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> Help with KGC Distribute Parameter, uninitialized constant error?
CocoKitty
post Mar 23 2012, 08:41 PM
Post #1



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Hello everyone!
I was wondering if someone could give me a few pointers or some help or just a correction please!
I'm obviously doing something wrong, but I can't figure it out for the life of me, and I searched a bit for an answer but I guess I'm not using the right keywords for a result that could help me to come up.
Anyways, I was trying out the KGC Distribute Parameter script. On it's own it works just fine, but I then wanted to customize it for a character. I pretty much did it as it's explained in the script itself, but when I test play the game, I don't even get to the title before it tells me the following error:

Script 'KGC_DistributeParameter' line 115: NameError occurred.

uninitialized constant
KGC::DistributeParameter::PERSONAL_GAIN_PARAMETER


If anyone might know what the problem is, or what I am doing wrong, please help me out and let me know.
Line 115 is: PERSONAL_GAIN_PARAMETER[001] = {
I posted the script with my changes below.
Thanks in advance!

CODE
module KGC
module DistributeParameter
# ‚—† Distribution Tables ‚—†
# Here you may customize the costs and increase rates of specific parameters.
# The order in which these costs and increase rates are set are as follows:
# [IPC, IPSG, MAP, PCI, PSGI]
# Key:
# IPC = Initial Point Cost. This is how many AP it cost to buy the first
# point of this parameter.
#
# IPSG = Initial Point Stat Growth. This is how much the stat will go up with
# the first point of this parameter.
#
# MAP = Maximum Attribute Points. The maximum amount of AP that can be spent
# on this stat. You may also put a level based equation in this but
# remember that if you put in an equation it is IMPORTANT that you put
# quotation marks ("") around it and to use level in all lower case.
# Example: "level"
#
# PCI = Point Cost Increase. For every AP spent in this parameter the cost
# of this parameter increases by this amount.
#
# PSGI = Point Stat Growth Increase. For every AP spent in this parameter
# the number of points you gain in the stat increases by this much.
#
# Also, if you completely remove a line (e.g. ":hit => [1, 1, 20, 0.7],")
# it will remove it from the distribution screen altogether.
# Very useful if your project doesn't require a specific stat.
GAIN_PARAMETER = {
# Parameter IPC, IPSG, MAP, PCI, PSGI
:maxhp => [1, 30, 30, 0.4, 2], # Maximum HP
:maxmp => [1, 5, 30, 0.4, 0.8], # Maximum MP
:atk => [1, 2, 30, 0.4, 0.5], # Attack
:def => [1, 2, 30, 0.4, 0.5], # Defense
:spi => [1, 2, 30, 0.4, 0.5], # Spirit
:agi => [1, 2, 30, 0.4, 0.5], # Agility
:hit => [1, 1, 20, 0.7], # Hit Ratio (Accuracy)
:eva => [1, 1, 20, 0.7], # Evasion
:cri => [1, 1, 20, 0.7], # Critical
:skill_speed => [1, 1, 20, 0.5], # Skill Speed
:item_speed => [1, 1, 20, 0.5], # Item Speed
:odds => [1, 1, 5], # Luck (Chance of being targetted)
# ‚—† AP Gain Rate ‚—†
# Added by Touchfuzzy.
# I added this in to the GAIN_PARAMETER tables so that you can use seperate
# equations for different characters and classes.
# This is the equation that determines your total AP gained every level.
# (Character Level to the 0.25th power + 2) * Level
# This causes you to start at 3 points per level and increase slightly over
# time.
# As an example if you wish to gain a static 3 points per level write it as
# :maxrpexp = "level * 3"
:maxrpexp => ["(level ** 0.25 + 2.0) * level"], # Max AP
} # <- Do not remove!

# ‚—† Individual Actor Gain Parameter Tables ‚—†
# You may choose to manually specify an individual actor's gain parameters.
# To do so, use the same format as above GAIN_PARAMETER table but instead
# use PERSONAL_GAIN_PARAMETER [n] (Where n = Actor ID)
# Any parameter you do not set in this table will instead draw from the
# GAIN_PARAMETER chart.
#
# Example:
# PERSONAL_GAIN_PARAMETER[1] = {
# :maxhp => [2, 20, 50, 0.5, 5],
# :maxmp => [1, 10, 30, 0.3, 0.5],
# :atk => [1, 1, 30, 0.3, 0.5],
# :def => [1, 2, 30, 0.4, 0.5],
# :spi => [1, 2, 50, 0.5, 0.8],
# :agi => [1, 2, 30, 0.4, 0.6],
# :hit => [1, 1, 20, 0.7],
# :eva => [1, 1, 20, 0.7],
# :cri => [1, 1, 20, 0.7],
# :skill_speed => [1, 1, 20, 0.5],
# :item_speed => [1, 1, 20, 0.5],
# :odds => [1, 1, 5],
# :maxrpexp => ["(level ** 0.25 + 2.0) * level"]
# }
PERSONAL_GAIN_PARAMETER[001] = {
# ‚˜… Insert Custom Actor Gain Tables Below Here ‚˜…
# Parameter IPC, IPSG, MAP, PCI, PSGI
:maxhp => [1, 30, 30, 0.4, 1.7], # Maximum HP
:maxmp => [1, 5, 30, 0.4, 0.9], # Maximum MP
:atk => [1, 2, 30, 0.4, 0.3], # Attack
:def => [1, 2, 30, 0.4, 0.4], # Defense
:spi => [1, 2, 30, 0.4, 0.6], # Spirit
:agi => [1, 2, 30, 0.4, 0.3], # Agility
:hit => [1, 1, 20, 0.7], # Hit Ratio (Accuracy)
:eva => [1, 1, 20, 0.7], # Evasion
:cri => [1, 1, 20, 0.7], # Critical
:skill_speed => [1, 1, 20, 0.5], # Skill Speed
:item_speed => [1, 1, 20, 0.5], # Item Speed
:odds => [1, 1, 5], # Luck (Chance of being targetted)
:maxrpexp => ["(level ** 0.25 + 2.0) * level"],
}

