Extract Events to Text File

Shinma

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Shaz, can you think of a reason as to why it would only be capturing some of the data?
 

Shaz

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Yes, I can. Did you read the Author's Notes on the first post? ;)

Author's Notes


Missing parameters


On some event commands I have not included all the parameters (for example, Show Picture and Move Picture do not include the Zoom parameters).


I don't have a complete list of these.


If you use a command and discover some of its parameters are missing, please post below with the command name and the missing parameters, and I will include it in a future update.


Stuff not included


I don't extract the sprite name or autonomous move route details from event pages.


I should do this.


I will include it in a future update.


BUGS!!!


I have not tested every single event command with every single possible combination of options.


I fully expect that some of you will be using commands I have not yet tested, and MAY result in the script crashing before the title screen appears.


If this happens, please take a screenshot of the error message, or type the FULL error message text here EXACTLY as it appears in the error window.


Also indicate in your post what version of the script you are using.


Then disable the script so you can continue working on your game while waiting for a fix.
 
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Shinma

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Heya, Shaz. Yes, I read them, but they don't quite apply to this situation (at least it doesn't appear that way).

The script worked fine for me in the past. I removed it when I sent out the demo. Since then I have completed another good chunk of the game so I put the script back in so I could check everything.

It's not that I am missing parameters, sprite names, autonomous move route details, etc. It's just not capturing data from all of my maps.

Looking at the EventDialog log, I only have text for my 2 boss battles that have text, and inside my church map. My town map, house maps, etc are not pulling data.

The script doesn't crash when I run it. My title screen comes up, as it is supposed to. I then close it out, go back to the script and control-Q to comment out everything.

I am currently using version 1.01.

Edit: Not sure if it matters, but it stops at line 567.
 
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Shaz

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What do you mean, "it stops at line 567"? Does it crash and give you an error? If so, what is the error? Or do you mean the script is 567 lines long? If that's the case, then you don't have the full script.


Actually, check the constants - starting line 104. If your church map is map 16, you just haven't set them. MAP_START should be 1, and MAP_END should be 999. That's probably the issue. I must have changed that back when I fixed that weather bug for testing purposes, and never changed it back again.


But the other questions are important too. If your script IS 567 lines long, there's something wrong there.
 
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Shinma

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Map constraints:

 

MAP_START = 1

MAP_END = 999

 

I am going to pop what I get in a spoiler to explain the 567 lines.

 



Seq^Type^Source^Event ID^Name^Page^Line^Code^Command^Arguments

70^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^1^101^Show Text^Face: none (index 0) on normal window at bottom

71^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^2^401^Show Text^\n<???>You think you've won? 

72^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^3^101^Show Text^Face: none (index 0) on normal window at bottom

73^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^4^401^Show Text^\n<???>Mistress Khayous would never allow me to lose to 

74^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^5^401^Show Text^such weaklings.

75^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^6^101^Show Text^Face: Actor2 (index 4) on normal window at bottom

76^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^7^401^Show Text^\n<Evans>Look, Shinma, the portal is activating!

77^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^8^101^Show Text^Face: Actor3 (index 1) on normal window at bottom

78^2^Troop^16^Lamia, Orc Archer, Orc Warrior^0^9^401^Show Text^\n<Xycin>We've got incoming!

85^2^Troop^33^Stone Aspect^0^1^101^Show Text^Face: none (index 0) on normal window at bottom

86^2^Troop^33^Stone Aspect^0^2^401^Show Text^\n<Stone Aspect>Hahahaha! Is that the best you can do?

87^2^Troop^33^Stone Aspect^0^3^101^Show Text^Face: none (index 0) on normal window at bottom

88^2^Troop^33^Stone Aspect^0^4^401^Show Text^\n<Stone Aspect>The very ground upon which you stand is under my 

89^2^Troop^33^Stone Aspect^0^5^401^Show Text^control. Struggle for air as the stone reaches up 

90^2^Troop^33^Stone Aspect^0^6^401^Show Text^to envelope your puny frame.

