Battle Error

Status
Not open for further replies.

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
Every time I try to battle in the game I'm making, I come up with this:

Here's the script line mentioned in the error:

 
The extra scripts I'm using are:

TDS Battleback Stretch (http://forums.rpgmakerweb.com/index.php?/topic/417-battleback-stretch/ See Post #17)

All three scripts of the EB Battle system (EDIT: Rectified. See Post #7. EDIT: Rectified again. A second look at this link shows that the link didn't change as I changed it. http://rmrk.net/index.php/topic,47693.0.html)

FP inventory system (http://www.rpgmakervxace.net/topic/3812-fp-inventory-system/)

Remember Event Position (http://forums.rpgmakerweb.com/index.php?/topic/1853-remember-event-position/) (As of 15/10/13. Attempting to solve a problem where every time I reload the game (or change map, both apply), the events reset. All the way.)

DT's Game Over Menu (http://forums.rpgmakerweb.com/index.php?/topic/1719-game-over/)

The Extra Game_CharacterBase script I got from buying the HF pack

Do get back to me soon~
 
Last edited by a moderator:

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Well, that seems like a typical "happens once in a blue moon" error, then again you are using a VX script, which isn't fully compatible with Ace and will 98% of the time cause script errors.  Which one am I referring to?  The "Earthbound-ish Battle System".  It was created for VX only, it seems and I don't think an Ace version exists.  You'd have to port it over yourself or probably commission someone to do it, with permission of the original author of the script.

Try disabling the EB script by going to the script editor, going to the script itself, pressing Ctrl+A to select all the code and then Ctrl+Q to comment it out.  This can be reversed by doing the exact same thing later.  If you still have issues, reply with your errors.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
Well, that seems like a typical "happens once in a blue moon" error, then again you are using a VX script, which isn't fully compatible with Ace and will 98% of the time cause script errors.  Which one am I referring to?  The "Earthbound-ish Battle System".  It was created for VX only, it seems and I don't think an Ace version exists.  You'd have to port it over yourself or probably commission someone to do it, with permission of the original author of the script.

Try disabling the EB script by going to the script editor, going to the script itself, pressing Ctrl+A to select all the code and then Ctrl+Q to comment it out.  This can be reversed by doing the exact same thing later.  If you still have issues, reply with your errors.
Doing this has no effect, I'm afraid. (As in, disabling the scripts still result in the same error)
 
Last edited by a moderator:

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Okay, disable all the add-on scripts, run the game, see if it works.  If it does, enable each script one by one until you find out which one is causing the error.  If the game still gives the error when no other add-on scripts are installed, I'd have to pass you off to a more seasoned scripter.  I don't see anything wrong with your Window_Base from looking at the screenshot.
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
If you're using an autorun event, you need to make sure that you're event ends so it doesn't loop over and over, causing the characters not to move.  If not that, then it's probably because you might not have set up the passability correctly in your tilesets, if you're not using the RTP.

Also, on TileB, the very first tile should ALWAYS be empty and be Star Passability to ensure your characters can move about.

As for why it's in there, it may have some compatibility or other users have confirmed it works or other such things.  Perhaps someone just figured they'd stick it in there, not knowing it was VX only. I found it after a simple search.  This is the Ace version.  You shouldn't have anymore trouble now with this one.  Let me know how it works out now.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
If you're using an autorun event, you need to make sure that you're event ends so it doesn't loop over and over, causing the characters not to move.  If not that, then it's probably because you might not have set up the passability correctly in your tilesets, if you're not using the RTP.

Also, on TileB, the very first tile should ALWAYS be empty and be Star Passability to ensure your characters can move about.

As for why it's in there, it may have some compatibility or other users have confirmed it works or other such things.  Perhaps someone just figured they'd stick it in there, not knowing it was VX only. I found it after a simple search.  This is the Ace version.  You shouldn't have anymore trouble now with this one.  Let me know how it works out now.
This is where I got the script first-time round and after re-doing it, I got the same error.

EDIT: As for the link I mentioned in the original post, I just googled it and got the first thing after realising I needed it to make a report about that this is behaving like it is. It has thus been updated.
 
Last edited by a moderator:

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Did you get the error when all the scripts were disabled?  I'll look at the EB script and see if there isn't some kind of something causing the Window_Base to bug out.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
I didn't, no.

And what you said about me not being able to move earlier, I found that the first tile on B was not empty, nor was it starred, so I fixed that and yet I still can't seem to move.

