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#1 (XP) Ayuda con script el Lun Ago 12, 2013 11:14 am

Tynd

avatar
Buenas, conseguí buceando por internet un script de batalla lateral, pero no decían ni el nombre del script ni del autor, solo que era japonés, mi problema es que lo instalé en tres partes,, la primera y la segunda me fueron a la perfección, pero la tercera me daba un Syntax error en la línea 215 que no sé arreglar, os lo dejo aquí a ver si alguien me puede ayudar.

Código:
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :actor_index  
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Initialize each kind of temporary battle data
   $game_temp.in_battle = true
   $game_temp.battle_turn = 0
   $game_temp.battle_event_flags.clear
   $game_temp.battle_abort = false
   $game_temp.battle_main_phase = false
   $game_temp.battleback_name = $game_map.battleback_name
   $game_temp.forcing_battler = nil
   # Initialize battle event interpreter
   $game_system.battle_interpreter.setup(nil, 0)
   # Prepare troop
   @troop_id = $game_temp.battle_troop_id
   $game_troop.setup(@troop_id)
   # Make actor command window
   s1 = $data_system.words.attack
   s2 = $data_system.words.skill
   s3 = $data_system.words.guard
   s4 = $data_system.words.item
   @actor_command_window = Window_Command.new(640, [s1, s2, s3, s4], 4)
   @actor_command_window.y = 64
   @actor_command_window.back_opacity = 160
   @actor_command_window.active = false
   @actor_command_window.visible = false
   # Make other windows
   @party_command_window = Window_PartyCommand.new
   @help_window = Window_Help.new
   @help_window.back_opacity = 160
   @help_window.visible = false
   @message_window = Window_Message.new
   # Make Spriteset
   @spriteset = Spriteset_Battle.new
   # Initialize wait count
   @wait_count = 0
   # Execute transition
   if $data_system.battle_transition == ""
     Graphics.transition(20)
   else
     Graphics.transition(40, "Graphics/Transitions/" +
       $data_system.battle_transition)
   end
   # Start pre-battle phase
   start_phase1
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     break if $scene != self
   end      
   # Refresh map
   $game_map.refresh
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @actor_command_window.dispose
   @party_command_window.dispose
   @help_window.dispose
   @message_window.dispose
   @skill_window.dispose if @skill_window != nil
   @item_window.dispose if @item_window != nil
   @result_window.dispose if @result_window != nil
   # Dispose of spriteset
   @spriteset.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
   # If switching from battle test to any screen other than game over screen
   $scene = nil if $BTEST and not $scene.is_a?(Scene_Gameover)
 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
     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
   @party_command_window.update
   @actor_command_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
   return if $game_temp.message_window_showing
   # If effect is showing
   return if @spriteset.effect?
   # If game over
   if $game_temp.gameover
     # Switch to game over screen
     $scene = Scene_Gameover.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
   # This one holds the battle while the player moves
   for actor in @spriteset.actor_sprites
     if actor.moving
       return
     end
   end
   # And this one is for the enemy...
   for enemy in @spriteset.enemy_sprites
     if enemy.moving# and $game_system.animated_enemy
       return
     end
   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
   # Enable party command window
   @party_command_window.active = true
   @party_command_window.visible = true
   # Disable actor command window
   @actor_command_window.active = false
   @actor_command_window.visible = false
   @help_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.in***ble?
     # Start main phase
     start_phase4
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (party command phase: escape)
 #--------------------------------------------------------------------------
 def update_phase2_escape
   # Calculate enemy agility average
   enemies_agi = 0
   enemies_number = 0
   for enemy in $game_troop.enemies
     if enemy.exist?
       enemies_agi += enemy.agi
       enemies_number += 1
     end
   end
   if enemies_number > 0
     enemies_agi /= enemies_number
   end
   # Calculate actor agility average
   actors_agi = 0
   actors_number = 0
   for actor in $game_party.actors
     if actor.exist?
       actors_agi += actor.agi
       actors_number += 1
     end
   end
   if actors_number > 0
     actors_agi /= actors_number
   end
   # Determine if escape is successful
   success = rand(100) < 50 * actors_agi / enemies_agi
   # If escape is successful
   if success
     # Play escape SE
     $game_system.se_play($data_system.escape_se)
       for actor in $game_party.actors
         @spriteset.actor_sprites[actor.index].pose(2)
         @spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10)
       end
       check = escape_move
     until check == false
       @spriteset.update
       Graphics.update
       check = escape_move
     end
     # Return to BGM before battle started
     $game_system.bgm_play($game_temp.map_bgm)
     # Battle ends
     battle_end(1)
   # If escape is failure
   else
     # Clear all party member actions
     $game_party.clear_actions
     # Start main phase
     start_phase4
   end
 end
 #--------------------------------------------------------------------------
 # * Escape movement
 #--------------------------------------------------------------------------  
 def escape_move
   for actor in @spriteset.actor_sprites
