Status
Not open for further replies.

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
I've come upon a terrifying error, one that will kill me and my project(well more like a huge delay) if I cannot fix it. Why? Well I already put alot of work into setting it up in the first place, it only occurred to me recently that this happens

So this is the error. Now someone explained to me that it is not saving my custom formation that I input into the script. Is there a way to fix this?

[IMG]http://i43.photobucket.com/albums/e378/PhotoPhantasizer/Screenshot2014-07-06230642_zps373aca5c.png[/IMG]
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
58
First Language
English
Primarily Uses
You have a space inserted where no space should be.  [:x] is not a valid argument by itself, it needs to be connected physically to the rest of the statement.  Delete the space before [:x].
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,186
Reaction score
15,544
First Language
English
Primarily Uses
RMMV
I don't really understand what "regardless of any changes" means.


If the above does not solve it, did you start a new game after adding that script, or did you load a previously-started game and save that?
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
@Shaz Regardless of any change means... even if I did not change anything in the game it breaks anyway. This applies to database changes, script changes, map edits and other changes I make to the game. I hope this statement finally makes sense.

This script has been in during the duration of my testing. I saved the game, right afterwards I loaded it and then it broke during an enemy encounter. Everytime it breaks it shows that error.

@Kyutaru Unfortunately deleting the space inbetween did not help.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
34,347
Reaction score
8,769
First Language
German
Primarily Uses
RMMV
This script has been in during the duration of my testing. I saved the game, right afterwards I loaded it and then it broke during an enemy encounter. Everytime it breaks it shows that error.
Just to clarify, because you didn't state it explicitly:
You started a new game, then saved the new game, then loaded the new game and the error happened?


The "new game" part is the important part - if you didn't do that before saving, then similiar bugs are the usual result.

@Kyutaru Unfortunately deleting the space inbetween did not help.
I hope you did not add the space again just because that tip didn't solve the current error? Because that space is a bug - even if it isn't the cause of the current bug, it can cause problems later and it needs to stay removed.
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
Yes that is exactly what happened. I literally started a new game and saved it then loaded it. All in the purposes of testing if this would occur, because this error has been in the game for a long time now.

I kept the change.
 

Zeriab

Huggins!
Veteran
Joined
Mar 20, 2012
Messages
1,308
Reaction score
1,512
First Language
English
Primarily Uses
Other
Looks like an issue where $game_custom_formation is not saved to the save file. Maybe the code for saving has been overwritten, or is missing?

I would suggest researching that direction first.
 

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
58
First Language
English
Primarily Uses
Wow really?  The space wasn't it?  Being the obvious bug would have been too easy I guess.  Well then, let's analyze the code in technical terms.

I don't think that $game_custom_formation is the issue because the code successfully made it through the case statement.  If the space has been removed, the [:x] part is no longer an issue assuming the matrix is setup correctly.  This means the problem is stemming from $game_custom_positions.  Since it's treating this as a nil class, it's possible you never initialized $game_custom_positions as some type of class variable that position depends on.  It's also possible that you are using brackets when you should be using parantheses.  Brackets are for array values and something like var[2][3] would be an array within an array.

Now given these circumstances I checked your screenshot and did not notice the prerequisite script that Victor lists.  It's possible the initializations are done there.  Have you downloaded the Victor Engine Basic Module script that is linked as a requirement to this one?
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
I have victors basic module... for the custom set up. I can show exactly what I did below. As a side note I have several other cores.. this is due to the scripters requiring their basic modules for certain scripts.

[IMG]http://i43.photobucket.com/albums/e378/PhotoPhantasizer/Screenshot2014-07-07164833_zpsc4e1b1f5.png[/IMG]
Looks like I do not use brackets in it and this is the only thing I changed in the script.

Oh dear the script is unavialible through the link I gave you! I suppose it would be appropriate to put the one I have in this case.(If not an appropriate action under these circumstances, I will gladly remove it.)