Also, seeing as this topic is getting us half of nowhere, how would I make a battle function for a boss that when you hit it with a normal attack, it hurts you instead?
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Might have to get a script for that.

Okay, so, I tested the EB Battle System and it worked flawlessly in a new project.  Added the FP Inventory and Yanfly's No Region scripts.  Worked.  My best guess is that it has something to do with the script you got from the PVGames High Fantasy pack.  I won't ask you to post it as it is part of a commercial resource pack and I don't want you getting in trouble for it.  Try disabling just that and see if it all works.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
Might have to get a script for that.

Okay, so, I tested the EB Battle System and it worked flawlessly in a new project.  Added the FP Inventory and Yanfly's No Region scripts.  Worked.  My best guess is that it has something to do with the script you got from the PVGames High Fantasy pack.  I won't ask you to post it as it is part of a commercial resource pack and I don't want you getting in trouble for it.  Try disabling just that and see if it all works.
Still nope~
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Can you post your EB Battle Core in a spoiler?  I used the vanilla script, no edits, so I'd like to see what edits you used in the script (in the modules near the top).  Maybe we can narrow it down.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
ehhh, mine's vanilla, too. but if you really wanna check...

#==============================================================================# ** Earthbound-Ish Battle Core

#------------------------------------------------------------------------------

# Version: 1.0

# Author: cozziekuns 

# Date: February 17, 2013

#==============================================================================

# Description:

#------------------------------------------------------------------------------

# This script attempts to mimic the battle system of the Earthbound/Mother 

# series; most notably Earthbound and Earthbound 2 (Mother 2 and 3).

#==============================================================================

# Instructions:

#------------------------------------------------------------------------------

# Paste this script into its own slot in the Script Editor, above Main but 

# below Materials. Edit the modules to your liking.

#==============================================================================

 

#==============================================================================

# ** Cozziekuns

#==============================================================================

 

module Cozziekuns

  

  module Earthboundish

    

    ActorIcons ={

      # Command Name => IconID

      "Attack" => 116, 

      "Magic" => 152, 

      "Special" => 128, 

      "Guard" => 161,

      "Items" => 260,

      "Escape" => 474,

    }

    

  end

  

end

 

include Cozziekuns

 

#==============================================================================

# ** Sprite Battler

#==============================================================================

 

class Sprite_Battler

 

  alias coz_ebish_spbtlr_update_effect update_effect

  def update_effect(*args)

    update_select_whiten if @effect_type == :select_white

    if @battler.sprite_effect_type == :select_white_to_normal

      revert_to_normal

      @battler.sprite_effect_type = nil

    end

    coz_ebish_spbtlr_update_effect(*args)

  end

 

  def update_select_whiten

    self.color.set(255, 255, 255, 0)

    self.color.alpha = 128

  end

  

end

 

#==============================================================================

# ** Window_ActorCommand

#==============================================================================

 

class Window_ActorCommand

 

  def visible_line_number

    return 1

  end

 

  def col_max

    return 6

  end

 

  def contents_height

    item_height

  end

 

  def top_col

    ox / (item_width + spacing)

  end

 

  def top_col=(col)

    col = 0 if col < 0

    col = col_max - 1 if col > col_max - 1

    self.ox = col * (item_width + spacing)

  end

 

  def bottom_col

    top_col + col_max - 1

  end

 

  def bottom_col=(col)

    self.top_col = col - (col_max - 1)

  end

 

  def ensure_cursor_visible

    self.top_col = index if index < top_col

    self.bottom_col = index if index > bottom_col

  end

 

  def item_rect(index)

    rect = super

    rect.x = index * (item_width + spacing)

    rect.y = 0

    rect

  end

 

  def window_width

    Graphics.width - 224

  end

  

  def open

    @help_window.open

    super

  end

  

  def close

    @help_window.close

    super

  end

  

  def update

    super

    @help_window.update

  end

  

  def draw_item(index)

    rect = item_rect_for_text(index)

    x = rect.x + rect.width / 2 - 12

    y = item_rect_for_text(index).y

    draw_icon(Earthboundish::ActorIcons[command_name(index)], x, y, command_enabled?(index))

  end

  

  alias coz_ebish_waccmd_make_command_list make_command_list

  def make_command_list(*args)

    coz_ebish_waccmd_make_command_list(*args)

    add_escape_command

  end

  

  def add_escape_command

    add_command(Vocab::escape, :escape, BattleManager.can_escape?)

