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help with RTAB @spriteset dispose

everytime i leave a battle scene i get an error saying

Code:
Script '*RTAB' line 311: NoMethodError Occurred.
undefined method `dispose' for #<Spriteset_Battle:0x6ec5d88

Line 311 is
Code:
    @spriteset.dispose

can someone please help me fix this.

thanx
 
Given how long RTAB has been around... it's gotta be something conflicting with it, not RTAB itself.

*looking*

Um... what? The first occurance of @spriteset.dispose in RTAB version 1.16 is on line #330. Line #311 shows $game_map.refresh. True enough, both are in the main def, so whatever you're using edits Scene_Battle's main routine... not good to do.

Just what version are you USING? Heck, what ARE you using that edits Scene_Battle's main def?
 
you know what, you might be right, i just looked back at mine and line 311 is in the middle of some comments so i think you are right.. haha im a lil dumb, also i dont know what version im using cause it doesnt say, its all those random japanese text square looking things lol.. and i have no idea where to even start to tell you what i've done to it or what i've added.. i also accidentally deleted the line that had @spriteset.dispose so maybe you can figure out where that goes to.. haha sorry bout that...
i was going to send you a demo of my game but the smallest i could get the file size down to was 324MB and i remembered you saying that you had dial up so that wont work.. so i guess i'll just put up the scripts.rxdata and maybe you can just look and see what went wrong, cause you probobly wont be able to play the game without like A MILLION pictures that go with it... sorry... unless you want to try and download the demo cause i'm going to upload it later today and post it in my thread for my game. and if you want to let me know and i'll give you the link to it. but for now i'll shut up for a while and give you the rxdata.

scripts.rxdata

thanx ALOT!!!
 
Due to difficulties bringing up a demo without suitable graphics pertaining to your scripts (yeeeeeesh... it's jumbled in there.... ), I had to perform the following:

Transitions (what's that... French?) DELETED
Battle Background Pictures DELETED
Mog Treasure Name (stays active on field map?) DELETED
Mog Map Name (active on field map...) DELETED
Mog Time Meter (active on field map...) DELETED

When I did that, I was able to proceed... again, because I didn't have the graphics.

BUT!!!!! I didn't get the related error. I was able to complete a battle with no problem.

PS:
  1. You may wanna alter Momomo's Battle Icon script to allow a 5th icon for Escape (somehow) since you're also using Laura's Escape.
  2. Since you're using the new Mode07 script, you shouldn't need KGC's Map Loop. I believe he added that feature.
  3. Since you're using RTAB... you know I translated it and the add-ons into English??? :yes:
  4. Man, that list is a mess.... :no: ;)
  5. There's a font called 'Pastor of Muppets'??? Miss Piggy know about this guy? :D
 
hahahahaha yeah here is what the battle looks like with all of the pictures and graphics.
http://img292.imageshack.us/img292/5430/bigswordmn1.png[/IMG]
You wouldn't happen to know how to add a fifth icon would you, haha i messed around with that script a little bit before, trying to add an escape icon, but... I suck.. lol.
I actually thought i copied you're translated version of RTAB maybe i dreamed it. lol.
and yeah hahaha im horrible at putting things in order so my script list is pretty bad, most things worked ok so i just left it alone..
did you add the @spriteset.dispose back in there, cause i didnt get an error once i deleted that but the only thing i had a problem with was that when you leave a battle, all of the battlers dont fade away after battle, they stay there until the next battle, then once the battlers fade in at the start of the battle the one's from that last battle disappear. it just looks bad..
oh and the Mode07 and maploop thing, i have both in there because, the mode07 one works great and does what it is suposed to do but the map doesnt move with the character, and when i tested it out i held the UP button and my character got smaller as he went farther up but once he got to the edge of the map he disappeared and reappeared at the bottom of the screen, and then i decided i'd go look for the maploop script and see if that would help, and with that added to the maploop on mode07 the player is centered and you can't see where the edge of the map is, so you just keep walking non-stop without disappearing and reappearing, if you played Breath of Fire 3 i did this to copy the Desert of Death part in the game, where you have to travel at night and keep walking in a certain direction for a few days to reach a new area. here's a picture of it with and without the maploop script.

here is with it.
http://img521.imageshack.us/img521/4387/desertofdeathat2.png[/IMG]

here is without it.
http://img530.imageshack.us/img530/3410/nomaploopvr8.png[/IMG]

thanx.
 
