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Messages - Yin

21
Resource Requests / Sand Tile
December 16, 2010, 05:10:18 pm
-pixel art--
Maker: XP

Type of resource requested: Tile

Tile size in pixels(if nonstandard): 32*32

As easy as it sounds... Sand is hard as heck to do correctly. Everyone on my part is having a hard time drawing sand. So my request is for a sand tile (tileable). 32 by 32 using light brown colors (to match the rest of the tileset).

Here are the colors that should be used:


Any other comments:
Thanks to anyone who is willing and able to do this.
22
Projects / Games / Demon's Revenge With Demo
December 15, 2010, 02:01:16 pm


"Death is but an illusion for a solution... In death we harbor our regret and sorrow. Only in true confrontation and justice can we free ourselves from this madness."
Download The Demo!



Spoiler: ShowHide
In a deep dark corner of the universe, there's a small galaxy consisting of very few planets. Most notable are three planets, which sit in the middle of the solar system. In the middle of these three planets lies a small planet named Hasphal. Above Hasphal is a large robust planet called Dagmedok. Legend says a powerful race of supernatural beings with vast technology exists there to watch over the planet of Hasphal. Just below Dagmedok is a planet closest to the sun... A dark eerie looking planet called Remerin, where the hasphalians say the land is filled with flames.



Spoiler: ShowHide
Around the planet of Dagmedok is a moon the same size of Hasphal called Fliridian. On this moon lived a species of humanoid beings called kelt. The kelt use modern technology and have enjoyed peace and prosperity throughout their existence. But peace and prosperity comes with a price.The moon eventually became over populated. With its thriving economy, and almost non-existant poverty, there were less deaths and more births than the moon could hold. The leader of this moon, Latrell Flamous, ordered an experiment to send some of his people to Dagmedok, but whenever they sent ships to explore it, their ships would mysteriously disappear. They found what to them looked like an under developed planet, Hasphal. He sent ships there to find that it was not populated.He wanted the people to start off fresh. With the willing few he had, he sent them to inhabit the planet of Hasphal. So the same problem of Fliridian won't fall upon Hasphal, he sent them without the perks and technology of Fliridian so the population can be maintained. He felt it was better than just exterminating his own people, but again, with every good, there is a bad.Unknown to anyone who scouted the planet before, there were creatures called jehts. The jehts went into hiding underground until the Fliridians would eventually leave... But they didn't. Instead, they evolved their race, changing into humans. When the jehts finally decided they wanted to reclaim their surface, the humans refused to let them. In fact, the humans were repulsed by their disfigured features and named them as if they were creatures from Remerin, demons. Until this day, jehts are still fighting for what is rightfully theirs...



Spoiler: ShowHide
Sen is a rough young woman, not really too smart, but very sarcastic. She has been through a lot during her life. As a child, for years, all she can remember was being in a chamber having needles stuck in her, striking painful sensations, and blurred visions of a woman. It finally ended one day when she woke up in a nice house at the age of 6. She had a brother, and parents, a nice bed to sleep in, she was enrolled in a school, and had a good friend. Was it all just a crazy nightmare?This somewhat good life went on for a long time until one day, at the age of 14, on her way to the park from school, she was kidnapped. Again, these terrible feelings, the same blurred visions.... It wasn't a nightmare. After a few days of torture, she was thrown on the side of her house where her brother found her. But she was different... Cold.... Not the same Sen he grew up with. He asked her questions, "where were you?" "what's going on?" "what happened to your eyes?" All she could say was "leave me alone." He noticed her voice wasn't the same. He backed off, but he cared too much to just sit by and watch his sister go through this hard time alone. He made the terrible mistake of trying to comfort her. He touched her shoulder and she turned around to face him. Her eyes, golden.She blacks out.When she comes to, she sees her brother lying in a pool of water. Pale as if he'd drowned. Had she done this? She heard her mom rushing to the room and climbed out of the window. She knew they would blame her. "That DEMON!" she hears her mom say in agony as she's running into the woods.For years all she could do was run, kill, and hide. She ends up finding a shack in a relatively quiet area. Nobody could find her there. She makes a home for herself and lives there.

