Victor Sant script problem

Gothic Lolita

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The script that causes the problem, is the Visual Equipment script of Victor Sant.
It works so far, but I get this error message:


It also inflicts the Character Control somehow for sure. But how and how to fix it, I don't know.
It works to put a "#" in front of that line, but then no graphics appear on save game files. :'(
The error also appears, if I save the game and try to enter this menu again. Doesn't matter if it's load or save, allways get the same message. :|

The second troublesome scripts are the jumping script that doesn't show any animation at all and on the Character Control, that the followers don't have the different animations. :'(

All three scripts can be found here and every script needs the basic module too:
https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing#list
 

The script list I use of Victor scripts:

Basic Module 1.35Multiple Troops 1.03

Pixel Movement 1.10

Moving Platform 1.03

Free Jump 1.01

Visual Equip 1.08

Multi Frames 1.03

Diagonal Movement 1.09

Character Control 1.05

Toggle Target 1.01
Thank you in advance. :) (\s/)
 

Andar

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"wrong number of arguments" always means that you made a script command that has the wrong number of arguments.


That can either be due to you writing the wrong text into a script/notebox, you using scripts that are incompatible to each other, or you having change one or more scripts somehow (for example missing lines when selecting and copying.


Do you use any script not from Victor?


Can you tell us what script commands and/or notetags you wrote? Preferably as screenshots
 

Gothic Lolita

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I checked these things, also I tried it with a clean new game and only added the visual equip script and basic module. ;)
But still get this error. As I said, if I put a "#" in front of the line, I can save and load again. :D

Other scripts then Victors is only Luna Engine. But I used it in a clean new project without any resolution change or other fancy stuff, but still the same result. :/
This error even appears, when I didn't changed anything in the game, just simply started a game, save, then try to load and the error pops up. ;)

</change actor visual>  

 id: 1

 name: "Crown[f6]"                              (on a seperate box I tried it with "Crown" and a third with Crown only, the fourth with Crown[f6])

 index: 0

 hue: 0

 priority: 0                                            (on a seperate try I used "1")

</change actor visual>
 

The graphics allways shows up in game, but I can't save, unless I add "#" to the line the error names. But then I got no characters showing up on the save game file. :) (\s/)

*EDIT*
Forgot about the picture set up:
 
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Andar

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Please give a screenshot of the notetag - the notetag you typed into the spoiler contains errors, and we need to know where you mistyped - only here in the forum, or if the bug is caused because you mistyped the notetag.
 

Gothic Lolita

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So here comes the comment code:

And here how it works on the character:
But still get an error, if I save and try to load it or even enter the save menu. :/ (\s/)
 

Andar

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OK, the screenshot shows that the typo was only here and that the tag ingame is correct.


However, that comment tag has nothing to do with the character control script. Please state the places where you used the character control script, and if you belive that there is a problem with this specific comment tag then please tell us which script it comes from, because it is NOT from character control.


Charactor control only has tags like "<actor change pose>", it doesn't know any tag like "<change actor visual>".


I think you're looking at the wrong tag to find the original error.
 

Gothic Lolita

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These calls are from Visual Equip script of Victor Sant. The problem lines are as followed:

Code:
class Window_Base < Window  #--------------------------------------------------------------------------  # * Alias method: draw_character  #--------------------------------------------------------------------------  alias :draw_character_ve_character_control :draw_character  def draw_character(character_name, character_index, x, y, parts = nil)    return unless character_name    x += (character_name[/\[x([+-]?\d+)\]/i] ? $1.to_i : 0)    y += (character_name[/\[y([+-]?\d+)\]/i] ? $1.to_i : 0)    args = [character_name, character_index, x, y]    args.push(parts) if $imported[:ve_visual_equip]    draw_character_ve_character_control(*args)    #This is the line that causes the error of save game doesn't work properly.                                                   #If I put the hashtag in front, I can save and load again, but no characters show up at all.   endend
And these lines are in Character Control, but only makes trouble if the Visual Equip is added. :/
If the Visual Equip isn't implemented it works. But not sure how this inflicts (influenced) the Character Control. :( (\s/)

*EDIT*
The Character Control calls I never used so far, so not sure if they cause any trouble. :/
They only add 3 different animations so far: Idle, Walk and Run
And that works 100% without any trouble. ;)

I'm also sure, that it has nothing to do with the tags, because even I never used any Visual Equip calls, I can't save or load a game. :/
It allways shows "Character Control" line 578 error. Wrong number in arguments (5 for 4). :(
But if I throw the "Visual Equip" script out of my game, it works and don't give a number in arguments error. ;)
So it's probably the "Visual Equip" script that causes the trouble. ;) /)
 
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Andar

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Have you followed Victor's instructions about the script order?

