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[EDITED] Script not letting my game start!

Okay, I'm using this script for my Title screen (animated)

Code:
 

##################################################

# Scene Title Screen Miria V1.0                                    #

##################################################

# By Moghunter

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

##################################################

# Tela de titulo animada.

# Crie uma pasta com o nome deTitle dentro da pasta

# Graphics e coloque todas as imagens dentro dela.

# São necessárias as seguintes imagens.

#

# Title           #Imagem que contem o texto do titulo

# Transition    #Imagem da transição de tela

# Plane1        #Imagem da camada 1

# Plane2        #Imagem da camada 2

# Plane3        #Imagem da camada 3

# Com_01       #Imagem do menu seleção NEW GAME

# Com_02       #Imagem do menu seleção CONTINUE

# Com_03       #Imagem do menu seleção EXIT

#

#-------------------------------------------------

#############

#   CONFIG    #

#############

module MOG_VX01

#Ativar tela cheia.    (true = Ativar ou false = Desativar) 

FULL_SCREEN = false

# Tempo de transição.

TT = 120

#Ativar movimento de Onda no texto do titulo.

# (true = Ativar ou false = Desativar) 

TWAVE = true

#Opacidade da imagem camada 1.

TPLANE1_OPA = 255

#Opacidade da imagem camada 2.

TPLANE2_OPA = 200

#Opacidade da imagem camada 3

TPLANE3_OPA = 170

# Velocidade de movimento da camada 1 na horizontal.

TPLANE1_X = 1

# Velocidade de movimento da camada 1 na vertical.

TPLANE1_Y = 0

# Velocidade de movimento da camada 2 na horizontal.

TPLANE2_X = 2

# Velocidade de movimento da camada 2 na vertical.

TPLANE2_Y = 0

# Velocidade de movimento da camada 2 na horizontal.

TPLANE3_X = 4

# Velocidade de movimento da camada 2 na vertical.

TPLANE3_Y = 0

end

#-------------------------------------------------

$mogscript = {} if $mogscript == nil

$mogscript["title_miria"] = true

#-------------------------------------------------

###############

# Module Cache #

###############

module Cache

  def self.title(filename)

    load_bitmap("Graphics/Title/", filename)

  end

end

#############

# Scene_Title #

#############

$full_screen = 0

class Scene_Title

include  MOG_VX01

    def main

    if $BTEST                       

      battle_test                     

    return

    end      

    $full_screen += 1

    if MOG_VX01::FULL_SCREEN == true and $full_screen == 1

    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' 

    $showm.call(18,0,0,0) 

    $showm.call(13,0,0,0) 

    $showm.call(13,0,2,0) 

    $showm.call(18,0,2,0)

    end     

    start                         

    perform_transition          

    post_start                    

    Input.update                

    loop do

      Graphics.update            

      Input.update                

      update                      

      break if $scene != self    

    end

    Graphics.update

    pre_terminate                 

    Graphics.freeze               

    terminate                     

  end

  def start

    load_database                    

    create_game_objects            

    check_continue                    

    create_title_graphic             

    create_command_window         

    play_title_music                 

  end

  def perform_transition

    Graphics.transition(TT , "Graphics/Title/Transition")

  end

  def post_start

    open_command_window

  end

  def pre_terminate

    close_command_window

  end

  def terminate

    dispose_command_window

    snapshot_for_background

    dispose_title_graphic

  end

  def update

    @command_window.update

     case @command_window.index

     when 0

     @com.bitmap = Cache.title("Com_01") 

     when 1

     @com.bitmap = Cache.title("Com_02")   

     when 2

     @com.bitmap = Cache.title("Com_03") 

   end       

    @sprite_title.opacity += 2

    @com.opacity += 2 if @sprite_title.opacity > 150

    @sprite.ox += TPLANE1_X

    @sprite.oy += TPLANE1_Y

    @sprite2.ox += TPLANE2_X

    @sprite2.oy += TPLANE2_Y

    @sprite3.ox += TPLANE3_X

    @sprite3.oy += TPLANE3_Y

    @sprite_title.update if TWAVE == true

    if Input.trigger?(Input::C)

      case @command_window.index

      when 0  

        command_new_game

      when 1   

        command_continue

      when 2   

        command_shutdown

      end

    end

  end

  def update_slide

    @sprite.ox += TPLANE1_X

    @sprite.oy += TPLANE1_Y

    @sprite2.ox += TPLANE2_X

    @sprite2.oy += TPLANE2_Y

    @sprite3.ox += TPLANE3_X

    @sprite3.oy += TPLANE3_Y

    @sprite_title.update if TWAVE == true    

  end

  def load_database

    $data_actors        = load_data("Data/Actors.rvdata")

