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Allows you to create missions and keep track of them in a log book.
Screen Shot
Mission Config
Mission Menu
Demo 1.0 <- Includes Mission Arrow script.
Post any suggestions for future updates or any errors you may encounter here.
mr_wiggles
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Wiggles Mission Menu
Version: 1.1
Author: Mr Wiggles
Date: May 15, 2011
Version History
Version: 1.1
Author: Mr Wiggles
Date: May 15, 2011
Version History
- Version 1.0 5/15/11 - Original Release
- Version 1.1 5/23/11 - Bug fix
Planned Future Versions
- More features and such, idk what...
Description
Allows you to create missions and keep track of them in a log book.
Features
- Works with Mission Arrow
- Create unlimited missions
- Long descriptions
- Individual objective controlling
- On screen reminders when loading saved game
- Progress HUD
- Mission character graphics
Screen Shot
Instructions
You'll have to paste the "Mission Config" above main and "Mission Menu" and bellow the default scripts. If your using the Mission Arrow script you need to paste that above the "Mission Config" and "Mission Menu" scripts.Script
Mission Config
- Code:
#==============================================================================
# ** Wiggles Mission Config **
#------------------------------------------------------------------------------
# by Mr_Wiggles
# Version 1.0
# 5/15/11
#==============================================================================
# Instructions:
# --------------------------
# Call the mission menu by using $scene = Scene_Missions.new
#------------------------------------------------------------------------------
# You can check the progress of missions by using:
# $game_missions.completed?(id) - (1)
# $game_missions.failed?(id) - (2)
# $game_missions.known?(id) - (3)
# $game_missions.obj_status(id, ob_id) - (4)
# Inside of a script call in an event or conditional branch.
#
# (1) check if mission is completed
#
# (2) check if mission was failed
#
# (3) check if player knows about mission
#
# (4) check status of objective id for mission
#------------------------------------------------------------------------------
# You can edit the mission's status by using:
# $game_missions.change_obstat(id, ob_id, stat) - (1)
# $game_missions.know_mission(id, value = true) - (2)
# Inside of a script call in an event or conditional branch.
#
# (1) id = mission id, ob_id = objectives id,
# stat = (0= not known, 1= known, 2= completed, 3= failed)
#
# (2) id = mission id, value = boolean (true or false) defualt is true
#------------------------------------------------------------------------------
# Use $game_missions.set_active(id) to set the active mission.
#==============================================================================
# * CONFIG
#==============================================================================
module Wig_Mission
#------------------------------------------------------------
# * Mission Marker
#------------------------------------------------------------
# This is like a bullet point for the objectives.
# ○ ● - DOTS □ ■ - SQUARES √ - CHECK MARK
INCO_MAR = "○ " # not yet completed
DONE_MAR = "● " # completed
FAIL_MAR = "X " # failed
#------------------------------------------------------------
# * Mission Arrow
#------------------------------------------------------------
USE_ARROW = true # Make sure to have Mission Arrow 2.4 script.
ACT_VAR = 1 # Variable that contains active mission id.
# NOTE: Mission Arrow script must be above this script in the
# database. Also active mission is like so:
# mission id * 10 + last objective
# e.x. Mission 1, objective 2 was last completed.
# value = 12
# e.x. Mission 13, objective 1 was last completed.
# value = 131
#------------------------------------------------------------
# * Mission HUD
#------------------------------------------------------------
USE_HUD = true
# Location of window. (1-Top R, 2-Lower R, 3-Top L, 4-Lower L, 5-Center)
WIN_LOC = 5
# Time that window is shown for. (in frames)
WIN_TIME = 60
# Wait until there is no message being displayed.
MSG_WAIT = false
#------------------------------------------------------------
# * Mission Name
#------------------------------------------------------------
# id => "name"
NAMES = {
1 => "Find Bill",
2 => "Lost Rooster",
3 => "Mission 3 Name"
}
def name(id)
# Error checking.
if id == 0 ; show_error(0); return; elsif NAMES[id].nil?
