Rayne Aven
Member
So, I changed a few of the Scene_Xs and Game_Xs in RPG Maker XP's script editor. I will list below what I did:
The error I'm coming across is thus: if you return to regular gameplay from the menu (either by canceling out of it or by choosing "Nothing") and you then step on a that transfers the player, the game crashes (as in Windows prompts me to send an error report), and the computer's screen resolution doesn't reset (if the game was full-screened) until you switch to a full-screened program. Also, if you haven't viewed the script editor before loading the game, when you view it after the game closes, it shows an empty page no code rather than Game_Temp. I put a test print statement on various lines of Scene_Map to test how far the program gets before closing down, and I discovered that it gets to the line "$game_temp.transition_processing = false" in def transfer_player (the program shuts down before this is processed).
I didn't attach any code to this post because I'm not sure what I edited that could have done this and I didn't want to just throw four scripts on here. If anyone has a possible lead as to what could be causing this, I'd be more than happy to show some code.
EDIT: I've discovered that the problem is somehow connected to disposing @spriteset in Scene_Map. Normally it does dispose when changing scenes, but I stop that from happening when going to Scene_Menu because I want the game to gray out when going to the menu and recolor when returning. With that said, here's what my Scene_Map looks like:
- Scene_Menu: I only needed a simple menu my project, so I got rid of every window except the main one (@command_window). I made it so that the only options were "Go To Title" and "Nothing" (return to game).
Scene_Map: I made a timer variable so I can have letters appear in certain messages when I want them to. I also made it so that when you press B (X or Esc), the screen tone changes to gray and when the map is renewed, it changes back to its old screen tone.
Game_Temp: I added two new attr_accessors, a flag for an item, and the old screen tone.
Game_Screen: I made its attr_reader "tone" into an attr_accessor.
The error I'm coming across is thus: if you return to regular gameplay from the menu (either by canceling out of it or by choosing "Nothing") and you then step on a that transfers the player, the game crashes (as in Windows prompts me to send an error report), and the computer's screen resolution doesn't reset (if the game was full-screened) until you switch to a full-screened program. Also, if you haven't viewed the script editor before loading the game, when you view it after the game closes, it shows an empty page no code rather than Game_Temp. I put a test print statement on various lines of Scene_Map to test how far the program gets before closing down, and I discovered that it gets to the line "$game_temp.transition_processing = false" in def transfer_player (the program shuts down before this is processed).
I didn't attach any code to this post because I'm not sure what I edited that could have done this and I didn't want to just throw four scripts on here. If anyone has a possible lead as to what could be causing this, I'd be more than happy to show some code.
EDIT: I've discovered that the problem is somehow connected to disposing @spriteset in Scene_Map. Normally it does dispose when changing scenes, but I stop that from happening when going to Scene_Menu because I want the game to gray out when going to the menu and recolor when returning. With that said, here's what my Scene_Map looks like:
Code:
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
$timer = 0
$letter_by_letter = false
# Make sprite set
@spriteset = Spriteset_Map.new
$game_screen.tone = $game_temp.old_tone
# Make message window
@message_window = Window_Message.new
# Transition run
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 $scene != self
break
end
end
Graphics.freeze
# Prepare for transition
# Dispose of sprite set
if !$scene.is_a?(Scene_Menu)
@spriteset.dispose
end
# Dispose of message window
@message_window.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
#@message_window.update
if ($timer < 2)
$timer = $timer + 1
else
if ($game_temp.message_window_showing and $letter_by_letter)
@message_window.refresh1
end
$timer = 0
end
# Loop
loop do
# 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.update
# Update system (timer), screen
$game_system.update
$game_screen.update
# Abort loop if player isn't place moving
unless $game_temp.player_transferring
break
end
# Run place move
transfer_player
# Abort loop if transition processing
if $game_temp.transition_processing
break
end
end
# Update sprite set
@spriteset.update
# Update message window
@message_window.update
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Change to title screen
$scene = Scene_Title.new
return
end
# If transition processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If showing message window
if $game_temp.message_window_showing
return
end
# If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If event is running or encounter is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Confirm troop
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# If troop is valid
if $data_troops[troop_id] != nil
# Set battle calling flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# If B button was pressed
if Input.trigger?(Input::B)
# If event is running, or menu is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# Set menu calling flag or beep flag
$game_temp.old_tone = $game_screen.tone
$game_screen.tone = Tone.new(0, 0, 0, 255)
@spriteset.update
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
# Set debug calling flag
$game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
# Run calling of each screen
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# * Battle Call
#--------------------------------------------------------------------------
def call_battle
# Clear battle calling flag
$game_temp.battle_calling = false
# Clear menu calling flag
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# Make encounter count
$game_player.make_encounter_count
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# * Shop Call
#--------------------------------------------------------------------------
def call_shop
# Clear shop call flag
$game_temp.shop_calling = false
# Straighten player position
$game_player.straighten
# Switch to shop screen
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# * Name Input Call
#--------------------------------------------------------------------------
def call_name
# Clear name input call flag
$game_temp.name_calling = false
# Straighten player position
$game_player.straighten
# Switch to name input screen
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# * Menu Call
#--------------------------------------------------------------------------
def call_menu
# Clear menu call flag
$game_temp.menu_calling = false
# If menu beep flag is set
if $game_temp.menu_beep
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Clear menu beep flag
$game_temp.menu_beep = false
end
# Straighten player position
$game_player.straighten
# Switch to menu screen
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# * Save Call
#--------------------------------------------------------------------------
def call_save
# Straighten player position
$game_player.straighten
# Switch to save screen
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# * Debug Call
#--------------------------------------------------------------------------
def call_debug
# Clear debug call flag
$game_temp.debug_calling = false
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Straighten player position
$game_player.straighten
# Switch to debug screen
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# * Player Place Move
#--------------------------------------------------------------------------
def transfer_player
# Clear player place move call flag
$game_temp.player_transferring = false
# If move destination is different than current map
if $game_map.map_id != $game_temp.player_new_map_id
# Set up a new map
$game_map.setup($game_temp.player_new_map_id)
end
# Set up player position
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Set player direction
case $game_temp.player_new_direction
when 2 # down
$game_player.turn_down
when 4 # left
$game_player.turn_left
when 6 # right
$game_player.turn_right
when 8 # up
$game_player.turn_up
end
# Straighten player position
$game_player.straighten
# Update map (run parallel process event)
$game_map.update
# Remake sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
# If processing transition
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
Graphics.transition(20)
end
# Run automatic change for BGM and BGS set on the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Update input information
Input.update
end
end