A couple of years later, it appears as if the ridders have found her. She begins getting knocks on the door, death threats, and battles. This goes on until the present. She is now 23 years old. She finally gets sick of it. Losing all hope and grip on humanity, she vows to become the monster everyone wants her to be.... Until one day an unprepared demon ridder named Jagen sees more in her heart than she thought she had left.




Spoiler: ShowHide

Sen

With every last fiber of her body, Sen only knows survival. Her life is vague. Plagued by dreams of horror and frustration of what she believes them to be. Having betrayed the only family she has known by killing her brother, she seeks no truths and accepts the inevitability that she will always be hunted as a Demon.

Sen lives at the edge of a forgotten and abandoned forest where she has survived for years on her own. Using her apparent demonic ability to control moisture in the air she was able to survive. Becoming a hardened survivor and living off the land alone, in what has become penance for the crime she has commit.

Life in Origin Forest is no place for a human. Wolves overpopulate the area, and because of that food is scarce. Sen has survived eating any herbs and fungus that she finds with the occasional hunt or stranded animal that comes across her way. Her strongest asset is her instincts, as her formal education was cut short by the murder of her brother. Sen has become brutal and strong in this harsh environment fighting for her life every day.


Spoiler: ShowHide

Jagen

Born with nobility Jagen has been bred with the finest teachings and training. Jagen's family and culture has pressured him to hate what he does not understand, jehts. Jagen could not protect his wife against them. He found his wife brutally murdered by jehts. Stricken with grief, unable to slay the "demon" that did this to her, he puts up arms. Not in revenge for his wife but to defend anyone these creatures would come to harm. So he joins the ridders, Hasphal's elite defenders, to protect the ones who need protecting.
But everything is not what it seems and Jagen's morals tend to clash with the ideals of the ridders.

Jagen was raised by wealthy owners of an inn located in the town of Pekitzer. He lived a very privileged life and was exposed to some of the finer teachings in all of Hasphal. Jagen's parents were so busy with the family business that they rarely had time for him. Because of that, Jagen indulged himself in education, religion and training. He grew to embrace the intricacies of strategy and war, and grew a passion for some of the more obscure and unpredictable weapons and fighting styles. Jagen became one of the most formidable tournament fighters in Pekitzer and was eventually recruited by the ridders. He declined initially, but years later volunteered after tragedy struck his life.


Spoiler: ShowHide

Jynx

Growing up, Jynx has always been able to hide the fact that he is a jeht. He could blend in with hasphalians by changing form and looking like one of them. He attended school with them, worked with them, he wanted to be just like them. Jynx even fell in love with one of them, but that all felt like a lie to Jynx and he could not live his life that way. Accepting that jehts and hasphalians could not live together, Jynx travels like a nomad living with both hasphalians and jehts, trying to find a place for himself in the world.

Jynx has traveled Hasphal and has never truly found a place to call home. He has been to many of the cities and small towns of Hasphal and has seen the same type of prejudice and hate towards jhets no matter where he went or which side he was posing on. As much as he would want these things to change he figured it won't and he eventually alluded to a life of solitude away from both jhets and humans.


Spoiler: ShowHide

Sinara

Little is known about the hasphalian Sinara. Her hate for jehts is almost as strong as her disdain for her own kind. Sinara shows little allegiance with anyone and seems to live for the purpose of killing for the ridders rather than the ridders purpose. She is an efficient killer and skilled assassin taking little time to dispatch her enemies.

Sinara's early life was full of pain and isolation. Sinara and her younger sister Miranda were orphans who grew up in an unnamed town; overworked and under fed. They spent each day longing for a chance at a real life and family. The days of work and hunger led Sinara to have deep disdain for society. Soon the town was ravaged by demons and that day of having a real family never came. Sinara and Miranda's first encounter with demons wounded them. That day, they nearly lost the only thing they have ever truly possessed: their lives. They grew enraged by the mere mention of the word demon and vowed to find a way to rid the world of them.

When they were of age they joined the ridders. Miranda took a more internal role, while Sinara worked more on the field of battle. Both were Max's best recruits, but Sinara was his prize possession and once he saw the potential in her skill, he honed them to reach a status beyond measure.


