Rpg maker vx ace - schala battle system error. I really need somebody help Please

KOC-316

Veteran
Veteran
Joined
Nov 15, 2017
Messages
52
Reaction score
7
First Language
English
Primarily Uses
RMVXA
I need somebody help on this battle system for rpg maker vx ace. It`s called schala battle system by moghunter. On some battles it work but when I get to another area it constantly keep showing this error and I been having this problem since I first got it. I got some screens shots of the error and the script portion. I copied and pasted it exactly so I don`t know what`s going on. I followed moghunter on twitter and he hasn`t been on since february. I really need somebody help so I can complete my game. I have a team and this is a major sidetrack. The coders I been trying to hire to fix it say it`s too advance or they are not well in ruby so I`m asking somebody who knows alot about that coding and uses that engine and work the script like I do.
 

Attachments

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
below
Code:
def execute_turn_duration_interpreter
add
Code:
return if SceneManager.scene_is?(Scene_Map)
see if that fixes it
 

KOC-316

Veteran
Veteran
Joined
Nov 15, 2017
Messages
52
Reaction score
7
First Language
English
Primarily Uses
RMVXA
below
Code:
def execute_turn_duration_interpreter
add
Code:
return if SceneManager.scene_is?(Scene_Map)
see if that fixes it
It didn`t fix the problem
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
can you do a broad search for Scene_Battle and post what turns up?
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
ctrl-shift-F

enable case match in case the whole list is too big
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
yes.
I was betting on the script rewriting the scene somehow, but I don't know if that's the case.
the problem you posted seems to happen because the script is reading events from the map and the battle scene (I assume it is a tactical battle system that uses the map as a chess board?), so it would use the same map object for both the map scene and the battle scene.

the fix to that should be to tell the script to differentiate them somehow.
if my fix didn't solve it, then the script is failing while it is still within the battle scene, which I can't know whether it is a new scene object or not. (should be, because the original wouldn't do for that battle style, so it must have been replaced somehow).

looking at the backtrack, I assume it is already within the map scene, so, let's try reversing the fix:

Code:
return if !SceneManager.scene_is?(Scene_Map)

that should bypass the error, but should also prevent you from entering battle.
if that is the case, then, you've found the problem: the battle scene and the map scene should use different map objects
send *that* info to Mog.
 

KOC-316

Veteran
Veteran
Joined
Nov 15, 2017
Messages
52
Reaction score
7
First Language
English
Primarily Uses
RMVXA
yes.
I was betting on the script rewriting the scene somehow, but I don't know if that's the case.
the problem you posted seems to happen because the script is reading events from the map and the battle scene (I assume it is a tactical battle system that uses the map as a chess board?), so it would use the same map object for both the map scene and the battle scene.

the fix to that should be to tell the script to differentiate them somehow.
if my fix didn't solve it, then the script is failing while it is still within the battle scene, which I can't know whether it is a new scene object or not. (should be, because the original wouldn't do for that battle style, so it must have been replaced somehow).

looking at the backtrack, I assume it is already within the map scene, so, let's try reversing the fix:

Code:
return if !SceneManager.scene_is?(Scene_Map)

that should bypass the error, but should also prevent you from entering battle.
if that is the case, then, you've found the problem: the battle scene and the map scene should use different map objects
send *that* info to Mog.
It didnt prevent me from entering battle and the same error came up. This error happens when me or an enemy about to attack. The battle starts but the error happens when the enemy or me about to attack.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,522
Reaction score
14,255
First Language
English
Primarily Uses
RMVXA

I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,162
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
Replace this line:
Code:
if $game_map.events[@event_id] != nil
With this one:
Code:
if $game_map.events[@event_id] && $game_map.events[@event_id].action
You could also remove that rescue nil part, since that should not be needed at all, unless the writer method for the duration variable is a custom made one with some more weird code in it. Well, try to get rid of that part and if it works without, leave it like that, if it doesn't, add it back.

I remember fixing the exact same issue for someone else some time ago in that script. Can't remember who asked me, but I know that I ended up rewriting that method along with several others to make it work with some other script(s).
 

KOC-316

Veteran
Veteran
Joined
Nov 15, 2017
Messages
52
Reaction score
7
First Language
English
Primarily Uses
RMVXA
Th
Replace this line:
Code:
if $game_map.events[@event_id] != nil
With this one:
Code:
if $game_map.events[@event_id] && $game_map.events[@event_id].action
You could also remove that rescue nil part, since that should not be needed at all, unless the writer method for the duration variable is a custom made one with some more weird code in it. Well, try to get rid of that part and if it works without, leave it like that, if it doesn't, add it back.

I remember fixing the exact same issue for someone else some time ago in that script. Can't remember who asked me, but I know that I ended up rewriting that method along with several others to make it work with some other script(s).
Thanks! It look like it works because I tried to trigger it over and over but I don`t really know so I will continue. If I have the problem again I will text you Sixth
 

GGZiron

Veteran
Veteran
Joined
Nov 6, 2016
Messages
89
Reaction score
32
First Language
Bulgarian
Primarily Uses
RMVXA
I did some checks too, and there appear that the events have no action object at all, which means the entire method could be just like:
Code:
 def execute_turn_duration_interpreter
      return
  end
Because I see it does nothing. Could be wrong, of course :).
Edit: Ok, probably I am wrong. Action could be variable that holds class or other object instances of class. Sixth solution is better.
 
Last edited:

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,250
First Language
Spanish
Primarily Uses
RMVXA
I believe that is there for compatibility with action sequences or similar, on a battle scene including events.
that's why I asked about it being a tactical system, which would imply a battle scene involving a map, and thus, events.
 

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
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top