Graphics.freeze

    # Dispose of windows

    @command_window.dispose

    @status_window.dispose

    @qs_window.dispose

    @qi_window.dispose

  end

  def update

    @command_window.update

    @status_window.update

    if @command_window.active

      update_command

      return

    end

    if @status_window.active

      update_status

      return

    end

  end

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

  # * Frame Update (when command window is active)

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

  def update_command

    # If B button was pressed

    if Input.trigger?(Input::B)

      # Play cancel SE

      Sound.play_cancel

      # Switch to map screen

      $scene = Scene_Map.new

      return

    end

    # If C button was pressed

    if Input.trigger?(Input::C)

      index = @command_window.index

      #pattern on switch is index * 10 + 1

      if $quest.qupdate[index * 10 + 1] == false

        Sound.play_buzzer

        return

      else

        $quest.whichquest = index

        Sound.play_decision       

        @status_window.dispose

        @status_window = Quest.new

        @status_window.x = 160

        @status_window.y = 180

        @status_window.update

      end

      return

    end

  end

 

end

 

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

# ** Quest_Status

# ** Created by coolmariners98

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

#  This displays what has been done so far in your quests (upper middle window)

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

class Quest_Status < Window_Base

  def initialize

    super(0, 0, 160, 117)

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

    refresh

  end

  def refresh

    self.contents.clear

    self.contents.font.color = normal_color

    self.contents.draw_text(0, -10, 150, 32, "Total Quests: " + $quest.totalfound.to_s)

    self.contents.font.color = system_color

    self.contents.draw_text(0, 8, 150, 32, "Total Complete: " + $quest.totalcompleted.to_s)

    self.contents.font.color = normal_color

    self.contents.draw_text(0, 26, 150, 32, "Money: " + $quest.moneyearned.to_s)

    self.contents.font.color = system_color

    self.contents.draw_text(0, 44, 150, 32, "Exp: " + $quest.expearned.to_s)

    self.contents.font.color = normal_color

    self.contents.draw_text(0, 62, 150, 32, "RP: " + $quest.rpearned.to_s)

  end

end

 

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

# ** Quest_Info

# ** Created by coolmariners98

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

#  This displays all the quest information in the upper right window

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

class Quest_Info < Window_Base

  def initialize

    super(0, 0, 385, 180)

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

    refresh

  end

  def refresh

    self.contents.clear

    self.contents.font.color = text_color(14)

    self.contents.draw_text(0, -10, 380, 32, "Quest Information")

    self.contents.font.color = normal_color

    if $quest.totalfound != 0

      self.contents.draw_wrap_text(0, 20, 350, 16, $quest.preinfo[$quest.whichquest])

    end

  end

end

 

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

# ** Quest

# ** Created by coolmariners98

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

#  This displays all the quest information in the bottom right window

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

class Quest < Window_Selectable

  def initialize

    super(0, 0, 385, 237)

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

    refresh

    self.active = false

    self.index = -1

  end

  def refresh

    self.contents.clear

    if $quest.totalfound != 0

      bitmap = Cache.character($quest.charspriteN[$quest.whichquest])

      sign = $quest.charspriteN[$quest.whichquest][/^[\!\$]./]

      if sign != nil and sign.include?('$')

        cw = bitmap.width / 3

        ch = bitmap.height / 4

      else

        cw = bitmap.width / 12

        ch = bitmap.height / 8

      end

      n = $quest.charspriteI[$quest.whichquest]

      src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)

      self.contents.blt(19 - cw / 2, 57 - ch, bitmap, src_rect) 

      if $quest.qupdate[(($quest.whichquest * 10) + 10)]

        bitmap2 = Cache.picture("complete.png")

        src_rect2 = Rect.new(0, 0, bitmap2.width, bitmap2.height)

        self.contents.blt(300, 10, bitmap2, src_rect2)

      end

      self.contents.font.color = system_color

      self.contents.draw_text(50, 0, 385, 45, "Name: " + $quest.charname[$quest.whichquest])

      self.contents.font.color = normal_color

      self.contents.draw_text(50, 0, 385, 80, "Location: " + $quest.location[$quest.whichquest])

      self.contents.font.color = system_color

      self.contents.draw_text(50, 0, 385, 115, "Reward: " + $quest.textreward[$quest.whichquest])

      self.contents.font.color = normal_color

      self.contents.draw_text(0, 0, 435, 175, "Quest Objectives:")

      temp = $quest.whichquest

      script = (temp * 8)

      easy = 0

      switch = 2

      switch2 = (temp * 10) + 2

     while (switch < 10)

       if $quest.objs[script] == " "

