here's the deal: i have these scripts in my game
in order (from top to bottem, attached to this post)
- all of the scripts that rmxp p. knights comes with
- sdk (standard development kit)
- un-finished cms
- cheat window script
- ams (advanced message system)
- floating location window
- blizzards tons of add-ons (with some things taken out of it)
- blizzards abs (action battle system)
- main (comes with rmxp p. knights)
if i have all of those scripts in my game, in that order, the game crashes when i try to launch the game (or launch in debug mode).
it says:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft284%2Ffadarkrmxp%2Fgameerror3.jpg&hash=02b040cd8025d368ed4056e42294068c383c46ab)
when i delete the
abs, and then try starting a new game..... right when the floating location window disapears (about 3-4 seconds into the game), the game crashes and says:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft284%2Ffadarkrmxp%2F2ndgameerror.jpg&hash=d78b4f14d446e124f3f4cb2ede6137524d12aa64)
can someone please help me? thanks in advance! ;) :)
Just a side note: Add a code ending at the end of your post.
When game crashes, is there an error? If not, then it's most likely a lag or incompatibility.
QuoteJust a side note: Add a code ending at the end of your post.
what do u mean?
QuoteWhen game crashes, is there an error? If not, then it's most likely a lag or incompatibility.
what do you mean? the game crashes, and the error window pops up.
Most scripts have incompatability with Pk.
Anyways..the Floating Location window dosen't work well. And on some computers the ABs dosent work (LKike my mom's computer)
ok..... how do i fix this? should i get the legal version? or a new location window script? or both? or something else? ???
Considering that those kinds of errors pop-up, try it and then ask for help if it doesn't work.
If you could get all the legal version's scripts, and replace them with PK's, it would work fine. but..You'll have to find someone to upload them.
I'd use a keygen for the legal version. :P
QuoteConsidering that those kinds of errors pop-up, try it and then ask for help if it doesn't work.
Quotetry it
what's "it"?
Quotekeygen
what's a keygen?
ok fadark, when u get a problem to u even try to fix it or do u come straight to rmrk because u sure have alot of problem that we hear of. Pretty much every day.
Fadark, not to sound rude but, if you don't know what a keygen is, and you're unable to look it up, you shouldn't be asking for help on anything.
Right now your goal is to find out what a keygen is, and find one for Rpg Maker XP. Don't ask for help for this one, this is a good brain exercise.
QuoteFadark, not to sound rude but, if you don't know what a keygen is, and you're unable to look it up, you shouldn't be asking for help on anything.
Right now your goal is to find out what a keygen is, and find one for Rpg Maker XP. Don't ask for help for this one, this is a good brain exercise.
ok.....
Quoteok fadark, when u get a problem to u even try to fix it or do u come straight to rmrk because u sure have alot of problem that we hear of. Pretty much every day.
sry, but my pk version is pretty
fudged up. either that, or my computer doesn't copy and paste corectly. i've tryed re-doing the copy and paste many times, but it always crashes. although i think it's becasue i have pk.
[edit]
the only reaason i didnt know what a keygen is, is becasue law-breaking is stricktly forbidden where i live (i dont know about any of you, so i wont make assumptions).
but i found out what it is, and im not to fond of it. so can someone plz just give me the legal rmxp scripts? it's not that much trouble for you if you already have the legal version.
ps. sorry if i sounded mean.
PK is just as illegal as a keygen. You're still using a program you haven't paid for. And of course law-breaking is forbidden everywhere lol.
Great point, Modern.
Fadark, just get a keygen. Until you get the legal version of Rpg Maker XP, stop posting about your errors you get, due to what version you're using.
QuoteIf you could get all the legal version's scripts, and replace them with PK's, it would work fine. but..You'll have to find someone to upload them.
i downloaded the 30day trail for the legal version just to test that.
all i did was make a new game in the trail version and insert blizzard's abs into it. same error accured. i doubt downloading the legal version through a keygen will make a difference. the script is the problem.
*slaps head*
http://z3.invisionfree.com/ChaosProject/index.php?showtopic=378 (http://z3.invisionfree.com/ChaosProject/index.php?showtopic=378)
Update the script
What is the line at 517 in the ABS?
Like, go into the Script Editor, find the line, and print it out. You *might* be using an outdated version of the ABS, but I'm not sure.
Quote*slaps head*
http://z3.invisionfree.com/ChaosProject/index.php?showtopic=378
Update the script
alright ill try :)
QuoteWhat is the line at 517 in the ABS?
