Fixed it
Here's the A* Pathfinding script. The problem is below.
Ok, I made an event and in the move route I have
in a script call. Then turn up and wait 300 right after. Everything works fine until the event gets to 55, 16. It doesn't turn up or wait 300. Then an error pops up with this
line 738 No Method error occured
undefined method 'list'for nil:nilclass
When I use rescue, it doesn't crash, but it doesn't finish the move route either. It does the script call and just stays there with no error.
I'd really like to get this working and any help would be appreciated. Thank you to anyone who is willing to help me with this.
Here's the A* Pathfinding script. The problem is below.
Code:
#==============================================================================
# ** A* Pathfinding Script
#------------------------------------------------------------------------------
# Script by : RPG (aka Cowlol)
# Last Update : September 26th, 2008
# Version : 1.4
# Contact Information : ArePeeGee on AIM
#------------------------------------------------------------------------------
# A relatively efficient implementation of the A* pathfinding algorithm.
# For more information on A*, check the following links:
# 1. [url=http://www.policyalmanac.org/games/aStarTutorial.htm]http://www.policyalmanac.org/games/aStarTutorial.htm[/url]
# 2. [url=http://www-cs-students.stanford.edu/~amitp/gameprog.html]http://www-cs-students.stanford.edu/~am ... eprog.html[/url]
