angelique

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I just inputted vlue's crafting system and I changed a few things to fit the game such as "alchemy" to "Baking" and also changed the icon # abit and when I go the menu to see the changes it crashes saying "line 254 no implicit  conversion from nil to integer" and im looking at the line and idk what to do! ><  :dizzy:

heres the line:

Code:
    @crafting_level[ADV_RECIPE::CATEGORIES.index(sym)]
 
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Andar

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Please provide a screenshot of the error message (the message as you typed it above is incomplete) and a link to the script you've problems with.


Otherwise no one can help you, because we can't see what's happening on your computer.


I've moved this thread to Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

angelique

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Heres the message:

---------------------------

Dream Life

---------------------------

Script 'crafting' line 254: TypeError occurred.

 

no implicit conversion from nil to integer

---------------------------

OK   

---------------------------

and heres the script:


#Advanced Recipe Crafting v1.0c.1#----------##Features: Advanced Recipe crafting! Hold on tight!##Usage: Set up your recipes, learn recipes, make items! Yay!# $crafting_category = :craft - call before Scene, craft is category# SceneManager.call(Scene_Crafting) - opens the Crafting menu# SceneManager.call(Scene_CraftingAll)- opens the category Crafting menu# learn_recipe(id) - teaches that recipe# forget_recipe(id) - forgets that recipe##----------##-- Script by: V.M of D.T##- Questions or comments can be:# given by email: sumptuaryspade@live.ca# provided on facebook: http://www.facebook.com/DaimoniousTailsGames# All my other scripts and projects can be found here: http://daimonioustails.weebly.com/##- Free to use in any project with credit given, donations always welcome! module ADV_RECIPE#Whether or not crafted items use Weapon/Armor Randomization USE_WA_RANDOMIZATION = false#The names of the categories for All Crafting Menu, use :All for all recipes CATEGORIES = [:Baking,:Blacksmith,:Tailor,:Armorer,:Carpenter,:Builder,:Etceterer]#The icons for categories, same order as above CATEGORY_ICONS = [9128,199,284,332,0,0,0]#The icon for player level LEVEL_ICON = 8683#Xp needed for crafting level, lvl is used for current level XP_NEEDED_EQUATION = "100 * lvl"#Allow the crafting of multiple items CRAFT_MULTIPLE = true#Allow or disallow menu access to the crafting scene ENABLE_MENU_ACCESS = true#Font Size of Detail window, smaller font size creates more room for materials DETAIL_FONT_SIZE = 18 #The following options disable the display of certain features. They still work# however if declared in recipes, so edit recipes accordingly.#Removes Gold Cost DISABLE_GOLD_COST = false#Removes success rate DISABLE_SUCCESS = false#Removes player level requirement DISABLE_PLAYER_LEVEL = false#Removes crafting level requirement and gauge DISABLE_CRAFT_LEVEL = false#Auto-learn all skills (can use forget_recipe to forget certain ones for later) AUTO_LEARN_RECIPES = true #The fun (read: complicated) part!#Recipe symbols:##The crafted item, type is 0 for item, 1 for weapon, 2 for armor# :result => [type,id,amount]##The materials required, same style as result.# :materials => [ [type,id,amount,consumed?],[type,id,amount] ... ],## All the following are optional:# :gold_cost => amount - amount of gold to craft, can be 0# :success => percent - base percent chance of successful craft# :success_gain => percent - percent gain on success per crafting level# :level => value - Hero level required to craft# :craft_level => value - Crafting level required to craft# :category => :category - Crafting category :)Alchemy, :Tailor, etc)# :multiple => false - disallows multiple crafts# :xp => amount - base Crafting xp gained per craft# :xp_deprac => amount - Xp lost per crafting level# :pxp => amount - Player xp gainer per craft # Formula for xp gained is as follows and is never negative:# xp gain = xp - (current_level - recipe_level) * xp_deprac RECIPES = { 0 => { :result => [0,1,1], :materials => [[0,4,2]], :gold_cost => 10, :success => 95, :success_gain => 1, :level => 5, :craft_level => 1, :category => :Alchemy, :xp => 50, :xp_deprac => 15,}, 1 => { :result => [0,2,1], :materials => [[0,4,1],[0,5,2,false]], :gold_cost => 50, :success => 90, :success_gain => 2, :level => 15, :craft_level => 1, :category => :Alchemy, :xp => 150, :xp_deprac => 20,}, 2 => { :result => [0,3,1], :materials => [[0,4,1],[0,5,1],[0,6,2],[0,7,1],[0,8,1],[0,9,2]], :gold_cost => 150, :success => 85, :success_gain => 3, :level => 25, :craft_level => 1, :category => :Alchemy, :xp => 250, :xp_deprac => 25,}, } end $crafting_category = :Allclass Recipe attr_accessor :result attr_accessor :materials attr_accessor :known attr_accessor :id attr_accessor :gold_cost attr_accessor :level attr_accessor :category attr_accessor :xp def initialize(id,recipe_hash) @id = id @result = Material.new(recipe_hash[:result]) @materials = [] for item in recipe_hash[:materials] @materials.push(Material.new(item)) end @known = false recipe_hash[:gold_cost] ? @gold_cost = recipe_hash[:gold_cost] : @gold_cost = 0 recipe_hash[:success] ? @rate = recipe_hash[:success] : @rate = 100 recipe_hash[:success_gain] ? @rated = recipe_hash[:success_gain] : @rated = 0 recipe_hash[:level] ? @level = recipe_hash[:level] : @level = 1 recipe_hash[:category] ? @category = recipe_hash[:category] : @category = CATEGORIES[0] recipe_hash[:xp] ? @xp = recipe_hash[:xp] : @xp = 0 recipe_hash[:xp_deprac] ? @xpd = recipe_hash[:xp_deprac] : @xpd = 0 recipe_hash[:craft_level] ? @clevel = recipe_hash[:craft_level] : @clevel = 0 recipe_hash[:pxp] ? @pxp = recipe_hash[:pxp] : @pxp = 0 !recipe_hash[:multiple].nil? ? @mult = recipe_hash[:multiple] : @mult = true @known = ADV_RECIPE::AUTO_LEARN_RECIPES end def name return @result.item.name end def multiple? @mult end def has_materials? for item in @materials return false unless $game_party.item_number(item.item) >= item.amount end return true end def has_gold? $game_party.gold >= @gold_cost end def has_craft_level? craft_level <= $game_party.craft_level_sym(@category) end def has_level? @level <= $game_party.highest_level && has_craft_level? end def craftable? has_gold? && has_materials? && has_level? end def craft_level @clevel end def amount_craftable? mat_amount = [] for item in @materials mat_amount.push($game_party.item_number(item.item) / item.amount) end if @gold_cost > 0 return [$game_party.gold / @gold_cost,mat_amount.min].min else return mat_amount.min end end def craft(fail = 0) remove_materials if fail < success_rate return add_result else return nil end end def remove_materials for item in @materials next unless item.consumed? $game_party.gain_item(item.item,-item.amount) end $game_party.gain_gold(-@gold_cost) end def add_result if ADV_RECIPE::USE_WA_RANDOMIZATION item = $game_party.add_weapon(@result.item.id,@result.amount) if @result.item.is_a?(RPG::Weapon) item = $game_party.add_armor(@result.item.id,@result.amount) if @result.item.is_a?(RPG::Armor) item = $game_party.add_item(@result.item.id,@result.amount) if @result.item.is_a?(RPG::Item) else $game_party.gain_item(@result.item,@result.amount) item = @result.item end $game_party.gain_craft_exp(category_id, xp_gain) $game_party.members.each do |actor| actor.gain_exp(@pxp) end item end def category_id ADV_RECIPE::CATEGORIES.index(@category) end def xp_gain level_diff = $game_party.craft_level(category_id) - @clevel [@xp - @xpd * level_diff,0].max end def success_rate level_diff = $game_party.craft_level(category_id) - @clevel [@rate + @rated * level_diff,100].min endend class Material attr_accessor :item attr_accessor :amount def initialize(mat) @item = $data_items[mat[1]] if mat[0] == 0 @item = $data_weapons[mat[1]] if mat[0] == 1 @item = $data_armors[mat[1]] if mat[0] == 2 @amount = mat[2] @consumed = mat[3].nil? ? true : mat[3] end def consumed? @consumed endend class Game_Party alias recipe_init