Theolized Sideview Battle System (In Game Editor + Version 2 Coming Soon)

Farr

Veteran
Veteran
Joined
Feb 16, 2014
Messages
247
Reaction score
93
First Language
Portuguese
I seem to be having an issue utilizing TSBS.

I'm not in combat but switching between maps. So I'm not sure why I'm getting this specific error. I'm using Jester's Map Edge Transfer v2.1a (the main script, I'm not using the sliding script portion).

The thing is, I'm able to transfer to other maps no problem, it's only after so many transfers (always a random amount never an exact number) before the error appears and closes out my game.

TSBS Script Error.png

I looked at line 616, but I'm unable to figure why it's giving me this error outside of combat.

Any help would be greatly appreciated.

Just in case you want to see the map edge transfer script, it is located in the spoiler tags below.

#~ Map Edge Transfer (VX-Ace) v2.1a#~ author: Jester#~ special thanks: #~ diamondandplatinum3 for being an awesome guy. CHECK OUT HIS SCRIPTING VIDEOS!#~ helpful feedback: #~ PVGames, Chigoo#~ Version History:#~ 06.FEB.2013 -> 1.0 -> Initial Release#~ 08.FEB.2013 -> 1.1 -> Bugfixes, Syntax Overhaul, 8-dir compatibility#~ 18.FEB.2013 -> 2.0 -> More Customization and compatibility with Slide-Effect#~ 05.MAR.2013 -> 2.1 -> Compatibility improvement#~ 12.MAR.2013 -> 2.1a-> Minor optimizations#~ Features:#~ Automatic Map-Edge-Transfer system#~ More realistic looking transfer#~ This Script allows the player to automatically transfer to the next#~ map when hitting the edge of the current map, using in-game variables.#~ It also adds a small feature to make it look like the player actually#~ WALKS out of the current map into the new map instead of teleporting.#~ This Script is NOT PLUG'N'PLAY, but relatively easy to use. #~ Take a look at the Customization section.#~ If you still have problems, try out the recent Demo before asking for help!#~ Bugs:#~ (no known issues)#~ Conflicts:#~ Place this Script below any movement scripts, like 8-dir-movement#~ I am fine with Compatibility fix requests if you say "PLEEAASEEEE!!!"#~ Feel free to report any Bugs and Conflicts that are not listed above.#~ I am available for feedback at rmrk.net and rpgmakervxace.net.#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#$jimported ||= {} #<- DON'T TOUCH ME!!!$jimported[:jms_met] = 2.1 #<- DON'T TOUCH ME!!!module JMSC # Jester Mini-Script Customization module MET # Map Edge Transfer#~~~~~~~~~~~~~~~~~~~~~~~~~Customization~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## Autotransfer Options: # In-Game Variables that define the Map-ID you will transfer to, when # hitting the Map Edge on the respective cardinal direction. # Setting them to 0 will disable transfer for the specific Edge: MapID_North_Variable = 21 #North MapID_East_Variable = 22 #East MapID_South_Variable = 23 #South MapID_West_Variable = 24 #West # In-Game Switch to temporarely disable Map Edge Transfer: Disable_AutoEdgeTransfer_Switch = 17 # The default Transfer-Effect for Map Edge Transfer: # 0 = Black # 1 = White # 2 = None Fade_Type = 0# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## Compatibility Options: # Set to true, if you use Scripts like Pixel Movement: New_Move_Straight = false# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ## END OF CUSTOMIZATION!#~~~~~~~~~~~~~~~~~~~~~~~Main Script~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## Don't edit anything below, unless you know what you are doing: end #module METend #module JMSC#==============================================================================# ** Game_Player#==============================================================================class Game_Player < Game_Character #-------------------------------------------------------------------------- # * [Alias] initialize # * Adding 1 new variable #-------------------------------------------------------------------------- alias jms_MapEdgeTransfer_GameCharacterBase_init initialize def initialize jms_MapEdgeTransfer_GameCharacterBase_init @jms_met_through = false end #-------------------------------------------------------------------------- # * [Alias] passable? # * If the new variable is on, everything will be passable! #-------------------------------------------------------------------------- alias jms_MapEdgeTransfer_GameCharacterBase_passable? passable? def passable?(x, y, d) return true if @jms_met_through jms_MapEdgeTransfer_GameCharacterBase_passable?