Spoiler: ShowHide

Grandeur Maximillion

Seemingly out of nowhere, a man arrived in what is known as a cold and harsh place called D'halis. With only a few men by his side he found a way to keep demons away, and if need be extinguish them with little effort. He taught the men how to fight and protect this place. As time went on they elected him their leader. This man was called Grandeur Maximillion. No one knows where he came from or why he decided to help these people. The town started to blindly follow Max and they did everything he told them. He formed a militia which sole purpose was to kill or capture demons. These where the Demon Ridders. He introduced techniques and ancient relics to these people. He ordered the construction of a grand tower with technology this world has never seen. In the years that the tower was under construction, he spread the mighty hand of the ridders all around the world. He became the known leader of Hasphal, and ruled unopposed with the power of the ridders.




Spoiler: ShowHide


  • Discover a world full of 2D pixel animations.
  • Indulge in story and action through the exciting motion comic cut scenes.
  • Use strategy and plan your party based on what they can do in a unique battle system. The environment could be your greatest weapon or your worst enemy. Cut down trees or throw pillars at your enemies to gain an advantage in battle.
  • Find secrets and explore as you uncover artifacts and quests to discover lore and other unique items.
  • Explore the diverse world of Hasphal. Climb mountains or dive deep into oceans. Visit grand palaces, mystical forests and beautiful cities.
  • Experience both the day and night system. As time goes by different creatures emerge. Players and enemies' skills change depending on what time of the day it is. People go on about their daily lives as they react to the time of day, or day in a week.
  • Solve fun and engaging puzzles. Use individual tools and skills of each character to solve a variety of puzzles and obstacles. Jump over cliffs and slice down trees, what ever it takes to move your journey along.





Spoiler: ShowHide

















Battle Backgrounds







Main Trailer:
https://www.youtube.com/watch?v=dRA7_O64okM



Credits (Not Up To Date)
Spoiler: ShowHide
 


Special Thanks And Dedications
Spoiler: ShowHide

My Husband, Tyrell
My Mom, Barbara
My Sons, Adonus and Lucas
My Daughter, Nova


Find and support us at:
Official Website
demonsrevenge.com
Facebook
https://www.facebook.com/DemonsRevenge
Twitter
https://twitter.com/_DemonsRevenge_

More Support
Spoiler: ShowHide

I have to update the support bars to include the new logo. The links will stay the same.


















The images in are here, ready to use and linking to the rmrk topic:
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Rotation.gif[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jynx.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Kerell.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Max.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sen.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sinara.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Zone.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jagen.png[/img][/url]


And with out the links:

[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jynx.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Kerell.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Max.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sen.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sinara.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Zone.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jagen.png[/img]


You can show your support where ever you go by including one of these small images in your sig and linking it here.

Or just by helping spread the word!
23
Troubleshooting / Help / Re: [Resolved]Autotile Problem
November 01, 2010, 09:58:22 am
Yeah Holder from RRR posted a couple of great tutorials going beyond what eb did.
24
Troubleshooting / Help / Re: Autotile Problem
November 01, 2010, 08:00:53 am
Sorry, I figured it out. My bottom square was too small and was causing the tile to cut off.
25
Troubleshooting / Help / [Resolved]Autotile Problem
October 31, 2010, 12:46:46 pm
Anyone know why my autotile came out like this??

Spoiler: ShowHide


I followed these directions:
http://www.rpgmakerweb.com/material.html?prod=xp

When I click to put down 1 tile, it doesn't even show up.

26
I think I can help out with this. You can PM me what you have so far and I can fix it for you if you still need help.
27
I need a good scripter to help me test and debug the issues in my game (there are multiple scripting/compatibility issues) I won't be sending the game itself, it would be too big. I will make a small demo with my test map and send it instead.
If anyone is interested, PM me or reply here. I'm no scripter so I don't know what exactly is going wrong with certain things.
28
Script Requests / Any good menu makers?
October 27, 2010, 02:39:35 pm
I need a scripter to make a full menu system and animated. By full I mean:

Item
Equip
Status
Magic
Quest
Party
Info Book
Save

By animated, I mean windows fade in or come in from a corner or something of the sort.