93^2^Troop^33^Stone Aspect^1^1^101^Show Text^Face: none (index 0) on normal window at bottom

94^2^Troop^33^Stone Aspect^1^2^401^Show Text^\n<Stone Aspect>I will never be defeated!

95^2^Troop^33^Stone Aspect^1^3^101^Show Text^Face: none (index 0) on normal window at bottom

96^2^Troop^33^Stone Aspect^1^4^401^Show Text^\n<Stone Aspect>The very ground upon which you stand is under my 

97^2^Troop^33^Stone Aspect^1^5^401^Show Text^control. Struggle for air as the stone reaches up 

98^2^Troop^33^Stone Aspect^1^6^401^Show Text^to envelope your puny frame.

125^2^Troop^33^Stone Aspect^2^1^101^Show Text^Face: none (index 0) on normal window at bottom

126^2^Troop^33^Stone Aspect^2^2^401^Show Text^\n<Stone Aspect>Even as my life force dissipates, my strength grows.

127^2^Troop^33^Stone Aspect^2^3^101^Show Text^Face: none (index 0) on normal window at bottom

128^2^Troop^33^Stone Aspect^2^4^401^Show Text^\n<Stone Aspect>The very ground upon which you stand is under my 

129^2^Troop^33^Stone Aspect^2^5^401^Show Text^control. Struggle for air as the stone reaches up 

130^2^Troop^33^Stone Aspect^2^6^401^Show Text^to envelope your puny frame.

166^3^Map  16 (Church - Church)^1^EV001 (9,17) - EV001^1^7^101^Show Text^. Face: Actor3 (index 2) on dim background at bottom

167^3^Map  16 (Church - Church)^1^EV001 (9,17) - EV001^1^8^401^Show Text^. *I need to get the \c[29]Writs of Request\c[0]

168^3^Map  16 (Church - Church)^1^EV001 (9,17) - EV001^1^9^401^Show Text^. before I leave.*

171^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^2^101^Show Text^Face: none (index 0) on dim background at middle

172^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^3^401^Show Text^* You receive 4 \c[29]Writs of Request\c[0] and

173^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^4^401^Show Text^a \c[29]Soulstone\c[0]. *

179^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^10^101^Show Text^Face: People2 (index 5) on normal window at bottom

180^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^11^401^Show Text^\n<Priestess>Shinma.

181^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^12^101^Show Text^Face: Actor3 (index 2) on normal window at bottom

182^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^13^401^Show Text^\n<Shinma>Yes, Priestess?

183^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^14^101^Show Text^Face: People2 (index 5) on normal window at bottom

184^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^15^401^Show Text^\n<Priestess>Just to be clear, while the \c[29]Soulstone\c[0]

185^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^16^401^Show Text^will collect your soul when you die, 

186^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^17^401^Show Text^you will still need to visit me to have 

187^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^18^401^Show Text^the soul restored. This will just 

188^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^19^101^Show Text^Face: People2 (index 5) on normal window at bottom

189^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^20^401^Show Text^\n<Priestess>prevent you and your friends from

190^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^21^401^Show Text^permanently dying, like the villagers

191^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^22^401^Show Text^yesterday.

192^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^23^101^Show Text^Face: Actor3 (index 2) on normal window at bottom

193^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^24^401^Show Text^\n<Shinma>I understand, thank you.

194^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^25^101^Show Text^Face: People2 (index 5) on normal window at bottom

195^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^26^401^Show Text^\n<Priestess>Once you have delivered all of the

196^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^27^401^Show Text^writs, return here to the church.

197^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^28^401^Show Text^Thank you, that is all.