"did you add the @spriteset.dispose back in there,"

When I deleted those scripts...

When I did that, I was able to proceed... again, because I didn't have the graphics.

I didn't get the error you got. Must be something in those deleted scripts that caused the error. The transitions script likely... I don't speak french.
 
oh, i see, what line should I add @spriteset.dispose back in? is it the line 330 like you said before?
I got that transitions script here in rmxp.org if you want to look for it, it should be called "Funny Transitions" or something like that. In my game it makes it look like the screen shatters when you enter a battle, looks pretty cool. see.. also you can see what i was talking about that looked bad without having @spriteset.dispose.
http://img440.imageshack.us/img440/8748/glassshatter1bp6.png[/IMG]
http://img409.imageshack.us/img409/5730/glassshatter2ew4.png[/IMG]
http://img510.imageshack.us/img510/3933/glassshatter3kx0.png[/IMG]
http://img297.imageshack.us/img297/7682/glassshatter4mc4.png[/IMG]
 
Forget about the .disposed argument right now and consider looking for what script clash caused the error.

I've ruled out Funny Transitions after finding it at Creation Asylum. It's not a script available over here. Had to find it and the .dll file it calls. Got it to work with RTAB and exit with no problem.

I've also ruled out the Battle Background Pictures script, though you really should have parenthesis around "bottom" in the script:

@background.bitmap = RPG::Cache.picture("bottom")

Funny that it actually 'works' even though the syntax was off.


That leaves:
--Mog Treasure Name (stays active on field map?)
--Mog Map Name (active on field map...)
--Mog Time Meter (active on field map...)

One of these three is causing the dispose problem. Try deleting (or commenting-out) a script at a time until you find the one in question.
 
haha i just can't figure it out, i just went and replaced that japanese RTAB with your translated version and then i cut each one of those scripts out one at a time and it still came up with an error, so then i went a did that with all of the scripts that i have and i still get the error... im so confuzed.....
 
And yet what I have is your scripts.rxdata file... minus just the three MOG scripts. And it works... no @dispose problem.

You did try remove (if only temporarily) each of those three MOG scripts?
 
weird... yeah i deleted each one of those scripts separately, but i never tried deleting all of them together.. i'll try that...
nope.. even with all three of those MOG scripts deleted
*MOG - Treasure Name
*MOG - Map_Name
*MOG - Time Meter
it still got the error.. did you do something to the Funny Transitions Script or did you just go and look at it.. cause in an earlier post you said that you got the Funny Transitions Script to work I was wondering if maybe that was the problem(if you did something to it). or did you get rid of any other scripts? haha I'm bad at this.... thinking too hard sucks.... sorry bout the trouble....
 
Won't be solved until you know what is causing the initial error.

Just in case, this is what I'm using...>CLICK<

The demo has your scripts.rxdata and a very minor collection of graphics. It's missing the three mog scripts above and works.
 
hahahaha wow you actually sorted all that out.. well at least it looks cleaner. did you mean that it was missing the graphics or the scripts themselves when you said that it was missing the three mog scripts above? cause the demo has the three scripts in it..
anyway yes this is exactly what mine is doing, it works but see just like those screenshots that i posted on the first page your demo also does the same thing as mine, it doesnt have the .dispose in the RTAB script so it looks great for the first battle, well all the "battles" look great just when you enter then second, third.. etc. cause you can see the battlers and enemies from the last battle behind the screen shattering. its not BAD but like i said before it just doesnt look that good. but that's really the only problem that i'm having now..
maybe you could take a look at that.

thanx
 
Dude... all I did was add spaces between the scripts. :)

As to the three mog scripts, I was/am missing the graphcs for them and I put =begin and =end statements around them to comment them out (it's like putting # characters in front of every line in the script). So while the scripts are there... they're not doing anything.

And since what I linked for you to see isn't creating the .dispose error, you can clearly see that it's one of those three mog scripts that I've disabled.

Anyway... what on Earth in those three is messing with the battlesystem?
 
hahaha im a little retarded sorry...

as to what's messin with the .dispose i have no idea, you wouldnt think that they would even mess with it since they really dont have anything to do with the battle system at all in the first place..

im still stumped.. lol
 

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