  end

  

  def update_help

    @help_window.set_text(command_name(index))

  end

  

end

 

#==============================================================================

# ** Window_BattleStatus

#==============================================================================

 

class Window_BattleStatus

  

  [:basic_area_rect, :gauge_area_rect].each { |method|

    define_method(method) { |index|

      rect = item_rect(index)

      rect

    }

  }

  

  def col_max

    $game_party.members.size

  end

  

  def window_width

    Graphics.width / ( 4 / $game_party.members.size.to_f )

  end

  

  def window_height

    fitting_height($data_system.opt_display_tp ? 5 : 4)

  end

  

  def item_width

    (window_width - standard_padding * 2) / $game_party.members.size

  end

  

  def item_height

    (window_height - standard_padding * 2)

  end

  

  def draw_basic_area(rect, actor)

    draw_actor_name(actor, rect.x, rect.y, rect.width)

    draw_actor_icons(actor, rect.x + 4, rect.y + line_height, rect.width)

  end

 

  def draw_gauge_area_with_tp(rect, actor)

    draw_gauge_area_without_tp(rect, actor)

    draw_actor_tp(actor, rect.x + 4, rect.y + line_height * 4, rect.width - 8)

  end

 

  def draw_gauge_area_without_tp(rect, actor)

    draw_actor_hp(actor, rect.x + 4, rect.y + line_height * 2, rect.width - 8)

    draw_actor_mp(actor, rect.x + 4, rect.y + line_height * 3, rect.width - 8)

  end

  

  def draw_actor_name(actor, x, y, width = 112)

    change_color(hp_color(actor))

    draw_text(x, y, width, line_height, actor.name, 1)

  end

  

  alias coz_ebish_wbtlsts_item_rect item_rect

  def item_rect(index, *args)

    rect = coz_ebish_wbtlsts_item_rect(index, *args)

    rect.x = index % col_max * item_width

    rect

  end

  

  def update

    super

    update_position

  end

  

  def update_position

    self.x = (Graphics.width - window_width) / 2 + 128

  end

  

end

 

#==============================================================================

# ** Window_BattleActor

#==============================================================================

 

class Window_BattleActor 

  

  def update_position

    self.x = (Graphics.width - window_width) / 2 

  end

  

end

 

#==============================================================================

# ** Window_BattleEnemy

#==============================================================================

 

class Window_BattleEnemy 

  

  def cursor_left(wrap)

    select((index - 1 + item_max) % item_max)

  end

  

  def cursor_right(wrap)

    select((index + 1) % item_max)

  end

  

  def cursor_up(wrap)

    cursor_left(true)

  end

  

  def cursor_down(wrap)

    cursor_right(true)

  end

 

  def show

    select(0)

    self

  end

  

  def update_help

    @help_window.set_text(enemy.name)

  end

 

end

 

#==============================================================================

# ** Window_BattleSkill + Window_BattleItem

#==============================================================================

 

[:Window_BattleSkill, :Window_BattleItem].each { |klass|

  Object.const_get(klass).send:)define_method, :show) {

    select_last

    super()

  }

  Object.const_get(klass).send:)define_method, :hide) { super() }

}

 

#==============================================================================

# ** Window_ActorHelp

#==============================================================================

 

class Window_ActorHelp < Window_Help

  

  def initialize

    super(1)

    self.openness = 0

    update_position

  end

  

  def update_position

    self.x = Graphics.width - 224

    self.width = 224

    create_contents

  end

  

  def refresh

    contents.clear

    draw_text(4, 0, 224 - standard_padding * 2, line_height, @text, 1)

  end

  

end

 

#==============================================================================

# ** Scene_Battle

#==============================================================================

 

class Scene_Battle

  

  def start_party_command_selection

    unless scene_changing?