         $quest.qupdate[switch2] = true

       end

       if $quest.qupdate[switch2]

         self.contents.font.color = text_color(7)

         self.contents.draw_text(0, 0, 435, 210 + (easy * 35), $quest.objs[script])

       else

         self.contents.font.color = normal_color

         self.contents.draw_text(0, 0, 435, 210 + (easy * 35), $quest.objs[script])

       end

       easy += 1

       script += 1

       switch += 1

       switch2 += 1

     end

 

    end

  end

  def update_cursor_rect

    if @index < 0

      self.cursor_rect.empty

    else

      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)

    end

  end

end

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

# ** Window_Qmand

# ** Created by coolmariners98

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

#  This displays all the quest information in the bottom right window

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

class Window_Qmand < Window_Selectable

  def initialize(width, commands)

    super(0, 0, width, 300)

    @item_max = commands.size

    @commands = commands

    self.contents = Bitmap.new(width - 32, @item_max * 32)

    refresh

    self.index = 0

  end

  def refresh

    self.contents.clear

    for i in 0...@item_max

      draw_item(i, normal_color, true)

    end

  end

  def draw_item(index, color, enabled = true)

    self.contents.font.color = color

    rect = item_rect(index)

    rect.x += 4

    rect.width -= 8

    self.contents.clear_rect(rect)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

    self.contents.font.color.alpha = enabled ? 255 : 128

    self.contents.draw_text(rect, @commands[index])

  end

  def disable_item(index)

    draw_item(index, text_color(7), true)

  end

  def delete_item(index)

    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

  end

  def finished(index)

    draw_item(index, text_color(3), true)

  end

end

 

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

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

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

# ** DON'T TOUCH BELOW HERE UNLESS YOU KNOW WHAT YOU'RE DOING

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

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

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

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

# ** Event Text Display

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

# Created By: Áص¹

# Modified By: SephirothSpawn

# Modified By: Meâ„¢

# Modified By: Atoria

# Version 2.1

# 2006-03-04

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

# * Instructions :

#

#  ~ Creating Event With Text Display

#   - Put a Comment on the Page With

#   [CD____]

#   - Place Text to Be Displayed in the Blank

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

# * Customization :

#

#  ~ NPC Event Colors

#   - Event_Color = Color

#

#  ~ Player Event Color

#   - Player_Color = Color

#

#  ~ Player Text

#   - Player_Text = text_display *

#

#  ~ text_display

#   - 'Name', 'Class', 'Level', 'Hp', 'Sp'

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

 

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

# ** Game_Character

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

 

class Game_Character

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

  # * Dispaly Text Color (Event & Player)

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

  Event_Color = Color.new(0, 0, 200)

  Player_Color = Color.new(200, 0, 0)

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

  # * Public Instance Variables

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

  attr_accessor :text_display

  attr_accessor :isQuest

  attr_accessor :foundQuest

  attr_accessor :doneQuest

  attr_accessor :bounce

  attr_accessor :bounceFlip

 

end

 

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

# ** Game_Event

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

 

class Game_Event < Game_Character

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

  # * Alias Listings

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

  alias seph_characterdisplay_gevent_refresh refresh

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

  # * Refresh

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

  def refresh

    # Original Refresh Method

    seph_characterdisplay_gevent_refresh

    # Checks to see if display text

    # If the name contains CD, it takes the rest of the name as the text

    @bounce = 0

    @bounceFlip = false

    unless @list.nil?

      for i in [email=0...@list.size]0...@list.size[/email] # for all the commands in event

        if @list.code == 108 # if it is a comment

          @list.parameters[0].dup.gsub!(/\[[Cc][Dd](.+?)\]/) do

            @text_display = [$1, Event_Color]