show_error(1, id); return; end
return NAMES[id]
end
#------------------------------------------------------------
# * Mission Description
#------------------------------------------------------------
def descrip(id)
case id
when 1
text = "Bill has gone missing and Shery wants you to find him " +
"for her."
when 2
text = "Shery has asked yet another task for you. She needs to you " +
"to find her lost rooster."
when 3
text = "Mission 3 Description"
end
# Error checking.
return text unless text.nil?
show_error(2, id)
end
#------------------------------------------------------------
# * Mission Known
#------------------------------------------------------------
# Check to see if the mission is known. (bool value: "true or false")
def known(id)
case id
#when 1 then return true
when 2 then return false
#when 3 then return true
end
# Default value.
return false
end
#------------------------------------------------------------
# * Mission Objectives
#------------------------------------------------------------
def objectives(id)
case id
when 1 then return ["Locate Bill", "Tell Shery you found Bill"]
when 2 then return ["Find her Rooster", "Return to Shery"]
when 3 then return ["do this", "then this", "and this", "and more"]
end
# Error checking.
show_error(3, id); return nil
end
#------------------------------------------------------------
# * Mission Objective Status
#------------------------------------------------------------
# This allows you to set the status of the individual objectives.
# (0= not known, 1= known, 2= completed, 3= failed)
def objec_status(id)
info = []
case id
when 1 then info = [1, 0]
when 2 then info = [1, 0]
when 3 then info = [1, 0, 0, 0]
end
# Error checking.
return if self.objectives(id).nil?
return info if info.size == self.objectives(id).size
show_error(4, id)
end
#------------------------------------------------------------
# * Mission Character
#------------------------------------------------------------
# Displays a character graphic for the mission.
# [Character set name, hue = 0]. Use nil for no character.
def character(id)
name = []
case id
when 1 then name = ["007-Fighter07"]
when 2 then name = ["160-Small02"]
when 3 then name = nil
end
# Error checking.
return name if name.nil?
name, hue = name[0], name[1].nil? ? 0 : name[1]
set = RPG::Cache.character(name, hue) rescue nil
show_error(5, id, name) if set.nil?
return set
end
end
#==============================================================================
# * END CONFIG
#==============================================================================
Mission Menu
- Code:
#==============================================================================
# ** Wiggles Mission Menu **
#------------------------------------------------------------------------------
# by Mr_Wiggles
# Version 1.1
# 5/23/11
#==============================================================================
# Instructions:
# --------------------------
# There is nothing to edit here. To make edits to the missions do so in the
# Wiggles Mission Config script.
#
#==============================================================================
# * Game_Missions
#==============================================================================
class Game_Missions
include Wig_Mission
attr_reader :num_mis
attr_accessor :active_id
#------------------------------------------------------------
# * Initialize
#------------------------------------------------------------
def initialize
@known = {}
@completed = {}
@obj_stats = {}
@num_mis = NAMES.size
@active_id = 0
end
#------------------------------------------------------------
# * Completed?
#------------------------------------------------------------
def completed?(id)
obs = objectives(id)
for i in 0..obs.size - 1
complete = (obj_status(id, i) == 2)
break if !complete
end
return complete
end
#------------------------------------------------------------
# * Failed?
#------------------------------------------------------------
def failed?(id)
obs = objectives(id)
for i in 0..obs.size - 1
failed = (obj_status(id, i) == 3)
break if failed
end
return failed
end
#------------------------------------------------------------
# * Known?
#------------------------------------------------------------
def known?(id)
@known[id] = known(id) if @known[id].nil?
return @known[id]
end
#------------------------------------------------------------
# * Know Mission
#------------------------------------------------------------
def know_mission(id, value = true)
@active_id = 0 if @active_id == id and !value
@known[id] = value
# show hud
return if $game_system.mission_hud.nil?