So ultimately, you would not only be making a menu, it would be implementing existing scripts or making scripts such as :

a quest script
party switching system
and an information book.

I'll provide plenty of references and mockups.

Ideally it would a be a one scene menu. Sort of like ForeverZero's or Ryexander's over at Chaos Project. (Here)

I am willing to pay, but I do have a limit.

If anyone is interested, send me a PM or just reply here.
29
RMXP Script Database / Re: [XP] Zer0 CMS
July 08, 2010, 09:05:58 pm
Something happens with the equip menu where everything gets all screwed up. Like my accessory slot was pointing to shields and stuff like that. Then when it gets to weapon, it crashes on line 2274. undefined method atk for rpg::armor
This is the line.
      atk = item1.is_a?(RPG::Weapon) ? item2.atk - item1.atk : 0
30
Script Troubleshooting / A* Pathfinding Problem
October 10, 2009, 05:03:43 pm
Sorry guys, I don't know how I did it, but I fixed it!
Just realized that my post didn't fit.
I fixed it.
Ok, I made an event and in the move route I have
Code: text
node = Node.new(55, 16); char = 113; path = A_Star_Pathfinder.new(node, char, false); path.generate_path

in a script call. Then turn up and wait 300 right after. Everything works fine until the event gets to 55, 16. It doesn't turn up or wait 300. Then an error pops up with this
line 738 No Method error occured
undefined method 'list'for nil:nilclass