Code:
#==============================================================================# ** Victor Engine - Actors Battlers#------------------------------------------------------------------------------# Author : Victor Sant## Version History:#  v 1.00 - 2011.12.19 > First release#  v 1.01 - 2011.12.30 > Faster Regular Expressions#  v 1.02 - 2012.01.15 > Compatibility with Target Arrow#  v 1.03 - 2012.01.28 > Compatibility with Animated Battle#  v 1.04 - 2012.03.11 > Added position distance settings#  v 1.05 - 2012.03.17 > Fixed battle test glitch#  v 1.06 - 2012.05.20 > Compatibility with Map Turn Battle#  v 1.07 - 2012.12.13 > Compatibility with State Graphics#  v 1.08 - 2012.12.30 > Compatibility with Leap Attack#  v 1.09 - 2013.01.07 > Fixed issue with custom formation and big parties#------------------------------------------------------------------------------#  This script adds visible battler graphics for the party actors actors# during combat. With the visible battlers, new options will be available# like setting actor's battlers positions and attack animations.#------------------------------------------------------------------------------# Compatibility#   Requires the script 'Victor Engine - Basic Module' v 1.11 or higher.#   If used with 'Victor Engine - Animated Battle' place this bellow it.## * Overwrite methods#   class Spriteset_Battle#      def create_actors#     def update_actors##   class Scene_Battle < Scene_Base#     def show_attack_animation(targets)## * Alias methods#   class << DataManager#     def setup_new_game#     def create_game_objects#     def make_save_contents#     def extract_save_contents(contents)##   class Game_Actor < Game_Battler#     def setup(actor_id)##   class Game_Interpreter#     def comment_call##   class Scene_Battle < Scene_Base#     def start##------------------------------------------------------------------------------# Instructions:#  To instal the script, open you script editor and paste this script on#  a new section bellow the Materials section. This script must also#  be bellow the script 'Victor Engine - Basic'##------------------------------------------------------------------------------# Comment calls note tags:#  Tags to be used in events comment box, works like a script call.#  #  <battler name id: x>#   This tag allows to change the actor battler graphic.#    id : actor ID#    x  : battler graphic filename##  <battler hue id: x>#   This tag allows to change the actor battler graphic.#    id : actor ID#    x  : battler graphic hue (0-360)##  <battler position i: x, y>#   This tag allows to change the battler position during combat.#   only valid if VE_BATTLE_FORMATION = :custom#     i : position index#     x : new coorditante X#     y : new coorditante X##------------------------------------------------------------------------------# Actors and Enemies note tags:#   Tags to be used on the Actors and Enemies note box in the database##  <battler name: x>#   This tag allows to set the initial battler graphic filename for the actor.#    x : battler graphic filename##  <battler hue: x>#   This tag allows to set the initial battler graphic hur for the actor.#    x : battler graphic hue (0-360)##------------------------------------------------------------------------------# Enemies note tags:#   Tags to be used on the Enemies note box in the database##  <attack animation: x>#   This tag allows to set the normal attack animation for the enemy#    x : animation ID#  #==============================================================================#==============================================================================# ** Victor Engine#------------------------------------------------------------------------------#   Setting module for the Victor Engine#==============================================================================module Victor_Engine  #--------------------------------------------------------------------------  # * Set the battle formation  #    Choose here how the actors battlers will be placed on the combat.  #    :front  : horizontal placement  #    :side   : vertical placement  #    :iso    : isometric placement  #    :custom : custom placement  #--------------------------------------------------------------------------  VE_BATTLE_FORMATION = :custom  #--------------------------------------------------------------------------  # * Set battler centralization  #    When true, battlers are centralized automatically.  #    Not valid if VE_BATTLE_FORMATION = :custom  #--------------------------------------------------------------------------  VE_BATTLE_CENTRALIZE = true  #--------------------------------------------------------------------------  # * Set battlers custom positions  #    Only if VE_BATTLE_FORMATION = :custom, allows to set the position of  #    all party actors, don't forget to add values for all positions  #    available if using a party bigger than the default.  #--------------------------------------------------------------------------  VE_CUSTOM_POSITION = {  # Position    1 => {x: 430, y: 240}, # Position for the first actor.    2 => {x: 370, y: 274}, # Position for the second actor.    3 => {x: 430, y: 304}, # Position for the thrid actor.    4 => {x: 370, y: 334}, # Position for the fourth actor.  } # Don't remove  #--------------------------------------------------------------------------  # * Actors battlers position adjust  #    Used to adjust the position of all actors battlers.  #--------------------------------------------------------------------------  VE_POSITION_ADJUST = {x: 0, y: 0}  #--------------------------------------------------------------------------  # * Actors battlers position adjust  #    Used to adjust the position of all actors battlers.  #--------------------------------------------------------------------------  VE_DISTANCE_ADJUST = {x: 8, y: 24}  #--------------------------------------------------------------------------  # * required  #   This method checks for the existance of the basic module and other  #   VE scripts required for this script to work, don't edit this  #--------------------------------------------------------------------------  def self.required(name, req, version, type = nil)    if !$imported[:ve_basic_module]      msg = "The script '%s' requires the script\n"      msg += "'VE - Basic Module' v%s or higher above it to work properly\n"      msg += "Go to [url=http://victorscripts.wordpress.com/][URL="http://victorscripts.wordpress.com/%5B/url%5D"]http://victorscripts.wordpress.com/[/url][/URL] to download this script."      msgbox(sprintf(msg, self.script_name(name), version))      exit    else      self.required_script(name, req, version, type)    end  end  #--------------------------------------------------------------------------  # * script_name  #   Get the script name base on the imported value, don't edit this  #--------------------------------------------------------------------------  def self.script_name(name, ext = "VE")    name = name.to_s.gsub("_", " ").upcase.split    name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }    name.join(" ")  endend$imported ||= {}$imported[:ve_actor_battlers] = 1.09Victor_Engine.required(:ve_actor_battlers, :ve_basic_module, 1.11, :above)Victor_Engine.required(:ve_actor_battlers, :ve_map_battle, 1.00, :bellow)Victor_Engine.required(:ve_actor_battlers, :ve_state_graphics, 1.00, :bellow)#==============================================================================# ** DataManager#------------------------------------------------------------------------------#  This module handles the game and database objects used in game.# Almost all global variables are initialized on this module#==============================================================================class << DataManager  #--------------------------------------------------------------------------  # * Alias method: setup_new_game  #--------------------------------------------------------------------------  alias :setup_new_game_ve_actor_battlers :setup_new_game  def setup_new_game    setup_new_game_ve_actor_battlers    $game_custom_positions = VE_CUSTOM_POSITION.dup    $game_custom_formation = VE_BATTLE_FORMATION    $game_position_adjust  = VE_POSITION_ADJUST.dup  end  #--------------------------------------------------------------------------  # * Alias method: setup_battle_test  #--------------------------------------------------------------------------  alias :setup_battle_test_ve_actor_battlers :setup_battle_test  def setup_battle_test    setup_battle_test_ve_actor_battlers    $game_custom_positions = VE_CUSTOM_POSITION.dup    $game_custom_formation = VE_BATTLE_FORMATION    $game_position_adjust  = VE_POSITION_ADJUST.dup  end  #--------------------------------------------------------------------------  # * Alias method: create_game_objects  #--------------------------------------------------------------------------  alias :create_game_objects_ve_actor_battlers :create_game_objects  def create_game_objects    create_game_objects_ve_actor_battlers    $game_custom_positions = {}    $game_custom_formation = VE_BATTLE_FORMATION    $game_position_adjust  = VE_POSITION_ADJUST.dup  end  #--------------------------------------------------------------------------  # * Alias method: make_save_contents  #--------------------------------------------------------------------------  alias :make_save_contents_ve_actor_battlers  :make_save_contents  def make_save_contents    contents = make_save_contents_ve_actor_battlers    contents[:positions_ve]  = $game_custom_positions    contents[:formation_ve]  = $game_custom_formation    contents[:pos_adjust_ve] = $game_position_adjust    contents  end  #--------------------------------------------------------------------------  # * Alias method: extract_save_contents  #--------------------------------------------------------------------------  alias :extract_save_contents_ve_actor_battlers :extract_save_contents  def extract_save_contents(contents)    extract_save_contents_ve_actor_battlers(contents)    $game_custom_positions = contents[:positions_ve]    $game_custom_formation = contents[:formation_ve]    $game_position_adjust  = contents[:pos_adjust_ve]  endend#==============================================================================# ** Game_Actor#------------------------------------------------------------------------------#  This class handles actors. It's used within the Game_Actors class# ($game_actors) and referenced by the Game_Party class ($game_party).#==============================================================================class Game_Actor < Game_Battler  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  attr_accessor :screen_x                 # Coordenada X na tela  attr_accessor :screen_y                 # Coordenada Y na tela  #--------------------------------------------------------------------------  # * Alias method: setup  #--------------------------------------------------------------------------  alias :setup_ve_actor_battlers :setup  def setup(actor_id)    setup_ve_actor_battlers(actor_id)    @battler_name = actor_battler_name    @battler_hue  = actor_battler_hue  end  #--------------------------------------------------------------------------  # * Aquisição do índice do herói  #--------------------------------------------------------------------------  def index    $game_party.members.index($game_actors[@actor_id])  end  #--------------------------------------------------------------------------  # * Overwrite method: use_sprite?  #--------------------------------------------------------------------------  def use_sprite?    return true  end  #--------------------------------------------------------------------------  # * Overwrite method: screen_z  #--------------------------------------------------------------------------  def screen_z    return 100  end  #--------------------------------------------------------------------------  # * New method: actor_battler_name  #--------------------------------------------------------------------------  def actor_battler_name    actor.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : ""  end  #--------------------------------------------------------------------------  # * New method: actor_battler_hue  #--------------------------------------------------------------------------  def actor_battler_hue    actor.note =~ /<BATTLER HUE: (\d+)>/i ? $1.to_i : 0  end  #--------------------------------------------------------------------------  # * New method: battler_name  #--------------------------------------------------------------------------  def battler_name=(name)    @battler_name = name if name.is_a?(String)  end  #--------------------------------------------------------------------------  # * New method: battler_hue  #--------------------------------------------------------------------------  def battler_hue=(hue)    @battler_hue = hue if hue.numeric?  end  #--------------------------------------------------------------------------  # * New method: screen_x  #--------------------------------------------------------------------------  def screen_x    setup_x  end  #--------------------------------------------------------------------------  # * New method: screen_y  #--------------------------------------------------------------------------  def screen_y    setup_y  end  #--------------------------------------------------------------------------  # * New method: setup_x  #--------------------------------------------------------------------------  def setup_x    case $game_custom_formation    when :front  then position = get_frontal_x    when :side   then position = get_sideview_x    when :iso    then position = get_isometric_x    when :custom then position = $game_custom_positions[index + 1][:x]    end    position + $game_position_adjust[:x]  end  #--------------------------------------------------------------------------  # * New method: setup_y  #--------------------------------------------------------------------------  def setup_y    case $game_custom_formation    when :front  then position = get_frontal_y    when :side   then position = get_sideview_y    when :iso    then position = get_isometric_y    when :custom then position = $game_custom_positions[index + 1][:y]    end    position + $game_position_adjust[:y]  end  #--------------------------------------------------------------------------  # * New method: get_frontal_x  #--------------------------------------------------------------------------  def get_frontal_x    if VE_BATTLE_CENTRALIZE      size = $game_party.battle_members.size      position = (index + 1) * Graphics.width / (size + 1)    else      size = $game_party.max_battle_members      position = index * Graphics.width / size + 64    end    position  end  #--------------------------------------------------------------------------  # * New method: get_frontal_y  #--------------------------------------------------------------------------  def get_frontal_y    Graphics.height - 16  end  #--------------------------------------------------------------------------  # * New method: get_sideview_x  #--------------------------------------------------------------------------  def get_sideview_x    if VE_BATTLE_CENTRALIZE      size = $game_party.max_battle_members      x    = dist[:x] / 8      position = -index * (index * x - x * size) + Graphics.width - 160    else      position = index * dist[:x] + Graphics.width - 192    end    position  end  #--------------------------------------------------------------------------  # * New method: get_sideview_y  #--------------------------------------------------------------------------  def get_sideview_y    if VE_BATTLE_CENTRALIZE      size   = $game_party.battle_members.size      height = Graphics.height      position = (index - size) * dist[:y] + size * dist[:y] / 2 + height - 160    else      position = index * dist[:y] +  Graphics.height - 200    end    position  end  #--------------------------------------------------------------------------  # * New method: get_isometric_x  #--------------------------------------------------------------------------  def get_isometric_x    if VE_BATTLE_CENTRALIZE      position = -index * (index * dist[:x] - 32) + Graphics.width - 160    else      position = index * dist[:x] +  Graphics.width - 192    end    position  end  #--------------------------------------------------------------------------  # * New method: get_isometric_y  #--------------------------------------------------------------------------  def get_isometric_y    if VE_BATTLE_CENTRALIZE      position = index * (dist[:y] - index * 6) + Graphics.height - 160    else      position = Graphics.height - 96 - index * dist[:y]    end    position  end  #--------------------------------------------------------------------------  # * New method: dist  #--------------------------------------------------------------------------  def dist    VE_DISTANCE_ADJUST  endend#==============================================================================# ** Game_Enemy#------------------------------------------------------------------------------#  This class handles enemy characters. It's used within the Game_Troop class# ($game_troop).#==============================================================================class Game_Enemy < Game_Battler  #--------------------------------------------------------------------------  # * Alias method: initialize  #--------------------------------------------------------------------------  alias :initialize_ve_actor_battlers :initialize  def initialize(index, enemy_id)    initialize_ve_actor_battlers(index, enemy_id)    @battler_name = enemy_battler_name if enemy_battler_name    @battler_hue  = enemy_battler_hue  if enemy_battler_hue  end  #--------------------------------------------------------------------------  # * New method: enemy_battler_name  #--------------------------------------------------------------------------  def enemy_battler_name    enemy.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : nil  end  #--------------------------------------------------------------------------  # * New method: enemy_battler_hue  #--------------------------------------------------------------------------  def enemy_battler_hue    enemy.note =~ /<BATTLER HUE: (\d+)>/i ? $1.to_i : nil  end  #--------------------------------------------------------------------------  # * New method: atk_animation_id1  #--------------------------------------------------------------------------  def atk_animation_id1    enemy.note =~ /<ATTACK ANIM(?:ATION): (\d+)>/i ? $1.to_i : 1  end  #--------------------------------------------------------------------------  # * New method: atk_animation_id2  #--------------------------------------------------------------------------  def atk_animation_id2    return 0  endend#==============================================================================# ** Game_Unit#------------------------------------------------------------------------------#  This class handles units. It's used as a superclass of the Game_Party and# Game_Troop classes.