Kustom XP - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Kustom XP (/thread-7219.html) |
RE: Kustom XP & VX & ACE - kyonides - 02-16-2018 O.o how is that possible if I left two examples that change Aluxes and Basil's weapons? Let me check that bug, it got to be something easy like writing down the right variable name. RE: Kustom XP & VX & ACE - Mel - 02-16-2018 I will look at it again tomorrow and download a clean demo + scripts data. I'm sure my demo where I tested stuff is kind of corrupted. RE: Kustom XP & VX & ACE - kyonides - 02-16-2018 Well, the qty bug was caused because that line was supposed to be commented out till I could implement a parsing method that would realize a sharpened weapon could need a certain amount of ingredients to upgrade them via sharpening. Now that's fully implemented you can enjoy watching those high level weapons from afar because you cannot find all of the necessary items or weapons or armors to keep sharpening your equipment! So go ahead and download any of the Kustom demos! No separate patches included! RE: Kustom XP & VX & ACE - Mel - 02-16-2018 Now I understood the special weapons stuff. I always made a scriptcall x__x But it's defined in the script itself... This error appears in the fight against the sahagins. And this in the menu to lift curses. I don't even had a cursed weapon but there were weapons in the list and when I selected one the error comes up. RE: Kustom XP & VX & ACE - kyonides - 02-17-2018 Well, I have uploaded new Kustom demos both in mediafire and mega so everybody is invited to download and test them thoroughly... even if that might mean I'll get headaches trying to fix future bugs you may report but it's unavoidable I guess I do think I fixed issues mentioned here plus another one I encountered myself in the process. Yes, Melana, I let people setup their special weapons and armors in the script itself There could be an option to make it via parsing some extra TXT file, but I was too lazy to include it here RE: Kustom XP & VX & ACE - Mel - 02-17-2018 I'm totally fine with it. I just misunderstood the feature so it's my fault. The sahagin fight gives me this error but only after I equipped some gems I think. Beside that I haven't found anything so far. RE: Kustom XP & VX & ACE - kyonides - 02-17-2018 And I was glad I also had time to add more stuff like new events and a few more comments on the so called RTP politics Anyway, I have uploaded new patches that are supposed to solve the issues people like Melana had experienced before, but keep in mind you gotta pick the right version based on the filename extension. I forgot to include the Gem Roulette TXT file namely prizes.txt but you can get it from KUnits demo. RE: Kustom XP & VX & ACE - Mel - 02-18-2018 No new bugs so far. But it seems special armors don't work. And when I make the level of a special weapon higher than 13 it gives an error. RE: Kustom XP & VX & ACE - kyonides - 02-18-2018 Obviously, the TXT files and the default naming convention only include about 13 names, if you ever need more then go add more names you might like :) Are you sure you learn how special weapons and armors work? O.o? Anyway I will check it out, but I have not found any reason for it to be ignored RE: Kustom XP & VX & ACE - Mel - 02-18-2018 I added names in this line. Code: names = ['A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P'] The smith also can't get higher than 13. Even If I add more names into his txt file. It gives this error Special weapons work fine for me. And I did it exactly the same with armors but that won't work. |