198^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^29^101^Show Text^Face: none (index 0) on dim background at middle

199^3^Map  16 (Church - Church)^2^EV002 (9,5) - Priestess^1^30^401^Show Text^* \c[23]Xycin\c[0] and \c[23]Kenji\c[0] have joined the party *

261^3^Map  16 (Church - Church)^9^EV009 (11,10) - Xycin^1^1^101^Show Text^Face: Actor3 (index 2) on dim background at bottom

262^3^Map  16 (Church - Church)^9^EV009 (11,10) - Xycin^1^2^401^Show Text^*I can talk to Xycin later, I should not be

263^3^Map  16 (Church - Church)^9^EV009 (11,10) - Xycin^1^3^401^Show Text^rude to the Priestess.*

264^3^Map  16 (Church - Church)^10^EV010 (4,9) - Kenji^1^1^101^Show Text^Face: Actor3 (index 2) on dim background at bottom

265^3^Map  16 (Church - Church)^10^EV010 (4,9) - Kenji^1^2^401^Show Text^*I can talk to Kenji later, I should not be

266^3^Map  16 (Church - Church)^10^EV010 (4,9) - Kenji^1^3^401^Show Text^rude to the Priestess.*

271^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^4^101^Show Text^Face: Actor2 (index 4) on normal window at bottom

272^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^5^401^Show Text^\n<Evans>Shinma.

276^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^8^101^Show Text^Face: Actor2 (index 4) on normal window at bottom

277^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^9^401^Show Text^\n<Evans>Let's take those two seats

278^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^10^401^Show Text^over there.

279^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^11^101^Show Text^Face: Actor3 (index 2) on normal window at bottom

280^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^12^401^Show Text^\n<Shinma>Okay.

307^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^34^101^Show Text^Face: People2 (index 5) on normal window at bottom

308^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^35^401^Show Text^\n<Priestess>So while still unsure of exactly what is

309^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^36^401^Show Text^happening, we firmly believe that the 

310^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^37^401^Show Text^cause of it all is in the swamplands to the

311^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^38^401^Show Text^west.

312^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^39^101^Show Text^Face: People2 (index 5) on normal window at bottom

313^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^40^401^Show Text^\n<Priestess>The church has in it's possession an

314^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^41^401^Show Text^ancient relic. This relic, a \c[29]Soulstone\c[0],

315^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^42^401^Show Text^can protect a group of up to four people

316^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^43^401^Show Text^from dying by capturing your soul as it

317^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^44^101^Show Text^Face: People2 (index 5) on normal window at bottom

318^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^45^401^Show Text^\n<Priestess>leaves your body. We can then restore 

319^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^46^401^Show Text^your soul back to your body. As long as 

320^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^47^401^Show Text^your entire party does not fall, and the 

321^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^48^401^Show Text^stone lost, then you have no need to fear

322^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^49^101^Show Text^Face: People2 (index 5) on normal window at bottom

323^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^50^401^Show Text^\n<Priestess>death. We do not know what dangers you

324^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^51^401^Show Text^may face there, but we would like to have

325^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^52^401^Show Text^a group go to the swamps and look

326^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^53^401^Show Text^into this disturbance.

327^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^54^101^Show Text^Face: People2 (index 5) on normal window at bottom

328^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^55^401^Show Text^\n<Priestess>Do we have anyone that would like to

329^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^56^401^Show Text^volunteer to investigate?

336^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^62^101^Show Text^Face: Actor3 (index 2) on normal window at bottom

337^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^63^401^Show Text^\n<Shinma>I will volunteer.

348^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^72^101^Show Text^Face: Actor2 (index 4) on normal window at bottom

349^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^73^401^Show Text^\n<Evans>I will go as well.

358^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^81^101^Show Text^Face: People2 (index 5) on normal window at bottom

359^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^82^401^Show Text^\n<Priestess>Thank you both.

360^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^83^401^Show Text^Would anyone else like to volunteer?

366^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^88^101^Show Text^Face: Actor3 (index 1) on normal window at bottom

367^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^89^401^Show Text^\n<Xycin>I will join them.

368^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^90^101^Show Text^Face: People2 (index 5) on normal window at bottom

369^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^91^401^Show Text^\n<Priestess>Thank you, \c[23]Xycin\c[0].

370^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^92^101^Show Text^Face: People2 (index 5) on normal window at bottom

371^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^93^401^Show Text^\n<Priestess>We have room for one more person, if

372^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^94^401^Show Text^anyone else is interested.

