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Error on my script, please help.

Ok i get his error when i try using the script below. Any help would be appreciated Im triing to finish this scrip asap.


http://img264.imageshack.us/img264/8301/errorjb7.png[/IMG]

Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_PokeGear
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(poke_index = 0)
    @poke_index = poke_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
a = 300 #Width - REQUIRED
b = ['Return','Radio','Phone', 'Map'] #Commands - REQUIRED
c = 1 #Type (0 = Vertical, 1 = Horizontal) - OPTIONAL
d = nil #Text Alignment (0 = Left, 1 = Center, 2 = Right) - OPTIONAL
e = nil #Commands When Selected (EX: N E W  G A M E) - OPTIONAL
f = nil #Color of Selected Command - OPTIONAL
g = nil #Icon names (EX: ['Icon1','Icon2','Icon3'] - OPTIONAL
@command_window = Window_Command2.new(a,b,c,d,e,f,g)
    @command_window.index = @poke_index
    # Make game over graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.picture('pkmn map.png')
    @sprite.visible = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    if @sprite.visible = true
      update_map
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  #pokegear
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        @sprite.visible = true
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when map is active)
  #--------------------------------------------------------------------------
    def update_map
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map visible off
      @sprite.visible = false
      return
    end
  end
end
end

if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
 
Code:
if @command_window.active
      update_command
      return
    end
    if @sprite.visible = true
      update_map

to:

Code:
if @command_window.active
      update_command
      return
    end
    if @sprite.visible == true
      update_map
    end

and remove an end on the bottom... :yes:
 
Code:
if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end

to

Code:
if Input.trigger?(Input::B) and not @sprite.visible == true
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
 

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