Error Problem
Edit Needed
First I am having an error with 'Legacy's CMS [Alternate]. I am getting an error (stated below) whenever I press "x", the menu button. I really like the CMS, but it just won't work. Below is some additional info on the error.
Hope thats enough information, if you would like me to post a script that you think is causing the answer, please tell me and I will post it. :thumb:
Thanks for any help given! :grin:
Error Line: 884
Error: "Script 'CMS' line 884: ArgumentError occured.
     wrong number of arguments(6 for 4)"
Pics:
Error:
http://i393.photobucket.com/albums/pp13 ... essage.png[/img]
Scripts being used[between the "#"]
http://i393.photobucket.com/albums/pp13 ... cripts.png[/img]
Hope thats enough information, if you would like me to post a script that you think is causing the answer, please tell me and I will post it. :thumb:
Thanks for any help given! :grin:
Error Line: 884
Error: "Script 'CMS' line 884: ArgumentError occured.
     wrong number of arguments(6 for 4)"
Pics:
Error:
http://i393.photobucket.com/albums/pp13 ... essage.png[/img]
Scripts being used[between the "#"]
http://i393.photobucket.com/albums/pp13 ... cripts.png[/img]
Edit Needed
Now, I need some sort of edit (i thin an edit...) that allows for the options at the beginning (New Game, Continue, Shutdown) to be on some sort of delay. What I mean is that when the title screen comes up, I want that "box" to show up after say 3 or 4 seconds. So I would need some way for it to atleast be invisible for a couple seconds, then let it appear. The reason for this is that I'm using Dargor's "Title and Intro Script" and I want the scene to play to a point, then the options (stated above) will show up.
Dargor's Script:Â Â
Dargor's Script:Â Â
Code:
#==============================================================================
# ** Title Map & Intro Script
#------------------------------------------------------------------------------
# Dargor
# 2007-01-21
# Version 3.0
#------------------------------------------------------------------------------
# * Instructions
#Â Â ~ Activate the script
#Â Â Â Â - In Main, replace $scene = Scene_Title.new for $scene = Scene_Startup.new
#Â Â ~ Modifying the map id for the title screen
#Â Â Â Â - Check in Module Startup class Title_Screen, change the value of the following variables:
#Â Â Â Â Â - map_id
#Â Â Â Â Â - pos_x
#Â Â Â Â Â - pos_y
#Â Â ~ Modifying the map id for the title screen in game
#Â Â Â Â - Use the call script and then use one of the commands lsted below:
#Â Â Â Â Â - $startup_title_screen.map_id = X
#Â Â Â Â Â - $startup_title_screen.pos_x = X
#Â Â Â Â Â - $startup_title_screen.pos_y = X
#Â Â ~ Modifying the intro map id for the title screen
#Â Â Â Â - Check in Module Startup class Intro, change the value of the following variables:
#Â Â Â Â Â - map_id
#Â Â Â Â Â - pos_x
#Â Â Â Â Â - pos_y
#Â Â ~ Modifying the map id for the title screen in game
#Â Â Â Â - Use the call script and then use one of the commands lsted below:
#Â Â Â Â Â - $startup_intro.map_id = X
#Â Â Â Â Â - $startup_intro.pos_x = X
#Â Â Â Â Â - $startup_intro.pos_y = X
#Â Â ~ Options
#Â Â Â Â Â - @skip_startup: When true, it will skip the intro and titlescreen.
#Â Â Â Â Â - @startup_running: DON'T MODIFY!
#Â Â Â Â Â - @debug_force_title: When true, the title screen will always be shown in debug mode.
#Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â The intro will be skipped.
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Title Map & Intro Script', 'Dargor', 2.5, '2006-10-22')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Title Map & Intro Script') == true
 #--------------------------------------------------------------------------
 # * Startup Module (Manage Startup variables)
 #--------------------------------------------------------------------------
 module Startup
  class Title_Screen
   def initialize
    @map_id = 1
    @pos_x = 1
    @pos_y = 1
    @max_map = 4
    @random = true
   end
   attr_accessor :map_id
   attr_accessor :pos_x
   attr_accessor :pos_y
   attr_accessor :max_map
   attr_accessor :random
  end
  class Intro
   def initialize
    @map_id = 2
    @pos_x = 10
    @pos_y = 0
   end
   attr_accessor :map_id
   attr_accessor :pos_x
   attr_accessor :pos_y
  end
  class Options
   def initialize
    @skip_startup = false # Skip Intro and Title screen
    @startup_running = true # Is startup running?