#------------------------------------------------------------------------------
# Usage:
#
# First you have to add this script somewhere under the default scripts
# (and above main), I assume you know how to add a new script section and
# paste this script there. I don't know much about the SDK thing, but I
# don't think you'll get any trouble when using this scripts with others.
# Note that this script overwrites the move_type_custom method of the
# Game_Character class, any other script that modifies that method
# might clash with this one.
#
# Now, simply create a new instance of the A_Star_Pathfinder class and
# supply it with the required parameters. For example, to have the player
# move to tile (x, y), you could add a script command to a new event
# page and type something like:
#
# goal_node = Node.new(x, y)
# path = A_Star_Pathfinder.new(goal_node)
#
# The constructor can take more information, such as the character
# that will move according to the result of pathfinding (Game_Character,
# map event ID, or -1 for player (default)), and whether the character
# should follow the path right away (true by default, if you set it to
# false, you'll have to call generate_path yourself).
# Here's another example of usage:
#
# node = Node.new(x, y)
# char = event_id # same as char = $game_map.events[event_id]
# path = A_Star_Pathfinder.new(node, char, false)
# # do other stuff
# path.generate_path # and then generate the path
#
# As an alternative, you can call the constructor without parameters,
# and call the setup, calculate_path, and generate_path manually.
# This gives you more control because the setup method allows you to
# specify more options such as methods to call when the path is
# reached or couldn't be found (implemented as Proc objects).
# You can also specify size of the goal area instead of looking for only
# one tile, and indicate whether the character should get as close as
# possible to goal if no path was found. Here's an example of such usage:
#
# path = A_Star_Pathfinder.new
# goal = Node.new(1, 0)
# char = $game_player
# range = 1
# get_close = true
# # lambda creates Procs, an alternative is Proc.new { ... }
# reach = lambda { p "REACHD GOAL!!!" }
# fail = lambda { p "COULDN'T FIND PATH!!!" }
# path.setup(goal, char, range, get_close, reach, fail)
# path.calculate_path
# path.generate_path
#
# If you used earlier versions of this script, you were able to supply
# a limit on the number of pathfinding iterations performed (in case
# you don't want the script to run for too long); this is now specified
# by manually changing the constant ITERATION_LIMIT in A_Star_Pathfinder
# class. A value of -1 (default) means no such limit is used.
#
# Another interesting constant is COLLISION_WAIT, which is set to 5 by
# default. This constant controls a feature that allows the character
# to generate a new path if it was interrupted when following a path.
# For example, a path might have been generated but as the character
# was following it another character moved to block the path, setting
# COLLISION_WAIT to any value bigger than -1 forces the generation of
# another path to get around blocking characters, with the value of
# the constant used to add some waiting between such attempts.
#
# A related constant is COLLISION_LIMIT which imposes a limit on the
# maximum number of times the character should try to find a new path
# in case of collision, this is important because rare map design
# and event movement conditions could result in the character stuck
# trying to generate new paths forever. If you don't care for that,
# you could set it to -1 to disregard the limit.
#
# Starting with version 1.4, characters could be supplied with
# multiple paths. Once the first path is reached or couldn't be
# found, the next path is generated and followed, and so on.
# If you'd rather new paths were followed immediately instead of
# waiting for current path to be followed, you'll have to stop
# all pending paths by calling the stop_all_paths method on the
# character and then creating the new path. You could also just
# stop following the current path by calling the stop_path method.
#
#------------------------------------------------------------------------------
# Version Information:
# - Version 1.4:
# - Characters can now follow multiple paths. Generating another
# path while character is following a path adds the new path
# to a list so that it would be followed after all pending paths
# were followed, instead of overwriting current path.
# - Characters now get stop_path and stop_all_paths methods to
# stop following current path and follow the next one in the
# list, and to stop all paths and empty the list. stop_all_paths
# could be used to imitate the old behavior of overwriting
# current path and following new one immediately.
# - Fixed various bugs caused by the introduction of multiple paths.
# - You can now supply integer values in place of Game_Character,
# the value is the event map ID or -1 for the player character.
# - Version 1.3:
# - Changed collision_wait and limit variables to COLLISION_WAIT
# and ITERATION_LIMIT constants that are changed manually in
# the script and that apply to all pathfinding. I think this
# makes the script neater.
# - Added a COLLISION_LIMIT constant to control number of path-
# finding attempts on collision.
# - Added the ability to specify a goal area instead of single node,
# this is achieved by supplying the setup method with a range of
# tiles around the goal, with 0 (the default) disabling that
# feature. Pathfinding succeeds as soon as a tile within the
# goal's range (see in_range? method) is found.
# - Character can now try to get as close as possible to tile
# if a path wasn't found.
# - Switched to a zlib/libpng license for terms of use, which
# is mostly a more formal version of the old terms.
# - Version 1.2:
# - Fixed a recursive bug with tiles with directional passability,
# thanks to Twin Matrix for pointing it out!
# - Removed the cache pass feature because it was useless.
# - Version 1.1:
# - Added a mechanism to prevent the generated path from being
# blocked by other characters. When such a collision happens,
# the character will try to generate a new path to goal. This
# can be turned off if you set collision_wait to -1
# - Now you can provide blocks to be called when the path is
# reached or if no path is found.
# - Added the cache pass flag to allow generating passability
# information in a Table for faster access. This was inspired
# by a post by Anaryu at
# [url=http://www.rmxp.org/forums/showthread.php?t=16589]http://www.rmxp.org/forums/showthread.php?t=16589[/url]
# - Better documentation
# - Version 1.0:
# - Initial release version.
#------------------------------------------------------------------------------
# Known bugs:
#
# - Slower than Eivien's pathfinder at:
# [url=http://www.rmxp.org/forums/showthread.php?t=24242]http://www.rmxp.org/forums/showthread.php?t=24242[/url]
# this is not really a bug but I'm interested in learning more
# about efficient implementations of A*.
# - Found a bug or have some ideas for the next version? Tell me on AIM!
#------------------------------------------------------------------------------
# Terms of Use:
#
# I'm releasing this script under a zlib/libpng license which means
# you can use it any way you like as long as you don't claim it as
# your own and keep the following notice unchanged. If you have any
# questions or problems regarding this script, feel free to contact me.
#
# Copyright (c) 2007 Firas Assad
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must
# not claim that you wrote the original software. If you use this
# software in a product, an acknowledgment in the product
# documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and
# must not be misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any
# source distribution.
#
#
#==============================================================================
#==============================================================================
# ** Node
#------------------------------------------------------------------------------
# A node represents part of the path generated by the pathfinder,
# It corrosponds to a single tile
#==============================================================================
class Node
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :x # x coordinate of current node
attr_accessor :y # y coordinate of current node
attr_accessor :parent # parent node
attr_accessor :g # cost of getting to this node
attr_accessor :h # distance to goal (heuristic)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, parent = nil, g = 0, h = 0)
@x = x
@y = y
@parent = parent
@g = g
@h = h
end
#--------------------------------------------------------------------------
# * The Total 'Cost' at This Node (AKA f(n))
#--------------------------------------------------------------------------
def cost
# f(n) = g(n) + h(n)
return @g + @h
end
#--------------------------------------------------------------------------
# * Two Nodes Are Equal If They Are on the Same Tile
#--------------------------------------------------------------------------
def ==(other)
return false unless other and other.is_a?(Node)
return true if other.x == @x and other.y == @y
return false
end
#--------------------------------------------------------------------------
# * Check If Another Node is Within This Node's Range
#--------------------------------------------------------------------------
def in_range?(other, range)