(x, y, d) end #-------------------------------------------------------------------------- # * [Alias] update # * Makes autotransfer possible #-------------------------------------------------------------------------- alias jms_MapEdgeTransfer_GamePlayer_update update def update jms_met_autotransfer jms_MapEdgeTransfer_GamePlayer_update end #-------------------------------------------------------------------------- # * [Alias] move_by_input # * Makes passing through map edges possible #-------------------------------------------------------------------------- alias jms_MapEdgeTransfer_GamePlayer_movebyinput move_by_input def move_by_input if jms_met_edgeblock? && jms_met_edgepassable? > 0 jms_met_executeedgepassing else jms_MapEdgeTransfer_GamePlayer_movebyinput end end#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## Method-chain: Map Edge Passing# Relevant Methods:# jms_met_edgeblock? <- Player movement blocked by edge?# jms_met_edgepassable? <- Is the edge passable and which edge is it?# jms_met_executeedgepassing <- Actually pass through the edge# Useful methods# jms_met_corner? <- Which Corner is the Player in? (diagonal number)# jms_met_movethrough(d) <- Move through everything, even edges (dir4 only)#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# #-------------------------------------------------------------------------- # * [New Method] jms_met_edgeblock? # * Return true if input will be blocked by a potentially passable edge #-------------------------------------------------------------------------- def jms_met_edgeblock? return false if $game_switches[JMSC::MET::Disable_AutoEdgeTransfer_Switch] return true if jms_met_edgex? == jms_met_dirconvx? return true if jms_met_edgey? == jms_met_dirconvy? return false end #-------------------------------------------------------------------------- # * [New Method] jms_met_edgepassable? # * Return dir number if edge that blocks the Player is passable variable-wise #-------------------------------------------------------------------------- def jms_met_edgepassable? return 8 if jms_met_dirconvy? == 8 && jms_met_edgey? == 8 && $game_variables[JMSC::MET::MapID_North_Variable] > 0 return 6 if jms_met_dirconvx? == 6 && jms_met_edgex? == 6 && $game_variables[JMSC::MET::MapID_East_Variable] > 0 return 2 if jms_met_dirconvy? == 2 && jms_met_edgey? == 2 && $game_variables[JMSC::MET::MapID_South_Variable] > 0 return 4 if jms_met_dirconvx? == 4 && jms_met_edgex? == 4 && $game_variables[JMSC::MET::MapID_West_Variable] > 0 return 0 end #-------------------------------------------------------------------------- # * [New Method] jms_met_executeedgepassing # * Move the player through the edge #-------------------------------------------------------------------------- def jms_met_executeedgepassing d = jms_met_edgepassable? jms_met_movethrough(d) unless jms_met_edgepassable? == 0 end #-------------------------------------------------------------------------- # * [New Method] jms_met_movethrough(d) # * Forces the player to move_straight through everything in direction "d" #-------------------------------------------------------------------------- def jms_met_movethrough(d) return if !movable? || $game_map.interpreter.running? @jms_met_through = true jms_met_move_straight(d) if JMSC::MET::New_Move_Straight move_straight(d) if !JMSC::MET::New_Move_Straight @jms_met_through = false end #-------------------------------------------------------------------------- # * [New Method] jms_met_dir8convx? # * Converts a dir8 input into a dir4 NUMBER (x axis) #-------------------------------------------------------------------------- def jms_met_dirconvx? return 4 if Input.dir8 == 7 || Input.dir8 == 1 || Input.dir4 == 4 #west return 6 if Input.dir8 == 9 || Input.dir8 == 3 || Input.dir4 == 6 #east end #-------------------------------------------------------------------------- # * [New Method] jms_met_dir8convy? # * Converts a dir8 input into a dir4 NUMBER (y axis) #-------------------------------------------------------------------------- def jms_met_dirconvy? return 8 if Input.dir8 == 7 || Input.dir8 == 9 || Input.dir4 == 8 #north return 2 if Input.dir8 == 1 || Input.dir8 == 3 || Input.dir4 == 2 #south end #-------------------------------------------------------------------------- # * [New Method] jms_met_corner? # * Return (diagonal) direction number if Player is on a map corner #-------------------------------------------------------------------------- def