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Help on 'hanging scripts'

Etular

Member

Arbiter":6gnri706 said:
1. You have a huge amount of unsorted, unorganized scripts that makes it difficult for people to even want to delve in and fix it.

http://www.rmxp.org/forums/index.php?topic=5853.0

Look at where it says 'Demos' I have all the scripts from the demos on the game, no more, no less.

Arbiter":6gnri706 said:
2. You have various versions of the MACL and the SDK and they are also in various places, pick one version of the SDK and one version of the MACL, they should also be in order the SDK should be below all default scripts and above all custom scripts and MACL the same but it must be below the SDK.

Custom scripts and default scripts? Please explain.

Arbiter":6gnri706 said:
3. You have scripts below the Main script. There shouldn't be any scripts below main all default scripts should be above main and below the SDK and the MACL.

http://www.rmxp.org/forums/index.php?topic=5853.0

read 'Instructions'

Arbiter":6gnri706 said:
4. Many of your scripts are battle systems that require re-writes of the battle system, which in effect will be battling each other to start first.

Same as 1

Arbiter":6gnri706 said:
Please don't take those comments to heart as I know there are a lot of desirable scripts out there that are must haves, but please whittle down your scripts to only those that are necessary and place all scripts above main and below the SDK and the MACL.

I won't take them to heart, your wiser than me and I shall respect your wise words  ;D
 

khmp

Sponsor

Well as for the fourth note Arbiter mentioned.
Arbiter":1ytmy7b1 said:
4. Many of your scripts are battle systems that require re-writes of the battle system, which in effect will be battling each other to start first.

Let's say you have one script that redefines Scene_Battle update_phase5.
Code:
class Scene_Battle
  def update_phase5
    print 'chode'
  end
end

Then you have another script further down in the list and it does something like this.
Code:
class Scene_Battle
  def update_phase5
    print 'chode2'
  end
end

Now the previous script to the one mentioned right above might have work that was required to be done inside update_phase5. But unfortunately another script encountered further down in the script listings has redefined it thus invalidating the the previous script. And possibly creating a bug or worse a crash. Now to surmise the effect of the example scripts above. The execution of these scripts will not first print 'chode' then print 'chode2'. The last script will win the right for execution of that function and only 'chode2' will be printed because it was compiled last. Hope my explanation helped you understand Arbiter's point.

Anyway to help with your problem you have a few options. First reorganize your scripts so that you can easily spot incompatibilities within your scripts. Cut down on your custom battle scripts, many of them rewrite methods rather than alias. Combine them together if possible or ask for help combining them.

Good luck with it Etular! :afro:
 

Etular

Member

Thanks for the help but I have no idea how to find incompatibilities or even how to reorginise my script... When I went on the DarkVVulf thing I just grabbed any old script I supposedly 'needed' for the game so I don't really know what to remove... Please can someone try to help me combine my scripts  ;D...
 

mawk

Sponsor

The Instructions in DerVVulfman's topic don't say to put it under Main, it says to put it under the custom battle system if you have one. Easily misread, but you gotta remember that if scripts go under Main, they don't get processed; simple as that.

Good luck, dude. I can't help you much, since I'm running on a Mac right now, but I'm sending you good vibes.

Also, using the scripts from ALL the permutations of the Animated Battlers thing? Yipes. There's gotta be some conflict there. I'd suggest you pick one for now and go with that.
 
Default scripts are the scripts already in the game, meaning Game_Temp through Scene_Debug. Custom scripts are all scripts you add in yourself. Remember to put all custom scripts BELOW Scene_Debug and ABOVE Main.
 

Etular

Member

Ok, I've organised macl, sdk and the animated battlers but i'm unsure on how to organise the rest... I'm also confused about the RTAB vs Animated battlers thing as DarkVVulf seems to have both on one of his demos... I've also deleted the double of the SDK but now i'm stuck...
 

mawk

Sponsor

First off, for organization's sake I suggest you remove all the scripts you got from the Animated Battlers page. Each of those demos contains an independent battle system, and as many people have said, they'll all be fighting to initialize first. You can pick and choose the exact scripts you want later; for the time being, though, I think some spring cleaning is in order.

Then, take out all the scripts you put under Main if you haven't already done so.

If everything starts working again after that, hopefully one or two of us will be able to tell you how to put things together again the way you want.
 

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