# Get absolute value of difference
abs_sx = (@x - other.x).abs
abs_sy = (@y - other.y).abs
return abs_sx + abs_sy <= range
end
end
#==============================================================================
# ** A_Star_Pathfinder
#------------------------------------------------------------------------------
# This class generates a path using the A* algorithm. Not a very good
# implementation but I'm still proud of it.
#==============================================================================
class A_Star_Pathfinder
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
ITERATION_LIMIT = -1 # Maximum number of loop iterations before
# the pathfinder gives up. -1 for infinity.
COLLISION_WAIT = 5 # No. of frames to wait before attempting to
# find another path in case of collision;
# -1 disables such collision behevior.
COLLISION_LIMIT = 30 # Maximum number of attempts to find another
# path in case of collision. -1 for infinity.
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :goal_node # the goal!
attr_reader :character # character looking for a path
attr_reader :found # was the path found?
attr_reader :route # the route returned after
# calling generate_path
attr_accessor :range # Size of goal area
attr_accessor :get_close # If true and no path is found then
# get as close as possible.
attr_accessor :reach_method # Proc called when goal is reached
attr_accessor :fail_method # Proc called when no path is found
attr_accessor :original_goal_node # goal node before pathfinding
attr_accessor :collision_counter # counter for the number of times path
# was obstructed and re-generated
#--------------------------------------------------------------------------
# * Object Initialization
# goal_node : A Node representing the end point
# char : The character that'd use the result of pathfinding,
# either a Game_Character, event ID, or -1 for player
# run : If true, the path is also generated
#--------------------------------------------------------------------------
def initialize(goal_node = nil, char = -1, run = true)
# If no goal node is provided, this acts as a default constructor that
# takes no parameters and does nothing. Useful if you do things manually
unless goal_node
return
end
# Setup variables
setup(goal_node, char)
# Find the optimal path
calculate_path
# We're done, time to generate the path
generate_path if run
end
#--------------------------------------------------------------------------
# * Setup Initial Values for Variables
# goal_node : A Node representing the end point
# character : The character that'd use the result of pathfinding
# range : The size of the goal area, 0 means the goal is the
# node, 1 means within 1 tile around goal, etc.
# close : If true the character will try to get as close as
# possible to path if it isn't found.
# reach : A Proc that will be called when the goal is reached
# fail : A proc that will be called if no path was found
#--------------------------------------------------------------------------
def setup(goal_node, character, range = 0, close = false,
reach = nil, fail = nil)
@original_goal_node = Node.new(goal_node.x, goal_node.y)
@goal_node = Node.new(goal_node.x, goal_node.y)
@character = A_Star_Pathfinder.int_to_character(character)
unless @character
raise "A_Star_Pathfinder Error : Invalid Character"
end
@start_node = Node.new(@character.x, @character.y)
@range = range
@get_close = close
@reach_method = reach
@fail_method = fail
@open_list = Array.new # List of nodes to be checked,
# implemented as a binary heap
@open_list.push(@start_node)
@closed_list = Hash.new # Set of nodes already checked, this
# is a hash of arrays of [x, y] pairs
# representing map tiles
@found = false
# Saves node with lowest h in case we want to get close to it
@nearest = Node.new(0, 0, 0, -1)
end
#--------------------------------------------------------------------------
# * Search For the Optimal Path
#--------------------------------------------------------------------------
def calculate_path
iterations_counter = 0
# Only do calculation if goal is actually passable, unless we only
# need to get close or within range
if @character.passable?(@goal_node.x, @goal_node.y, 0) or
@get_close or
@range > 0
until @open_list.empty?