jms_met_corner? return 9 if jms_met_edgex? == 8 && jms_met_edgey? == 6 #north-east return 3 if jms_met_edgex? == 2 && jms_met_edgey? == 6 #south-east return 1 if jms_met_edgex? == 2 && jms_met_edgey? == 4 #south-west return 7 if jms_met_edgex? == 8 && jms_met_edgey? == 4 #north-west return 0 end #-------------------------------------------------------------------------- # * [New Method] jms_met_edgex? # * Return direction number if Player is on on a map edge (x axis) #-------------------------------------------------------------------------- def jms_met_edgex? return 4 if @real_x == 0 #west return 6 if @real_x + 1 == $game_map.width #east return 0 end #-------------------------------------------------------------------------- # * [New Method] jms_met_edgey? # * Return direction number if Player is on on a map edge (y axis) #-------------------------------------------------------------------------- def jms_met_edgey? return 8 if @real_y == 0 #north return 2 if @real_y + 1 == $game_map.height #south return 0 end#End of Method-Chain: Map Edge Passing#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~## Method-chain: Automatic Transfer# Relevant Methods:# jms_met_autotransfer <- Checks if Conditions for automatic transfer are met# Useful Methods:# jms_met_overedge? <- Return number if Player is directly behind an edge#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~# #-------------------------------------------------------------------------- # * [New Method] jms_met_autotransfer # * Go on with autotransfer, if player passed through an edge #-------------------------------------------------------------------------- def jms_met_autotransfer jms_met_transfer(8) if jms_met_overedge? == 8 && $game_variables[JMSC::MET::MapID_North_Variable] > 0 jms_met_transfer(6) if jms_met_overedge? == 6 && $game_variables[JMSC::MET::MapID_East_Variable] > 0 jms_met_transfer(2) if jms_met_overedge? == 2 && $game_variables[JMSC::MET::MapID_South_Variable] > 0 jms_met_transfer(4) if jms_met_overedge? == 4 && $game_variables[JMSC::MET::MapID_West_Variable] > 0 end #-------------------------------------------------------------------------- # * [New Method] jms_met_tranfer(d) # * Executing the automatic transfer to cardinal direction map "d" #-------------------------------------------------------------------------- def jms_met_transfer(d) $game_temp.fade_type = JMSC::MET::Fade_Type if d == 8 #north new_map = $game_variables[JMSC::MET::MapID_North_Variable] load_map = load_data(sprintf("Data/Map%03d.rvdata2", new_map)) new_x = @real_x new_y = load_map.height - 1 end if d == 6 #east new_x = 0 new_y = @real_y new_map = $game_variables[JMSC::MET::MapID_East_Variable] end if d == 2 #south new_x = @real_x new_y = 0 new_map = $game_variables[JMSC::MET::MapID_South_Variable] end if d == 4 #west new_map = $game_variables[JMSC::MET::MapID_West_Variable] load_map = load_data(sprintf("Data/Map%03d.rvdata2", new_map)) new_x = load_map.width - 1 new_y = @real_y end if $jimported[:jms_sef] != nil $game_temp.jms_met_sliding = true unless $game_switches[JMSC::SEF::Disable_Sliding_Switch] end reserve_transfer(new_map, new_x, new_y, d) end #-------------------------------------------------------------------------- # * [New Method] jms_met_overedge? # * Return direction number if Player passed one of the map edges #-------------------------------------------------------------------------- def jms_met_overedge? return 8 if @real_y + 1 == 0 #north return 6 if $game_map.width == @real_x #east return 2 if $game_map.height == @real_y #south return 4 if @real_x + 1 == 0 #west return 0 end#End of Method-Chain: Automatic Transfer#Compatibility fix: Pixel Movement #-------------------------------------------------------------------------- # * [New Method] jms_met_move_straight # * Copy of move_straight #-------------------------------------------------------------------------- def jms_met_move_straight(d, turn_ok = true) @move_succeed = passable?(@x, @y, d) if @move_succeed set_direction(d) @x = $game_map.round_x_with_direction(@x, d) @y = $game_map.round_y_with_direction(@y, d) @real_x = $game_map.x_with_direction(@x, reverse_dir(d)) @real_y = $game_map.y_with_direction(@y, reverse_dir(d)) increase_steps elsif turn_ok set_direction(d) check_event_trigger_touch_front end end#End of Compatibility fix: Pixel Movementend #Game_Player# END OF SCRIPT 
Altimos
Try disabling some map stuff on Theo`s Core script.
 