initialize def initialize recipe_init @crafting_level = [1]*ADV_RECIPE::CATEGORIES.size @craft_exp = [0]*ADV_RECIPE::CATEGORIES.size end def craft_level(id) @crafting_level[id] end def craft_level_sym(sym) @crafting_level[ADV_RECIPE::CATEGORIES.index(sym)] end def craft_exp(id) @craft_exp[id] end def craft_exp_next(id) lvl = craft_level(id) return eval(ADV_RECIPE::XP_NEEDED_EQUATION) end def gain_craft_exp(id, val) @craft_exp[id] += val while craft_exp(id) >= craft_exp_next(id) @craft_exp[id] -= craft_exp_next(id) @crafting_level[id] += 1 end endend module DataManager class << self alias rec_cgo create_game_objects alias rec_msc make_save_contents alias rec_esc extract_save_contents end def self.create_game_objects rec_cgo $game_recipes = create_recipes end def self.make_save_contents contents = rec_msc contents[:recipe] = $game_recipes contents end def self.extract_save_contents(contents) rec_esc(contents) $game_recipes = contents[:recipe] end def self.create_recipes recipes = {} ADV_RECIPE::RECIPES.each_pair do |key, val| recipes[key] = Recipe.new(key,val) end recipes endend class Game_Interpreter def learn_recipe(id) return if $game_recipes[id].nil? $game_recipes[id].known = true end def forget_recipe(id) return if $game_recipes[id].nil? $game_recipes[id].known = false endend class Window_RecipeList < Window_Selectable def initialize(x,y,w,h) super @data = $game_recipes.values.select {|recipe| include?(recipe)} refresh end def item_max @data ? @data.size : 1 end def item @data && index >= 0 ? @data[index] : nil end def current_item_enabled? enable?(@data[index]) end def include?(item) return false unless item.has_craft_level? return false unless item.known return true if @category == :All return @category == item.category end def set_category(cat) return if cat == @category @category = cat @data = $game_recipes.values.select {|recipe| include?(recipe)} refresh end def enable?(item) return false if item.nil? item.craftable? end def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 draw_item_name(item.result.item, rect.x, rect.y, enable?(item)) if item.amount_craftable? > 0 draw_text(rect.x,rect.y,contents.width,24,"x"+item.amount_craftable?.to_s,2) end end end def current_item index >= 0 ? @data[index] : nil end def process_ok if current_item_enabled? Sound.play_ok Input.update call_ok_handler else Sound.play_buzzer end end def refresh create_contents super end def content_heights item_max * 24 endend class Window_RecipeDetail < Window_Base def initialize(x,y,w,h) super @recipe = nil end def set_recipe(recipe) @recipe = recipe refresh end def refresh contents.clear contents.font.size = ADV_RECIPE::DETAIL_FONT_SIZE return if @recipe.nil? draw_craft_level unless ADV_RECIPE::DISABLE_PLAYER_LEVEL && ADV_RECIPE::DISABLE_CRAFT_LEVEL draw_materials draw_success_rate unless ADV_RECIPE::DISABLE_SUCCESS draw_gold_cost unless ADV_RECIPE::DISABLE_GOLD_COST end def draw_craft_level change_color(system_color, @recipe.has_level?) draw_text(0,0,contents.width,contents.font.size,"Craft Level:") change_color(normal_color, @recipe.has_level?) xx = 0 if !ADV_RECIPE::DISABLE_PLAYER_LEVEL draw_text(0,0,contents.width,contents.font.size,@recipe.level,2) draw_icon(ADV_RECIPE::LEVEL_ICON,contents.width - 48,0) xx += 48 text = @recipe.craft_level.to_s + "/" else text = @recipe.craft_level.to_s end if !ADV_RECIPE::DISABLE_CRAFT_LEVEL draw_text(0,0,contents.width - xx,contents.font.size,text,2) draw_icon(ADV_RECIPE::CATEGORY_ICONS[ADV_RECIPE::CATEGORIES.index(@recipe.category)],contents.width - 56 - xx,0) end end def draw_materials if ADV_RECIPE::DISABLE_CRAFT_LEVEL && ADV_RECIPE::DISABLE_PLAYER_LEVEL yy = 0 else yy = contents.font.size end change_color(system_color, @recipe.craftable?) draw_text(0,yy,self.width,contents.font.size,"Required:") yy += contents.font.size for item in @recipe.materials change_color(normal_color, $game_party.item_number(item.item) >= item.amount) draw_icon(item.item.icon_index,0,yy) draw_text(24,yy,self.width,contents.font.size,item.item.name) string = $game_party.item_number(item.item).to_s + "/" + item.amount.to_s draw_text(0,yy,self.contents.width,contents.font.size,string,2) yy += contents.font.size end end def draw_success_rate change_color(system_color, @recipe.craftable?) draw_text(0,contents.height-contents.font.size,contents.width,contents.font.size,"Success Rate:") change_color(normal_color, @recipe.craftable?) draw_text(0,contents.height-contents.font.size,contents.width,contents.font.size,@recipe.success_rate.to_s + "%",2) end def draw_gold_cost if @recipe.gold_cost > 0 change_color(system_color, @recipe.has_gold?) draw_text(0,contents.height-contents.font.size*2,contents.width,contents.font.size,"Crafting Cost:") change_color(normal_color, @recipe.has_gold?) draw_currency_value(@recipe.gold_cost,Vocab::currency_unit,0,contents.height-contents.font.size*2,contents.width) end end def draw_currency_value(value, unit, x, y, width) cx = text_size(unit).width change_color(normal_color,$game_party.gold >= value) draw_text(x, y, width - cx - 2, contents.font.size, value, 2) change_color(system_color) draw_text(x, y, width, contents.font.size, unit, 2) endend class Window_RecipeConfirm < Window_Selectable attr_accessor :amount def initialize(x,y,w,h) super @amount = 1 refresh end def item_max; 1; end; def enable?(item); true; end; def refresh super draw_text(0,0,self.contents.width,line_height,"Craft",1) return unless @recipe && @recipe.craftable? draw_text(0,0,contents.width,line_height,"x"+@amount.to_s,2) end def activate super select(0) end def deactivate super select(-1) end def set_recipe(rec) return if rec == @recipe @recipe = rec @amount = 1 refresh end def cursor_movable? active && open? && ADV_RECIPE::CRAFT_MULTIPLE && @recipe.multiple? end def cursor_down(wrap = false) change_amount(-10) end def cursor_up(wrap = false) change_amount(10) end def cursor_right(wrap = false) change_amount(1) end def cursor_left(wrap = false) change_amount(-1) end def change_amount(val) Sound.play_cursor @amount += val @amount = [[@amount,1].max,@recipe.amount_craftable?].min refresh endend class Scene_CraftingAll < Scene_Base def start super @help_window = Window_Help.new width = Graphics.width / 2 height = Graphics.height - @help_window.height - 48 @list_window = Window_RecipeList.new(0,@help_window.height+48,width,height-48) @list_window.set_handler:)ok, method:)list_success)) @list_window.set_handler:)cancel, method:)cancel)) @list_window.height += 48 if ADV_RECIPE::DISABLE_CRAFT_LEVEL @list_window.create_contents @detail_window = Window_RecipeDetail.new(width,@list_window.y,width,height-48*2) @detail_window.height += 48 if ADV_RECIPE::DISABLE_GOLD_COST @detail_window.create_contents height = @detail_window.y + @detail_window.height @confirm_window = Window_RecipeConfirm.new(width,height,width,48) @confirm_window.set_handler:)ok, method:)craft_success)) @confirm_window.set_handler:)cancel, method:)confirm_cancel)) if !ADV_RECIPE::DISABLE_GOLD_COST @gold_window = Window_Gold.new @gold_window.width = width @gold_window.y = Graphics.height - 48 @gold_window.x = width end @popup_window = Window_RecPopup.new @popup_window.set_handler:)ok, method:)popup_ok)) @popup_window.set_handler:)cancel, method:)popup_ok)) @command_window = Window_RecCategory.new @command_window.set_handler:)ok, method:)command_ok)) @command_window.set_handler:)cancel, method:)command_cancel)) @gauge_window = Window_RecGauge.new unless ADV_RECIPE::DISABLE_CRAFT_LEVEL end def popup_ok @popup_window.deactivate @popup_window.close @list_window.activate end def update super @help_window.set_text(@list_window.current_item.result.item.description) if !