[Ace] Script issue

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This is my first post on these boards and I apologize in advance if I'm unclear or I should have posted this in another section. I took my time to search around for someone that had the same issue as me, but I haven't found anything.

I have bought, just a few days ago, RPG Maker VX Ace and Luna Engine: I'm going to say, before anything else, that I'm unskilled with the program, but I grasp the basics of events, variables, common events and script calls. Since I'm still feeling quite unsure on how to fiddle around with the Luna Engine, I tried to use another script to use busts on top of my message windows and a friend pointed me at Archeia's Wordpress website, where I found Emotion Manipulation Magic. So I downloaded the demo, followed the steps described in the tutorial and found myself at ease on how the script and the events worked.

At the moment of the playtest, though, I found an error: 

direct link to image: http://i.imgur.com/DP80lrB.jpg
 ​
Going through the official thread at Division Heaven, I found out that it could have been a missing "end" to the script. So I went and check but I couldn't find any missing 'end' that diverged from the given script (here is my raw paste of the code), so I went to search for any other issues with event calls and something missing. I have found nothing so I asked help on Archeia's website, but if I can get it to be fixed here without bothering her, it'd be appreciated! It might also be an overlook on my part, so I'm going to give everything I have put in my game so far:

Who is Speaking? Character's Emotion - Common Events (events screenshots)

I have put the script in materials, after the YEA - Core Script. Like this:

direct link to image http://i.imgur.com/8qKAS7p.png

Some of the scripts used, such as YEA - Core Engine and YEA - Battle Engine, were already inside the Luna Base that needed to be used in order for Luna Engine to work, as said in the Manual. I don't know if I'm just overlooking something, if I'm missing an end or there's something going against the very script and not allowing it to work. Or if it's not compatible with Luna Engine at all!

Thanks in advance for the help!
 

Andar

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Such a message always means that the engine misses a closing point to something - this could be an $end, but there are other things that are also "closings" - like ), ] or }. Or simply a wron linebreak or wrong comma to cause a failure to detect the correct closing.

Did you edit the script in any way?

If yes, then you probably made a mistake in the edited lines.

If not, then you probably missed one or more lines when copying the scripts - delete it and copy it again from its source.
 
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Such a message always means that the engine misses a closing point to something - this could be an $end, but there are other things that are also "closings" - like ), ] or }. Or simply a wron linebreak or wrong comma to cause a failure to detect the correct closing.

Did you edit the script in any way?

If yes, then you probably made a mistake in the edited lines.

If not, then you probably missed one or more lines when copying the scripts - delete it and copy it again from its source.
Yes! I did edit the script. If you need a comparison, this is the one coming directly from Division Heaven's website.

The only thing I had to change were, simply put, the character's name and the number of emotions based on the faces and pictures I had; I also added a link to the code so I knew where to go and take a peek on the tutorial, but I don't believe it's the part that is causing me trouble.

As you can see, the initial part:

class Game_Interpreter def emotion_manipulation_magic if $game_variables[4].is_a?(Array) case $game_variables[4][0]is the same as the one in my script:

class Game_Interpreter def emotion_manipulation_magic if $game_variables[4].is_a?(Array) case $game_variables[4][0]And, aside from the number of emotions displayed (that I have edited accordingly in the Common Events), the character emotions ids are altogether the same:

#------------------------------------------------------------------------ # Remius #------------------------------------------------------------------------ when "Remius" name_id = 1 case $game_variables[4][1] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 endAnd mine is:

#------------------------------------------------------------------------ # Elmer #------------------------------------------------------------------------ when "Elmer" name_id = 1 case $game_variables[4][1] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Angry" emotion_id = 2 when "Sad" emotion_id = 3 when "Shock" emotion_id = 4 else emotion_id = 0 endAnd, as the final part concerns:

$game_variables[2] = name_id $game_variables[3] = emotion_id endendand mine is:

$game_variables[2] = name_id $game_variables[3] = emotion_id endendAs I said, doing a cross examination, I am still failing to find the error, even if I have thoroughly checked that everything was correctly closed and placed.
 