Last edited by a moderator:

Altimos

Villager
Member
Joined
Jun 11, 2015
Messages
18
Reaction score
4
First Language
English
Primarily Uses
Are you using The Ring Menu script , becuz i got a same error on this

If you're using the "Ring Menu" , don't use it , it doesn't even work on a project

without TSBS
I'm currently not using a Ring Menu, but I do thank you for your suggestion.

Try disabling some map stuff on Theo`s Core script.
This actually worked for me. Under TSBS Basic Model, where it says Theo_BitmapAddons, I changed it from true to false. Which produced a new error for the 'Plane Fix' script, I'm using this because I've got a larger resolution size (1024x768). So I disabled the Plane Fix script for now, and changed Theo_BitmapAddons back to true, and no longer have that error problem coming up.

I however have a new TSBS error coming up. The only thing I changed was Theo_BitmapAddons, and of course I changed it back. I have changed nothing else since the last time TSBS was working solid for me. So I'm not sure what changed or why this new error is coming up. I'm pretty sure it has nothing to do with removing Plane Fix since the two scripts have nothing to do with each other (that I know of, it did work fine with each other before I put the edge map transfer script in). I did disable the map edge transfer script, re-enabled the Plane Fix script, and still got the original error as before. So I don't think it's the map edge transfer, it just made it easier to transfer between maps and doing it over and over again for so many transfers showed the original error. So map edge transfer enabled, Plane Fix disabled, and Theo_BitmapAddons set to true, and I have a new error.

Honestly, I'm not sure if this error was present before or after adding the map edge transfer (new error appears when map edge transfer is disabled), or after disabling Plane Fix (I know it worked when plane fix was enabled as this was the first script I added when I increased the resolution).

Error shown below.

TSBS Script Error 2.png

If anybody has any further assistance they can provide, I would greatly appreciate it.

Again, thanks for everybody's help.

Altimos

EDIT: I forgot to mention, the error occurs when I attack, not when using an item.
 
Last edited by a moderator:

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,161
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
What is that line exactly? Can you paste it here?


Do you use KGC's Bitmap Extension script? I know Luna Engine uses it (or can use it, is it optional only?). If you use it, you must turn off Theo's Bitmap Addons in his Core script.


The Plane Fix script alone is not causing errors with Theo's SBS (not crashes at least), so that is not the problematic script for sure.
 

Altimos

Villager
Member
Joined
Jun 11, 2015
Messages
18
Reaction score
4
First Language
English
Primarily Uses
What is that line exactly? Can you paste it here?

Do you use KGC's Bitmap Extension script? I know Luna Engine uses it (or can use it, is it optional only?). If you use it, you must turn off Theo's Bitmap Addons in his Core script.

The Plane Fix script alone is not causing errors with Theo's SBS (not crashes at least), so that is not the problematic script for sure.
Code in spoiler.



# -------------------------------------------------------------------------- # Overwrite method : use item # Compatibility? I will think that later ~ # -------------------------------------------------------------------------- def use_item item = @subject.current_action.item @log_window.display_use_item(@subject, item) @subject.use_item(item) if $imported["YEA-LunaticObjects"] lunatic_object_effect:)before, item, @subject, @subject) end refresh_status targets = @subject.current_action.make_targets.compact show_action_sequences(targets, item) end 

I'm not using Luna Engine, I'm using Yuna Engine. I posted an image of all the scripts I'm currently using in my game below... remember that Plane Fix is disable (at the moment).

Script List.png

I'm not sure as to the cause for the original issue, when I set Theo_BitmapAddons to false, a new error message came up regarding "failure to "do something with bitmaps (can't remember)" and directed the error to a line item in Plane Fix. I disabled Plane Fix, and changed Theo_BitmapAddons back to true, and the original error never happened again.

Thanks again for the help,

Altimos
 

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,161
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
If "Sixth's Viewpoint" is my Viewport fix for higher resolutions, than you must put that at the top of your custom script list.


If you use Yanfly's or Dekita's Core Engine, you must put that script below them.


The scripts "Fullscreen" and "Text Cache" should also go at the top.


Theo's Basic Model should also go at the top of your script list, since that one overwrites many things too.


That TSBS Patch should also be put at the very top of you custom script list, since that one only overwrites 2 methods calling super on them.


While it might sound and look good to organize your scripts by authors or by types, sometimes it just can't be done. You have to know where to put the scripts and in which order, or you might end up with some issues.
 
Last edited by a moderator:

Altimos

Villager
Member
Joined
Jun 11, 2015
Messages
18
Reaction score
4
First Language
English
Primarily Uses
If "Sixth's Viewpoint" is my Viewport fix for higher resolutions, than you must put that at the top of your custom script list.