#==============================================================================class Game_Unit  #--------------------------------------------------------------------------  # * New method: setup_in_battle  #--------------------------------------------------------------------------  def setup_in_battle    @in_battle = true  endend#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------#  An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#==============================================================================class Game_Interpreter  #--------------------------------------------------------------------------  # * Alias method: comment_call  #--------------------------------------------------------------------------  alias :comment_call_ve_actor_battlers :comment_call  def comment_call    change_battler_name    change_battler_hue    change_position    comment_call_ve_actor_battlers  end  #--------------------------------------------------------------------------  # * New method: change_battler_name  #--------------------------------------------------------------------------  def change_battler_name    note.scan(/<BATTLER NAME (\d+): ([^><]*)>/i) do |id, name|      $game_actors[id.to_i].battler_name = name    end  end  #--------------------------------------------------------------------------  # * New method: change_battler_hue  #--------------------------------------------------------------------------  def change_battler_hue    note.scan(/<BATTLER HUE (\d+): (\d+)>/i) do |id, hue|      $game_actors[id.to_i].battler_hue = hue    end  end  #--------------------------------------------------------------------------  # * New method: change_position  #--------------------------------------------------------------------------  def change_position    regexp = /<BATTLER POSITION (\d+): (\d+) *, *(\d+)>/i    note.scan(regexp) do |i, x, y|      $game_custom_positions[i.to_i][:x] = x.to_i      $game_custom_positions[i.to_i][:y] = y.to_i    end  endend#==============================================================================# ** Spriteset_Battle#------------------------------------------------------------------------------#  This class brings together battle screen sprites. It's used within the# Scene_Battle class.#==============================================================================class Spriteset_Battle  #--------------------------------------------------------------------------  # * Overwrite method: create_actors  #--------------------------------------------------------------------------  def create_actors    @actor_sprites = $game_party.battle_members.reverse.collect do |actor|      Sprite_Battler.new(@viewport1, actor)    end    @actors_party = $game_party.battle_members.dup  end  #--------------------------------------------------------------------------  # * Overwrite method: update_actors  #--------------------------------------------------------------------------  def update_actors    update_party if $game_party.battle_members != @actors_party    @actor_sprites.each {|sprite| sprite.update }  end  #--------------------------------------------------------------------------  # * New method: update_party  #--------------------------------------------------------------------------  def update_party    @actor_sprites.each_index do |i|      next if $game_party.battle_members.include?(@actor_sprites[i].battler)      @actor_sprites[i].dispose      @actor_sprites[i] = nil    end    $game_party.battle_members.collect do |actor|      next if @actors_party.include?(actor)      @actor_sprites.push(Sprite_Battler.new(@viewport1, actor))    end    @actor_sprites.compact!    @actors_party = $game_party.battle_members.dup    $game_party.battle_members.each do |actor|      old_position = [actor.screen_x, actor.screen_y]      actor.default_direction if $imported[:ve_animated_battle]      if old_position != [actor.screen_x, actor.screen_y]        sprite(actor).start_effect(:appear)      end    end  endend#==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------#  This class performs battle screen processing.#==============================================================================class Scene_Battle < Scene_Base  #--------------------------------------------------------------------------  # * Alias method: start  #--------------------------------------------------------------------------  alias :start_ve_actor_battlers :start  def start    $game_party.setup_in_battle    start_ve_actor_battlers  end  #--------------------------------------------------------------------------  # * Overwrite method: show_attack_animation  #--------------------------------------------------------------------------  def show_attack_animation(targets)    show_normal_animation(targets, @subject.atk_animation_id1, false)    show_normal_animation(targets, @subject.atk_animation_id2, true)  endend
 