Code: text
  #--------------------------------------------------------------------------
 # * Move Type : Custom (move event, pattern, etc.)
 #   Note: The script overwrites this method, which _might_ lead to
 #   compatibility problems with other scripts. You can remove this
 #   method to fix any such problem, but the character won't be able
 #   to detect the need to recalculate the path.
 #--------------------------------------------------------------------------
 def move_type_custom
   # Interrupt if not stopping
   if jumping? or moving?
     return
   end
   # For each move command starting from the index
   while @move_route_index < @move_route.list.size <----------------------------------------------------Error is on that line!
     # Get the move command at index
     command = @move_route.list[@move_route_index]
     # If command code is 0 (end of list)
     if command.code == 0
       # If [repeat action] option is ON
       if @move_route.repeat
         # Reset move route index to the top of the list
         @move_route_index = 0
       end
       # If [repeat action] option is OFF
       unless @move_route.repeat
         # If move route is forced and not repeating
         if @move_route_forcing and not @move_route.repeat
           # The move route is no longer forced (moving ended)
           @move_route_forcing = false
           # Restore original move route
           @move_route = @original_move_route
           @move_route_index = @original_move_route_index
           @original_move_route = nil
### CODE ADDED HERE ############################################################
           # If there was a path to follow and we reached goal
           if @a_star_paths[0]
             if self.x == @a_star_paths[0].goal_node.x and
                 y == @a_star_paths[0].goal_node.y
               # Call the reach method if one was provided
               if @a_star_paths[0].reach_method
                 @a_star_paths[0].reach_method.call
               end
             end
             follow_next_path
           end
### ADDED CODE ENDS ############################################################
         end
         # Clear stop count
         @stop_count = 0
       end
       return
     end # if command.code == 0
     # For move commands (from move down to jump)
     if command.code <= 14
       # Branch by command code
       case command.code
       when 1  # Move down
         move_down
       when 2  # Move left
         move_left
       when 3  # Move right
         move_right
       when 4  # Move up
         move_up
       when 5  # Move lower left
         move_lower_left
       when 6  # Move lower right
         move_lower_right
       when 7  # Move upper left
         move_upper_left
       when 8  # Move upper right
         move_upper_right
       when 9  # Move at random
         move_random
       when 10  # Move toward player
         move_toward_player
       when 11  # Move away from player
         move_away_from_player
       when 12  # 1 step forward
         move_forward
       when 13  # 1 step backward
         move_backward
       when 14  # Jump
         jump(command.parameters[0], command.parameters[1])
       end
       # If movement failure occurs when [Ignore if can't move] option is OFF
       if not @move_route.skippable and not moving? and not jumping?
### CODE ADDED HERE ############################################################
         # If there's a path but it couldn't be followed (probably because
         # another character blocked it)
         if @a_star_paths[0] and
            A_Star_Pathfinder::COLLISION_WAIT >= 0 and
            (A_Star_Pathfinder::COLLISION_LIMIT < 0 or
            @a_star_paths[0].collision_counter <= A_Star_Pathfinder::COLLISION_LIMIT)
           # Setup path again to update starting location.
           # original goal node is used because pathfinding changes
           # the goal node to current node
           goal = @a_star_paths[0].original_goal_node
           char = @a_star_paths[0].character
           range = @a_star_paths[0].range
           close = @a_star_paths[0].get_close
           reach = @a_star_paths[0].reach_method
           fail = @a_star_paths[0].fail_method
           counter = @a_star_paths[0].collision_counter
           # Find another path to goal
           @a_star_paths[0] = A_Star_Pathfinder.new
           @a_star_paths[0].setup(goal, char, range, close, reach, fail)
           @a_star_paths[0].calculate_path
           @a_star_paths[0].generate_path(false)
           @a_star_paths[0].collision_counter = counter + 1
           force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
           # Wait a bit before starting to follow the new path
           @wait_count = A_Star_Pathfinder::COLLISION_WAIT
           return
         elsif @a_star_paths[0]
           # If collision wait is -1 or reached collision limit,
           # stop character and call any fail method
           @move_route_index = @move_route.list.size
           if @a_star_paths[0].fail_method
             @a_star_paths[0].fail_method.call
           end
           follow_next_path
         end
### ADDED CODE ENDS ############################################################
         return
       end
       # Advance index
       @move_route_index += 1
       return
     end # if command.code <= 14
     # If waiting
     if command.code == 15
       # Set wait count (from provided parameter)
       @wait_count = command.parameters[0] * 2 - 1
       @move_route_index += 1
       return
     end # if command.code == 15
     # If direction change (turning) command
     if command.code >= 16 and command.code <= 26
       # Branch by command code
       case command.code
       when 16  # Turn down
         turn_down
       when 17  # Turn left
         turn_left
       when 18  # Turn right
         turn_right
       when 19  # Turn up
         turn_up
       when 20  # Turn 90° right
         turn_right_90
       when 21  # Turn 90° left
         turn_left_90
       when 22  # Turn 180°
         turn_180
       when 23  # Turn 90° right or left
         turn_right_or_left_90
       when 24  # Turn at Random
         turn_random
       when 25  # Turn toward player
         turn_toward_player
       when 26  # Turn away from player
         turn_away_from_player
       end
       @move_route_index += 1
       return
     end # if command.code >= 16 and command.code <= 26
     # If other command (commands that don't 'return')
     if command.code >= 27
       # Branch by command code
       case command.code
       when 27  # Switch ON
         $game_switches[command.parameters[0]] = true
         $game_map.need_refresh = true
       when 28  # Switch OFF
         $game_switches[command.parameters[0]] = false
         $game_map.need_refresh = true
       when 29  # Change speed
         @move_speed = command.parameters[0]
       when 30  # Change freq
         @move_frequency = command.parameters[0]
       when 31  # Move animation ON
         @walk_anime = true
       when 32  # Move animation OFF
         @walk_anime = false
       when 33  # Stop animation ON
         @step_anime = true
       when 34  # Stop animation OFF
         @step_anime = false
       when 35  # Direction fix ON
         @direction_fix = true
       when 36  # Direction fix OFF
         @direction_fix = false
       when 37  # Through ON
         @through = true
       when 38  # Through OFF
         @through = false
       when 39  # Always on top ON
         @always_on_top = true
       when 40  # Always on top OFF
         @always_on_top = false
       when 41  # Change Graphic
         # Can't change into a tile
         @tile_id = 0
         @character_name = command.parameters[0]
         @character_hue = command.parameters[1]
         # Update direction
         if @original_direction != command.parameters[2]
           @direction = command.parameters[2]
           @original_direction = @direction
           @prelock_direction = 0
         end
         # Update frame
         if @original_pattern != command.parameters[3]
           @pattern = command.parameters[3]
           @original_pattern = @pattern
         end
       when 42  # Change Opacity
         @opacity = command.parameters[0]
       when 43  # Change Blending
         @blend_type = command.parameters[0]
       when 44  # Play SE
         $game_system.se_play(command.parameters[0])
       when 45  # Script
         result = eval(command.parameters[0])
       end
       # Update move_route_index and move to next move command in the list
       @move_route_index += 1
     end # if command.code >= 27
   end # while @move_route_index < @move_route.list.size
   #rescue <------------------------------------------------------------------------------- My rescue
 end