If the list you gave in the first post is identical to the script order in the script editor, then that is the problem - it's in the wrong order (read the order in every script, including the multiframe one - that's in the wrong order if you have placed them as described above)
 

Gothic Lolita

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If I change the order in any way, I get this message:


Or similar, belongs on where I put it. ;)
Guess a wrong order is impossible to do with Victor Scripts, if you think it's because of the Followers Options or Rotation Turn, I don't use them. :)

If a script is needed to run properly you get a similar message, because it happend with the Free Jump script. ;)

So I really think I followed the header of the scripts. 

draw_character_ve_character_control(*args)if I put a # in front of that line the save games works, but don't show characters.
And this is direct in front and end of the line before:

if $imported[:ve_visual_equip]Why I think it has to do with a wrong line somewhere in the Visual Equip script. :/

I trying out, if it works, when I add the two scripts that are listed in the Multiframe one. ;) (\s/)

*EDIT*
Nope it's still the same, nothing changes. :/ /)
 
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Evgenij

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Can you go into the visual equip script search for "def draw_character" and post the whole method?

*edit*

Are you sure you only tried it with a blank project?

I have made a look into the scripts and it seems you shouldn't get this error message unless you use any other script which redefines the draw_character method.

Can you make a global search for which scripts have def draw_character?
 
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Gothic Lolita

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Okay, here are the lines: (\s/)

Code:
#==============================================================================# ** Window_Base#------------------------------------------------------------------------------#  This is a superclass of all windows in the game.#============================================================================== class Window_Base < Window  #--------------------------------------------------------------------------  # * Overwrte method: draw_actor_graphic  #--------------------------------------------------------------------------  def draw_actor_graphic(actor, x, y)    parts = actor.visual_items    draw_character(actor.character_name, actor.character_index, x, y, parts)  end  #--------------------------------------------------------------------------  # * Overwrite method: draw_character  #--------------------------------------------------------------------------  def draw_character(character_name, character_index, x, y, parts = nil)    return unless character_name    @character_name = character_name    bitmap = parts ? get_parts(parts) : Cache.character(character_name)     sign   = parts ? nil : character_name[/^[\!\$]./]    multi  = $imported[:ve_multi_frames] && character_name[/\[F(\d+)\]/i]    frames = multi ? $1.to_i : 3    if sign && sign.include?('$')      cw = bitmap.width / frames      ch = bitmap.height / 4    else      cw = bitmap.width / (frames * 4)      ch = bitmap.height / 8    end    n = character_index    src_rect = Rect.new((n % 4 * 3 + 1) * cw, (n / 4 * 4) * ch, cw, ch)    contents.blt(x - cw / 2, y - ch, bitmap, src_rect)  end  #--------------------------------------------------------------------------  # * New method: get_parts  #--------------------------------------------------------------------------  def get_parts(parts)    Cache.character(@character_name, 0, parts)  endend
*EDIT*
If it helps, here is the demo with the scripts I'm using: /)
https://drive.google.com/file/d/0B4akh5ySzEN2d2RpSS1GTWlrcXc/view?usp=sharing
 
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Andar

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if I put a # in front of that line the save games works, but don't show characters.
Of course that happens. I do not know whoever created the (stupid) idea that you should get rid of errors by removing the line from the code...
Consider this as a similiar example:


If you have hurt your hand and pain in the hand - would you then suggest as a solution to amputate the entire arm?


After all, if you don't have an arm, you'll never again will have pain in the hand...

Okay, here are the lines: (\s/)
You misinterpreted Evgenij' question. He didn't want you to post a script with those line.
He wanted you to do a global search (right-click in the script slot window and find), and list that result - which is one line with the name for all scripts that contain a line with that command.


And then give us the names of all scripts that use that command (no need for every line, if a script has multiple uses of the command one line is enough)
 
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Evgenij

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Its ok, I have looked into those Scripts and although the visual equip script wants the multiframes script below it, the multiframes script needs to go above the visual equip script.

Both overwrite the draw_character method, but only the visual equip script contains logic for both scripts.

So in the visual equip script change:

Victor_Engine.required:)ve_visual_equip, :ve_multi_frames, 1.00, :below)to:

Victor_Engine.required:)ve_visual_equip, :ve_multi_frames, 1.00, :above)and place multiframes above visual equip.
 

Gothic Lolita

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Of course that happens. I do not know whoever created the (stupid) idea that you should get rid of errors by removing the line from the code...
It was the fix I needed to do, to actually save and load the game again. I know that isn't considered as a solution. ;)

But in the forum I posted that question first, nobody even answered and the same was from Victors side. :/ (\s/)

Thank you, that simple line change fixed the issue. :D

Sometimes it sucks to not understand scripts. :'(

Thank you very much, both of you. :) /)
 

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