            @isQuest = false

          end

          @list.parameters[0].dup.gsub!(/\[[Qq][Dd](.+?)\]/) do

            @text_display = [$1, Event_Color]

            @isQuest = true

          end

        end

      end

    end

    @text_display = nil if @erased

  end

end

 

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

# ** Game_Player

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

 

class Game_Player < Game_Character

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

  # * Alias Listings

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

  alias seph_characterdisplay_gplayer_refresh refresh

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

  # * Refresh

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

  def refresh

    # Original Refresh Method

    seph_characterdisplay_gplayer_refresh

    # Creates Text Display

    @text_display = ["Hero", Player_Color]

  end

end

 

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

# ** Sprite_Character

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

 

class Sprite_Character < Sprite_Base

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

  # * Alias Listings

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

  alias seph_characterdisplay_scharacter_update update

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

  # * Frame Update

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

  def update

    # Original update Method

    seph_characterdisplay_scharacter_update

    # Character Display Update Method

    update_display_text

    unless @character.bounce.nil?

      if @character.bounce < -2

        @character.bounceFlip = true

      end

      if @character.bounce > 2

        @character.bounceFlip = false

      end

      if @character.bounceFlip

        @character.bounce = @character.bounce + 0.2

      else

        @character.bounce = @character.bounce - 0.2

      end

    end

  end

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

  # * Create Display Sprite

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

  def create_display_sprite(args)

    Font.default_size = 12

    Font.default_name = "Verdana"

    # Creates Display Bitmap

    bitmap = Bitmap.new(160, 24)

    bitmap2 = Bitmap.new(160, 24)

    # Changes Font Color

    bitmap.font.color = args[1]

    # Draws Text

    if @character.isQuest

      bitmap2 = Cache.picture("quest.png")

      @_quest_display = Sprite.new(self.viewport)

      @_quest_display.bitmap = bitmap2

      @_quest_display.ox = 8

      @_quest_display.oy = 40

      @_quest_display.x = self.x

      @_quest_display.y = self.y - self.oy / 2 - 24

      @_quest_display.z = 30001

      @_quest_display.visible = self.visible #true

    end

    bitmap.draw_text(0, 0, 160, 24, args[0], 1)

    # Creates Display Text Sprite

    @_text_display = Sprite.new(self.viewport)

    @_text_display.bitmap = bitmap

    @_text_display.ox = 80

    @_text_display.oy = 12

    @_text_display.x = self.x

    @_text_display.y = self.y - self.oy / 2 - 24

    @_text_display.z = 30001

    @_text_display.visible = self.visible #true

  end

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

  # * Dispose Display Sprite

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

  def dispose_display_text

    unless @_text_display.nil?

      @_text_display.dispose

    end

    #reset font colors

    Font.default_size = 14

    Font.default_name = "Verdana"

  end

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

  # * Dispose Quest Sprite

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

  def dispose_quest_text

    unless @_quest_display.nil?

      @_quest_display.dispose

    end

    #reset font colors

    Font.default_size = 14

    Font.default_name = "Verdana"

  end

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

  # * Update Display Sprite

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

  def update_display_text

    unless @character.text_display.nil?

      if @_text_display.nil?

        create_display_sprite(@character.text_display)

      end

     

    switch = ($quest.whichquest * 10) + 2

    if $quest.qupdate[switch]

      if $quest.qupdate[switch + 1]

        if $quest.qupdate[switch + 2]

          if $quest.qupdate[switch + 3]

            if $quest.qupdate[switch + 4]

              if $quest.qupdate[switch + 5]

                if $quest.qupdate[switch + 6]

                  if $quest.qupdate[switch + 7]

                    $quest.qupdate[switch + 8] = true

                  end

                end

              end

            end

          end

        end

      end

    end

     

     

     

      @_text_display.x = self.x

      @_text_display.y = self.y - self.oy / 2 - 24

      if @character.isQuest       

        @_quest_display.x = self.x

        @_quest_display.y = self.y - self.oy / 2 - 24 + @character.bounce

      end

    else

      unless @_text_display.nil?

        dispose_display_text

      end

      unless @_quest_display.nil?

        dispose_quest_text

      end

    end

    #reset font colors

    Font.default_size = 14

    Font.default_name = "Verdana"

  end

end

 