    $data_classes       = load_data("Data/Classes.rvdata")

    $data_skills        = load_data("Data/Skills.rvdata")

    $data_items         = load_data("Data/Items.rvdata")

    $data_weapons       = load_data("Data/Weapons.rvdata")

    $data_armors        = load_data("Data/Armors.rvdata")

    $data_enemies       = load_data("Data/Enemies.rvdata")

    $data_troops        = load_data("Data/Troops.rvdata")

    $data_states        = load_data("Data/States.rvdata")

    $data_animations    = load_data("Data/Animations.rvdata")

    $data_common_events = load_data("Data/CommonEvents.rvdata")

    $data_system        = load_data("Data/System.rvdata")

    $data_areas         = load_data("Data/Areas.rvdata")

  end

  def load_bt_database

    $data_actors        = load_data("Data/BT_Actors.rvdata")

    $data_classes       = load_data("Data/BT_Classes.rvdata")

    $data_skills        = load_data("Data/BT_Skills.rvdata")

    $data_items         = load_data("Data/BT_Items.rvdata")

    $data_weapons       = load_data("Data/BT_Weapons.rvdata")

    $data_armors        = load_data("Data/BT_Armors.rvdata")

    $data_enemies       = load_data("Data/BT_Enemies.rvdata")

    $data_troops        = load_data("Data/BT_Troops.rvdata")

    $data_states        = load_data("Data/BT_States.rvdata")

    $data_animations    = load_data("Data/BT_Animations.rvdata")

    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")

    $data_system        = load_data("Data/BT_System.rvdata")

  end

  def create_game_objects

    $game_temp          = Game_Temp.new

    $game_message       = Game_Message.new

    $game_system        = Game_System.new

    $game_switches      = Game_Switches.new

    $game_variables     = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_actors        = Game_Actors.new

    $game_party         = Game_Party.new

    $game_troop         = Game_Troop.new

    $game_map           = Game_Map.new

    $game_player        = Game_Player.new

  end

  def check_continue

    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)

  end

  def create_title_graphic

    @sprite_title = Sprite.new    

    @sprite_title.bitmap = Cache.title("Title")  

    @sprite_title.opacity = 0

    @com = Sprite.new

    @com.bitmap = Cache.title("Com_01")  

    @com.opacity = 0

    @sprite = Plane.new    

    @sprite.bitmap = Cache.title("Plane1")

    @sprite2 = Plane.new 

    @sprite2.bitmap = Cache.title("Plane2")

    @sprite3 = Plane.new    

    @sprite3.bitmap = Cache.title("Plane3")

    @sprite.opacity = TPLANE1_OPA

    @sprite2.opacity = TPLANE2_OPA    

    @sprite3.opacity = TPLANE3_OPA    

    @sprite.z  = 1

    @sprite2.z = 2

    @sprite3.z = 3

    @com.z = 4

    @sprite_title.z = 5    

  if TWAVE == true

    @sprite_title.wave_amp = 8

    @sprite_title.wave_length = 240

    @sprite_title.wave_speed = 320

  end

    end

  def dispose_title_graphic

    @sprite.bitmap.dispose

    @sprite2.bitmap.dispose

    @sprite3.bitmap.dispose    

    @com.bitmap.dispose    

    @sprite_title.bitmap.dispose 

    @sprite.dispose

    @sprite2.dispose

    @sprite3.dispose

    @com.dispose     

    @sprite_title.dispose

  end

  def create_command_window

    s1 = Vocab::new_game

    s2 = Vocab::continue

    s3 = Vocab::shutdown

    @command_window = Window_Command.new(172, [s1, s2, s3])