If you use Yanfly's or Dekita's Core Engine, you must put that script below them.

The scripts "Fullscreen" and "Text Cache" should also go at the top.

Theo's Basic Model should also go at the top of your script list, since that one overwrites many things too.

That TSBS Patch should also be put at the very top of you custom script list, since that one only overwrites 2 methods calling super on them.

While it might sound and look good to organize your scripts by authors or by types, sometimes it just can't be done. You have to know where to put the scripts and in which order, or you might end up with some issues.
I thought I put everything in the order they were suppose to, looks like I messed up on that.

So I placed everything in the order you suggested.

Unfortunately, the screen flickers from 1024x768 back down to the normal size and it pops up with an error.

Viewpoint Script Error 1.png

Sixth's Viewpoint is your script from the HD Resolution thread, I'm not sure what is causing that error now (while my background music is playing).

I'm trying to figure out at least to try and get back to 1024x768.

The fullscreen script is actually Yanfly's Core Script Cleanup, presented in the spoiler tags (which I put at the top of the list under Sixth's Viewpoint).

#==============================================================================## ▼ Yanfly Engine Ace - Ace Core Engine v1.09# -- Last Updated: 2012.02.19# -- Level: Easy, Normal# -- Requires: n/a##==============================================================================module YEA module CORE #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Screen Resolution Size - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # RPG Maker VX Ace has the option of having larger width and height for # your games. Resizing the width and height will have these changes: # # Default Resized Min Tiles Default Min Tiles New # Width 544 640 17 20 # Height 416 480 13 15 # # * Note: Maximum width is 640 while maximum height is 480. # Minimum width is 110 while maximum height is 10. # These are limitations set by RPG Maker VX Ace's engine. # # By selecting resize, all of the default menus will have their windows # adjusted, but scripts provided by non-Yanfly Engine sources may or may # not adjust themselves properly. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RESIZE_WIDTH = 1024 RESIZE_HEIGHT = 768 end # COREend # YEA #==============================================================================# ▼ Editting anything past this point may potentially result in causing# computer damage, incontinence, explosion of user's head, coma, death, and/or# halitosis so edit at your own risk.#============================================================================== Graphics.resize_screen(YEA::CORE::RESIZE_WIDTH, YEA::CORE::RESIZE_HEIGHT) #==============================================================================# ■ Game_Event#============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # overwrite method: near_the_screen? #-------------------------------------------------------------------------- def near_the_screen?(dx = nil, dy = nil) dx = [Graphics.width, $game_map.width * 256].min/32 - 5 if dx.nil? dy = [Graphics.height, $game_map.height * 256].min/32 - 5 if dy.nil? ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32 ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32 ax >= -dx && ax <= dx && ay >= -dy && ay <= dy end end # Game_Event#==============================================================================# ■ Game_Map#============================================================================== class Game_Map #-------------------------------------------------------------------------- # overwrite method: scroll_down #-------------------------------------------------------------------------- def scroll_down(distance) if loop_vertical? @display_y += distance @display_y %= @map.height * 256 @parallax_y += distance if @parallax_loop_y else last_y = @display_y dh = Graphics.height > height * 32 ? height : screen_tile_y @display_y = [@display_y + distance, height - dh].min @parallax_y += @display_y - last_y end end #-------------------------------------------------------------------------- # overwrite method: scroll_right #-------------------------------------------------------------------------- def scroll_right(distance) if loop_horizontal? @display_x += distance @display_x %= @map.width * 256 @parallax_x += distance if @parallax_loop_x else last_x = @display_x dw = Graphics.width > width * 32 ? width : screen_tile_x @display_x = [@display_x + distance, width - dw].min @parallax_x += @display_x - last_x end end end # Game_Map #==============================================================================# ■ Spriteset_Map#============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # overwrite method: create_viewports #-------------------------------------------------------------------------- def create_viewports if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal? dx = (Graphics.width - $game_map.width * 32) / 2 else dx = 0 end dw = [Graphics.width, $game_map.width * 32].min dw = Graphics.width if $game_map.loop_horizontal? if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical? dy = (Graphics.height - $game_map.height * 32) / 2 else dy = 0 end dh = [Graphics.height, $game_map.height * 32].min dh = Graphics.height if $game_map.loop_vertical? @viewport1 = Viewport.new(dx, dy, dw, dh) @viewport2 = Viewport.new(dx, dy, dw, dh) @viewport3 = Viewport.new(dx, dy, dw, dh) @viewport2.z = 50 @viewport3.z = 100 end #-------------------------------------------------------------------------- # new method: update_viewport_sizes #-------------------------------------------------------------------------- def update_viewport_sizes if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal? dx = (Graphics.width - $game_map.width * 32) / 2 else dx = 0 end dw = [Graphics.width, $game_map.width * 32].min dw = Graphics.width if $game_map.loop_horizontal? if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical? dy = (Graphics.height - $game_map.height * 32) / 2 else dy = 0 end dh = [Graphics.height, $game_map.height * 32].min dh = Graphics.height if $game_map.loop_vertical? rect = Rect.new(dx, dy, dw, dh) for viewport in [@viewport1, @viewport2, @viewport3] viewport.rect = rect end end end # Spriteset_Map #==============================================================================# ■ Scene_Map#============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # alias method: post_transfer #-------------------------------------------------------------------------- alias scene_map_post_transfer_ace post_transfer def post_transfer @spriteset.update_viewport_sizes scene_map_post_transfer_ace end end # Scene_Map 
Thanks again for the help,