# ‚˜… Insert Custom Actor Gain Tables Above Here ‚˜…

# ‚—† Class-Specific Gain Parameter Tables ‚—†
# You may choose to manually specify an entire class's gain parameters.
# To do so, use the same format as above GAIN_PARAMETER table but instead
# use CLASS_GAIN_PARAMETER [n] (Where n = Number of class in the database)
# Any parameter you do not set in this table will instead draw from the
# GAIN_PARAMETER chart. Also note that class gain parameters take the highest
# priority.
CLASS_GAIN_PARAMETER = []
# ‚˜… Insert Custom Class Gain Tables Below Here ‚˜…




# ‚˜… Insert Custom Class Gain Tables Above Here ‚˜…

# ‚—† AP = Attribute Points. These settings are for the AP Distrubution Screen.
# VOCAB_RP appears at the top of the column which lists the AP cost of
# the parameter
VOCAB_RP = "Cost"
# VOCAB_RP_A appears next to where it lists your current and total AP.
VOCAB_RP_A = "AP"

# ‚—† Parameter Labels ‚—†
# Allows you to change the text of Hit Ratio, Evasion, Critical, Skill
# Speed, Item Speed, and Odds (luck) on the distribution screen.
VOCAB_PARAM = {
:hit => "ACU", # Hit Ratio (Accuracy)
:eva => "EVA", # Evasion
:cri => "CRI", # Critical
:skill_speed => "SSD", # Skill Speed
:item_speed => "ISD", # Item Speed
:odds => "LCK", # Odds (Luck)
} # <- Do not remove!

# ‚—† Caption Text ‚—†
# These fields affect the text at the top of the distribution screen.
# Attribute name label.
AT_CAPTION = "Attribute"
# AP cost/rate label.
RT_CAPTION = "Rate"
# Current AP ppent on given attribute label.
SP_CAPTION = "Spent"
# Current status (right window) label.
CS_CAPTION = "Current Status"

# ‚—† Help Window Text ‚—†
# Text of the menu title for the AP Distribution Screen.
DISTRIBUTE_SCENE_CAPTION = "Stat Distribution - Press L or R to switch characters."

# ‚—† AP Gauge Colors ‚—†
# Allows you to change the color of the guages that appear under the stats
# side bar. The color can also be determined by a numerical expression.
# Example: GAUGE_START_COLOR = Color.new(255, 0, 0) <- This is red.
# This is the fill color for the early phase of the guage.
GAUGE_START_COLOR = 28
# This is the fill color for the late phase of the guage. (When full)
GAUGE_END_COLOR = 29

# ‚—† Menu Command Button & Text ‚—†
# When USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = true,
# the AP Distribution System is added to the menu under "Quit Game".
# When false, it does not. (Obviously)
USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = false
# Allows you to change the text for this button on the main command menu.
VOCAB_MENU_DISTRIBUTE_PARAMETER = "Level Up"

# ‚—† Parameter Re-distribution ‚—†
# This affects whether the player can delevel the parameters that have
# been increased.
# true : Allows the player to reassign AP.
# false : Prevents the player from unassigning AP if set to false.
ENABLE_REVERSE_DISTRIBUTE = false

# ‚—† AP in Status Window ‚—†
# Added by Mr. Anonymous.
# This toggle allows you to enable/disable the AP display on the status
# screen.
SHOW_STATUS_RP = true
# This toggle allows you to adjust the position of the AP display on the
# status screen. (If SHOW_STATUS_RP = true)
# 0. Below Actor's Face Image
# 1. Below Actor's Parameters
SHOW_STATUS_RP_POS = 1

# ‚—† Extra Parameters in Status Window ‚—†
# Added by Mr. Anonymous.
# This toggle allows you to enable/disable the parameters for accuracy,
# evasion, and critical below the regular paramaters (STR, DEF, SPI, AGI)
SHOW_STATUS_EX_PARAMS = true

# ‚—† Call DistributeParameter From Actor Status Window ‚—†
# Added by Mr. Anonymous.
# This allows you to change what key/button is pressed on the status window
# to shift to the DistributeParameter window.
# When set to nil, this is disabled. ( CALL_DISTPARAMKEY = Input::nil )
CALL_DISTPARAMKEY = Input::X # On the keyboard, button X is the A key.

# ‚—† Show Actor Graphic ‚—†
# Added by Mr. Anonymous.
# This toggle allows you to enable/disable the actor sprite in the Distribute
# Parameter window next to the actor name.
# true = Show the sprite.
# false = Do not show.
SHOW_SPRITE = true
end
end


This post has been edited by CocoKitty: Mar 23 2012, 08:45 PM
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xein
post Mar 26 2012, 05:17 AM
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I suggest that you get the distribute parameter script from the KGC script library in the Completed scripts section.


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