     if actor.moving
       return true
     end
   end
   return false
 end
 #--------------------------------------------------------------------------
 # * Start After Battle Phase
 #--------------------------------------------------------------------------  
 def start_phase5
   # Shift to phase 5
   @phase = 5
   # Play battle end ME
   $game_system.me_play($game_system.battle_end_me)
   # Return to BGM before battle started
   $game_system.bgm_play($game_temp.map_bgm)
   # Initialize EXP, amount of gold, and treasure
   exp = 0
   gold = 0
   treasures = []
   # Loop
   for enemy in $game_troop.enemies
     # If enemy is not hidden
     unless enemy.hidden
       # Add EXP and amount of gold obtained
       exp += enemy.exp
       gold += enemy.gold
       # Determine if treasure appears
       if rand(100) < enemy.treasure_prob
         if enemy.item_id > 0
           treasures.push($data_items[enemy.item_id])
         end
         if enemy.weapon_id > 0
           treasures.push($data_weapons[enemy.weapon_id])
         end
         if enemy.armor_id > 0
           treasures.push($data_armors[enemy.armor_id])
         end
       end
     end
   end
   # Treasure is limited to a maximum of 6 items
   treasures = treasures[0..5]
   # Obtaining EXP
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     if actor.cant_get_exp? == false
       last_level = actor.level
       actor.exp += exp
     end
   end
   # Obtaining gold
   $game_party.gain_gold(gold)
   # Obtaining treasure
   for item in treasures
     case item
     when RPG::Item
       $game_party.gain_item(item.id, 1)
     when RPG::Weapon
       $game_party.gain_weapon(item.id, 1)
     when RPG::Armor
       $game_party.gain_armor(item.id, 1)
     end
   end
   # Make battle result window
   @result_window = Window_BattleResult.new(exp, gold, treasures)
   # Set wait count
   @phase5_wait_count = 100
 end
 #--------------------------------------------------------------------------
 # * Frame Update (after battle phase)
 #--------------------------------------------------------------------------
 def update_phase5
   # If wait count is larger than 0
   if @phase5_wait_count > 0
     # Decrease wait count
     @phase5_wait_count -= 1
     # If wait count reaches 0
     if @phase5_wait_count == 0
       # Show result window
       @result_window.visible = true
       # Clear main phase flag
       $game_temp.battle_main_phase = false
     end
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Battle ends
     battle_end(0)
   end
 end
 #--------------------------------------------------------------------------
 # * Actor Command Window Setup  
 #--------------------------------------------------------------------------  
 def phase3_setup_command_window
   # Disable party command window
   @party_command_window.active = false
   @party_command_window.visible = false
   # Enable actor command window
   @actor_command_window.active = true
   @actor_command_window.visible = true
   @help_window.visible = true
   # Enable actor command help window
   if @actor_command_window.help_window == nil
     @actor_command_window.help_window = @help_window
   end
   @actor_command_window.update_help  
   # Set index to 0
   @actor_command_window.index = 0
 end
 #--------------------------------------------------------------------------
 # * Start Enemy Selection
 #--------------------------------------------------------------------------  
 def start_enemy_select
   # Make enemy arrow
   @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
   # Associate help window
   @enemy_arrow.help_window = @help_window
   # Disable actor command window
   @actor_command_window.active = false
   @actor_command_window.visible = false
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase)
 #--------------------------------------------------------------------------  
 def update_phase4
   case @phase4_step
   when 1
     update_phase4_step1
   when 2
     update_phase4_step2
   when 3
     update_phase4_step3
   when 4
     update_phase4_step4
   when 5
     update_phase4_step5
   when 6
     update_phase4_step6
   when 7
     update_phase4_step7
   end    
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 1 : action preparation)
 #--------------------------------------------------------------------------  
 def update_phase4_step1
   # Change actor poses to default
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     @spriteset.actor_sprites[i].default_pose
   end
   @help_window.visible = false
   # Determine win/loss
   return if judge
   # If an action forcing battler doesn't exist
   if $game_temp.forcing_battler == nil
     # Set up battle event
     setup_battle_event
     # end method if battle event is running
     return if $game_system.battle_interpreter.running?
   end    
   # If an action forcing battler exists
   if $game_temp.forcing_battler != nil
     # Add to head, or move    
     @action_battlers.delete($game_temp.forcing_battler)
     @action_battlers.unshift($game_temp.forcing_battler)
   end
   # If no actionless battlers exist (all have performed an action)
   if @action_battlers.size == 0
     # Start party command phase
     start_phase2
     return
   end
   # Initialize animation ID and common event ID
   @animation1_id = 0
   @animation2_id = 0
   @common_event_id = 0
   # Shift from head of actionless battlers
   @active_battler = @action_battlers.shift
   # end method if already removed from battle
   return if @active_battler.index == nil
   # Slip damage
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   # Natural removal of states
   @active_battler.remove_states_auto
   # Shift to step 2
   @phase4_step = 2
 end

