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> Evil load system, Need help getting load to work.
JoshuaWalden
post Feb 6 2013, 06:59 AM
Post #1



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Ok so a bit of background:
I am fairly new at this, I mean a day at most. And I am messing with a menu script trying to make so that it only shows, item, load, close game, and that's it. Well to show the player and his HP only with a little quote.

I was getting close to that but I hit a brick wall.
I can't get load to work, I thought I had written it well enough, but It seems not.
when I try to run the game and open the menu it says there is a problem (screenshot below)
Thing is I don't know how to fix it. So if one of you kind souls could point it oiut and help me out here.


Error image.



script:
CODE
#===============================================================================
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace, you may find my VX version on
# RMRK.net and the rpg maker web forums.
#
#===============================================================================
#
# Description: A menu that is modified to work as if you are only using one
# actor.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOPM

  #Window skin to use, place in system.
  WINDOW = ('Window')

  #Status Window X
  SX = 200

  #Status Window Y
  SY = 75

  #Gold window X
  GX = 0

  #Gold Window Y
  GY = 0

  #Command Window X
  CX = 40

  #Command Window Y
  CY = 75
end

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
        super
        create_background
        create_command_window
        create_status_window
        #create_gold_window
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  #def create_gold_window
     #   @gold_window = Window_Gold.new
    #    @gold_window.x = (DTOPM::GX)
      #  @gold_window.y = (DTOPM::GY)
       # @gold_window.windowskin = Cache.system(DTOPM::WINDOW)
        #@gold_window.height = 55
  #end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  def create_status_window
        @status_window = Window_MenuInfo.new((DTOPM::SX), (DTOPM::SY))
        @status_window.windowskin = Cache.system(DTOPM::WINDOW)
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   @command_window = Window_MenuCommand.new
        @command_window.set_handler(:item,        method(:command_item))
        #@command_window.set_handler(:skill,      method(:command_skill))
        #@command_window.set_handler(:equip,      method(:command_equip))
        #@command_window.set_handler(:status,    method(:command_status))
        #@command_window.set_handler(:save,        method(:command_save))
        @command_window.set_handler(:load,        method(:command_load))
        @command_window.set_handler(:game_end,  method(:command_game_end))
        @command_window.set_handler(:cancel,    method(:return_scene))
        @command_window.x = (DTOPM::CX)
        @command_window.y = (DTOPM::CY)
        end
  end
#--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
        SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Equipment] Command
  #--------------------------------------------------------------------------
  #def command_equip
    #    @actor = $game_party.members[0]
   #     SceneManager.call(Scene_Equip)
  #end
  #--------------------------------------------------------------------------
  # * [Status] Command
  #--------------------------------------------------------------------------
  #def command_status
   #     @actor = $game_party.members[0]
    #    SceneManager.call(Scene_Status)
  #end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
        SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Load] Command
  #--------------------------------------------------------------------------
  def command_load
        SceneManager.call(Scene_Load)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
        SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [Skill] Command
  #--------------------------------------------------------------------------
  #def command_skill
   #     @actor = $game_party.members[0]
     #     SceneManager.call(Scene_Skill)
    #    end
#===================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays the characters status on the menu screen.
#==============================================================================

class Window_MenuInfo < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #      x : window X coordinate
  #      y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
        super(x, y, 300, 221)
        refresh
  end

  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
          draw_actor_face(@actor, 0, 0)
          draw_actor_name(@actor, 110, 0)
          #draw_actor_level(@actor, 190, 0)
          draw_actor_hp(@actor, 110 ,20)
          #draw_actor_mp(@actor, 110 , 45)
          #draw_actor_tp(@actor, 110 , 70)
          draw_actor_param(@actor, 0, 100, 0)
          draw_actor_param(@actor, 0, 124, 1)
          draw_actor_param(@actor, 0, 148, 2)
          draw_actor_param(@actor, 0, 172, 3)
          #draw_actor_graphic(@actor, 220, 160)
          #draw_actor_icons(@actor, 190, 180, width = 96)
        end
  end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
        @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
        super(0, 0)
        select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
        return 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
        item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
        add_main_commands
        add_original_commands
        add_save_command
        add_load_command
        add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
        add_command(Vocab::item,   :item,   main_commands_enabled)
        #add_command(Vocab::skill,  :skill,  main_commands_enabled)
        #add_command(Vocab::equip,  :equip,  main_commands_enabled)
        #add_command(Vocab::status, :status, main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
        add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Load to Command List
  #--------------------------------------------------------------------------
  def add_load_command
        add_command(Vocab::load, :load, load_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
        add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
        $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
        $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
        !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Load
  #--------------------------------------------------------------------------
  def load_enabled
        !$game_system.load_disabled
  end    
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
        @@last_command_symbol = current_symbol
        super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
        select_symbol(@@last_command_symbol)
  end
end


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Jens of Zanicuud
post Feb 9 2013, 01:46 AM
Post #2


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From what I've gathered, it looks like the editor recognizes Vocab::load as a method and not as a constant...
If you modify line 255, replacing Vocab::load with a string (i.e. "Load"), is the error still present?

Anyway, I checked it. The Vocab module isn't provided with the load member.
You can't use that method, you just have to replace Vocab::load with a proper string and you're done wink.gif

I hope this can help,

Jens


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JoshuaWalden
post Feb 9 2013, 08:17 AM
Post #3



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You mean change this:

#--------------------------------------------------------------------------
# * Add Load to Command List
#--------------------------------------------------------------------------
def add_load_command
add_command(Vocab::load, :load, load_enabled)
end


If you what do I change in the Vocab::load
I don't know what the proper string is...Actually to be honest i don't know what a string is.


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Jens of Zanicuud
post Feb 9 2013, 08:25 AM
Post #4


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I mean Vocab::load doesn't exist and this make RMVXA going nuts!

Try replacing what you wrote with this:

CODE
#--------------------------------------------------------------------------
# * Add Load to Command List
#--------------------------------------------------------------------------
def add_load_command
add_command("Load", :load, load_enabled)
end


replacing "Load" with the word you want to display when the load function is called.
I hope this can help wink.gif

Jens

P.S. A string is a variable kind present in most of the programming language. It's a sort of collection of letters, and it's commonly used to save and display words, numbers or statements.
In Ruby, strings are denoted by "" (opening and closing quotes).


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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JoshuaWalden
post Feb 9 2013, 08:57 AM
Post #5



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Thank you,
I had to tweak it a little more but it worked.
It can be changed to resolved.
If it is not much to ask were should I pose questions about making custom background for the menus and that stuff?

This post has been edited by JoshuaWalden: Feb 9 2013, 08:59 AM


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Jens of Zanicuud
post Feb 9 2013, 09:40 AM
Post #6


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QUOTE (JoshuaWalden @ Feb 9 2013, 05:57 PM) *
Thank you,
I had to tweak it a little more but it worked.
It can be changed to resolved.
If it is not much to ask were should I pose questions about making custom background for the menus and that stuff?


Custom background resources or custom background addon via script?
I mean, if you need a script which adds a custom background to the Menu (or related questions), you can keep on posting here
If you need a full script or a certain custom graphics, you need at least 100 posts to request that.

Anyway, you are free to ask for further information wink.gif

Jens


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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