iterations_counter = iterations_counter + 1
# Prevents script hanging
Graphics.update if (iterations_counter % 200 == 0)
# If we hit the iteration limit, exit
if ITERATION_LIMIT != -1 and iterations_counter >= ITERATION_LIMIT
@found = false
break
end
# Get the node with lowest cost and add it to the closed list
@current_node = find_lowest_cost
@closed_list[[@current_node.x, @current_node.y]] = @current_node
if @current_node == @goal_node or
(@range > 0 and @goal_node.in_range?(@current_node, @range))
# We reached goal, exit the loop!
@original_goal_node = @goal_node
@goal_node = @current_node
@found = true
break
else # if not goal
# Keep track of the node with the lowest cost so far
if @current_node.h < @nearest.h or @nearest.h < 1
@nearest = @current_node
end
# Get adjacent nodes and check if they can be added to the open list
adjacent_nodes = get_adjacent_nodes(@current_node)
for adj_node in adjacent_nodes
if skip_node?(adj_node)
# Node already exists in one of the lists, skip it
next
end
# Add node to open list following the binary heap conventions
heap_add(@open_list, adj_node)
end
end
end
end
# If no path was found, see if we can get close to goal
unless @found
if @get_close and @nearest.h > 0
@goal_node = @nearest
setup(@goal_node, @character, @range, @get_close, @reach_method,
@fail_method)
calculate_path
else
# Call the fail method if one is provided
if @fail_method
@fail_method.call
end
end
end
end
#--------------------------------------------------------------------------
# * Return Game_Character Object From Integer Arguments
# char : If -1, the player character is returned; for other integers,
# map event with ID matching the integer is returned
#--------------------------------------------------------------------------
def self.int_to_character(char)
if char.is_a?(Integer)
if char == -1
char = $game_player
else
char = $game_map.events[char]
end
end
return char
end
#--------------------------------------------------------------------------
# * Add an Item to the Binary Heap (for open_list). This is Based on
# Algorithm Here: [url=http://www.policyalmanac.org/games/binaryHeaps.htm]http://www.policyalmanac.org/games/binaryHeaps.htm[/url]
# array : Array to add the node to
# item : Item to add!
#--------------------------------------------------------------------------
def heap_add(array, item)
# Add the item to the end of the array
array.push(item)
# m is the index of the 'current' item
heap_update(array, array.size - 1)
end
#--------------------------------------------------------------------------
# * Make Sure the Item at Index is in the Right Place
# array : Array to update
# index : Index of the item
#--------------------------------------------------------------------------
def heap_update(array, index)
m = index
while m > 0
# If current item's cost is less than parent's
if array[m].cost <= array[m / 2].cost
# Swap them so that lowest cost bubbles to top
temp = array[m / 2]
array[m / 2] = array[m]
array[m] = temp
m /= 2
else
break
end
end
end
#--------------------------------------------------------------------------
# * Remove an Item from the Binary Heap (for open_list) & Return it.
# This is Based on Algorithm Here:
# [url=http://www.policyalmanac.org/games/binaryHeaps.htm]http://www.policyalmanac.org/games/binaryHeaps.htm[/url]
# array : Array to remove the node from
#--------------------------------------------------------------------------
def heap_remove(array)
if array.empty?
return nil
end
#Get original first element
first = array[0]
# Replace first element with last one
last = array.slice!(array.size - 1)
if array.empty?
return last
else
array[0] = last
end
v = 0 # Stores a smaller child, if any
# Loop until no more swapping is needed
while true
u = v
# If both children exist
if 2 * u + 1 < array.size
v = 2 * u if array[2 * u].cost <= array[u].cost
v = 2 * u + 1 if array[2 * u + 1].cost <= array[v].cost
# If only one child exists
elsif 2 * u < array.size
v = 2 * u if array[2 * u].cost <= array[u].cost
end
# If at least one child is less than parent, swap them
if u != v
temp = array[u]
array[u] = array[v]
array[v] = temp
else
break
end
end
# Return the original first node (which was removed)
return first
end
#--------------------------------------------------------------------------
# * Can We Skip This Node? (because it already exists in a list)
# node : Node to check
#--------------------------------------------------------------------------
def skip_node?(node)
skip_node = false
copy = @open_list.index(node)
if copy
#If the existing copy is 'better' than the new one, skip new node
if @open_list[copy].cost <= node.cost
skip_node = true
else
# Otherwise swap them, making sure heap is in right order
@open_list[copy] = node
heap_update(@open_list, copy)
skip_node = true
end
end
# The closed list is a hash so this is relatively easier
if @closed_list[[node.x, node.y]]
# If the existing copy is 'better' than the new one
if @closed_list[[node.x, node.y]].cost <= node.cost
skip_node = true
else
# Update the existing node
@closed_list[[node.x, node.y]] = node
end
end
# Return the result
return skip_node
end
#--------------------------------------------------------------------------
# * Find Node With Lowest Cost on the Open List
#--------------------------------------------------------------------------
def find_lowest_cost
# Just return top of the heap
return heap_remove(@open_list)
end
#--------------------------------------------------------------------------
# * Distance Between Two Points (Heuristic)
#--------------------------------------------------------------------------
