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KWorkshop XP - Printable Version

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RE: KWorkshop XP VX - kyonides - 01-17-2018

That end should make the interpreter ignore that script section in the editor, but if there is a blank space right before that, it won't work... I will double check that because I did not get that error till I ran it on Linux via mkxp.


RE: KWorkshop XP VX - kyonides - 01-18-2018

Well, in the XP version I had to remove some script I was not using lately and pasted it somewhere else. I also modified Kustom script once again and included the newest version of KyoGemBoost XP as well. Now it should not throw nasty and biting bugs at your face. Even so feel free to report any weird stuff happening there that you could not fix on your own. Tongue sticking out


RE: KWorkshop XP VX - Mel - 01-18-2018

In the latest demo, this error appears when I use "Kustom.make_weapon(ID)" script call.

[Image: 7ZBo5f9.png]

But thats all for now.


RE: KWorkshop XP VX - kyonides - 01-18-2018

Just delete the Kustom script and it will work. If you downloaded the demo to get customized weapons aka unique weapons, then you will need to wait till you download the brand new Kustom XP demo I have uploaded earlier today. It features a way to make custom weapons and armors either via script call or even by visiting a smith thanks to KWorkshop XP being included in that demo, it also lets you use a slightly modified version of the default equip scene to actually equip any weapon or armor.


RE: KWorkshop XP VX - Mel - 01-19-2018

Ah I see.

So now I downloaded the KustomXP demo and it works.

But when I equip a weapon and push enter to equip another weapon right after, this happens

[Image: GLFyRif.png]


RE: KWorkshop XP VX - kyonides - 01-19-2018

Well, I uploaded new versions of KWorkshop, including XP, VX & ACE, even if the ACE version might need more tweaking than expected, and Kustom XP. Due to some serious issues with my damn browser or internet in general, I could only upload them as thread specific attachments. They can be found at the very bottom of the topic's main post. The new feature found in KWorkshop would be that recipes require a tool to make them, yeah, a single tool. You can also setup a priest or smith or tech's initial tool and even change it in game at will, there are three script calls that should help you do that. In Kustom XP you will see that you can enjoy KWorkshop features while still dealing with unique weapons and armors (or as unique goods as I could make them).