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What is wrong with this script?NEVER MIND

Here is the script:

Code:
  PUT THIS IN THE SCRIPT CALLED MAIN TO MAKE TEXT SHOW UP ON MENU! ERASE OLD SCRIPT< AND THEN ENTER THIS>





#==============================================================================
# ** Main
#------------------------------------------------------------------------------
#  After defining each class, actual processing begins here.
#==============================================================================

begin
  # Prepare for transition
  $defaultfonttype = $fontface = $fontname = Font.default_name = "Maiandra GD"
$defaultfontsize = $fontsize = Font.default_size = 22
  Graphics.freeze
  # Make scene object (title screen)
  $scene = Scene_Title.new
  # Call main method as long as $scene is effective
  while $scene != nil
    $scene.main
  end
  # Fade out
  Graphics.transition(20)
rescue Errno::ENOENT
  # Supplement Errno::ENOENT exception
  # If unable to open file, display message and end
  filename = $!.message.sub("No such file or directory - ", "")
  print("Unable to find file #{filename}.")
end


MAKE A NEW SCRIPT ABOVE MAIN, AND PUT THIS CODE IN: TO STOP THEM FROM FOLLOWING YOU< GOTO DATABASE< AND ERASE THEM< AND ADD THEM LATER IN THE GAME. 

# Config.rb 
#============================================================================== 
# â–  Train_Actor::Config 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

# ●Switch setup for transparent status 
# When true, switch control is used 
# TRANSPARENT_SWITCH = true 
TRANSPARENT_SWITCH = false 

# ●Switch number for transparent status 
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on 
TRANSPARENT_SWITCHES_INDEX = 20 

# ●Maximum number of actors 
# There will be support for a large number of people in a party in the future... 
TRAIN_ACTOR_SIZE_MAX = 4

# Constants 
DOWN_LEFT  = 1 
DOWN_RIGHT = 3 
UP_LEFT    = 7 
UP_RIGHT   = 9 
JUMP       = 5 

# Put any actor IDs who should have a "stopped animation" if in the caterpillar
# i.e. if a party member "is floating" it will look stupid if he suddenly stops
# moving in the air.
# - added by Blizzard
ACTOR_IDS = [2, 3, 4]

end 

# rgss 

# Spriteset_Map_Module.rb 
#============================================================================== 
# â–  Spriteset_Map_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Spriteset_Map_Module 
  def setup_actor_character_sprites? 
    return @setup_actor_character_sprites_flag != nil 
  end 
  def setup_actor_character_sprites(characters) 
    if !setup_actor_character_sprites? 
      for character in characters.reverse 
        @character_sprites.unshift( 
          Sprite_Character.new(@viewport1, character) 
        ) 
      end 
      @setup_actor_character_sprites_flag = true 
    end 
  end 
end 

end 

class Spriteset_Map 
  include Train_Actor::Spriteset_Map_Module 
end 

# Scene_Map_Module.rb 
#============================================================================== 
# â–  Scene_Map_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Scene_Map_Module 
  def setup_actor_character_sprites(characters) 
    @spriteset.setup_actor_character_sprites(characters) 
  end 
end 

end 

class Scene_Map 
  include Train_Actor::Scene_Map_Module 
end

# Game_Party_Module.rb 
#============================================================================== 
# â–  Game_Party_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Game_Party_Module
  
  attr_reader :characters
  
  def update_party_order() return actors end
  
  def setup_actor_character_sprites 
    if @characters.nil? 
      @characters = [] 
      for i in 1 ... TRAIN_ACTOR_SIZE_MAX 
        @characters.push(Game_Party_Actor.new) 
      end 
    end 
    setup_actors = update_party_order 
    for i in 1 ... TRAIN_ACTOR_SIZE_MAX 
      @characters[i - 1].setup(setup_actors[i]) 
    end
    if $scene.class.method_defined?('setup_actor_character_sprites') 
      $scene.setup_actor_character_sprites(@characters) 
    end
  end
  
  def update_party_actors
     update_party_order
    setup_actor_character_sprites 
    transparent = $game_player.transparent 
    if transparent == false and TRANSPARENT_SWITCH 
      transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX] 
    end
    for character in @characters 
      character.transparent = transparent 
      character.move_speed = $game_player.move_speed 
      if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
        character.step_anime = true # Blizzard's support for stopped animation
      else # Blizzard's support for stopped animation
        character.step_anime = $game_player.step_anime
      end # Blizzard's support for stopped animation
      character.update 
    end 
  end 
  
  def moveto_party_actors( x, y ) 
    setup_actor_character_sprites 
    for character in @characters 
      character.moveto( x, y ) 
    end 
    @move_list = [] if @move_list == nil 
    move_list_setup 
  end 
  