Sixth

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It is not missing one end line, it is missing two! :D

Here is the fixed version:

#==============================================================================# ¡ Game_Interpreter#==============================================================================### How to add more:# when "emotion"# emotion_id = variable value## How to call?## In a script call, put in # ["CharacterName", "Emotion"]# example: ["Remius", "Angry"]# to set to default emotion: ["CharacterName", ""]# Example: ["Remius", ""] hell even ["Remius", "basbduaisd"]##==============================================================================class Game_Interpreter def emotion_manipulation_magic if $game_variables[4].is_a?(Array) case $game_variables[4][0] #------------------------------------------------------------------------ # Remius #------------------------------------------------------------------------ when "Remius" name_id = 1 case $game_variables[4][1] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Naia #------------------------------------------------------------------------ when "Naia" name_id = 2 case $game_variables[4][2] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Elicia #------------------------------------------------------------------------ when "Elicia" name_id = 3 case $game_variables[4][3] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Erik #------------------------------------------------------------------------ when "Erik" name_id = 4 case $game_variables[4][4] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Sairen #------------------------------------------------------------------------ when "Sairen" name_id = 5 case $game_variables[4][5] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Ralph #------------------------------------------------------------------------ when "Ralph" name_id = 6 case $game_variables[4][6] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Celia #------------------------------------------------------------------------ when "Celia" name_id = 7 case $game_variables[4][7] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end # 2nd variable check end # 1st variable check $game_variables[2] = name_id $game_variables[3] = emotion_id end # array check end end # definition end end # class end
It's an easy find if you count the open things and the "end"s at the end.

I wrote a little note for each "end" at the end. Ohh, my, a pun! :D
 
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It is not missing one end line, it is missing two! :D

Here is the fixed version:

#==============================================================================# ¡ Game_Interpreter#==============================================================================### How to add more:# when "emotion"# emotion_id = variable value## How to call?## In a script call, put in # ["CharacterName", "Emotion"]# example: ["Remius", "Angry"]# to set to default emotion: ["CharacterName", ""]# Example: ["Remius", ""] hell even ["Remius", "basbduaisd"]##==============================================================================class Game_Interpreter def emotion_manipulation_magic if $game_variables[4].is_a?(Array) case $game_variables[4][0] #------------------------------------------------------------------------ # Remius #------------------------------------------------------------------------ when "Remius" name_id = 1 case $game_variables[4][1] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Naia #------------------------------------------------------------------------ when "Naia" name_id = 2 case $game_variables[4][2] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Elicia #------------------------------------------------------------------------ when "Elicia" name_id = 3 case $game_variables[4][3] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Erik #------------------------------------------------------------------------ when "Erik" name_id = 4 case $game_variables[4][4] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Sairen #------------------------------------------------------------------------ when "Sairen" name_id = 5 case $game_variables[4][5] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Ralph #------------------------------------------------------------------------ when "Ralph" name_id = 6 case $game_variables[4][6] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end #------------------------------------------------------------------------ # Celia #------------------------------------------------------------------------ when "Celia" name_id = 7 case $game_variables[4][7] when "Normal" emotion_id = 0 when "Happy" emotion_id = 1 when "Serious" emotion_id = 2 when "Sad" emotion_id = 3 when "Jealous" emotion_id = 4 when "Appalled" emotion_id = 5 when "Blush" emotion_id = 6 when "Angry" emotion_id = 7 else emotion_id = 0 end # 2nd variable check end # 1st variable check $game_variables[2] = name_id $game_variables[3] = emotion_id end # array check end end # definition end end # class end
It's an easy find if you count the open things and the "end"s at the end.

I wrote a little note for each "end" at the end. Ohh, my, a pun! :D
You have a sweet spot in my heart! Thank you! It works perfectly now!

My issue has been resolved!
 

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