@list_window.current_item.nil? @detail_window.set_recipe(@list_window.current_item) @confirm_window.set_recipe(@list_window.current_item) @list_window.set_category(ADV_RECIPE::CATEGORIES[@command_window.index]) @gauge_window.set_category(ADV_RECIPE::CATEGORIES[@command_window.index]) unless ADV_RECIPE::DISABLE_CRAFT_LEVEL return unless @list_window.current_item if @list_window.current_item.craftable? @confirm_window.opacity = 255 @confirm_window.contents_opacity = 255 else @confirm_window.opacity = 75 @confirm_window.contents_opacity = 75 end end def list_success @list_window.deactivate @confirm_window.activate end def craft_success amount = 0 item = nil @confirm_window.amount.times do item2 = @list_window.current_item.craft(rand(100)) if item2 amount += 1 item = item2 end end if item @popup_window.set_text(item, amount) else @popup_window.set_text_fail end @confirm_window.change_amount(-1000) @gold_window.refresh unless ADV_RECIPE::DISABLE_GOLD_COST @list_window.refresh @gauge_window.refresh unless ADV_RECIPE::DISABLE_CRAFT_LEVEL @popup_window.activate end def confirm_cancel @confirm_window.deactivate @list_window.activate end def command_cancel SceneManager.return end def cancel @list_window.select(-1) @command_window.activate end def command_ok @list_window.select(0) @list_window.activate endend class Scene_Crafting < Scene_CraftingAll def start super @command_window.index = ADV_RECIPE::CATEGORIES.index($crafting_category) @command_window.deactivate @command_window.visible = false @list_window.height += 48 @list_window.y -= 48 @detail_window.height += 48 @detail_window.y -= 48 @list_window.create_contents @detail_window.create_contents @list_window.select(0) @list_window.activate end def cancel SceneManager.return endend class Window_RecCategory < Window_HorzCommand def initialize super(0,72) end def window_width; Graphics.width; end def window_height; 48; end def make_command_list ADV_RECIPE::CATEGORIES.each do |command| add_command(command.to_s,command) end end def item_width 120 end def draw_item(index) change_color(normal_color, command_enabled?(index)) rect = item_rect_for_text(index) draw_text(rect, command_name(index)) draw_icon(ADV_RECIPE::CATEGORY_ICONS[index],rect.x-24,rect.y) end def item_rect_for_text(index) rect = item_rect(index) rect.x += 28 rect.width -= 28 rect endend class Window_RecPopup < Window_Selectable def initialize super(Graphics.width/2-window_width/2,Graphics.height/2-window_height/2,120,48) self.openness = 0 deactivate end def window_width; 120; end def window_height; 48; end def set_text(item, amount) contents.clear text = amount.to_s + "x " + item.name + " crafted!" width = contents.text_size(text).width self.width = width + padding*2 self.x = Graphics.width/2-width/2 create_contents draw_text(24,0,contents.width,line_height,text) draw_icon(item.icon_index,0,0) open end def set_text_fail contents.clear text = "Crafting failed!" width = contents.text_size(text).width self.width = width + padding*2 self.x = Graphics.width/2-width/2 create_contents draw_text(12,0,contents.width,line_height,text) open end def process_ok if current_item_enabled? Input.update deactivate call_ok_handler else Sound.play_buzzer end endend class Window_RecGauge < Window_Base def initialize super(0,Graphics.height-48,Graphics.width/2,48) @category = :All end def refresh contents.clear return if @category == :All draw_icon(ADV_RECIPE::CATEGORY_ICONS[cat_index],0,0) draw_text(24,0,contents.width,24,$game_party.craft_level(cat_index)) rate = $game_party.craft_exp(cat_index).to_f / $game_party.craft_exp_next(cat_index) draw_gauge(48, -3, contents.width-48, rate, tp_gauge_color1, tp_gauge_color2) if Module.const_defined?:)SPECIAL_GAUGES) @gauges[[48,-3]].set_extra("XP",$game_party.craft_exp(cat_index),$game_party.craft_exp_next(cat_index)) else text = $game_party.craft_exp(cat_index).to_s+"/"+$game_party.craft_exp_next(cat_index).to_s draw_text(0,0,contents.width,24,text,2) end end def set_category(cat) return if cat == @category @category = cat refresh end def cat_index ADV_RECIPE::CATEGORIES.index(@category) endend class Window_MenuCommand < Window_Command alias recipe_aoc add_original_commands def add_original_commands recipe_aoc add_command("Crafting", :recipe) if ADV_RECIPE::ENABLE_MENU_ACCESS endend class Scene_Menu < Scene_MenuBase alias recipe_create_command_window create_command_window def create_command_window recipe_create_command_window @command_window.set_handler:)recipe, method:)command_recipe)) end def command_recipe SceneManager.call(Scene_CraftingAll) endend

