Started by G_G, March 04, 2009, 12:14:28 am
$game_self_switches[[MAP_ID, EVENT_ID, 'ID']] = false
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
Quote from: Blizzard on June 04, 2009, 03:50:28 am$game_self_switches[[MAP_ID, EVENT_ID, 'ID']] = false$game_map.need_refresh = trueMAP_ID = a numberEVENT_ID = a numberID = A, B, C or D
$game_self_switches[[MAP_ID, EVENT_ID, 'ID']] = false$game_map.need_refresh = true
File.delete('Filename.rxdata')
p $data_enemies[1].element_ranks[1]
module RPG class Enemy def initialize @id = 0 @name = "" @battler_name = "" @battler_hue = 0 @maxhp = 500 @maxsp = 500 @str = 50 @dex = 50 @agi = 50 @int = 50 @atk = 100 @pdef = 100 @mdef = 100 @eva = 0 @animation1_id = 0 @animation2_id = 0 @element_ranks = Table.new(1) @state_ranks = Table.new(1) @actions = [RPG::Enemy::Action.new] @exp = 0 @gold = 0 @item_id = 0 @weapon_id = 0 @armor_id = 0 @treasure_prob = 100 end attr_accessor :id attr_accessor :name attr_accessor :battler_name attr_accessor :battler_hue attr_accessor :maxhp attr_accessor :maxsp attr_accessor :str attr_accessor :dex attr_accessor :agi attr_accessor :int attr_accessor :atk attr_accessor :pdef attr_accessor :mdef attr_accessor :eva attr_accessor :animation1_id attr_accessor :animation2_id attr_accessor :element_ranks attr_accessor :state_ranks attr_accessor :actions attr_accessor :exp attr_accessor :gold attr_accessor :item_id attr_accessor :weapon_id attr_accessor :armor_id attr_accessor :treasure_prob endend
p $data_enemies[1].element_ranks[2]