    @command_window.opacity = 0

    @command_window.contents_opacity = 0

    if @continue_enabled                  

      @command_window.index = 1             

    else                               

      @command_window.draw_item(1, false)   

    end

  end

  def title_fade

   if TWAVE == true    

    @sprite_title.wave_amp = 34

    @sprite_title.wave_length =120

    @sprite_title.wave_speed = 800

    end    

    for i in 0..120

    @sprite_title.opacity -= 3    

    @sprite_title.update if TWAVE == true    

    @com.opacity -= 3 

     case @command_window.index

     when 0    

     @sprite.zoom_x += 0.01

     @sprite.zoom_y += 0.01   

     @sprite2.zoom_x += 0.01

     @sprite2.zoom_y += 0.01       

     @sprite3.zoom_x += 0.01

     @sprite3.zoom_y += 0.01       

     @sprite.ox += 2

     @sprite.oy += 2

     @sprite2.ox += 2

     @sprite2.oy += 2

     @sprite3.ox += 2

     @sprite3.oy += 2    

     end

    update_slide

    Graphics.update  

    end         

  end  

  def dispose_command_window

    @command_window.dispose

  end

  def open_command_window

    @command_window.open

    begin

      @command_window.update

      Graphics.update

    end until @command_window.openness == 255

  end

  def close_command_window

    @command_window.close

    begin

      @command_window.update

      Graphics.update

    end until @command_window.openness == 0

  end

  def play_title_music

    $data_system.title_bgm.play

    RPG::BGS.stop

    RPG::ME.stop

  end

  def confirm_player_location

    if $data_system.start_map_id == 0

      print "プレイヤーの初期位置が設定されていません。"

      exit

    end

  end

  def command_new_game

    confirm_player_location

    Sound.play_decision

    title_fade

    $game_party.setup_starting_members        

    $game_map.setup($data_system.start_map_id)   

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    $game_player.refresh

    $scene = Scene_Map.new

    RPG::BGM.fade(1500)

    close_command_window

    Graphics.fadeout(60)

    Graphics.wait(40)

    Graphics.frame_count = 0

    RPG::BGM.stop

    $game_map.autoplay

  end

  def command_continue

    if @continue_enabled

      Sound.play_decision

      title_fade

      $scene = Scene_File.new(false, true, false)

    else

      Sound.play_buzzer

    end

  end

  def command_shutdown    

    Sound.play_decision

    title_fade

    RPG::BGM.fade(800)

    RPG::BGS.fade(800)

    RPG::ME.fade(800)

    $scene = nil

  end

  def battle_test

    load_bt_database              

    create_game_objects         

    Graphics.frame_count = 0          

    $game_party.setup_battle_test_members

    $game_troop.setup($data_system.test_troop_id)

    $game_troop.can_escape = true

    $game_system.battle_bgm.play

    snapshot_for_background

    $scene = Scene_Battle.new

  end

  def snapshot_for_background

    $game_temp.background_bitmap.dispose

    $game_temp.background_bitmap = Graphics.snap_to_bitmap

    $game_temp.background_bitmap.blur

  end

  end

 

 

BUT now when I try to start new game or continue I get an error that says

Untitled-3.jpg


What do I do?!
 
The Script the error is coming from is this:

Code:
 

#==============================================================================

# â–  Scene_Title

#==============================================================================

class Scene_Title

  alias main_orig main

  #--------------------------------------------------------------------------

  # ● Loads MapInfos so that Iso map id's can be loaded according to the current map.

  #--------------------------------------------------------------------------

  def main

    $data_map_info        = load_data("Data/MapInfos.rvdata")

    main_orig

  end

end

 

#==============================================================================

# ** Game_Map

#------------------------------------------------------------------------------

#  This class handles maps. It includes scrolling and passage determination

# functions. The instance of this class is referenced by $game_map.

#==============================================================================

class Game_Map

  #--------------------------------------------------------------------------

  # * Identifies if map is designated for ISO views or not

  #--------------------------------------------------------------------------

  def iso?

    map = $data_map_info[@map_id]

    return false if map == nil

    return map.name.include?("ISO") if map.parent_id != 0

  end

  

  def iso_id

    map = $data_map_info[@map_id]

    return map.parent_id

  end

  #--------------------------------------------------------------------------

  # * Get Map Data

  #--------------------------------------------------------------------------

  def data

    return @iso_map.data if !@iso_map.nil?

    return @map.data

  end

  #--------------------------------------------------------------------------

  # * Get Width

  #--------------------------------------------------------------------------

  def iso_width

    #return @iso_map.width if !@iso_map.nil?

    return @iso_map.width

  end

  #--------------------------------------------------------------------------

  # * Get Height

  #--------------------------------------------------------------------------

  def iso_height

    return @iso_map.height

  end

  

  #--------------------------------------------------------------------------

  # * Setup

  #     map_id : map ID

  #--------------------------------------------------------------------------

  alias iso_gmsetup setup

  def setup(map_id)

    @map_id = map_id

    if !iso?

