[ACE] Mouse script bug

Clord

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Script 'SUPER SIMPLE MOUSE SCRIPT' line 278: NoMethodError occured


Undefined method 'tilemap_offset' for nil:NilClass


Source: http://steamcommunity.com/app/342090/discussions/0/618459931320938651/


I have confirmed that the bug still exists but for me it happened usually by moving around and the players might play the game for hours before encountering it, it's occurrence is quite random.


And yes, crash is supposedly triggered after a click. Even if you use the 640x480 resolution.


Here's link to the unprotected demo made out of the commercial version.


And yes, seems that some others have this problem too, thus demo is warranted to hunt it down.


 
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Shaz

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I have removed the download link. Your demo includes a lot of store resources and scripts that are not allowed to be redistributed. If you feel you MUST provide a demo, please start a NEW project without anything but the script with the issue.


Having said that, there were a number of suggestions offered in the thread for that script to fix the problem. Have you tried any/all of them?
 

Clord

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I had a really dumb moment, somehow Effectus terms didn't cross to my mind due I was so focused to getting the problem fixed.


Alas, I got the solution but I should have remembered to remove Effectus.


That said, SOURCE provided me a fix.
 
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Shaz

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Effectus seems to have a LOT of incompatibility issues with other scripts. I think it would be advisable to disable that script as one of the first things to try, whenever you have new script issues, purely because of its history of incompatibility problems. It might greatly reduce the time you spend looking for the cause of the problem.
 

♥SOURCE♥

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Effectus seems to have a LOT of incompatibility issues with other scripts. I think it would be advisable to disable that script as one of the first things to try, whenever you have new script issues, purely because of its history of incompatibility problems. It might greatly reduce the time you spend looking for the cause of the problem.
I would like to point out that the google search results displayed in the screenshot provided by Clord in the original post, are about your Super Simple Mouse System script, and all results are dated before Effectus' release.

Effectus has minor incompatibility issues caused by the design differences between the original RTP code for some scripts and the new design (or refactored code) used in it. It would be extremely naive to expect the kind of performance improvement Effectus provides to work out-of-the-box with every other RPG Maker VX Ace script, given the humongous amount of them released since the program's first appeared, years ago.

So far, we haven't encountered an incompatibility that couldn't be easily and quickly fixed. Effectus is currently working with ABS scripts, light effects scripts and even (since today) with Khas' Arc Engine  (the platform system, minimal tweaking required).

Just wanted to point that out. Cheers.
 

Shaz

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Um ... not sure what you're saying.


Yes, the screenshots in the OP are of my script. Because that message is generated by my script.


As it turns out, the problem had nothing to do with my script, but with yours. I was simply stating that there have been a number of people posting issues which were tracked back to the Effectus script, so if you're using that script and you have a weird issue, ruling that script out would be a logical first step.


It's got nothing to do with how old the Google results are, or how quickly you've been able to solve issues. There HAVE BEEN issues and there MAY STILL BE issues, so rule it out as a possibility first.
 

♥SOURCE♥

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Um ... not sure what you're saying.

Yes, the screenshots in the OP are of my script. Because that message is generated by my script.

As it turns out, the problem had nothing to do with my script, but with yours. I was simply stating that there have been a number of people posting issues which were tracked back to the Effectus script, so if you're using that script and you have a weird issue, ruling that script out would be a logical first step.

It's got nothing to do with how old the Google results are, or how quickly you've been able to solve issues. There HAVE BEEN issues and there MAY STILL BE issues, so rule it out as a possibility first.
No, it didn't have anything to do with Effectus. It's the same error reported in those search results (that's why I mentioned it), that date from way before Effectus was even released. I provided Clord with a fix since after downloading the project to take a look, found an easy way to avoid the problem.

I do agree with the technique you propose to cut down the time spent looking for the problem, but wanted to point out that in this particular case, the problem had nothing to do with Effectus despite it being mentioned here.
 

Shaz

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mmm ...

I had a really dumb moment, somehow Effectus terms didn't cross to my mind due I was so focused to getting the problem fixed.


Alas, I got the solution but I should have remembered to remove Effectus.


That said, SOURCE provided me a fix.
that kind of says to me that the problem WAS Effectus and that you provided a fix. If you're upset about Effectus being blamed, maybe you should chat with Clord about it, instead of taking issue with me.
 

♥SOURCE♥

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I'm not taking issue with you, Shaz (not even with Clord). I merely wanted to point out the situation since if you thought Effectus was the problem, other people may also think that with even more reason after reading your post talking about Effectus' incompatibilities.

From Clord's message, it is really clear to me that they are talking about Effectus related to the link removal (because of the terms of use, and not even because of Effectus' alone). The fact that I provided a fix for the bug originally reported in the first post, doesn't imply that Effectus was the cause of the problem.

Cheers.
 

Clord

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Problem had nothing to do with Effectus script. It is even in my IGMC entry from the last year.

Now here's the fix provided by SOURCE.

Add this below SUPER SIMPLE MOUSE SCRIPT.

Code:
module Mouse  def self.grid    return nil if @pos.nil?    spriteset = SceneManager.scene.instance_variable_get(:@spriteset)    return nil unless spriteset    mx, my = spriteset.tilemap_offset    x = (@pos[0] + mx) / 32    y = (@pos[1] + my) / 32    return [x, y]  endend
 
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