sorry if its long I can't find the spoiler button to hide it
 
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Trihan

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You shouldn't post scripts here directly, link to their creator's page instead if you can.

So the line that's breaking it is @crafting_level[ADV_RECIPE::CATEGORIES.index(sym)]...

Aha, I see. You've changed :Alchemy to :Baking in the CATEGORIES list but if you look at the recipes themselves they're all still set to a :category of :Alchemy. They need to be changed to :Baking as well.
 

angelique

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Before I only changed the icons and it gave me another error
 

Trihan

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What error did it give when you changed the icons?
 

angelique

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Line 421 gets the error
 

Trihan

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The thing I love the most about you is how you always give me so much information on your problems... :p

Unless I'm mistaken, that line is

draw_icon(item.item.icon_index,0,yy)

Now please answer my actual question: what is the error you're getting? I can't help you if you don't tell me what's going wrong.
 

angelique

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Nil class I think I don't remember
 

Trihan

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Well it's either still doing it, in which case all you have to do is get the error again and type it for me, or it's not doing it any more in which case I'm not sure why you said there was a problem in the first place. :p
 

angelique

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Cause this script is giving me other errors
 

Trihan

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Okay. Would you mind telling me what they are? XD

I repeat: I cannot help you if I don't know what's breaking.
 

angelique

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Well the current error is hiding my previous error and I'm on mobile now
 

Trihan

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If you do what I said, the current error should be fixed. It's happening because the recipes have a category of :Alchemy and because you changed it in the category list to :Baking that category no longer exists.

If you'd explained that you were on mobile in the first place, I would have understood. Please let me know what the other error is once you're able to fix the one you asked for help with in the first place.
 

angelique

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OK but how can I make that baking works
 

Trihan

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I have just explained exactly how to make it work, what part are you not getting?
 

angelique

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I mean without changing it back to alchemy and have it labelled as baking
 

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I think you're misunderstanding the fix I gave you. You need to change each :category entry in RECIPES to :Baking.
 

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edit: third time's the charm? some graphic text I whipped up that I like for the mid-game intertitle, now with all of the actual letters in the stupid damn words I was trying to spell :uswt2:
kcsmall.png
It is december, my dudes

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I love it when a plan comes together, and especially when Ruby decides to work with me when I decide to code. :kaopride:
Got sick and had to take a few days off work in order to get tested and make sure it wasn't the big one. Felt a lot better today and thought to myself, "Hey now, I can't get tested until tomorrow anyway, I can get so much character art done today!"
....I watched Youtube and browsed this site for hours instead.
>.>
But at least I'm doing the art now! Yaaaaay.......

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