Like, go into the Script Editor, find the line, and print it out. You *might* be using an outdated version of the ABS, but I'm not sure.
maybe your right, this is the line #517 i have:
return ([1, 16, -2].include?(@repeat_flags[key]))it's in the middle of the def:
def Input.repeated?(key)
return ([1, 16, -2].include?(@repeat_flags[key]))
endwhich is in the class:
class Static
# version of Blizz-ABS
VERSION = 1.001
# edition of Blizz-ABS
EDITION = "Normal"
#--------------------------------------------------------------------------
# event_comment
# Checks the events for comments.
#--------------------------------------------------------------------------
def self.event_comment(event, comment)
# return if list is not a data array
return false unless event.list.is_a?(Array)
# iterate through all commands
for command in event.list
# return true if command is comment and comment is equal the given one
return true if command.code == 108 and command.parameters[0] == comment
end
# else not found
return false
end
#--------------------------------------------------------------------------
# animations_size_down
# Sizes down all the animations to 50%.
#--------------------------------------------------------------------------
def self.animations_size_down
# iterate through all animations
for i in 1...$data_animations.size
# iterate through all frames
for frame in $data_animations[i].frames
# iterate through all cells
for j in 0...16
# if cell contains image
if frame.cell_data[j, 0] != nil and frame.cell_data[j, 0] != -1
# size down x position by half
frame.cell_data[j, 1] /= 2
# size down y position by half
frame.cell_data[j, 2] /= 2
# size down zoom by half
frame.cell_data[j, 3] /= 2
end
end
end
end
end
#--------------------------------------------------------------------------
# pixel
# Save method to retreive the pixel movement rate.
#--------------------------------------------------------------------------
def self.pixel
# return 1 if $game_system wasn't initialized yet
return 1 if $game_system == nil
# else return 2 power $game_system.pixel_rate
return 2 ** $game_system.pixel_rate
end
end
end
# ensures compatibility with plugins (aka test if Blizz-ABS is there)
$BlizzABS = true
#==============================================================================
# Enhanced module Input
#==============================================================================
module Input
#----------------------------------------------------------------------------
# Setup of Controls (ASCII)
#----------------------------------------------------------------------------
LMB = 1
RMB = 2
MMB = 4
Backspace = 8
Tab = 9
Enter = 13
Shift = 16
Ctrl = 17
Alt = 18
Esc = 27
D_Down = 40
D_Left = 37
D_Right = 39
D_Up = 38
Space = 32
NumKeys = [48, 49, 50, 51, 52, 53, 54, 55, 56, 57]
NumPad = [45, 35, 40, 34, 37, 12, 39, 36, 38, 33]
Let = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
'Y' => 89, 'Z' => 90}
Fkeys = [-1, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123]
Collon = 186
Equal = 187
Comma = 188
Underscore = 189
Dot = 190
Backslash = 191
Lb = 219
Rb = 221
Quote = 222
# dll call
State = Win32API.new('user32','GetKeyState',['i'],'i')
Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
# All ASCII keys
All_keys = 0..255
@repeat_flags = []
256.times{@repeat_flags.push(-1)}
# Blizz-ABS control setup
if BlizzABS::Control::CUSTOM_CONTROL
@down = Let[BlizzABS::Control::DOWN]
@left = Let[BlizzABS::Control::LEFT]
@right = Let[BlizzABS::Control::RIGHT]
@up = Let[BlizzABS::Control::UP]
@attack = Let[BlizzABS::Control::ATTACK]
@defend = Let[BlizzABS::Control::DEFEND]
@skill = Let[BlizzABS::Control::SKILL]
@item = Let[BlizzABS::Control::ITEM]
@select = Let[BlizzABS::Control::SELECT]
@hud = Let[BlizzABS::Control::HUD_BUTTON]
@minimap = Let[BlizzABS::Control::MINIMAP_BUTTON]
@hotkey = Let[BlizzABS::Control::HOTKEY_BUTTON]
@run = Let[BlizzABS::Control::RUN]
@sneak = Let[BlizzABS::Control::SNEAK]
@jump = Let[BlizzABS::Control::JUMP]
@turn = Let[BlizzABS::Control::TURN]
# default controls
else
@down = D_Down
@left = D_Left
@right = D_Right
@up = D_Up
@attack = Let['F']
@defend = Let['G']
@skill = Let['D']
@item = Let['R']
@select = Let['L']
@hud = Let['H']
@minimap = Let['M']
@hotkey = Let['N']
@run = Let['Y']
@sneak = Let['X']
@jump = Let['C']
@turn = Let['Q']