    @debug_force_title = false # Force the title screen to show up on debug mode
   end
   attr_accessor :skip_startup
   attr_accessor :startup_running
   attr_accessor :debug_force_title
  end
 end
 #==============================================================================
 # ** Scene_Startup
 #==============================================================================
 class Scene_Startup < Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
   return if main_battle_test?
   main_database
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
    main_loop
    break if main_scenechange?
   end
   # Prepare for transition
   Graphics.freeze
  end
  #--------------------------------------------------------------------------
  # * Main database
  #--------------------------------------------------------------------------
  alias startup_main_database main_database
  def main_database
   # Load startup module
   $startup_title_screen = Startup::Title_Screen.new
   $startup_intro = Startup::Intro.new
   $startup_options = Startup::Options.new
   # Load database
   $data_actors    = load_data("Data/Actors.rxdata")
   $data_classes    = load_data("Data/Classes.rxdata")
   $data_skills    = load_data("Data/Skills.rxdata")
   $data_items     = load_data("Data/Items.rxdata")
   $data_weapons    = load_data("Data/Weapons.rxdata")
   $data_armors    = load_data("Data/Armors.rxdata")
   $data_enemies    = load_data("Data/Enemies.rxdata")
   $data_troops    = load_data("Data/Troops.rxdata")
   $data_states    = load_data("Data/States.rxdata")
   $data_animations  = load_data("Data/Animations.rxdata")
   $data_tilesets   = load_data("Data/Tilesets.rxdata")
   $data_common_events = load_data("Data/CommonEvents.rxdata")
   $data_system    = load_data("Data/System.rxdata")
   # Make system object
   $game_system = Game_System.new
   # Skip startup if skip_startup is true
   if $startup_options.skip_startup and $BTEST == false
    make_game_object
    return
   elsif $startup_options.skip_startup and $BTEST
    battle_test
    return
   end
   startup_main_database
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   # If in debug mode, go directly to the title screen
   if $DEBUG and $startup_options.debug_force_title
    setup_title_map
    $scene = Scene_Title.new
   else
    # Check if there is at least one save file
    for i in 0..3
     if FileTest.exist?("Save#{i+1}.rxdata")
      @continue_enabled = true
     end
    end
    # If there is at leats one save file, go to title screen
    if @continue_enabled
     setup_title_map
     # Open the Load Scene
     $scene = Scene_Title.new
    else
     # If there is no save file, go to the intro
     command_intro
    end
   end
  end
  #--------------------------------------------------------------------------
  # * Setup Title Map
  #--------------------------------------------------------------------------
  def setup_title_map
   # Make game objects
   make_game_object
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   if $startup_title_screen.random
    map_id = rand($startup_title_screen.max_map)
    $game_map.setup(map_id)
   else
    $game_map.setup($startup_title_screen.map_id)
   end
   # Move player to initial position
   $game_player.moveto($startup_title_screen.pos_x, $startup_title_screen.pos_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
  end
  #--------------------------------------------------------------------------
  # * Command Intro
  #--------------------------------------------------------------------------
  def command_intro
   make_game_object
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   $game_map.setup($startup_intro.map_id)
   # Move player to initial position
   $game_player.moveto($startup_intro.pos_x, $startup_intro.pos_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
   # Switch to map screen
   $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Make Game Object
  #--------------------------------------------------------------------------
  def make_game_object
   # Make system object
   $game_system = Game_System.new
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each type of game object
   $game_temp     = Game_Temp.new
   $game_system    = Game_System.new
   $game_switches   = Game_Switches.new
   $game_variables   = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen    = Game_Screen.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
   # Call command_new_game
   command_new_game
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  alias startup_command_new_game command_new_game
  def command_new_game
   if $startup_options.startup_running
    # Set decision SE and title BGM to nil
    $decision_se = $data_system.decision_se
    $title_bgm = $data_system.title_bgm
    $data_system.decision_se = nil
    $data_system.title_bgm = nil
   elsif $startup_options.startup_running == false and $scene.is_a?(Scene_Startup)
    # Set decision SE and title BGM to normal
    $data_system.decision_se = $decision_se
    $data_system.title_bgm = $title_bgm
   end
   # End startup process
   $startup_options.startup_running = false
   startup_command_new_game
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  alias startup_battle_test battle_test
  def battle_test
   # Load database (for battle test)
   $data_actors    = load_data("Data/BT_Actors.rxdata")
   $data_classes    = load_data("Data/BT_Classes.rxdata")
   $data_skills    = load_data("Data/BT_Skills.rxdata")
   $data_items     = load_data("Data/BT_Items.rxdata")
   $data_weapons    = load_data("Data/BT_Weapons.rxdata")
   $data_armors    = load_data("Data/BT_Armors.rxdata")
   $data_enemies    = load_data("Data/BT_Enemies.rxdata")
   $data_troops    = load_data("Data/BT_Troops.rxdata")
   $data_states    = load_data("Data/BT_States.rxdata")
   $data_animations  = load_data("Data/BT_Animations.rxdata")
   $data_tilesets   = load_data("Data/BT_Tilesets.rxdata")
   $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
   $data_system    = load_data("Data/BT_System.rxdata")
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each game object
   $game_temp     = Game_Temp.new
   $game_system    = Game_System.new
   $game_switches   = Game_Switches.new
   $game_variables   = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen    = Game_Screen.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
   # Call the original battle test methode
   startup_battle_test
   # Set up party for battle test
   $game_party.setup_battle_test_members
   # Set troop ID, can escape flag, and battleback
   $game_temp.battle_troop_id = $data_system.test_troop_id
   $game_temp.battle_can_escape = true
   $game_map.battleback_name = $data_system.battleback_name
   # Play battle start SE
   $game_system.se_play($data_system.battle_start_se)
   # Play battle BGM
   $game_system.bgm_play($game_system.battle_bgm)