def distance(x1, y1, x2, y2)
# A simple heuristic value (Manhattan distance)
return ((x1 - x2).abs + (y1 - y2).abs)
end
#--------------------------------------------------------------------------
# * Get a List of Adjacent Nodes
# node : The 'center' node
#--------------------------------------------------------------------------
def get_adjacent_nodes(node)
# Array to hold the nodes
nodes = Array.new
# Right
new_x = node.x + 1
new_y = node.y
add_node(nodes, new_x, new_y, node)
# Left
new_x = node.x - 1
new_y = node.y
# Down
add_node(nodes, new_x, new_y, node)
new_x = node.x
new_y = node.y + 1
add_node(nodes, new_x, new_y, node)
# Up
new_x = node.x
new_y = node.y - 1
add_node(nodes, new_x, new_y, node)
return nodes
end
#--------------------------------------------------------------------------
# * Add a Node to an Array
#--------------------------------------------------------------------------
def add_node(array, x, y, parent)
direction = get_direction(x, y, parent.x, parent.y)
if @character.passable?(parent.x, parent.y, direction)
# The cost of movement one step to a new tile is always 1
g = parent.g + 1
# The heuristic is simply the distance
h = distance(x, y, @goal_node.x, @goal_node.y)
new_node = Node.new(x, y, parent, g, h)
array.push(new_node)
end
end
#--------------------------------------------------------------------------
# * Get Direction From a Point to Another
#--------------------------------------------------------------------------
def get_direction(x1, y1, x2, y2)
# If first point is to the ... of the second
if x1 > x2 # right
return 6
elsif x1 < x2 # left
return 4
elsif y1 > y2 # bottom
return 2
elsif y1 < y2 # top
return 8
end
# Otherwise they are on the same position
return 0
end
#--------------------------------------------------------------------------
# * Generate the Path by Following Parents and Return it
# as RPG::MoveRoute
# follow : If true the path is assigned to the character as a
# forced move route.
#--------------------------------------------------------------------------
def generate_path(follow = true)
# There's no path to generate if no path was found
if !@found
return
end
# Create a new move route that isn't repeatable
@route = RPG::MoveRoute.new
@route.repeat = false
# Generate path by starting from goal and following parents
node = @goal_node
code = 0 # Movement code for RPG::MoveCommand
while node.parent
# Get direction from parent to node as RPG::MoveCommand
direction = get_direction(node.parent.x, node.parent.y, node.x, node.y)
case direction
when 2 # Up
code = 4
when 4 # Left
code = 3
when 6 # Right
code = 2
when 8 # Down
code = 1
end
# Add movement code to the start of the array
@route.list.unshift(RPG::MoveCommand.new(code)) if code != 0
node = node.parent
end
# If the path should be assigned to the character
if follow and !@route.list.empty?
@character.add_path(self)
end
# Return the constructed RPG::MoveRoute
return @route
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# Just make the move_route variables public
#==============================================================================
class Game_Character
attr_accessor :move_route_forcing
attr_accessor :move_route
attr_accessor :a_star_paths # all the paths assigned to character
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
# Alias to add path variable, 'stack level too deep' error is prevented
# since $@ (error locations) is set after player presses F12
unless $@
alias :a_star_pathfinder_old_initialize :initialize
end
def initialize
a_star_pathfinder_old_initialize
@a_star_paths = []
end
#--------------------------------------------------------------------------
# * Add a Path to be Followed by Character
#--------------------------------------------------------------------------
def add_path(path)
path.collision_counter = 0
@a_star_paths.push(path)
if @a_star_paths.size == 1
force_move_route(path.route)
end
end
#--------------------------------------------------------------------------
# * Stop Custom Movement
#--------------------------------------------------------------------------
def stop_custom_movement
if @move_route
@move_route_index = @move_route.list.size
# The move route is no longer forced (moving ended)
@move_route_forcing = false
# Restore original move route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
end
#--------------------------------------------------------------------------
# * Follow Next Path, if Any
#--------------------------------------------------------------------------
def follow_next_path
stop_custom_movement
@a_star_paths.shift
if @a_star_paths[0]
# Setup path again to reflect any changes since original creation
goal = @a_star_paths[0].original_goal_node
char = @a_star_paths[0].character
range = @a_star_paths[0].range
close = @a_star_paths[0].get_close
reach = @a_star_paths[0].reach_method
fail = @a_star_paths[0].fail_method
@a_star_paths[0].setup(goal, char, range, close, reach, fail)
@a_star_paths[0].calculate_path
@a_star_paths[0].generate_path(false)
force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
end
end
#--------------------------------------------------------------------------
# * Stop Following Current Path
#--------------------------------------------------------------------------
def stop_path
if @a_star_paths[0]
stop_custom_movement
follow_next_path
end
end
#--------------------------------------------------------------------------
# * Stop All Generated Paths
#--------------------------------------------------------------------------
def stop_all_paths
stop_custom_movement
@a_star_paths = []
