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Mar 23 2012, 08:41 PM
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#1
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![]() ![]() Type: Designer Alignment: Unaligned |
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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Mar 26 2012, 05:17 AM
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#2
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![]() ![]() Type: Undisclosed Alignment: Unaligned |
I suggest that you get the distribute parameter script from the KGC script library in the Completed scripts section.
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