if value
$game_system.mission_hud.show("Quest: " + name(id), "Learned")
else
$game_system.mission_hud.show("Quest: " + name(id), "Forgoten")
end
end
#------------------------------------------------------------
# * Objective Status
#------------------------------------------------------------
def obj_status(id, ob_id)
@obj_stats[id] = objec_status(id) if @obj_stats[id].nil?
status = @obj_stats[id][ob_id]
return status unless status.nil?
show_error(7, id, ob_id)
end
#------------------------------------------------------------
# * Change Objective Status
#------------------------------------------------------------
def change_obstat(id, ob_id, stat)
stat = 3 if stat > 3; stat = 0 if stat < 0
@obj_stats[id] = objec_status(id) if @obj_stats[id].nil?
if @obj_stats[id][ob_id].nil?
show_error(6, id, ob_id); return
end
@obj_stats[id][ob_id] = stat
if (@active_id / 10).floor == id and (failed?(id) or completed?(id))
set_active(0)
else
set_active(id) if (@active_id / 10).floor == id
end
# show hud
return if $game_system.mission_hud.nil?
if failed?(id)
$game_system.mission_hud.show("Quest: " + name(id), "Failed")
elsif completed?(id)
$game_system.mission_hud.show("Quest: " + name(id), "Completed")
else
ob = objectives(id); ob = ob[ob_id]
case stat
when 1
$game_system.mission_hud.show("Quest: " + name(id),
"New : " + ob)
when 2
$game_system.mission_hud.show("Quest: " + name(id),
ob + ": Completed")
when 3
$game_system.mission_hud.show("Quest: " + name(id),
ob + ": Failed")
end
end
end
#------------------------------------------------------------
# * Get Last Completed Objective
#------------------------------------------------------------
def last_obj(id)
obs = objectives(id)
ob_id = 0
for i in 0..obs.size - 1
next if obj_status(id, i) == 2
ob_id = i + 1
break
end
return ob_id
end
#------------------------------------------------------------
# * Set Active Mission
#------------------------------------------------------------
def set_active(id)
if id != 0 and (completed?(id) or failed?(id))
return false
end
value = id * 10
if id != 0
value += last_obj(id)
end
if $wig_mission_arrow and Wig_Mission::USE_ARROW
$game_variables[Wig_Mission::ACT_VAR] = value
end
@active_id = value
# show hud
unless $game_system.mission_hud.nil? or id == 0 or @old_id == id
ob = objectives(id); ob = ob[last_obj(id) - 1]
$game_system.mission_hud.show("Quest: " + name(id), INCO_MAR + ob)
end
@old_id = id if @old_id != id
return true
end
end
#==============================================================================
# * Wig_Mission
#==============================================================================
module Wig_Mission
#------------------------------------------------------------
# * Show Error
#------------------------------------------------------------
def show_error(code, id = 0, extra = nil)
if code == 0
error = "There can not be a mission with the id of 0."
elsif code == 1
error = "No name found for mission #{id}."
elsif code == 2
error = "No description found for mission #{id}."
elsif code == 3
error = "No objectives found for mission #{id}."
elsif code == 4
error = "Objective size doesnt match Status size for mission #{id}."
elsif code == 5
error = "Character Set #{extra} not found for mission #{id}."
elsif code == 6
error = "No prevous status for mission #{id}, objective #{extra}. \n" +
"Remember that objectives start counting at 0."
elsif code == 7
error = "No status for mission #{id}, objective #{extra}."
end
print("Wig Mission: #{error}"); $scene = nil
end
end
#==============================================================================
# * Scene_Title
#==============================================================================
class Scene_Title
$game_missions = Game_Missions.new
end
#==============================================================================
# * Scene_Save
#==============================================================================
class Scene_Save < Scene_File
alias :wig_miss_save :write_save_data
def write_save_data(file)
unless $game_system.mission_hud.nil?