 #--------------------------------------------------------------------------
 # * Make Basic Action Results
 #--------------------------------------------------------------------------
 def make_basic_action_result
   if @active_battler.is_a?(Game_Actor)
     $actor_on_top = true
   elsif @active_battler.is_a?(Game_Enemy)
     $actor_on_top = false
   end
   # 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
       # = Here is the setting for the movement & animation...
       x = target.screen_x - 32
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
       @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)
       # = Here, if you look at the RPG's movement settings you'll see
       # = that he takes the number 40 for the speed of the animation...
       # = i think that's too fast so I set it down to 10 so looks smoother...
     end
     # If action battler is actor
     if @active_battler.is_a?(Game_Actor)
       weapon = $data_weapons[@active_battler.weapon_id]
       range = false
       if weapon != nil
         for id in weapon.element_set
           if $data_system.elements[id] == RANGE_WEAPON_ELEMENT
             range = true
             break
           end
         end
       end
       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 = $game_troop.smooth_target_enemy(index)
       end
       # = The same thing for the player... ^-^
       x = target.screen_x + 32
       @spriteset.actor_sprites[@active_battler.index].pose(1)
       @spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10)
       range = false
     end
     # Set array of targeted battlers
     @target_battlers = [target]
     # Apply normal attack results
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end
   # If guard
   if @active_battler.current_action.basic == 1
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defense
     else
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defense
     end
     # Display "Guard" in help window
     @help_window.set_text($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 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
   #
   if @active_battler.current_action.basic == 4
     if $game_temp.battle_can_escape == false
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.decision_se)
     update_phase2_escape
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Make Skill Action Results
 #--------------------------------------------------------------------------  
 def make_skill_action_result
   # Get skill
   @skill = $data_skills[@active_battler.current_action.skill_id]
   # If not a forcing action
   unless @active_battler.current_action.forcing
     # If unable to use due to SP running out
     unless @active_battler.skill_can_use?(@skill.id)
       # Clear battler being forced into action
       $game_temp.forcing_battler = nil
       # Shift to step 1
       @phase4_step = 1
       return
     end
   end
   # Use up SP
   @active_battler.sp -= @skill.sp_cost
   # Show skill name on help window
   @help_window.set_text(@skill.name, 1)
   # Set animation ID
   @animation1_id = @skill.animation1_id
   @animation2_id = @skill.animation2_id
   # If action battler is enemy, move
   if @active_battler.is_a?(Game_Enemy)
     x = @active_battler.screen_x + 48
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)
     @spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
   # If action battler is actor, move      
   if @active_battler.is_a?(Game_Actor)
     x = @active_battler.screen_x - 48
     @spriteset.actor_sprites[@active_battler.index].pose(1)
     @spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   end
   # Set command event ID
   @common_event_id = @skill.common_event_id
   # Set target battlers
   set_target_battlers(@skill.scope)
   # Apply skill effect
   for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
 end
 #--------------------------------------------------------------------------
 # * Make Item Action Results
 #--------------------------------------------------------------------------  
 def make_item_action_result
   # Sorry, I didn't work on this...
   # cause I don't have a sprite that uses items....
   # so I just added the standby sprite here...
   # When I get more time for this, I'll try what I can do for this one... ^-^
   # Its the same as the ones above...
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
   # Get item
   @item = $data_items[@active_battler.current_action.item_id]
   # If unable to use due to items running out
   unless $game_party.item_can_use?(@item.id)
     # Shift to step 1
     @phase4_step = 1
     return
   end
   # If consumable
   if @item.consumable
     # Decrease used item by 1
     $game_party.lose_item(@item.id, 1)
   end
   # Display item name on help window
   @help_window.set_text(@item.name, 1)
   # Set animation ID
   @animation1_id = @item.animation1_id