  def move_party_actors 
    if @move_list == nil 
      @move_list = [] 
      move_list_setup 
    end 
    @move_list.each_index do |i| 
    if @characters[i] != nil 
      case @move_list[i].type 
        when Input::DOWN 
          @characters[i].move_down(@move_list[i].args[0]) 
        when Input::LEFT 
          @characters[i].move_left(@move_list[i].args[0]) 
        when Input::RIGHT 
          @characters[i].move_right(@move_list[i].args[0]) 
        when Input::UP 
          @characters[i].move_up(@move_list[i].args[0]) 
        when DOWN_LEFT 
          @characters[i].move_lower_left 
        when DOWN_RIGHT 
          @characters[i].move_lower_right 
        when UP_LEFT 
          @characters[i].move_upper_left 
        when UP_RIGHT 
          @characters[i].move_upper_right 
        when JUMP 
          @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) 
        end 
      end
    end 
  end

  class Move_List_Element
    
    def initialize(type,args) 
      @type = type 
      @args = args 
    end
    
    def type() return @type end 
    
    def args() return @args end 
    
    end
    
    def move_list_setup 
      for i in 0 .. TRAIN_ACTOR_SIZE_MAX 
        @move_list[i] = nil 
      end
    end 
    
    def add_move_list(type,*args) 
      @move_list.unshift(Move_List_Element.new(type,args)).pop 
    end
    
    def move_down_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::DOWN,turn_enabled) 
    end
    
    def move_left_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::LEFT,turn_enabled) 
    end
    
    def move_right_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::RIGHT,turn_enabled) 
    end
    
    def move_up_party_actors(turn_enabled = true) 
      move_party_actors 
      add_move_list(Input::UP,turn_enabled) 
    end
    
    def move_lower_left_party_actors 
      move_party_actors 
      add_move_list(DOWN_LEFT) 
    end
    
    def move_lower_right_party_actors 
      move_party_actors 
      add_move_list(DOWN_RIGHT) 
    end
    
    def move_upper_left_party_actors 
      move_party_actors 
      add_move_list(UP_LEFT) 
    end
    
    def move_upper_right_party_actors 
      move_party_actors 
      add_move_list(UP_RIGHT) 
    end
    
    def jump_party_actors(x_plus, y_plus) 
      move_party_actors 
      add_move_list(JUMP,x_plus, y_plus) 
    end
    
  end  

end 

class Game_Party 
  include Train_Actor::Game_Party_Module 
end 

# Game_Player_Module.rb 
#============================================================================== 
# â–  Game_Player_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Game_Player_Module
  
  attr_reader :move_speed
  attr_reader :step_anime
  
  def update_party_actors 
    $game_party.update_party_actors 
    $game_party.actors.each do |actor| 
      @character_name = actor.character_name 
      @character_hue = actor.character_hue 
      break 
    end 
  end
   
  def update 
    update_party_actors 
    super 
  end
  
  def moveto( x, y ) 
    $game_party.moveto_party_actors( x, y ) 
    super( x, y ) 
  end
  
  def move_down(turn_enabled = true) 
    if passable?(@x, @y, Input::DOWN) 
      $game_party.move_down_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_left(turn_enabled = true) 
    if passable?(@x, @y, Input::LEFT) 
      $game_party.move_left_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_right(turn_enabled = true) 
    if passable?(@x, @y, Input::RIGHT) 
      $game_party.move_right_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_up(turn_enabled = true) 
    if passable?(@x, @y, Input::UP) 
      $game_party.move_up_party_actors(turn_enabled) 
    end 
    super(turn_enabled) 
  end
  
  def move_lower_left 
    # When possible to move from down→left or from left→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) 
      $game_party.move_lower_left_party_actors 
    end 
    super 
  end
  
  def move_lower_right 
    # When possible to move from down→right or from right→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) 
      $game_party.move_lower_right_party_actors 
    end 
    super 
  end
  
  def move_upper_left 
    # When possible to move from up→left or from left→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
      $game_party.move_upper_left_party_actors 
    end 
    super 
  end
  
  def move_upper_right 
    # When possible to move from up→right or from right→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
      $game_party.move_upper_right_party_actors 
    end 
    super 
  end
  
  def jump(x_plus, y_plus) 
    # New coordinates are calculated 
    new_x = @x + x_plus 
    new_y = @y + y_plus 
    # When addition values are (0,0), it is possible to jump to the destination 
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) 
      $game_party.jump_party_actors(x_plus, y_plus) 
    end 
    super(x_plus, y_plus) 
  end
  
end  

end 

class Game_Player 
 include Train_Actor::Game_Player_Module 
end 

# Game_Event_Module.rb 
#============================================================================== 
# â–  Game_Event_Module 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

