[Ace] Game Interpreter 1409

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AoSapphire

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For some reason whenever I tried doing the battle process on the same place again, this error keeps on appearing...


This is on "Game Interpreter"
It didn't happened before but I guess it's because I keep on moving from one battle process/sequence to another.


Edit: Okay, so it appears even if I moved to another place to do the battle process..
 
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Roninator2

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You need to put in a backtracer to determine where the error may be coming from.
The code you have shown is where the program stops as it finds a problem when evaluating the script process, but is not the problem.
If you only have a few scripts installed, you can give us a list of what those scripts are. That would help.
 

AoSapphire

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You need to put in a backtracer to determine where the error may be coming from.
The code you have shown is where the program stops as it finds a problem when evaluating the script process, but is not the problem.
If you only have a few scripts installed, you can give us a list of what those scripts are. That would help.
I actually have a lot of script xD
Though, this error didn't occurred before. But now,...I don't have any idea why an error would occur now...
I'll just upload a screenshot of the scripts I have...Maybe I put a recent one but I don't remember which one . _ .

I tried deleting some but the error is still there. Sometimes, it doesn't appear. Sometimes it does.
Oh, another error also appears when I open the shop scene.
Here is the screenshot of the scripts I have...
Maybe I'm missing something?
 
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gstv87

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find all script calls within the events involved in the transition.
this

involves a script call block
script calls can only exist within events, or battle events.
find the event or battle event running between the player's trigger of transfer, and the actual transition.
 

Shaz

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Somewhere you have a script call that has

(something).refresh_effects

in it.

Your shop error may or may not be related - maybe if the refresh_effects method has something to do with shop processing, but I doubt it. I also doubt it's a follow-on from the first issue.
 

AoSapphire

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find all script calls within the events involved in the transition.
this



involves a script call block
script calls can only exist within events, or battle events.
find the event or battle event running between the player's trigger of transfer, and the actual transition.
Hmm... I guess there is a script call whenever I opened the shop or do the battle process.
But after that, whenever I try the battle process again, the error appears.

I tried doing it after pressing new game. But it also appears when I open the shop or doing battle sequence. There's no script call being activated.

Somewhere you have a script call that has

(something).refresh_effects

in it.

Your shop error may or may not be related - maybe if the refresh_effects method has something to do with shop processing, but I doubt it. I also doubt it's a follow-on from the first issue.
I don't think I have that script call at all.

And the refresh_effect (error) appears when I do the battle process, not the shop process.

---
I tried making a new game again and add the scripts from the other game.
But when I tried it, the error didn't appeared at all.

I'm guessing that the error starts appearing after I add the debug extension but I'm not sure.
I also changed the order of the scripts.

I think the error is a rare occurrence.

Thanks for helping anyways.

I just hope this type of error doesn't appear again. It ruins the progress of the game I am making :(

Edit: Oh! @Roninator2 I added the backtracer too just in case. I put it below the scripts...
 

Shaz

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And the refresh_effect (error) appears when I do the battle process, not the shop process.
that is why I said I don't really think they're related.
 

bgillisp

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Interesting as a game interpreter script error should be line 1411 and not 1409 unless your core scripts have been edited. You may want to redownload the engine from the place you bought it from as it sounds like a core script might be corrupted.
 

AoSapphire

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that is why I said I don't really think they're related.
Yeah, I think you just got confused a little there since I added the (screenshot)error that appeared when I opened the shop scene.

Interesting as a game interpreter script error should be line 1411 and not 1409 unless your core scripts have been edited. You may want to redownload the engine from the place you bought it from as it sounds like a core script might be corrupted.
The only things I changed/edited on the core script is the "screen resolution size" and the "font name". Other than that, I didn't changed anything.

I also redownload the core script whenever I make a new game just in case.
 

bgillisp

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I mean the core scripts that came with the game engine. Those have no option to edit resolution size that I know of, and should never be edited.

Also MOG battle engine and Yanfly's Battle Engine don't play nice with each other. You may have to choose one or the other as they both overwrite parts of code that the other needs to run well.
 

Shaz

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I'm not confused. You had two error messages when trying to do two different things. I said they are probably not related.

I don't have Ace with me at the moment, otherwise I could give you a line to add to that script that will tell you exactly where the script calls are.
 

AoSapphire

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I mean the core scripts that came with the game engine. Those have no option to edit resolution size that I know of, and should never be edited.