   @animation2_id = @item.animation2_id
   # Set common event ID
   @common_event_id = @item.common_event_id
   # Decide on target
   index = @active_battler.current_action.target_index
   target = $game_party.smooth_target_actor(index)
   # Set targeted battlers
   set_target_battlers(@item.scope)
   # Apply item effect
   for target in @target_battlers
     target.item_effect(@item)
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 3 : animation for action performer)
 #--------------------------------------------------------------------------  
 def update_phase4_step3
   if @active_battler.current_action.kind == 0 and
      @active_battler.current_action.basic == 0
      # in this one... we have our weapon animations... for player and monster
     if @active_battler.is_a?(Game_Actor)
       @spriteset.actor_sprites[@active_battler.index].pose(0,1)
     elsif @active_battler.is_a?(Game_Enemy)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1)
     end
   end
   # Animation for action performer (if ID is 0, then white flash)
   if @animation1_id == 0
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   # Shift to step 4
   @phase4_step = 4
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 4 : animation for target)
 #--------------------------------------------------------------------------  
 def update_phase4_step4
   # Animation for target
   for target in @target_battlers
     target.animation_id = @animation2_id
     target.animation_hit = (target.damage != "Miss")
   end
   # Animation has at least 8 frames, regardless of its length
   @wait_count = 8
   # Shift to step 5
   @phase4_step = 5
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 5 : damage display)
 #--------------------------------------------------------------------------  
 def update_phase4_step5
   if @active_battler.hp > 0 and @active_battler.slip_damage?
     @active_battler.slip_damage_effect
     @active_battler.damage_pop = true
   end
   # Hide help window
   @help_window.visible = false
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
   # Display damage
   for target in @target_battlers
     if target.damage != nil
       target.damage_pop = true
       if @active_battler.is_a?(Game_Actor)
         @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
       else
         @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
       end
     end
   end
   # Shift to step 6
   @phase4_step = 6
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 6 : refresh)
 #--------------------------------------------------------------------------
 def update_phase4_step6
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor)
     if @active_battler.current_action.basic == 1
       @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
     else
       @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
       @spriteset.actor_sprites[@active_battler.index].pose(2)
     end
   else
     if @active_battler.current_action.basic == 1
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
     else
       @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)
       @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)
     end
   end
   for target in @target_battlers
     if target.is_a?(Game_Actor)
         @spriteset.actor_sprites[target.index].pose(0, 1)
       else
         @spriteset.enemy_sprites[target.index].enemy_pose(0, 1)
     end
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 7
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 7 : action preparation)
 #--------------------------------------------------------------------------  
 def update_phase4_step7
   # here we are asking if the player is dead and is a player or an enemy...
   # these lines are for the running back and standby animation....
   if @active_battler.is_a?(Game_Actor)
     @spriteset.actor_sprites[@active_battler.index].pose(0, 1)
   else
     @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)
   end
   $game_temp.forcing_battler = nil
   if @common_event_id > 0
     common_event = $data_common_events[@common_event_id]
     $game_system.battle_interpreter.setup(common_event.list, 0)
   end
   @phase4_step = 1
 end
end
Gracias de antemano.

Edita Aarl: Recuerda usar el BBcode "code" para que sea más cómoda su lectura, y no el spoiler. Gracias c:

#2 Re: (XP) Ayuda con script el Lun Ago 12, 2013 2:08 pm

rpgmanumaker

avatar
Bueno, no entiendo mucho sobre el XP... y aún menos de sus scripts... pero intenta usar el script en un nuevo proyecto que no contenga ninguna script aparte de las que vengan por default y esa... Si no da error es que hay algún script en tu juego que no es compatible con este script...

#3 Re: (XP) Ayuda con script el Mar Ago 13, 2013 1:18 am

mrpgmaker

avatar
Seria bueno si haces lo que dice Manu!

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