378^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^99^101^Show Text^Face: Actor1 (index 1) on normal window at bottom

379^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^100^401^Show Text^\n<Kenji>I'll go as well.

380^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^101^101^Show Text^Face: People2 (index 5) on normal window at bottom

381^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^102^401^Show Text^\n<Priestess>Thank you, \c[23]Kenji\c[0].

382^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^103^101^Show Text^Face: People2 (index 5) on normal window at bottom

383^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^104^401^Show Text^\n<Priestess>Now that we have our volunteers, I

384^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^105^401^Show Text^would ask that you all go back to what

385^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^106^401^Show Text^you were doing. If you notice anything

386^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^107^401^Show Text^strange, or know of any other way to

387^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^108^101^Show Text^Face: People2 (index 5) on normal window at bottom

388^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^109^401^Show Text^\n<Priestess>help, please let the church know.

389^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^110^401^Show Text^Thank you all, and may Adan watch over 

390^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^111^401^Show Text^you.

535^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^246^101^Show Text^Face: People2 (index 5) on normal window at bottom

536^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^247^401^Show Text^\n<Priestess>I would ask that our four 

537^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^248^401^Show Text^volunteers stay a moment longer, if you 

538^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^1^249^401^Show Text^do not mind.

542^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^1^101^Show Text^Face: People2 (index 5) on normal window at bottom

543^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^2^401^Show Text^\n<Priestess>Before you arrived, we tried to figure out

544^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^3^401^Show Text^ways to contend with these creatures.

545^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^4^101^Show Text^Face: People2 (index 5) on normal window at bottom

546^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^5^401^Show Text^\n<Priestess>We have all given ideas for things that 

547^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^6^401^Show Text^could be used as weapons. 

548^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^7^101^Show Text^Face: People2 (index 5) on normal window at bottom

549^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^8^401^Show Text^\n<Priestess>I have a \c[29]Writ of Request\c[0] for the following

550^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^9^401^Show Text^four people:

551^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^10^401^Show Text^\c[23]Nolan\c[0], the wood-cutter,

552^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^11^401^Show Text^\c[23]Lahkisis\c[0], the hunter,

553^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^12^101^Show Text^Face: People2 (index 5) on normal window at bottom

554^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^13^401^Show Text^\n<Priestess>\c[23]Ba'connor\c[0], the cook

555^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^14^401^Show Text^and \c[23]Laskey\c[0], the farmer.

556^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^15^101^Show Text^Face: People2 (index 5) on normal window at bottom

557^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^16^401^Show Text^\n<Priestess>They will provide us with the items that

558^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^17^401^Show Text^we can use as weaponry.

559^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^18^101^Show Text^Face: People2 (index 5) on normal window at bottom

560^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^19^401^Show Text^\n<Priestess>Shinma, would you mind coming

561^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^20^401^Show Text^to get these \c[29]Writs of Request\c[0] and

562^3^Map  16 (Church - Church)^4^EV004 (1,1) - ^2^21^401^Show Text^the \c[29]Soulstone\c[0]?

565^3^Map  16 (Church - Church)^16^EV016 (7,11) - Evans^1^1^101^Show Text^Face: Actor3 (index 2) on dim background at bottom

566^3^Map  16 (Church - Church)^16^EV016 (7,11) - Evans^1^2^401^Show Text^*I can talk to Evans later, I should not be

567^3^Map  16 (Church - Church)^16^EV016 (7,11) - Evans^1^3^401^Show Text^rude to the Priestess.*
 

Shaz

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Well that's entirely dependent on your project. How many lines it gives you is meaningless to everyone but you.


And look at that - it does do just map 16, as I said. When you changed the starting and ending map numbers, did you save the project first before launching again? Did you close the text files so it could overwrite them?
 

Shinma

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*Sigh*

I don't even want to admit this... I was looking in the commented section at the starting and ending map numbers. *smh*  >_>
 
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Shaz

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lol! Good one. I needed that smile :D
 

Kes

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I keep meaning to mention this, but I have forgotten until this evening.