 

 

     #C[RRBBGG] Changes the Color (RR,BB,GG)

      #C[N] Changes to color back to normal

      #I[] Changes the font to Italics

      #B[] Changes the font to Bold

      #T[] A Tab

      #N[] New Line

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

# ** Bitmap

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

#  Additions add a draw wrap text method which draws word wrapped text

#  Text Automattically goes to the next line if the text can not fit on the line

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

class Bitmap

  def draw_wrap_text(x,y,width, height, text)

    array = text.split

    for i in array

      word = i + ' '

      word_width = text_size(word).width

      if x + word_width > width

        y += height

        x = 0

      end

      self.draw_text(x, y, 350, height, word)

      x += word_width

    end

  end

end

 

Code:
 

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

# ** Scene_Quests

# ** Created by coolmariners98

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

#  Please do not copy and distribute claiming to have created this.

#  I would like full credit, even though this script is kind of crappy.

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

 

class Quest_Data

  attr_accessor :totalquests, :totalfound, :moneyearned, :expearned, :rpearned, :totalcompleted,

              :showdisabledquests, :shownondisabledquests, :preinfo, :charsprite, :questname,

              :charname, :location, :textreward, :goldreward, :expreward, :rpreward, :objs,

              :whichquest, :qupdate, :charspriteN, :charspriteI, :whichicon, :handin

  def initialize

    # ========DO NOT CHANGE======

    @preinfo = []

    @charspriteN = []

    @charspriteI = []

    @questname = []

    @charname = []

    @location = []

    @textreward = []

    @goldreward = []

    @expreward = []

    @rpreward = []

    @handin = []

    @objs = []

    @totalfound = 0

    @moneyearned = 0

    @expearned = 0

    @rpearned = 0

    @totalcompleted = 0

    @whichquest = 0

    @icon = []

    @whichicon = 0

    @qupdate = []

    for i in 0...5000

      @qupdate = false

    end

    for k in 0...500

      @handin[k] = false

    end

    # =========================

   

    # kinda big things

    @showdisabledquests = true # displays all the quests, but they are disabled

    @totalquests = 2 # initialize the total number of quests you created

 

    # Quest 0 information

    @preinfo.push("Don't get distracted by the cool names and exclamation marks over npc's heads. You are here to see the quest log so now you must!") # info that will show 

    @questname.push("Understanding") # the name of quest

    @charspriteN.push("Monster.png") # the name of the character file

    @charspriteI[0] = 0 # the index of the character 0,1,2,3

    @charname.push("Ghoul") # the name of the character who gave the quest

    @location.push("World Map") # the location of quest

    @textreward.push("1 Gold and 10 Experience") # the text representation of the reward

    @goldreward[0] = 1 # the actual amount of gold reward

    @expreward[0] = 10 # the actual amount of exp reward

    @rpreward[0] = 1 # the actual amount of rp reward

    @objs.push("   - Go talk to Flamey") # quest objective 1

    @objs.push("   - Go talk to Skele") # quest objective 2

    @objs.push(" ") # quest objective 3

    @objs.push(" ") # quest objective 4

    @objs.push(" ") # quest objective 5

    @objs.push(" ") # quest objective 6

    @objs.push(" ") # quest objective 7

    @objs.push(" ") # quest objective 8   

 

    # Quest 1 information

    @preinfo.push("The priestess who was tending to the animals has accidently let them loose all over the area. Help her catch her cat, her dog, and her sheep, so that she doesn't get in trouble.") # info that will show 

    @questname.push("The Chase") # the name of quest

    @charspriteN.push("People2.png") # the name of the character file

    @charspriteI[1] = 1 # the index of the character 0,1,2,3

    @charname.push("Vania") # the name of the character who gave the quest

    @location.push("World Map") # the location of quest

    @textreward.push("1000 Gold and 200 Experience") # the text representation of the reward

    @goldreward[1] = 1000 # the actual amount of gold reward

    @expreward[1] = 200 # the actual amount of exp reward

    @rpreward[1] = 100 # the actual amount of rp reward

    @objs.push("   - You must go and find the sheep") # quest objective 1

    @objs.push("   - You must go and find the cat") # quest objective 2

    @objs.push("   - You must go and find the dog") # quest objective 3

    @objs.push(" ") # quest objective 4

    @objs.push(" ") # quest objective 5

    @objs.push(" ") # quest objective 6

    @objs.push(" ") # quest objective 7

    @objs.push(" ") # quest objective 8

   

  end

end

 

Code:
 

$scene = Scene_Quests.new

 

Code:
 

$quest = Quest_Data.new

 

Instructions

This script is actually a little difficult to use, so make sure you read these instructions carefully.