Also MOG battle engine and Yanfly's Battle Engine don't play nice with each other. You may have to choose one or the other as they both overwrite parts of code that the other needs to run well.
Oh, I see.
I don't really touch anything on the scripts that came with the engine, more so if it's the core.

And the scripts I added from mog is for the hud and damage only so I don't think there's a problem in it. I tried it and until now, there's no error occurring at all.

And if in the future, there will be. Then I'll just remove one.
 

AoSapphire

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I'm not confused. You had two error messages when trying to do two different things. I said they are probably not related.

I don't have Ace with me at the moment, otherwise I could give you a line to add to that script that will tell you exactly where the script calls are.
Alright then. If you say so..

Anyways, as I said. I think the error is a rare occurrence.
Since, till now after making a new game and adding the scripts(not all), the error didn't appeared again.
 

gstv87

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go to the Main script, and paste THIS right before SceneManager.run.

Code:
file = File.open("./dump.txt", "w"); Marshal.dump((1..500).collect{|id| begin; load_data("./Data/Map#{sprintf("%03d", id)}.rvdata2"); rescue; nil; end;}.compact.inject([]){|r, m| r |= m.events.values}.compact.inject([]){|r, ev| r |= ev.pages}.compact.inject([]){|r, page| r |= page.list.select{|cmd| cmd.code == 355}}.compact.uniq.select{|call| !!call.parameters.to_s[/refresh_effects/]}.to_s, file); file.close;
open and close the game once, and check the local folder for a file called "dump.txt".... it should have an entry if there's a script block containing that call.
if there's none, then the fail is located in a common event, or a battle event.
 

TheoAllen

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Or this... it's a script call replacer
Code:
class Game_Interpreter
  def command_355
    script = @list[@index].parameters[0] + "\n"
    while next_event_code == 655
      @index += 1
      script += @list[@index].parameters[0] + "\n"
    end
    begin
      eval(script)
    rescue StandardError => err
      txt="Script call in event ID: #{@event_id} a& Map ID: #{$game_map.map_id}"
      txt+="\nEncountered an error\n\n#{script}"
      txt+=err.to_s
      raise txt
    end
  end
end
If the code broken, it should tell u what was the script call causing it.
 

AoSapphire

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go to the Main script, and paste THIS right before SceneManager.run.

Code:
file = File.open("./dump.txt", "w"); Marshal.dump((1..500).collect{|id| begin; load_data("./Data/Map#{sprintf("%03d", id)}.rvdata2"); rescue; nil; end;}.compact.inject([]){|r, m| r |= m.events.values}.compact.inject([]){|r, ev| r |= ev.pages}.compact.inject([]){|r, page| r |= page.list.select{|cmd| cmd.code == 355}}.compact.uniq.select{|call| !!call.parameters.to_s[/refresh_effects/]}.to_s, file); file.close;
open and close the game once, and check the local folder for a file called "dump.txt".... it should have an entry if there's a script block containing that call.
if there's none, then the fail is located in a common event, or a battle event.
Or this... it's a script call replacer
Code:
class Game_Interpreter
  def command_355
    script = @list[@index].parameters[0] + "\n"
    while next_event_code == 655
      @index += 1
      script += @list[@index].parameters[0] + "\n"
    end
    begin
      eval(script)
    rescue StandardError => err
      txt="Script call in event ID: #{@event_id} a& Map ID: #{$game_map.map_id}"
      txt+="\nEncountered an error\n\n#{script}"
      txt+=err.to_s
      raise txt
    end
  end
end
If the code broken, it should tell u what was the script call causing it.
Thank you very much! It looks more good now and haven't encountered any errors, thank you!
 

Shaz

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Neither of those is designed to stop the error. They are designed to tell you what caused it.

If you put the first one in, then open your project folder and look for the dump.txt file, it will tell you if you have a script call with that command in it.
 

gstv87

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Thank you very much! It looks more good now and haven't encountered any errors, thank you!
of course you won't encounter any errors in a non-faulty game!
that's for testing the faulty game, not the non-faulty game! ¬.¬
 

AoSapphire

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of course you won't encounter any errors in a non-faulty game!
that's for testing the faulty game, not the non-faulty game! ¬.¬
I meant, it helped me find where the error had came from and since then had not encountered the error again.
 

gstv87

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but, what WAS the error? XD
 
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