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Wordlocks [Betrayal at Krondor]

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Oh right - well the Script Event Command is a pain for this, so new strategy. Paste this into a new slot in the Script Editor:

Code: [Select]
class Game_System
  def grrr_initz
    @wl_chest_bg = WL_CHEST_LOCKED
    @wl_chest_open = WL_CHEST_OPEN
    @wl_letter_bg = WL_LETTER_BG
    @wl_font_name = WL_FONTNAME
    # Put color in array if windowskin color
    if WL_FONTCOLOR.is_a? (Integer)
      x, y = 64 + (WL_FONTCOLOR % 8) * 8,  96 + (WL_FONTCOLOR / 8) * 8
      color = Cache.system ("Window").get_pixel(x, y)
      @wl_font_color = [color.red, color.green, color.blue, color.alpha]
    else
      @wl_font_color = WL_FONTCOLOR
    end
    @wl_answer_rect = WL_ANSWER_RECT.is_a? (Array) ? Rect.new (*WL_ANSWER_RECT) : WL_ANSWER_RECT
    @wl_riddle_rect = WL_RIDDLE_RECT.is_a? (Array) ? Rect.new (*WL_RIDDLE_RECT) : WL_RIDDLE_RECT
    @wl_letter_se = WL_LETTER_SE
    @wl_unlock_se = WL_UNLOCK_SE
  end
end

Delete the other two script calls and just put this in:

Code: [Select]
$game_system.grrr_initz

Then turn the self-switch ON, etc...

Once it works, delete both the event and the new script slot you just added to the Editor.

Why do you want this old save file so bad anyway?

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Well, I'm 7 hours into the game, and it's in development, so I figure, having to replay the game to get up this part again would be a waste of time at this point, I've already played through the game two times, and I have friends that are testing, I send them a save file and then they play through it, I have to reinitialize stuff when its new, and it's annoying, and I may possibly be taking extra steps, but i usually make a town >event the town > play and Ive been using 4 save files at certain parts to do this.

A seperate question:

  This scripting language is all Ruby, correct?  What is a good way to start?  What should I DL? and What should I read?  If you could post me to a good topic, would be cool, I'm gonna start searching now;  I need to learn this.
« Last Edit: June 25, 2011, 06:33:06 PM by thanatos2k1 »

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Oh, thank you very much, modern algebra, I appreciate your help greatly.  One more question (>.<),  is there any reason to why I can't leave the parallel event and the script?  Like, will it bug in the future??

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You can leave it - the only thing it would affect is if you choose to change any of those stats via script call in-game. For instance, if you ever want to use one background for some chests and another for others (which you can do by changing the values of those attributes) - this parallel process will reset it to the default.

However, there is absolutely no reason to retain them. Once those values have been initialized in all your save files, no bugs will arise from that and there is no reason whatsoever to keep them.