To use this script as is all you need to edit is the Quest Data
  • qupdate is the bulk of this code, it updates your quest information
    • qupdate[1, 11, 21, 31, 41, etc] = setting to true will make quests 1, 2, 3, 4, 5, available aka they show up in the menu
    • qupdate[10, 20, 30, 40, etc] = you use these to check to see if quests 1, 2, 3, 4 are finished they are updated automatically so it's often just used by the quest giver event (demo shows best)
    • qupdate[2-9, 12-19, 22-29, etc] = setting to true will update the objectives in each quest so qupdate[12] = true will make the first objective in quest 2 be completed
  • handin is important as well and is to be used when a quest is handed in to the quest giver
    • handin[0, 1, 2, 3, etc] = setting to true will completely end quests 1, 2, 3, 4, and update the quest journal
  • The rest of the data that needs to be filled in is pretty self explanatory any questions can be posted below


Credits and Thanks

Event Text Display by ???

Author's Notes

None at the moment

Terms and Conditions

You can use this script as long as I am credited.
 
Great script, I remember using this on XP and it was awesome, but this makes it even better.

Just a thought, perhaps it would be good if you could make the level up message show when the characters level up from the EXP gained from the quests?
 
its comparing an integer to an array... i dont know what the problem si but you may have to do this:
if @list.code.is_a?(Array)
  for i in 0...@list.code.size
    if @list.code == 108
    #do something
    end
  end
else
  if @list.code == 108
  #do something
  end
end

then again im nto sure what @list.code is meant to be or what it contains so this may not work.
 
Awesome script, but I found a glitch.  In the demo, if you have the talk to skeley and flamey quest selected, but you complete the animal quest, you can't get the nun's reward until you select that quest from the quest menu.
 

encen

Member

Okay I have a stupid question, not really used to ruby,
how can I change the name 'hero' over the characters head?
Like when using text you would write \N[1] Like that, but in script.
 
encen":5mk6eb5d said:
Okay I have a stupid question, not really used to ruby,
how can I change the name 'hero' over the characters head?
Like when using text you would write \N[1] Like that, but in script.

In the script titled "--Atoria's Quest Log {Win}", it's line 424 in the script. I just changed mine to ["", Player_Color] so it shows nothing over the player's name. I think that's dumb to have that in the first place if it's not an MMO.
 

encen

Member

very true, just wondering if it would work, and how i could do that.
I guess it is better to name him nothing that to name EVERYTHING.
To much work for me, i'm pretty lazy with that stuff.
 
I'm not sure whether it happens only to me, but when loading a saved game, the quest data just resets. This script has no use without storing its data to the saved game.

edit:
I fixed my save problem. The script actually misses to save the quest data. You have to add this anywhere after Scene_File:
Code:
class Scene_File < Scene_Base

  alias wsd write_save_data

  def write_save_data(file)

    wsd(file)

    Marshal.dump($quest, file)

  end

  alias rsd read_save_data

  def read_save_data(file)

    wsd(file)

    $quest = Marshal.load(file)

  end

end
 
check my previous post... i think i sorted the problem there... then again im not 100% sure as i dont use RMXP / RMVX anymore and as such havnt tested (but im a ruby coder so i think im right... then again going from just one error isnt all that easy)
 
thats because it doesnt go underneath the code (which im guessing your doing) it replaces the erroring line... as i said i havnt looked at the actual code just checked that it errors because its trying to read an array not a single line of data so i made it check if its an array and act accordingly... you need to know some scripting and it was aimed really at those who do or the script's creator... get in contact with him or find someone who will script it in (its pretty simple but i dont have time and as i said... i dont use the rpgmakers anymore... i jsut code)
 

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