Altimos

EDIT: Putting the Fullscreen script above your script does not cause the error, but doesn't put the resolution back to 1024x768.
 
Last edited by a moderator:

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,161
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
My Viewport fix must be below Yanfly's Core.


I tought that Fullscreen script is Fullscreen++ made by Zeus, that's why I wrote that it should be above everything. But if that is Yanfly's Core, you should put it above my script.


I just realized, that both scripts must be above my script, so it doesn't really matter. :D


As for the resolution change, you can search for this line (SHIFT+CTRL+F in the script editor):

Code:
Graphics.resize_screen(
And comment out any lines like this except the one from Yanfly's Core.
 
Last edited by a moderator:

Altimos

Villager
Member
Joined
Jun 11, 2015
Messages
18
Reaction score
4
First Language
English
Primarily Uses
My Viewport fix must be below Yanfly's Core.

I tought that Fullscreen script is Fullscreen++ made by Zeus, that's why I wrote that it should be above everything. But if that is Yanfly's Core, you should put it above my script.

I just realized, that both scripts must be above my script, so it doesn't really matter. :D

As for the resolution change, you can search for this line (SHIFT+CTRL+F in the script editor):

Graphics.resize_screen(And comment out any lines like this except the one from Yanfly's Core.
It's all good now, there was a Graphics.resize_screen in the windows_engine section that I commented out. So the resolution is back to 1024x768, also with plane fix enabled and I initiate the same scenario from the first ever error, it does not come up as a TSBS bitmap error, but it points out the Plane Fix script. So same scenario and error, but this time the real culprit is revealed.

Now, everything outside of combat (to include shifting between maps) is good to go. Now in combat (after all the moving of scripts) everything is the same except for my characters who are all located at the top of the screen versus the side where they were at. I went into Config 1 to verify that they are set up at the locations I want them to be and it appears to be the same, but they won't move from the top of the screen.

Also, after selecting attack for all 5 characters, it errors out with a brand new error, shown below. In Theo's original post about TSBS, it says to have the Patch script under all the TSBS scripts, not sure if he changed that since I last read it. Ignore all strike-through's, I fixed this when I realized that Yanfly's Battle Engine wasn't up at the top... duh.

Though the same second TSBS error still occurs after selecting what the player is going to do (e.g. attack, special ability, guard). A refresh of the error is displayed below.

TSBS Script Error 2.png

Portion of the script in spoilers.

# -------------------------------------------------------------------------- # Overwrite method : use item # Compatibility? I will think that later ~ # -------------------------------------------------------------------------- def use_item item = @subject.current_action.item @log_window.display_use_item(@subject, item) @subject.use_item(item) if $imported["YEA-LunaticObjects"] lunatic_object_effect:)before, item, @subject, @subject) end refresh_status targets = @subject.current_action.make_targets.compact show_action_sequences(targets, item) end 
I'm going to play around with it more now that the scripts are in the proper spots as indicated by you. I do apologize for dumping error after error after error on you, but this has been the most time consuming and stress producing portion of this build. Getting past this and not having anything wrong with the scripts would be like hitting the lottery at this point, and would allow me to really get down to build the content of the game.

Everything you're doing is much appreciated,

Altimos
 
Last edited by a moderator:

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,161
Reaction score
822
First Language
Hungarian
Primarily Uses
RMVXA
That TSBS Patch is not what I thought it to be.