$game_system.mission_hud.dispose
$game_system.mission_hud = nil
end
wig_miss_save(file)
Marshal.dump($game_missions, file)
end
end
#==============================================================================
# * Scene_Load
#==============================================================================
class Scene_Load < Scene_File
alias :wig_miss_load :read_save_data
def read_save_data(file)
wig_miss_load(file)
$game_missions = Marshal.load(file)
# show hud
id = ($game_missions.active_id / 10).floor
unless $game_system.mission_hud.nil? or id == 0
ob = $game_missions.objectives(id)
ob = ob[$game_missions.last_obj(id) - 1]
$game_system.mission_hud.show("Quest: " + $game_missions.name(id),
Wig_Mission::INCO_MAR + ob)
end
end
end
#==============================================================================
# * Scene_Missions
#==============================================================================
class Scene_Missions
#------------------------------------------------------------
# * Main
#------------------------------------------------------------
def main
# create windows
@discrip_window = Mission_Desc_Window.new
@menu_window = Mission_Menu_Window.new
if $game_missions.active_id != 0
id = $game_missions.active_id / 10
@menu_window.index = @menu_window.data.index(id.floor)
end
# main loop
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
# dispose windows
@discrip_window.dispose
@menu_window.dispose
end
#------------------------------------------------------------
# * Update
#------------------------------------------------------------
def update
# update windows
@menu_window.update
@discrip_window.update(@menu_window.mission)
# update commands
if Input.trigger?(Input::C)
id = @menu_window.mission
if id.nil?
$game_system.se_play($data_system.buzzer_se)
return
end
if ($game_missions.active_id / 10).floor == id
$game_missions.set_active(0)
elsif !$game_missions.set_active(id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@menu_window.refresh
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
end
#==============================================================================
# * Mission_Desc_Window
#==============================================================================
class Mission_Desc_Window < Window_Base
#------------------------------------------------------------
# * Initialize
#------------------------------------------------------------
def initialize
super(0, 0, 640, 320)
self.contents = Bitmap.new(width - 32, height - 32)
@old_id = 0
update
end
#------------------------------------------------------------
# * Refresh
#------------------------------------------------------------
def refresh(id)
self.contents.clear
# draw back ground
wmm_draw_box(280, 0, 320, 280, Color.new(40, 40, 40, 200))
return if id == 0
# draw name
name = $game_missions.name(id)
self.contents.draw_text(0, 0, 200, 32, "Name: #{name}")
# draw description
self.contents.font.size = 18
descrip = $game_missions.descrip(id)
format_string(290, 8, "#{descrip}", 265)
self.contents.font.size = 24
# draw objectives
objec = $game_missions.objectives(id)
for i in 0..objec.size - 1
name = objec[i]
status = $game_missions.obj_status(id, i)
next if status == 0
case status
when 1
self.contents.font.color = normal_color
mark = Wig_Mission::INCO_MAR
when 2
self.contents.font.color = text_color(3)
mark = Wig_Mission::DONE_MAR
when 3
self.contents.font.color = knockout_color
mark = Wig_Mission::FAIL_MAR
end
self.contents.draw_text(0, 64 + (32 * i), 250, 32, "#{mark}#{name}")
end
self.contents.font.color = normal_color
# draw character
bit = $game_missions.character(id)
return if bit.nil?
bw, bh = bit.width / 4, bit.height / 4
x = 225 - (bw / 2); y = 272 - bh
wmm_draw_box(x - 4, y, bw + 8, bh + 8, Color.new(60, 60, 60, 180))
self.contents.blt(x, y + 4, bit, Rect.new(0, 0, bw, bh))
end
#------------------------------------------------------------
# * Update
#------------------------------------------------------------
def update(id = 0)
super()
return if id == @old_id
@old_id = id
return if id.nil?