   # Switch to battle screen
   $scene = Scene_Battle.new
  end
 end
 #==============================================================================
 # ** Scene_Title
 #------------------------------------------------------------------------------
 # This class performs title screen processing.
 #==============================================================================
 class Scene_Title
  #--------------------------------------------------------------------------
  # * Background Initialization
  #--------------------------------------------------------------------------
  def main_background
   # Make title graphic
   @spriteset = Spriteset_Map.new
  end
  #--------------------------------------------------------------------------
  # * Main Menu Initialization
  #--------------------------------------------------------------------------
  alias startup_main_menu main_menu
  def main_menu
   startup_main_menu
   # Hide the command window
   if $startup_options.startup_running and $scene.is_a?(Scene_Startup)
    @command_window.visible = false
   end
  end
  #--------------------------------------------------------------------------
  # * Main Audio Initialization
  #--------------------------------------------------------------------------
  def main_audio
   # Play title BGM or map BGM
   if $game_temp.map_bgm == nil
    $game_system.bgm_play($data_system.title_bgm)
   else
    $game_system.bgm_play($game_temp.map_bgm)
   end
   # Stop playing ME and BGS
   Audio.me_stop
   Audio.bgs_stop
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  alias map_main_dispose main_dispose
  def main_dispose
   @spriteset.dispose
   map_main_dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias map_title_screen_update update
  def update
   # Update map, interpreter, and player order
   # (this update order is important for when conditions are fulfilled
   # to run any event, and the player isn't provided the opportunity to
   # move in an instant)
   $game_map.update
   $game_system.map_interpreter.update
   $game_player.refresh
   # Update system (timer), screen
   $game_system.update
   $game_screen.update
   @spriteset.update
   map_title_screen_update
  end
 end
 #=============================================================================
 # ** Scene_Map
 #-----------------------------------------------------------------------------
 # This class performs map screen processing.
 #=============================================================================
Â
 class Scene_Map
  #--------------------------------------------------------------------------
  # * Update To Title
  #--------------------------------------------------------------------------
  alias title_update_to_title? update_to_title?
  def update_to_title?
   # If returning to title screen
   if $game_temp.to_title
    # Setup title map
    setup_title_map
    # Change to title screen
    $scene = Scene_Title.new
    return true
   end
   return false
  end
  #--------------------------------------------------------------------------
  # * Setup Title Map
  #--------------------------------------------------------------------------
  def setup_title_map
   make_game_object
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   $game_map.setup($startup_title_screen.map_id)
   # Move player to initial position
   $game_player.moveto($startup_title_screen.pos_x, $startup_title_screen.pos_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
  end
  #--------------------------------------------------------------------------
  # * Make Game Object
  #--------------------------------------------------------------------------
  def make_game_object
   # Make system object
   $game_system = Game_System.new
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each type of game object
   $game_temp     = Game_Temp.new
   $game_system    = Game_System.new
   $game_switches   = Game_Switches.new
   $game_variables   = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen    = Game_Screen.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
   # Call command_new_game
   scene_title = Scene_Title.new
   eval("scene_title.command_new_game")
  end
 end
 #==============================================================================
 # ** Scene_End
 #------------------------------------------------------------------------------
 # This class performs game end screen processing.
 #==============================================================================
 class Scene_End
  #--------------------------------------------------------------------------
  # * Process When Choosing [To Title] Command
  #--------------------------------------------------------------------------
  def command_to_title
   # Setup title map
   setup_title_map
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   # Switch to title screen
   $scene = Scene_Title.new
  end
  #--------------------------------------------------------------------------
  # * Setup Title Map
  #--------------------------------------------------------------------------
  def setup_title_map
   make_game_object
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   $game_map.setup($startup_title_screen.map_id)
   # Move player to initial position
   $game_player.moveto($startup_title_screen.pos_x, $startup_title_screen.pos_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
  end
  #--------------------------------------------------------------------------
  # * Make Game Object
  #--------------------------------------------------------------------------
  def make_game_object
   # Make system object
   $game_system = Game_System.new
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each type of game object
   $game_temp     = Game_Temp.new
   $game_system    = Game_System.new
   $game_switches   = Game_Switches.new
   $game_variables   = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen    = Game_Screen.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
   # Call command_new_game
   scene_title = Scene_Title.new
   eval("scene_title.command_new_game")
  end
 end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end