It indeed has to be below the Implementation script.

But than you miss a little snippet called "TSBS Base Fix" in Theo's demo. That should be placed at the top.

Btw, what version of TSBS are you using?

Because the 'use_item' method should look like this:

def use_item item = @subject.current_action.item @log_window.display_use_item(@subject, item) @subject.use_item(item) if $imported["YEA-LunaticObjects"] lunatic_object_effect:)before, item, @subject, @subject) end refresh_status targets = @subject.current_action.make_targets.compact show_action_sequences(targets, item, @subject) end
Your method misses the last argument called '@subject'.

It's also at line 6000+ in my version, so I assume you use an outdated version, or don't you?
 

Altimos

Villager
Member
Joined
Jun 11, 2015
Messages
18
Reaction score
4
First Language
English
Primarily Uses
That TSBS Patch is not what I thought it to be.

It indeed has to be below the Implementation script.

But than you miss a little snippet called "TSBS Base Fix" in Theo's demo. That should be placed at the top.

Btw, what version of TSBS are you using?

Because the 'use_item' method should look like this:

def use_item item = @subject.current_action.item @log_window.display_use_item(@subject, item) @subject.use_item(item) if $imported["YEA-LunaticObjects"] lunatic_object_effect:)before, item, @subject, @subject) end refresh_status targets = @subject.current_action.make_targets.compact show_action_sequences(targets, item, @subject) end
Your method misses the last argument called '@subject'.

It's also at line 6000+ in my version, so I assume you use an outdated version, or don't you?
I'm currently using Version: 1.3c

With no base fix... I'll have to look that up.

It would suck if I update to a newer version, I'll have to redo all the additions I did to Config 2... that'll be rough.

Thanks,

Altimos
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
938
First Language
Chinese
Primarily Uses
N/A
Found some more places where I can't understand:

# -------------------------------------------------------------------------- # Alias method : bitmap= # -------------------------------------------------------------------------- alias tsbs_bitmap= bitmap= def bitmap=(bmp) self.tsbs_bitmap = bmp @used_bitmap.push(bmp) @used_bitmap.uniq! return unless @battler && @battler.data_battler.use_sprite && bitmap wr = bitmap.width / self.class::MaxCol hr = bitmap.height / self.class::MaxRow yr = 0 xr = 0 src_rect.set(xr,yr,wr,hr) src_rect.y = (@anim_cell / MaxCol) * height src_rect.x = (@anim_cell % MaxCol) * width self.mirror = @battler.battler_flip end
I don't know how that original bitmap= works, but it seems to me that the old bitmap will be no longer referenced as thus "garbage collected". If that's the case, then those bitmaps that are supposed to be gone will remain there instead, as they'll be referenced by @used_bitmap, which will only dispose all its stored bitmaps at the end of a battle.

As I've checked that @used_bitmap is only used to store all used bitmaps and disposes them all at the end of a battle, I think it can be safely removed, if I do get how the original bitmap= works.

I suspect @used_bitmap.push(bmp) can lead to undisposed bitmaps, and @used_bitmap.uniq! can lead to memory leak, but I'm not sure on this one.
 

Punisher699

Veteran
Veteran
Joined
Jul 3, 2014
Messages
85
Reaction score
18
First Language
French
Primarily Uses
Hey guys ! 

I have a question about an attack sequence . I want to create a monster attack by moving to the target but sliding left to right during its movement. (diagonal/isometric battle)

Do you have any ideas ? If you don't understand I can put a link for a video

I tried this but it doesn't work

  [:move_to_target, -50, -30, 100, 0],

  [:slide, -30, 0, 25, 0],

  [:slide, 60, 0, 25, 0],

  [:slide, -60, 0, 25, 0],

  [:slide, 60, 0, 25, 0],  

Second question :

I want to make an idle sequence for the same enemy , I want him just to jump up . that's it . It works but it's buggy and I don't know why. This is like I can't put slide without putting 

something else .

 

  [:pose, 1, 0, 10],

  [:slide, 0, 0, 55, 3],

  [:pose, 1, 1, 40],

  [:pose, 1, 0, 15],

  ],

thx !  
 