refresh(id)
end
end
#==============================================================================
# * Mission_Menu_Window
#==============================================================================
class Mission_Menu_Window < Window_Selectable
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
@column_max = 2
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Get Mission
#--------------------------------------------------------------------------
def mission
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Get Data
#--------------------------------------------------------------------------
def data
return @data
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add data
for i in 1..$game_missions.num_mis
@data.push(i) if $game_missions.known?(i)
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
id = @data[index]
x = 320 * (index % @column_max) + 4
y = index / @column_max * 32
# blank rect
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
# name
name = $game_missions.name(id)
self.contents.font.color = text_color(3) if $game_missions.completed?(id)
self.contents.font.color = knockout_color if $game_missions.failed?(id)
aid = ($game_missions.active_id / 10).floor
self.contents.font.color = crisis_color if id == aid
self.contents.draw_text(x, y, 320, 32, name)
self.contents.font.color = normal_color
end
end
#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
attr_accessor :mission_hud
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias :misshud_up :update
def update
misshud_up
# infliction window
if Wig_Mission::USE_HUD
if $scene.is_a?(Scene_Map)
@mission_hud = Mission_HUD.new if @mission_hud.nil?
@mission_hud.update
elsif !@wdhsi_window.nil?
@mission_hud.dispose
@mission_hud = nil
end
end
end
end
#==============================================================================
# ** Mission_HUD
#==============================================================================
START_WIDTH = 164
class Mission_HUD < Window_Base
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, START_WIDTH, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
self.visible = false
self.opacity = 180
self.z = 1
@display_time = 0
@need_show = []
end
#--------------------------------------------------------------------------
# * Show
#--------------------------------------------------------------------------
def show(text1, text2)
@need_show.push([text1, text2])
end
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text1, text2)
s1 = self.contents.text_size(text1).width + 20
s2 = self.contents.text_size(text2).width + 20
if s1 > START_WIDTH or s2 > START_WIDTH
self.width = s1 > s2 ? s1 : s2
self.width += 40
else
self.width = START_WIDTH
end
self.contents.dispose
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.size = 18
# set window location
case Wig_Mission::WIN_LOC
when 1 # Top Right
self.x = 0; self.y = 0
when 2 # Lower Right
self.x = 0; self.y = 480 - height
when 3 # Top Left
self.x = 640 - width; self.y = 0
when 4 # Lower Left
self.x = 640 - width; self.y = 480 - height
when 5 # Center
self.x = 320 - (width / 2); self.y = 240 - (height / 2)
end
# draw text
self.contents.font.color = normal_color
@display_time = Wig_Mission::WIN_TIME + 20
self.contents.draw_text(0, 0, s1, 32, text1)
self.contents.draw_text(0, 28, s2, 32, text2)
self.visible = true
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
# close window
if self.visible
@display_time -= 1 if @display_time > 0
if @display_time < 20
self.width -= 4
elsif @display_time.zero?
self.visible = false
self.width = START_WIDTH
end
end
# if display array is empty
if @need_show.empty?
@display_wait = 8
return
end
# wait time to display effects
return if $game_temp.message_window_showing and Wig_Mission::MSG_WAIT
if @display_wait.zero?
text1, text2 = @need_show[0]
@need_show.delete_at(0)
@display_wait = 80
set_text(text1, text2)
end
@display_wait -= 1 if @display_wait > 0
end
end
#==============================================================================
# ** Window Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Format String
#--------------------------------------------------------------------------
def format_string(x, y, string, max_width = 100)
temp_word_array = string.scan (/./)
position = line_break = 0
lines = []
blank_width = []
new_string = [lines, blank_width]
for i in 0...temp_word_array.size
character = temp_word_array[i]
if character == " " or i == temp_word_array.size - 1
i += 1 if i == temp_word_array.size - 1
if self.contents.text_size(string[line_break,
i-line_break]).width <= max_width
position = i
else
line = temp_word_array[line_break, position-line_break]
new_string[0].push(line)
line_blank = max_width - self.contents.text_size(string[
line_break, position-line_break]).width
new_string[1].push(line_blank.to_f / (line.size.to_f - 1.0))
line_break = position + 1
position = i
end
end
end
new_string[0].push(temp_word_array[line_break,
temp_word_array.size - line_break])
draw_formated_string(x, y, new_string[0])
end
#--------------------------------------------------------------------------
# * Draw New String
#--------------------------------------------------------------------------
def draw_formated_string(x = 0, y = 0, lines = nil)
return if lines.nil?