When I use rescue, it doesn't crash, but it doesn't finish the move route either. It does the script call and just stays there with no error.

I'd really like to get this working and any help would be appreciated. Thank you to anyone who is willing to help me with this.
31
RMXP Script Database / Re: [XP][VX] Animation Sheet Maker
September 08, 2009, 03:28:36 am
You don't know how useful this is for me! Thanks!
32
General Discussion / Re: RMXP to Work with Vista
July 13, 2009, 09:19:19 pm
I've tried Winkio's suggestion, no luck. :'( I think I may just have to work with it like G_G suggested since there doesn't seem to be a fix.
33
General Discussion / Re: RMXP to Work with Vista
July 13, 2009, 05:12:58 pm
That's what I've been doing, but sometimes I need the debug menu. So... I'd rather a fix if that is possible.
34
General Discussion / Re: RMXP to Work with Vista
July 13, 2009, 03:37:35 pm
Quote from: Calintz on February 12, 2009, 01:45:15 am
I...for some reason can not get this to work properly...
I have Vista Home Basic, and this method does not solve my problems...

The program itself will run, but the entire program becomes unresponsive whenever I try to test play the project, or even play sounds through the editor!! :/


Bump! Same Problem!
35
No, thank YOU! I don't know how I can repay you! I'm not really good at anything lol. Well, I can probably whip you up a game over screen or something. If you need anything like that, I'll be willing to help. Some examples of my work are here: http://punkid89.b1.jcink.com/index.php?showtopic=896
36
Thanks! Good Night. I'll be sure to test it again. and thoroughly. I'll post my results tomorrow because I'm a bit tired too.
Again, thanks!

EDIT: So far, no problems! I think I can handle the rest of the little tweaks. Like having the status window for target select only appear on the right side. I fixed that already.
37
No, if I press q it switches to the item window and everything works well. I'd like for it to start in the item window first. Right now, since I got rid of the error (somehow), the only problem is the adding items while the cache is active. Everything else you are either working on, or are done with.

EDIT:
LOL, you LOL'd a lot and that made me LOL. But yeah, I won't "pretend." And I wonder why that stuff is happening.  :???: That's weird, it just suddenly happened. Maybe you took something out that you shouldn't have?
38
I can add items perfectly fine, but I am able to do it even when I am not in the item window (the one on the bottom).
Well, that's odd, I just removed all the scripts and put them back in 1 by 1 and no more error...  :???:
Same order and everything. I'm puzzled. :wacko:

EDIT: Just read your edit. Yeah that's what is happening. I can go in and just press 1111 and it will add items. It just won't update until you press q. I should not be able to add items from there. Only unassign.

Oh, and OOOOOne more thing!  :^_^': I know, I know, I'm probably just bugging you now. When the item window is active, can you make it display the description in the help window instead of unassign item?

Just read your other edit.
Yeah, I already got it to go straight to the item cache screen. I just renamed it scene_item.
39
I'd send my scripts.rxdata, but then if you tried to play it, you'd get all types of missing graphics errors. if you want to work on it JUST by looking at the scripts that I have and not playing at all, then I can just send that, but then how would you know if it works? lol
40
Yeah, I'm still eliminating things from the list going by most probable to least probable to be causing the problem.
And I mean as soon as you go into the cache menu nobody has any items, but there's items in the party's item section. I can press 1,2,3,4 while still in the cache section and it will add the first item on the list until it can't add anymore then the next until there's no more. I can do that while I'm not even in the party item section and it doesn't update until you press q to switch windows.