Krad1213

Laughin-Prince
Veteran
Joined
Apr 6, 2015
Messages
51
Reaction score
23
First Language
English
Primarily Uses
RMMV
I'm completely new to rpgmaker and would like some help getting this to work with my own characters ;-; or even adding it to my own game ;n;

HELP ;n;
 

KeyToTruth12

Grammar Nazi
Veteran
Joined
Aug 16, 2014
Messages
124
Reaction score
7
First Language
English
Primarily Uses
I'm completely new to rpgmaker and would like some help getting this to work with my own characters ;-; or even adding it to my own game ;n;

HELP ;n;
Er, you better learn the basics before jumping to scripts.
 

Chelsea95

Warper
Member
Joined
Nov 13, 2015
Messages
3
Reaction score
0
First Language
English
Hio all, I'm trying to implement this into my own game (because its AMAZING) however I'm trying to run it along a few other Yanfly Scripts, when I try to do a battle test I get a weird error saying     "Stack Level too Deep"

Even just creating a whole new project and then copy/pasting the scripts directly from the sample game gives the same error. I would love to have a battle system like this in my project, if anyone has any ideas or solutions I'd love to hear it.

error 1.PNG

error 2.PNG
 

Kyonko802

Villager
Member
Joined
Oct 10, 2015
Messages
27
Reaction score
10
First Language
English
Primarily Uses
Okay, having a bit of a problem here. I thought I had everything good to go and figured out. I know how to set up the animations and everything looks stellar, except for one, tiny, itty bitty little thing. I can't get the built in damage counter to show up on anything aside from the normal attack no matter what I do. I assumed :target_damage was what did that, but now I'm not so sure. How do I get the damage counter to show on the screen? The damage is obviously happening, since the orc dies, but Theolized isn't showing it.

EDIT: DISREGARD I'M A DUMMY! The script is searching the second slot for Guard, and I didn't have Guard implemented yet, so when it found the attack and did it there was no damage drawn for the counter.

1.png

2.png

3.png

4.png
 
Last edited by a moderator:

Dragon Brother

Survive, Adapt, Infest.
Veteran
Joined
Dec 30, 2015
Messages
102
Reaction score
133
First Language
English
Primarily Uses
RMVXA
A splendid system to be sure, reminiscent to FF series, well done.
 

LeeOccleshaw

Stone Dragon Workshop
Veteran
Joined
Jun 9, 2015
Messages
155
Reaction score
82
First Language
English
Primarily Uses
Seems like a solid battle system - just checking it out now!
 
Last edited by a moderator:

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Hoo boy, looks like I'm back with a new question in mind. I'm trying to do a ranged attack from an enemy to an ally, but it is not working. 

"Behemoth_Charge" => [  #[Loop, afterimage, flip]  [false, false],  [:camera, 1, [0, -10], 55, 2.00],  [:cast, 230],  [:pose,     1,   1,   50],  [:camera, 2, [0, 0], 55, 2.00],  [:pose,     1,   7,   20],  [:cast, 345],  [:slide, 70, 0, 15, 0],  [:pose,     1,   6,   15],  [:pose,     1,   7,   1],  [:if, "target_range < 0",    [    [:action, "Target Damage"],    [:target_slide, 20, 0, 40, 4],    ],  ],  [:pose,     1,   7,   50],  [:goto_oripost, 30, 3],  [:pose,     1,   6,   30],  ],
It's mostly on the IF command there, I'm a little confused on how to make it register hitting say a front row of characters but not the back row.
 

XeMage

Warper
Member
Joined
Jan 20, 2016
Messages
1
Reaction score
0
First Language
English
Primarily Uses
I was wondering how you got your sprites to be battlers? It may seem like a novice question but my folder is empty for battlers and new ones dont appear when i create a new character.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

First Person Combat Test Video. Simply showing off a very early concept video for an open world 3D game in MV.
I spent ages to make this image and still dont like it.. How would you showcase a bunch of levels/maps in one single image?
Thank you all angels so much! I've received fanarts, fanfics, song cover, and Ko-fis and such wonderful messages already! T uT Look at this message I'm crying (Ko-fi was being mean saying it was anonymous but she was like nooo it's me and showed me).
Working on using DreamX's prefix suffix plugin to create unidentified weapons, armor and sellable loot. The weapons and armor will always draw from the highest tier you have the ability to create, keeping them relevant throughout most of the game. The loot is going to be the fun part! Let's just say I doubt I'll have any unused item entries
... I updated an enemy I drew last year.

Forum statistics

Threads
105,769
Messages
1,016,280
Members
137,456
Latest member
freetime9032
Top