Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

RMVX Visual equipment won't let me save.

When I try saving I get an error with this script:

#==============================================================================
# Composite Characters / Visual Equipment
# Version 1.0
# Author: modern algebra (rmrk.net)
# Date: July 5, 2008
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Instructions:
#
# Place this script in between Materials and Main in the Script Editor
#
# To set a graphic for an armor or weapon, all you need to do is place this
# code in the Notes box of the item:
#
# \CG[<Name of Character Set>, <index in character set>, <hue>]
#
# If you leave out index, it defaults to 0 and if you leave out hue, it also
# defaults to 0. You can put more than one graphic to an armor or weapon and
# they will stack, first one on bottom last one on top.
#
# Setting up an Event is similar - all you need to do is place a comment at
# the very beginning of the event and put in the same code to generate a
# composite character set for the event. Same rules apply, and remember, you
# can stack character sets.
#
# EXAMPLES:
# \cg[Actor1, 2] # Character Set = Actor1 : index = 2 : hue = 0
# \CG[Evil] # Character Set = Evil : index = 0 : hue = 0
# \cG[Actor2, 3, 50] # Character Set = Actor2 : index = 3 : hue = 50
#
# Setting up your Actors is similar - see line 151 for details.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Compatibility:
#
# Unfortunately, I did need to overwrite some methods for this script, and
# as such there are likely to be compatibility problems. I know that my
# Extra Movement Frames Script certainly will not work with this script, and
# any script that tampers with the way a character set is drawn will also
# likely encounter problems. Now, this is not to say that any script that
# draws a character set will be incompatible - as long as that scripter uses
# the draw_actor_graphic method of Window_Base it should work fine - it is
# only scripts that change the way a character set is drawn that will cause
# problems. Also, I tamper with the load_gamedata method of Window_SaveFile,
# and so if another script overwrites that then there will again be
# compatibility issues. If you find a script that seems to cause problems,
# please post at the topic at rmrk.net and I will try my best to assist you.
#==============================================================================

#==============================================================================
# *** module Cache
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# new method - composite_character
#==============================================================================

module Cache
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Composite Character
# char_array : An array holding the names of all parts of a graphic
#--------------------------------------------------------------------------
# Composes a single character bitmap out of all the ones given.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self.composite_character (char_array)
@cache = {} if @cache == nil
# Blank bitmap if there is nothing in the array.
@cache[char_array] = Bitmap.new (32, 32) if char_array.empty?
# If not in the cache
if !@cache.include? (char_array) || @cache[char_array].disposed?
# Create a template bitmap
bitmap = Bitmap.new (32, 32)
# Add in all other graphics
char_array.each { |i|
name, index, hue = i[0], i[1], i[2]
# Bypass self.character in order to allow for setting hue
bmp = load_bitmap ("Graphics/Characters/", name, hue)
sign = name[/^[\!\$]./]
# Get the width and height of the single character
if sign != nil && sign.include? ('$')
wdth, hght = bmp.width, bmp.height
else
wdth = bmp.width / 4
hght = bmp.height / 2
end
# Expand bitmap if necessary
if bitmap.width < wdth || bitmap.height < hght
# Recreate bitmap
temp_bmp = bitmap.dup
bitmap = Bitmap.new ([temp_bmp.width, wdth].max, [temp_bmp.height, hght].max)
bitmap.blt (0, 0, temp_bmp, temp_bmp.rect)
temp_bmp.dispose
end
# Draw new character graphic onto bitmap
src_rect = Rect.new ((index%4)*wdth, (index/4)*hght, wdth, hght)
bitmap.blt (0, 0, bmp, src_rect)
}
@cache[char_array] = bitmap
end
return @cache[char_array]
end
end

#==============================================================================
# ** RPG::BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# new method - character_graphics
#==============================================================================

class RPG::BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Character Graphics
#--------------------------------------------------------------------------
# Retrieves Character Graphics from Note Field
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def character_graphics
graphics = []
# Retrieve Note Field
text = self.note.dup
while text.sub! (/\\cg\[([\w\s]+),*\s*(\d*),*\s*(\d*)\]/i) { '' } != nil
graphics.push ([$1.to_s, $2.to_i, $3.to_i])
end
return graphics
end
end


#==============================================================================
# ** Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# new method - composite_character
# aliased_method - initialize, change_equip
#==============================================================================

class Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_writer :composite_character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initalization
#-------------------------------------------------------------------------
# Initializes stacked_character variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_arclght_vsual_equip_init_4t6h initialize
def initialize (id)
# Run Original Method
modalg_arclght_vsual_equip_init_4t6h (id)
@composite_character = []
case @actor_id
#---------------------------------------------------------------------
# EDITABLE REGION
#|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# An actor will automatically have whatever you set in the database
# as a bottom layer for him, but if you need to have other character
# sets piled on top, then put them in this format:
#
# when <actor_id>
# @composite_character.push (['graphic_name', index, hue])
# *for as many graphics as you want - first ones drawn first. If you
# want to know what each is, see the Instructions in the header.
#----------------------------------------------------------------------
when 1 # 1st Actor
# Create Hair Sprite
@composite_character.push (['', 1, 100])
when 3 # 3rd Actor
# Create skin sprite with different hue
@composite_character.push (['', 0, 20])
# Create Hair Sprites
@composite_character.push (['', 2, 75])
@composite_character.push (['', 3, 75])
#----------------------------------------------------------------------
# END EDITABLE REGION
#----------------------------------------------------------------------
end
@composite_character.each { |i|
i[1] = 0 if i[1] == nil
i[2] = 0 if i[2] == nil
}
@composite_character.unshift ([@character_name, @character_index, 0]) if @character_name != ''
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Composite Character
#--------------------------------------------------------------------------
# Returns Graphic Array for the actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def composite_character
armor_graphics = []
weapon_graphics = []
# Body Armor, then Helmet, then Shield, then all others
dup_armors = armors.dup
for i in 0...2
j = 2 - i
armor_graphics += dup_armors[j].character_graphics if dup_armors[j] != nil
dup_armors.delete_at (j)
end
# If there is some multi-equip script, will get accessories and rest in order
dup_armors.each { |armr| armor_graphics += armr.character_graphics if armr != nil }
weapons.each { |wpn| weapon_graphics += wpn.character_graphics if wpn != nil }
return @composite_character + armor_graphics + weapon_graphics
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Change Equipment (designate object)
#--------------------------------------------------------------------------
# Refresh Player to demonstrate armor cg
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_rfrsh_plyer_eq_chnge_8mj2 change_equip
def change_equip(equip_type, item, test = false)
modalg_rfrsh_plyer_eq_chnge_8mj2 (equip_type, item, test)
$game_player.refresh
end
end

#==============================================================================
# ** Game_Party
#==============================================================================
class Game_Party
attr_reader :actors
end

#==============================================================================
# ** Game_Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# new instance variable - composite_character
#==============================================================================

class Game_Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :composite_character
end

#==============================================================================
# ** Game_Event
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased methods - setup
#==============================================================================

class Game_Event
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Event page setup
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malgbr_rclgh_req_comp_char_setup_5msk setup
def setup(new_page)
malgbr_rclgh_req_comp_char_setup_5msk (new_page)
# Create Composite Character
@composite_character = []
@composite_character.push ([@character_name, @character_index, 0]) unless @character_name.nil?
# If page == nil, return
return if @page == nil
# Retrieve first line comments
comments = []
@page.list.each { |i| i.code == 108 || i.code == 408 ? comments.push (i) : break }
# Evaluate comments for \CG codes
comments.each { |i|
text = i.parameters[0].dup
while text.sub! (/\\cg\[([\w\s]+),*\s*(\d*),*\s*(\d*)\]/i) { '' } != nil
@composite_character.push ([$1.to_s, $2.to_i, $3.to_i])
end
}
end
end

#==============================================================================
# ** Game_Player
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased method - refresh
#==============================================================================

class Game_Player
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Refresh
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdalg_arc_comp_character_find_rfrsh_8kwi refresh
def refresh
mdalg_arc_comp_character_find_rfrsh_8kwi
return if $game_party.members.empty?
@composite_character = $game_party.members[0].composite_character
end
end

#==============================================================================
# ** Sprite_Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# aliased method - update_bitmap
#==============================================================================

class Sprite_Character
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Transfer Origin Bitmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modern_alg_arclightrequest_visual_equip_bmp_update update_bitmap
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index ||
@composite_character != @character.composite_character
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = 0
@composite_character = @character.composite_character
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
if @composite_character == nil
# Regular Character Picture
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
else
self.bitmap = Cache.composite_character(@composite_character)
@cw = self.bitmap.width / 3
@ch = self.bitmap.height / 4
end
self.ox = @cw / 2
self.oy = @ch
end
end
end
#--------------------------------------------------------------------------
# * Update Transfer Origin Rectangle
#--------------------------------------------------------------------------
def update_src_rect
if @tile_id == 0
index = 0
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end

#==============================================================================
# ** Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# overwritten method - draw_character_graphic
#==============================================================================

class Window_Base
#--------------------------------------------------------------------------
# * Draw Actor Walking Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = Cache.composite_character (actor.composite_character)
cw = bitmap.width / 3
ch = bitmap.height / 4
rect = Rect.new (cw, 0, cw, ch)
self.contents.blt (x - (cw / 2), y - ch, bitmap, rect)
end
end

#==============================================================================
# ** Window_SaveFile
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Summary of Changes:
# overwritten_methods - load_gamedata,
#==============================================================================

class Window_SaveFile < Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Load Partial Game Data
#--------------------------------------------------------------------------
# The same as the original method with the exception that it gets all of
# that file's data up to @game_party - necessary for composite graphics
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
# Bypass self-switches
@game_self_switches = Marshal.load(file)
# Bypass Actors
@game_actors = Marshal.load(file)
# Get Party
@game_party = Marshal.load (file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Party Characters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def draw_party_characters(x, y)
for i in 0...@game_party.actors.size
draw_actor_graphic (@game_actors[@game_party.actors], x + i * 48, y)
end
end
end


This won't let me save and it's not another script doing it.
The error is on line 199 anyone know the problem?
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top