[Ace] Game Interpreter 1409

Discussion in 'RGSSx Script Support' started by AoSapphire, Feb 7, 2019.

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  1. AoSapphire

    AoSapphire Noob - Sage Veteran

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

    Edit: Okay, so it appears even if I moved to another place to do the battle process..
     
    Last edited: Feb 7, 2019
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  2. Roninator2

    Roninator2 Gamer Veteran

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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.
     
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  3. AoSapphire

    AoSapphire Noob - Sage Veteran

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    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.
    [​IMG]
    Here is the screenshot of the scripts I have...
    [​IMG]
    Maybe I'm missing something?
     
    Last edited: Feb 8, 2019
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  4. gstv87

    gstv87 Veteran Veteran

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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.
     
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  5. Shaz

    Shaz Veteran Veteran

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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.
     
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  6. AoSapphire

    AoSapphire Noob - Sage Veteran

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    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.

    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...
     
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  7. Shaz

    Shaz Veteran Veteran

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    that is why I said I don't really think they're related.
     
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  8. bgillisp

    bgillisp Global Moderators Global Mod

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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.
     
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  9. AoSapphire

    AoSapphire Noob - Sage Veteran

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    Yeah, I think you just got confused a little there since I added the (screenshot)error that appeared when I opened the shop scene.

    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.
     
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  10. bgillisp

    bgillisp Global Moderators Global Mod

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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.
     
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  11. Shaz

    Shaz Veteran Veteran

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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.
     
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  12. AoSapphire

    AoSapphire Noob - Sage Veteran

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    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.
     
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  13. AoSapphire

    AoSapphire Noob - Sage Veteran

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    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.
     
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  14. gstv87

    gstv87 Veteran Veteran

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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.
     
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  15. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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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.
     
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  16. AoSapphire

    AoSapphire Noob - Sage Veteran

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    Thank you very much! It looks more good now and haven't encountered any errors, thank you!
     
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  17. Shaz

    Shaz Veteran Veteran

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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.
     
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  18. gstv87

    gstv87 Veteran Veteran

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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! ¬.¬
     
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  19. AoSapphire

    AoSapphire Noob - Sage Veteran

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    I meant, it helped me find where the error had came from and since then had not encountered the error again.
     
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  20. gstv87

    gstv87 Veteran Veteran

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    but, what WAS the error? XD
     
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