module Game_Event_Module 
  #-------------------------------------------------------------------------- 
  # ● Judgement determined 
  #     x  : X coordinates 
  #     y  : Y coordinates 
  #     d  : Direction (0,2,4,6,8)  ※ 0 = Checks if all directions are not able to be passed (for a jump) 
  # return : Passing is impossible (false), possible (true) 
  #-------------------------------------------------------------------------- 
  def passable?(x, y, d)
    result = super(x, y, d) 
    if result 
      # New coordinates are searched for 
      new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) 
      new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) 
      # Loops for actor in train 
      for actor in $game_party.characters 
        # When displayed 
        if not actor.character_name.empty? 
          # When actor's coordinates correspond to the destination 
          if actor.x == new_x and actor.y == new_y 
          # When event 
            return false if self != $game_player
          end 
        end 
      end 
    end 
    return result 
  end
  
end 

end 

class Game_Event 
  include Train_Actor::Game_Event_Module 
end 
  
# Game_Party_Actor.rb 
#============================================================================== 
# â–  Game_Party_Actor 
#------------------------------------------------------------------------------ 
# Caterpillar movement of actor is carried out on map 
#============================================================================== 

module Train_Actor 

class Game_Party_Actor < Game_Character
  
  attr_reader :cp_id
  attr_writer :move_speed 
  attr_writer :step_anime 

  def initialize 
    super() 
    @through = true 
  end
  
  def setup(actor) 
    # The file name and hue of the character are set 
    @cp_id = $data_actors[actor.id].id
    if actor != nil
      @character_name = actor.character_name 
      @character_hue = actor.character_hue 
    else 
      @character_name = "" 
      @character_hue = 0 
    end 
    # Opacity and blending method are initialized 
    @opacity = 255 
    @blend_type = 0 
  end
  
  def screen_z(height = 0) 
    if $game_player.x == @x and $game_player.y == @y 
      return $game_player.screen_z(height) - 1 
    end 
    super(height) 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move down 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_down(turn_enabled = true) 
    # Face down 
    turn_down if turn_enabled
    # When possible to pass 
    if passable?(@x, @y, Input::DOWN) 
      # Face down 
      turn_down 
      # Update coordinates 
      @y += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move left 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_left(turn_enabled = true) 
    # Face left 
    turn_left if turn_enabled 
    # When possible to pass 
    if passable?(@x, @y, Input::LEFT) 
      # Face left 
      turn_left 
      # Update coordinates 
      @x -= 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move right 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_right(turn_enabled = true) 
    # Face right 
    turn_right if turn_enabled
    # When possible to pass 
    if passable?(@x, @y, Input::RIGHT) 
      # Face right 
      turn_right 
      # Update coordinates 
      @x += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move up 
  #     turn_enabled : Flag that permits direction change on the spot 
  #-------------------------------------------------------------------------- 
  def move_up(turn_enabled = true) 
    # Face up 
    turn_up if turn_enabled
    # When possible to pass 
    if passable?(@x, @y, Input::UP) 
      # Face up 
      turn_up 
      # Update coordinates 
      @y -= 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move lower left 
  #-------------------------------------------------------------------------- 
  def move_lower_left 
    # When no direction fixation 
    unless @direction_fix 
      # Turn left when facing right, turn down when facing up 
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) 
    end 
    # When possible to move from down→left or from left→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN)) 
      # Update coordinates 
      @x -= 1 
      @y += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● Move lower right 
  #-------------------------------------------------------------------------- 
  def move_lower_right 
    # When no direction fixation 
    unless @direction_fix 
      # Turn right when facing left, turn down when facing up 
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) 
    end 
    # When possible to move from down→right or from right→down 
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN)) 
      # Update coordinates 
      @x += 1 
      @y += 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● move upper left 
  #-------------------------------------------------------------------------- 
  def move_upper_left 
    # When no direction fixation 
    unless @direction_fix 
      # Turn left when facing right, turn up when facing down 
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) 
    end 
    # When possible to move from up→left or from left→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
      # Update coordinates 
      @x -= 1 
      @y -= 1 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● move upper right 
  #-------------------------------------------------------------------------- 
  def move_upper_right 
    # When no direction fixation 
    unless @direction_fix 
      # Turn right when facing left, turn up when facing down 
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) 
    end 
    # When possible to move from up→right or from right→up 
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
      # Update coordinates 
      @x += 1 
      @y -= 1 
    end 
  end
  
end

end

When I try to test run the game, it says ????Main?28????, or something like that. I have used this script before, and it worked perfectly. I have not changed anything from the original script, or at least I don't remember doing anything to it. Thanks!
 
This is maybe a stupid question but did you paste it into two scripts?
The first part in the main script and the other one in a new script above main?
I tested it and it works. and you have to erase the lines "Put this..." or write "#" before them.
 

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