size = self.contents.font.size
for line in 0...lines[0].size
self.contents.draw_text(x, y + (line * size), 380, size, lines[line].to_s)
end
end
#--------------------------------------------------------------------------
# * Draw Box
#--------------------------------------------------------------------------
def wmm_draw_box(x, y, w, h, f = nil, s = 2, c = Color.new(200, 200, 200))
self.contents.fill_rect(Rect.new(x, y, w, h), f) unless f.nil?
self.contents.fill_rect(Rect.new( x, y, w, s), c)
self.contents.fill_rect(Rect.new( x, y+h, w, s), c)
self.contents.fill_rect(Rect.new( x, y, s, h), c)
self.contents.fill_rect(Rect.new(x+w, y, s, h+s), c)
end
end
Demo 1.0 <- Includes Mission Arrow script.
Support
Post any suggestions for future updates or any errors you may encounter here.
Known Compatibility Issues
none that i know of.Restrictions
DO NOT post this on any other forum with out my permission, you are free to edit this in anyway for YOUR use only. EVENTALIST
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EVENTALIST
C.O.R.N.
C.O.R.N.
C.O.R.N.
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BluE
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THis is pretty cool. Can you call it up from an item (like a diary or something)?
C.O.R.N.
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supercow
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tried it its so cool , you'r da man mr.wiggles id' probably gonna throw away all other mission script for this
btw, if theres no mission and you check the crystal, it crash, since it cant have nil result.
edit* for blue* oh yeah i forgot to reply blue since too mesmerize by this script
its just a simple database change blue,
in the item database just use common event trigger
and in the common event trigger put script
$scene = Scene_Missions.new
hope it helps
btw, if theres no mission and you check the crystal, it crash, since it cant have nil result.
edit* for blue* oh yeah i forgot to reply blue since too mesmerize by this script
its just a simple database change blue,
in the item database just use common event trigger
and in the common event trigger put script
$scene = Scene_Missions.new
hope it helps
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EVENTALIST
EVENTALIST
EVENTALIST
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I just tested that in the demo i uploaded, it didn't crash, did you make any edits to the config module?
(or maybe i compressed and uploaded the wrong version for the demo, the script on the site posted here should work since its from the project i just tested in.)
mr_wiggles
profile
supercow wrote:
btw, if theres no mission and you check the crystal, it crash, since it cant have nil result.
I just tested that in the demo i uploaded, it didn't crash, did you make any edits to the config module?
(or maybe i compressed and uploaded the wrong version for the demo, the script on the site posted here should work since its from the project i just tested in.)
EVENTALIST
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G@MeF@Ce
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KIK@$$! wiggles - thanks for sharing! + + +
killer script, a must have in every RPG.
clean demo, does Bill every get out of bed?
killer script, a must have in every RPG.
clean demo, does Bill every get out of bed?
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calvin624
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This is fantastic man!
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supercow
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no i didnt change anything in the demo,
already tried changing the script in the demo with the script in this site and it still crash .
im so silly should have explained it better, its not when you dont have a mission , It happen when at the start of the game go straight to the crystal without talking to the girl first, activate script $scene = Scene_Missions.new to open the menu and then click at empty choice.
then it shows "wig mission: No objectives found for mission " in the script its the error in code==3
then it crash in line 36 wiggles mission menu "undefined method size for nil class"
already tried changing the script in the demo with the script in this site and it still crash .
im so silly should have explained it better, its not when you dont have a mission , It happen when at the start of the game go straight to the crystal without talking to the girl first, activate script $scene = Scene_Missions.new to open the menu and then click at empty choice.
then it shows "wig mission: No objectives found for mission " in the script its the error in code==3
then it crash in line 36 wiggles mission menu "undefined method size for nil class"
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mr_wiggles
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OH your clicking empty... yea i need to fix that. thanks for the heads up.
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