- Joined
- Aug 22, 2022
- Messages
- 11
- Reaction score
- 4
- First Language
- French
- Primarily Uses
- RMVXA
I've been searching all forums and looking into scripting myself, to no avail.
Because I need speechbubbles to display above events while my hero can still move, I installed Quack's chatter message script and Yami's pop Message script; I also installed other scripts to get it working properly as well as a fix for a saving incompatibility (links below).
I first encountered this issue (somehow minor), but now I'm experiencing a bug that crashes the game.
Context:
Thanks to anyone in advance for helping me eventually. If I can't find a way to fix it, I will consider commissioning a script.
Links to installed scripts:
Yami's Basic Module
Ace Message System
Yami's Pop message
Quack's Chatter messages
Fix for Save incompatibility
Because I need speechbubbles to display above events while my hero can still move, I installed Quack's chatter message script and Yami's pop Message script; I also installed other scripts to get it working properly as well as a fix for a saving incompatibility (links below).
I first encountered this issue (somehow minor), but now I'm experiencing a bug that crashes the game.
Context:
- I setup my initial cinematic for the game:
- Hero transparent, that I teleport on maps in specific order for the various scenes
- 1 event on each map, moving characters and using the chatter message feature, before teleporting the hero again
- It actually works wonders!
- After 3 scenes, I teleport the hero back to the first scene
- An event triggers a chatter message
- Game crashes:
Script 'Chatter' line 604: NoMethodError occured.
undefined method 'screen_y' for nil:NilClass
- the event on which I want the chatter message exists from the first time the map is displayed (like all other working events)
- everything is setup exactly as the rest of the chatter messages I'm using in that map / all other maps
- I tried creating another event to display the chatter, same outcome
- the new event triggering on that map is active because of a switch i'm switching on before transitioning to that map; the first event called on that map, in the very begining of the cinematic, is also deactivated due to that same switch being turned "on"
- Opening the menu and closing it during the transition will fix the issue. The chatter message works perfectly fine if I do so. (Also works with fiddling into the menu, ie if I save)
- Loading a saved file from during the transition will also remove the issue.
- I believe, from my very noobish level in scripting, that the placement of windows or something in their disposal does not work properly, and by calling the menu, it gets disposed properly before triggering the chatter, making it work.
- I have no clue why this bug should appear only in that map, while it worked before on other events in that same map and other maps.
- Initially when working on the cinematic in that stage, I hadn't the switch deactivating the first event; the bug didn't occur when testing. The bug occurs only since I deactivated the first part of the cinematic, in that map.
Thanks to anyone in advance for helping me eventually. If I can't find a way to fix it, I will consider commissioning a script.
Links to installed scripts:
Yami's Basic Module
Ace Message System
Yami's Pop message
Quack's Chatter messages
Fix for Save incompatibility
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