end
#--------------------------------------------------------------------------
# * Move Type : Custom (move event, pattern, etc.)
# Note: The script overwrites this method, which _might_ lead to
# compatibility problems with other scripts. You can remove this
# method to fix any such problem, but the character won't be able
# to detect the need to recalculate the path.
#--------------------------------------------------------------------------
def move_type_custom
# Interrupt if not stopping
if jumping? or moving?
return
end
# For each move command starting from the index
while @move_route_index < @move_route.list.size
# Get the move command at index
command = @move_route.list[@move_route_index]
# If command code is 0 (end of list)
if command.code == 0
# If [repeat action] option is ON
if @move_route.repeat
# Reset move route index to the top of the list
@move_route_index = 0
end
# If [repeat action] option is OFF
unless @move_route.repeat
# If move route is forced and not repeating
if @move_route_forcing and not @move_route.repeat
# The move route is no longer forced (moving ended)
@move_route_forcing = false
# Restore original move route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
### CODE ADDED HERE ############################################################
# If there was a path to follow and we reached goal
if @a_star_paths[0]
if self.x == @a_star_paths[0].goal_node.x and
y == @a_star_paths[0].goal_node.y
# Call the reach method if one was provided
if @a_star_paths[0].reach_method
@a_star_paths[0].reach_method.call
end
end
follow_next_path
end
### ADDED CODE ENDS ############################################################
end
# Clear stop count
@stop_count = 0
end
return
end # if command.code == 0
# For move commands (from move down to jump)
if command.code <= 14
# Branch by command code
case command.code
when 1 # Move down
move_down
when 2 # Move left
move_left
when 3 # Move right
move_right
when 4 # Move up
move_up
when 5 # Move lower left
move_lower_left
when 6 # Move lower right
move_lower_right
when 7 # Move upper left
move_upper_left
when 8 # Move upper right
move_upper_right
when 9 # Move at random
move_random
when 10 # Move toward player
move_toward_player
when 11 # Move away from player
move_away_from_player
when 12 # 1 step forward
move_forward
when 13 # 1 step backward
move_backward
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# If movement failure occurs when [Ignore if can't move] option is OFF
if not @move_route.skippable and not moving? and not jumping?
### CODE ADDED HERE ############################################################
# If there's a path but it couldn't be followed (probably because
# another character blocked it)
if @a_star_paths[0] and
A_Star_Pathfinder::COLLISION_WAIT >= 0 and
(A_Star_Pathfinder::COLLISION_LIMIT < 0 or
@a_star_paths[0].collision_counter <= A_Star_Pathfinder::COLLISION_LIMIT)