      @status_window.open

      @status_window.refresh

      if BattleManager.input_start

        next_command

        start_actor_command_selection

      else

        @party_command_window.deactivate

        turn_start

      end

    end

  end

  

  def create_actor_command_window

    @actor_command_window = Window_ActorCommand.new

    @actor_command_window.set_handler:)attack, method:)command_attack))

    @actor_command_window.set_handler:)skill,  method:)command_skill))

    @actor_command_window.set_handler:)guard,  method:)command_guard))

    @actor_command_window.set_handler:)item,   method:)command_item))

    @actor_command_window.set_handler:)escape, method:)command_escape))

    @actor_command_window.set_handler:)cancel, method:)prior_command))

    @actor_command_window.help_window = Window_ActorHelp.new

  end

  

  def create_help_window

    @help_window = Window_Help.new(1)

    @help_window.visible = false

  end

  

  alias coz_ebish_scbtl_create_enemy_window create_enemy_window

  def create_enemy_window(*args)

    coz_ebish_scbtl_create_enemy_window(*args)

    @enemy_window.help_window = @actor_command_window.help_window

  end

  

  alias coz_ebish_scbtl_update_basic update_basic

  def update_basic(*args)

    old_enemy = @enemy_window.active ? @enemy_window.enemy : nil

    coz_ebish_scbtl_update_basic(*args)

    update_enemy_whiten(old_enemy)

  end

  

  def update_enemy_whiten(old_enemy)

    if !@enemy_window.active or old_enemy != @enemy_window.enemy 

      old_enemy.sprite_effect_type = :select_white_to_normal if old_enemy && !old_enemy.dead?

    end

    @enemy_window.enemy.sprite_effect_type = :select_white if @enemy_window.active

  end

  

  def update_info_viewport

    move_info_viewport(128)

  end

 

end
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Compared them and everything seems fine.  How about the FP Inventory and No Region?  Vanilla as well?  If not, post those two.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
In the condition I got them in.
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Could also have to do with the order they are in.  I had mine placed like this:

- EB Battle Core

- EB Odometer

- EB Sprite Display

- FP Inventory

- Yanfly No Encounter Region

In scripts, script order can produce errors.  I can say with 100% accuracy that you need to have the Battle Core at the top.  Everything else can follow in more or less the same fashion.  If you have it in this order and it still doesn't work, then I'm at a loss.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
Could also have to do with the order they are in.  I had mine placed like this:

- EB Battle Core

- EB Odometer

- EB Sprite Display

- FP Inventory

- Yanfly No Encounter Region

In scripts, script order can produce errors.  I can say with 100% accuracy that you need to have the Battle Core at the top.  Everything else can follow in more or less the same fashion.  If you have it in this order and it still doesn't work, then I'm at a loss.
I do have it in that order, but i've gotten different scripts since.

Nothing special. No encounter region is now replaced with battleback stretch http://forums.rpgmakerweb.com/index.php?/topic/417-battleback-stretch/ (Original post changed accordingly)
 

djDarkX

Retro & Remastered Music Guru
Veteran
Joined
Jan 17, 2013
Messages
2,700
Reaction score
1,901
First Language
Music
Primarily Uses
RMMV
Then I'm at a loss.  I can't tell what the issue may be.  As for the stuck movement, make sure that the floor tiles in TileA(A1 or A5) are correctly passable.

Hopefully someone will come along and better help you with this issue.  Sorry that I was not able to help.  Good luck!
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
And what you said about me not being able to move earlier, I found that the first tile on B was not empty, nor was it starred, so I fixed that and yet I still can't seem to move.
There are two different errors to disable movement, but they can be detected with a little test:

When the player is unable to move, is he still able to turn? That means if you try to move in one direction, does the sprite turn in that direction but cannot move on, or does it remain frozen, always looking into the same direction?

1) if it turns, then the map passability is broken - either by missing the star on first B-Tile, by placing the player into an impassible tile or by placing the player on a bad structure mixed with ceiling tiles instead of floor tiles only.

2) if the sprite remains frozen, then you have an active autorun on the map that needs to be deactivated before the player can move.
 

HowAboutNo?

Banned User
Veteran
Joined
Oct 13, 2013
Messages
49
Reaction score
0
First Language
English
Primarily Uses
1) if it turns, then the map passability is broken - either by missing the star on first B-Tile, by placing the player into an impassible tile or by placing the player on a bad structure mixed with ceiling tiles instead of floor tiles only.

2) if the sprite remains frozen, then you have an active autorun on the map that needs to be deactivated before the player can move.
Fixed. The problem was that I was using parallel processes, otherwise the events wouldn't work. I have since resolved this matter.

Thank you.

EDIT:

Character won't equip a weapon, even though the weapon is the type his class can equip. (I may as well rename this thread to "Dr. Evil's 99 Problems Thread" ¬.¬)

Screenshots:

The class screen: 
 

The weapon screen: 



The weapon equip screen in-game (Weapon is greyed out, if you look closely enough):

 
Last edited by a moderator:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,047
Members
137,569
Latest member
Shtelsky
Top