It may be that everyone knows this, but just in case they don't, I've discovered an extremely useful extra function for this script.

You know when you change or delete a graphic or audio resource, there is always the risk that an event somewhere is still calling it, so that at some time in the future, the game will crash.  If you run this program, it will notify you of what the missing resource by giving you an error message.  It doesn't matter where in the game it is, it will notice that it's not there.  This has saved me a lot of time on a couple of occasions now.
 

Shaz

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Really? It shouldn't. There's no code to produce error messages if resources are not found. In fact, I don't even look at what sprites are used on event pages.


If you delete a resource and your game crashes, telling you what resource is missing, this MAY tell you where the resource is used (but not sprites on event pages). But I can't see it doing any more than that.


Please show me what you mean by "if you run this program it will notify you of what the missing resource is by giving you an error message."
 

Skitzen

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Would be amazing to have something like this for XP.

I'm still learning to script, so I may not be able to do it. But would it be alright if I tried to translate/base a script off of this one for rmxp?

Wanted to ask before doing so as I know this would be a very nice tool to have.

Thanks! :)
 

Shaz

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Go for it. I think I actually do/did have one, or at least started one.
 

Skitzen

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Go for it. I think I actually do/did have one, or at least started one.
Thanks! Main issue I am having is loading the database as XP doesn't have the same system for it as Ace.

EDIT: I've figured out a way to script it entirely different and have it come up in an .xls spread sheet format.

Doing some editing and what not to fine turn it, but quite happy with the results!
 
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Jatopian

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Hello. I hope I'm doing this right. I'm also not sure whether this error is one you will address, since it appears to involve another third-party script.

Script 'Yanfly TP Engine' line 1129: NoMethodError occurred.

undefined method `each' for nil:NilClass
It occurs regardless of whether I set the script to export battle events, but it does not occur if I disable your script entirely.
 

Andar

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since it appears to involve another third-party script.
Have you loaded a savefile or did you start a new game?
Because in 80% of all cases, "undefined for NIL-Class" is the result of continuing an old savefile after adding a script that needs the setup of "new game" to function properly.
 

Jatopian

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Have you loaded a savefile or did you start a new game?

Because in 80% of all cases, "undefined for NIL-Class" is the result of continuing an old savefile after adding a script that needs the setup of "new game" to function properly.
Er, neither. I wouldn't even have cared about getting that far. As I understand it, the way to use this script is to add it and playtest the game just long enough to successfully load the title screen, then close the game and remove or comment out the script. Indeed, this sort of worked, save that it seems to have stopped processing at the point where it encountered an issue with an event, so it only yielded output for events processed prior to that point.

The error appeared before successfully loading the title screen, after several seconds of blackness.
 

Shaz

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That error message says the issue is in Yanfly's script, not in mine. Disable mine and see if the error still happens.
 

Jatopian

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That error message says the issue is in Yanfly's script, not in mine. Disable mine and see if the error still happens.
I thought of that, but it only happens with your script enabled. I think that doesn't have to mean your script is the issue, though - perhaps your script is accessing some part of Yanfly's that otherwise doesn't get used in this project?
 

Shaz

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Do you have mine first or last? Can you load up your Scripts.rvdata2 file somewhere and PM me a link? I think the only way I'm going to find out what the issue is is if I can do some debugging.
 

Shaz

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Okay - something weird going on there. Your message says

Script 'Yanfly TP Engine' line 1129: NoMethodError occurred. undefined method `each' for nil:NilClassBut the Yanfly TP Engine script has this on line 1129:
Code:
for mode in $data_skills[skill_id].learn_tp_modes
It doesn't even use the .each method. And it's not at all related to anything my script does.Also, I can't get the crash when I run it.

I suspect the version of the script file you sent me is not the same version as the one that gave you the error.

Can you try it again, confirm the exact error message (take a screenshot - don't just retype the text - otherwise you risk reporting errors that aren't there because of typos), then hit F9 to go to the script editor. Hopefully it'll open up right on the script & line with the issue. Copy and paste the line here.
 

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