# Setup path again to update starting location.
# original goal node is used because pathfinding changes
# the goal node to current node
goal = @a_star_paths[0].original_goal_node
char = @a_star_paths[0].character
range = @a_star_paths[0].range
close = @a_star_paths[0].get_close
reach = @a_star_paths[0].reach_method
fail = @a_star_paths[0].fail_method
counter = @a_star_paths[0].collision_counter
# Find another path to goal
@a_star_paths[0] = A_Star_Pathfinder.new
@a_star_paths[0].setup(goal, char, range, close, reach, fail)
@a_star_paths[0].calculate_path
@a_star_paths[0].generate_path(false)
@a_star_paths[0].collision_counter = counter + 1
force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
# Wait a bit before starting to follow the new path
@wait_count = A_Star_Pathfinder::COLLISION_WAIT
return
elsif @a_star_paths[0]
# If collision wait is -1 or reached collision limit,
# stop character and call any fail method
@move_route_index = @move_route.list.size
if @a_star_paths[0].fail_method
@a_star_paths[0].fail_method.call
end
follow_next_path
end
### ADDED CODE ENDS ############################################################
return
end
# Advance index
@move_route_index += 1
return
end # if command.code <= 14
# If waiting
if command.code == 15
# Set wait count (from provided parameter)
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end # if command.code == 15
# If direction change (turning) command
if command.code >= 16 and command.code <= 26
# Branch by command code
case command.code
when 16 # Turn down
turn_down
when 17 # Turn left
turn_left
when 18 # Turn right
turn_right
when 19 # Turn up
turn_up
when 20 # Turn 90° right
turn_right_90
when 21 # Turn 90° left
turn_left_90
when 22 # Turn 180°
turn_180
when 23 # Turn 90° right or left
turn_right_or_left_90
when 24 # Turn at Random
turn_random
when 25 # Turn toward player
turn_toward_player
when 26 # Turn away from player
turn_away_from_player
end
@move_route_index += 1
return
end # if command.code >= 16 and command.code <= 26
# If other command (commands that don't 'return')
if command.code >= 27
# Branch by command code
case command.code
when 27 # Switch ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # Switch OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # Change speed
@move_speed = command.parameters[0]
when 30 # Change freq
@move_frequency = command.parameters[0]
when 31 # Move animation ON
@walk_anime = true
when 32 # Move animation OFF
@walk_anime = false
when 33 # Stop animation ON
@step_anime = true
when 34 # Stop animation OFF
@step_anime = false
when 35 # Direction fix ON
@direction_fix = true
when 36 # Direction fix OFF
@direction_fix = false
when 37 # Through ON
@through = true
when 38 # Through OFF
@through = false
when 39 # Always on top ON
@always_on_top = true
when 40 # Always on top OFF
@always_on_top = false
when 41 # Change Graphic
# Can't change into a tile
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
# Update direction
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
# Update frame
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # Change Opacity
@opacity = command.parameters[0]
when 43 # Change Blending
@blend_type = command.parameters[0]
when 44 # Play SE
$game_system.se_play(command.parameters[0])
when 45 # Script
result = eval(command.parameters[0])
end
# Update move_route_index and move to next move command in the list
@move_route_index += 1
end # if command.code >= 27
end # while @move_route_index < @move_route.list.size
#rescue
end
end
Code:
node = Node.new(55, 16); char = 113; path = A_Star_Pathfinder.new(node, char, false); path.generate_path
line 738 No Method error occured
undefined method 'list'for nil:nilclass
Code:
#--------------------------------------------------------------------------
# * Move Type : Custom (move event, pattern, etc.)
# Note: The script overwrites this method, which _might_ lead to
# compatibility problems with other scripts. You can remove this
# method to fix any such problem, but the character won't be able
# to detect the need to recalculate the path.
#--------------------------------------------------------------------------
def move_type_custom
# Interrupt if not stopping
if jumping? or moving?
return
end
# For each move command starting from the index
while @move_route_index < @move_route.list.size <----------------------------------------------------Error is on that line!
# Get the move command at index
command = @move_route.list[@move_route_index]
# If command code is 0 (end of list)
if command.code == 0
# If [repeat action] option is ON
if @move_route.repeat
# Reset move route index to the top of the list
@move_route_index = 0
end
# If [repeat action] option is OFF
unless @move_route.repeat
# If move route is forced and not repeating
if @move_route_forcing and not @move_route.repeat
# The move route is no longer forced (moving ended)
@move_route_forcing = false
# Restore original move route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
### CODE ADDED HERE ############################################################
# If there was a path to follow and we reached goal
if @a_star_paths[0]
if self.x == @a_star_paths[0].goal_node.x and
y == @a_star_paths[0].goal_node.y
# Call the reach method if one was provided
if @a_star_paths[0].reach_method
@a_star_paths[0].reach_method.call
end
end
follow_next_path
end
### ADDED CODE ENDS ############################################################
end
# Clear stop count
@stop_count = 0
end
return
end # if command.code == 0
# For move commands (from move down to jump)
if command.code <= 14
# Branch by command code
case command.code
when 1 # Move down
move_down
when 2 # Move left
move_left
when 3 # Move right
move_right
when 4 # Move up
move_up
when 5 # Move lower left
move_lower_left
when 6 # Move lower right
move_lower_right
when 7 # Move upper left
move_upper_left
when 8 # Move upper right
move_upper_right
when 9 # Move at random
move_random
when 10 # Move toward player
move_toward_player
when 11 # Move away from player
move_away_from_player
when 12 # 1 step forward
move_forward
when 13 # 1 step backward
move_backward
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# If movement failure occurs when [Ignore if can't move] option is OFF
if not @move_route.skippable and not moving? and not jumping?