      @iso_map = nil

      iso_gmsetup(map_id)

      return

    else

      @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))

      @iso_map = load_data(sprintf("Data/Map%03d.rvdata", iso_id))

    end

    @display_x = 0

    @display_y = 0

    @passages = $data_system.passages

    referesh_vehicles

    setup_events

    setup_scroll

    setup_parallax

    @need_refresh = false

  end

  #--------------------------------------------------------------------------

  # * Scroll Down

  #     distance : scroll distance

  #--------------------------------------------------------------------------

  alias iso_scdwn scroll_down

  def scroll_down(distance)

    if !iso?

      iso_scdwn(distance)

    else

      if loop_vertical?

        @display_y += distance

        @display_y %= @map.iso_height * 256

        @parallax_y += distance

      else

        last_y = @display_y

        corr = (($game_map.height + $game_map.width)%2 == 0 ? 0 : 4*16)

        @display_y = [@display_y + distance, ($game_map.iso_height - 13) * 256 - corr].min

        @parallax_y += @display_y - last_y

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Scroll Right

  #     distance : scroll distance

  #--------------------------------------------------------------------------

  alias iso_scrght scroll_right

  def scroll_right(distance)

    if !iso?

      iso_scrght(distance)

    else

      if loop_horizontal?

        @display_x += distance

        @display_x %= @map.width * 256

        @parallax_x += distance

      else

        last_x = @display_x

        @display_x = [@display_x + distance, ($game_map.iso_width - 17) * 256].min

        @parallax_x += @display_x - last_x

      end

    end

  end

end

 

#==============================================================================

# â–  Game_Character

#==============================================================================

class Game_Character

  #--------------------------------------------------------------------------

  # ● Update the position of the characters to the screen according to x,y in isometric 

  #--------------------------------------------------------------------------

  alias gc_iso_scr_x screen_x

  def screen_x

    if !$game_map.iso?

      return gc_iso_scr_x

    else

      return ((@real_x - @real_y)/8 + (32 * $game_map.height) - $game_map.display_x/8) - 16

    end

  end

  #--------------------------------------------------------------------------

  alias gc_iso_scr_y screen_y

  def screen_y

    if !$game_map.iso? 

      return gc_iso_scr_y

    else

      y = (@real_y + @real_x) / 16 + 24 - $game_map.display_y/8

      if @jump_count >= @jump_peak

        n = @jump_count - @jump_peak

      else

        n = @jump_peak - @jump_count

      end

      return y - (@jump_peak * @jump_peak - n * n) / 2

    end

  end

end

 

class Game_Player < Game_Character

  #--------------------------------------------------------------------------

  # * Update Scroll

  #--------------------------------------------------------------------------

  alias gp_iso_upd_scl update_scroll

  def update_scroll(last_real_x, last_real_y)

    if !$game_map.iso?

      gp_iso_upd_scl(last_real_x, last_real_y)

    else

      disp_x = screen_x + $game_map.display_x/8

      disp_y = screen_y + $game_map.display_y/8

      if CENTER_Y - (8*disp_y - $game_map.display_y) > 0

        $game_map.scroll_up(CENTER_Y - (8*disp_y - $game_map.display_y))

      end

      if CENTER_Y - (8*disp_y - $game_map.display_y) < 0  

        $game_map.scroll_down(8*disp_y - $game_map.display_y - CENTER_Y)

      end

      if CENTER_X - (8*disp_x - $game_map.display_x) > 0

        $game_map.scroll_left(CENTER_X - (8*disp_x - $game_map.display_x))

      end

      if CENTER_X - (8*disp_x - $game_map.display_x) < 0

        $game_map.scroll_right(8*disp_x - $game_map.display_x - CENTER_X)

      end

    end

  end

  

  #--------------------------------------------------------------------------

  # * Set Map Display Position to Center of Screen

  #     x : x-coordinate

  #     y : y-coordinate

  #--------------------------------------------------------------------------

  alias gp_iso_ctr center

  def center(x, y)

    if !$game_map.iso?

      gp_iso_ctr(x, y)

    else

      update_scroll(@real_x, @real_y)

    end

  end

end

 

 
 
it cant be the title..

can u list the other scripts you have please?

i might be able to help, since another script maybe stoping from working

edit:
are you using RMXP or RMVX?
since that script is fro RMVX...(i think)
 
Is the Iso script below the Title one? The Title script is overwriting the Scene_Title main method, which the Iso script uses to define something. The Iso script aliases it though so it should be fine if it is below the other script.
 

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