Last edited by a moderator:

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
58
First Language
English
Primarily Uses
I have bad news.  Also good news.  But first the bad news.

The script appears to be fine at first glance.  I imported it and the basic module in a brand new project and I was able to run my game just fine.  I was able to save my game, load my game, quit my game, come back to the game, and I tested this with random battles.  Everything was working fine at first glance.

Most of the time this means you have a compatibility issue.  Without dissecting your game, finding it will be challenging.

That's why I just need to dissect your game!  If you can upload it somewhere, I can root out the cause of the compatibility issue.
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
annnd I have great news! We just so happen to be early testing the game for a demo! So... it's already uploaded with a unencrypted version. I would greatly appreciate it if you can find the issue! As I know nothing about scripts... I just guess and see if it works. Hopefully it is not one of the scripts that are actually neccessary.

Some of those would be the Yanflys text options for the name bubble and galvs message busts.

Others like the status menu are not so important... but if it is one of the important scripts. Please do inform me, this will mean a major change for us.

Expect a PM in the next few seconds.
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
I've fixed it! I have the slightest idea of what it could have been, but what fixed it was either me adding the patch for Yamis scripts or me getting rid of Mogs battle plugins. Either way it works!
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,186
Reaction score
15,544
First Language
English
Primarily Uses
RMMV
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
Turns out the error still exists! So I have had this reopened, if anyone can help I would appreciate it.

Since we know what the problem is... or at least think so. I have updated the topic.
 
Last edited by a moderator:

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,186
Reaction score
15,544
First Language
English
Primarily Uses
RMMV
You probably should not have changed the initial post. Everybody's replies have nothing to do with the image you posted there.


Did you implement Zeriab's suggestion?
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
Putting parentheses instead of the... well these {? Tried it in the place of the error and the custom formations, all it does is pop up another error right when I begin the game.

or trying to find the compatibility issue? I already got rid of all the scripts I can without having to redo the entire game.

The old screens of the post. One of which is the place of the error

[IMG]http://i43.photobucket.com/albums/e378/PhotoPhantasizer/Screenshot2014-07-06231816_zpsa3fb5434.png[/IMG]
and the only thing I changed(The numbers of the custom positions)

[IMG]http://i43.photobucket.com/albums/e378/PhotoPhantasizer/Screenshot2014-07-07164833_zpsc4e1b1f5.png[/IMG]
 
Last edited by a moderator:

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,186
Reaction score
15,544
First Language
English
Primarily Uses
RMMV
??? Zeriab didn't say anything about doing that. He said it looks like the variable is not saved with the save file. That's got nothing to do with changing { to [.


If you try something that someone's suggested, and it doesn't work, at least come back and 1- show us what you did so we can see that you actually followed the suggestion properly, and 2- tell us what happens when you do it - if it gives an error TELL us what the error is. The EXACT and FULL text.
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
Yup I do not understand what he's trying to tell me. Insert some code somewhere? Where? I have no idea.

Really I keep on reading it... I don't get it. Where do I insert the variable he is talking about? How do I initialize it?

There is no point. For me to tell what those errors are, as you said he never suggested to change the parentheses and that is what I did.  It was simply a misunderstanding, as I am blind once it comes to code talk.
 
Last edited by a moderator:

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
44,186
Reaction score
15,544
First Language
English
Primarily Uses
RMMV
Yeah, Zeriab was saying the save/load logic needed to be changed to include that variable. But I just had a look at the script, and it already IS.


So this is a new game that you STARTED after you added the script? You didn't add the script, load a saved game, then save it again?


I know I already asked you that, but your answer doesn't really exactly address what I'm asking. After you added the script did you start a NEW game?


The error you are getting is EXACTLY what I would expect to see if you were trying to load a save file that was created prior to adding the script.
 
Last edited by a moderator:

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
I started a new game with the script. Then saved it... did not add any other scripts or changes, then loaded it. The error occurred.

I've done this multiple times to try to test it, and it usually happens when I load it or close the program. Then load the save file.

I just tested it now and found something peculiar about this. I start a new game and save it, load it and continue it which works...and if I go to tittle screen and load it, it works.

Closing the game Causes it.
However, if I close out of the game and then load the same file that I just tested above. The error occurs.
 
Last edited by a moderator:
Status
Not open for further replies.

Latest Threads

Latest Posts

Latest Profile Posts

Evening humans! How goes the game make?
The anime characters we saw 20 years ago,
still have the same age when we see them now.
Somehow it's strange but also beautiful.
It's like no matter how much we change,
there's certain part of ourselves we can reconnect to when we see them again.
Took a long, long time, way longer than it should to be honest...but I've finally finished the big content update to my demo!
Lots of not good things happening IRL but I'm not gonna let this day end like this. Quote time:
"Success is not final, failure is not fatal: it is the courage to continue that counts." -Winston Churchill

So, keep going, lads. Whatever you do keep going. Until next time.

It's a Spanish devlog don't get scared!. (please)

Forum statistics

Threads
117,243
Messages
1,105,817
Members
153,408
Latest member
Natdem
Top