### CODE ADDED HERE ############################################################
# If there's a path but it couldn't be followed (probably because
# another character blocked it)
if @a_star_paths[0] and
A_Star_Pathfinder::COLLISION_WAIT >= 0 and
(A_Star_Pathfinder::COLLISION_LIMIT < 0 or
@a_star_paths[0].collision_counter <= A_Star_Pathfinder::COLLISION_LIMIT)
# Setup path again to update starting location.
# original goal node is used because pathfinding changes
# the goal node to current node
goal = @a_star_paths[0].original_goal_node
char = @a_star_paths[0].character
range = @a_star_paths[0].range
close = @a_star_paths[0].get_close
reach = @a_star_paths[0].reach_method
fail = @a_star_paths[0].fail_method
counter = @a_star_paths[0].collision_counter
# Find another path to goal
@a_star_paths[0] = A_Star_Pathfinder.new
@a_star_paths[0].setup(goal, char, range, close, reach, fail)
@a_star_paths[0].calculate_path
@a_star_paths[0].generate_path(false)
@a_star_paths[0].collision_counter = counter + 1
force_move_route(@a_star_paths[0].route) if @a_star_paths[0].found
# Wait a bit before starting to follow the new path
@wait_count = A_Star_Pathfinder::COLLISION_WAIT
return
elsif @a_star_paths[0]
# If collision wait is -1 or reached collision limit,
# stop character and call any fail method
@move_route_index = @move_route.list.size
if @a_star_paths[0].fail_method
@a_star_paths[0].fail_method.call
end
follow_next_path
end
### ADDED CODE ENDS ############################################################
return
end
# Advance index
@move_route_index += 1
return
end # if command.code <= 14
# If waiting
if command.code == 15
# Set wait count (from provided parameter)
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end # if command.code == 15
# If direction change (turning) command
if command.code >= 16 and command.code <= 26
# Branch by command code
case command.code
when 16 # Turn down
turn_down
when 17 # Turn left
turn_left
when 18 # Turn right
turn_right
when 19 # Turn up
turn_up
when 20 # Turn 90° right
turn_right_90
when 21 # Turn 90° left
turn_left_90
when 22 # Turn 180°
turn_180
when 23 # Turn 90° right or left
turn_right_or_left_90
when 24 # Turn at Random
turn_random
when 25 # Turn toward player
turn_toward_player
when 26 # Turn away from player
turn_away_from_player
end
@move_route_index += 1
return
end # if command.code >= 16 and command.code <= 26
# If other command (commands that don't 'return')
if command.code >= 27
# Branch by command code
case command.code
when 27 # Switch ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # Switch OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # Change speed
@move_speed = command.parameters[0]
when 30 # Change freq
@move_frequency = command.parameters[0]
when 31 # Move animation ON
@walk_anime = true
when 32 # Move animation OFF
@walk_anime = false
when 33 # Stop animation ON
@step_anime = true
when 34 # Stop animation OFF
@step_anime = false
when 35 # Direction fix ON
@direction_fix = true
when 36 # Direction fix OFF
@direction_fix = false
when 37 # Through ON
@through = true
when 38 # Through OFF
@through = false
when 39 # Always on top ON
@always_on_top = true
when 40 # Always on top OFF
@always_on_top = false
when 41 # Change Graphic
# Can't change into a tile
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
# Update direction
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
# Update frame
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # Change Opacity
@opacity = command.parameters[0]
when 43 # Change Blending
@blend_type = command.parameters[0]
when 44 # Play SE
$game_system.se_play(command.parameters[0])
when 45 # Script
result = eval(command.parameters[0])
end
# Update move_route_index and move to next move command in the list
@move_route_index += 1
end # if command.code >= 27
end # while @move_route_index < @move_route.list.size
#rescue <------------------------------------------------------------------------------- My rescue
end
I'd really like to get this working and any help would be appreciated. Thank you to anyone who is willing to help me with this.