end
#--------------------------------------------------------------------------
# attack
# Returns the assigned key for attack.
#--------------------------------------------------------------------------
def Input.attack
return @attack
end
#--------------------------------------------------------------------------
# defend
# Returns the assigned key for defend.
#--------------------------------------------------------------------------
def Input.defend
return @defend
end
#--------------------------------------------------------------------------
# skill
# Returns the assigned key for skill.
#--------------------------------------------------------------------------
def Input.skill
return @skill
end
#--------------------------------------------------------------------------
# item
# Returns the assigned key for item.
#--------------------------------------------------------------------------
def Input.item
return @item
end
#--------------------------------------------------------------------------
# select
# Returns the assigned key for select.
#--------------------------------------------------------------------------
def Input.select
return @select
end
#--------------------------------------------------------------------------
# hud
# Returns the assigned key for hud display.
#--------------------------------------------------------------------------
def Input.hud
return @hud
end
#--------------------------------------------------------------------------
# minimap
# Returns the assigned key for minimap display.
#--------------------------------------------------------------------------
def Input.minimap
return @minimap
end
#--------------------------------------------------------------------------
# hotkey
# Returns the assigned key for hotkey display.
#--------------------------------------------------------------------------
def Input.hotkey
return @hotkey
end
#--------------------------------------------------------------------------
# run
# Returns the assigned key for running.
#--------------------------------------------------------------------------
def Input.run
return @run
end
#--------------------------------------------------------------------------
# sneak
# Returns the assigned key for sneaking.
#--------------------------------------------------------------------------
def Input.sneak
return @sneak
end
#--------------------------------------------------------------------------
# jump
# Returns the assigned key for jumping.
#--------------------------------------------------------------------------
def Input.jump
return @jump
end
#--------------------------------------------------------------------------
# turn
# Returns the assigned key for turning around without moving.
#--------------------------------------------------------------------------
def Input.turn
return @turn
end
#--------------------------------------------------------------------------
# get_current_state
# key - the ASCII number of the key
# This method checks if the key is being pressed.
#--------------------------------------------------------------------------
def Input.get_current_state(key)
return State.call(key).between?(0, 1)
end
#--------------------------------------------------------------------------
# test_key
# key - the ASCII number of the key
# This method checks if the key was pressed.
#--------------------------------------------------------------------------
def Input.test_key(key)
Key.call(key) & 0x01 == 1
end
#--------------------------------------------------------------------------
# get_symbol
# sym - the given symbol
# Transforms given number into ASCII character.
#--------------------------------------------------------------------------
def Input.get_symbol(sym)
return "" if sym == 0
return (sym.chr) unless sym == nil
return ""
end
#--------------------------------------------------------------------------
# update
# Updates input.
#--------------------------------------------------------------------------
def Input.update
# storing old keys
@_keys = (@_keys == nil ? [] : @_keys) | (@keys == nil ? [] : @keys.clone)
# empty current keys
@keys = []
@pressed = []
# checking through all possible keys
for key in All_keys
# key is triggered if not triggered before
@keys.push(key) if Input.test_key(key) and not @_keys.include?(key)
if Input.get_current_state(key) # if key is not being hold
# remove from helping array
@_keys.delete(key)
# remove repeat? flag
@repeat_flags[key] = 0
else
# push into pressed array
@pressed.push(key)
# needed for repeat?
if @repeat_flags[key] > 0
if @repeat_flags[key] < 17
@repeat_flags[key] += 1
else
@repeat_flags[key] = -2
end
elsif @repeat_flags[key] < 0
if @repeat_flags[key] > -5
@repeat_flags[key] -= 1
else
@repeat_flags[key] = -2
end
else
@repeat_flags[key] = 1
end
end
end
end
#--------------------------------------------------------------------------
# triggered?
# Checks if a key was triggered once.
#--------------------------------------------------------------------------
def Input.triggered?(key)
return (@keys.include?(key) and not @_keys.include?(key))
end
#--------------------------------------------------------------------------
# pressed?
# Checks if a key is being pressed.
#--------------------------------------------------------------------------
def Input.pressed?(key)
return (@pressed.include?(key))
end
#--------------------------------------------------------------------------
# repeated?
# Check the special pressed state repeat?.
#--------------------------------------------------------------------------
def Input.repeated?(key)
return ([1, 16, -2].include?(@repeat_flags[key]))
end
#--------------------------------------------------------------------------
# dir4
# 4 direction check.
#--------------------------------------------------------------------------
def Input.dir4
return 2 if Input.pressed?(@down)
return 4 if Input.pressed?(@left)
return 6 if Input.pressed?(@right)
return 8 if Input.pressed?(@up)
return 0
end
#--------------------------------------------------------------------------
# dir8
# 8 direction check.
#--------------------------------------------------------------------------
def Input.dir8
return 1 if Input.pressed?(@down) and Input.pressed?(@left)
return 3 if Input.pressed?(@down) and Input.pressed?(@right)
return 7 if Input.pressed?(@up) and Input.pressed?(@left)
return 9 if Input.pressed?(@up) and Input.pressed?(@right)
return 2 if Input.pressed?(@down)
return 4 if Input.pressed?(@left)
return 6 if Input.pressed?(@right)
return 8 if Input.pressed?(@up)
return 0
end
#--------------------------------------------------------------------------
# trigger?
# Original method to test if key was triggered once.
#--------------------------------------------------------------------------
def Input.trigger?(key)
for k in Input.check_old_keys(key)
return true if Input.triggered?(k)
end
return false
end
#--------------------------------------------------------------------------
# press?
# Original method to test if key is being pressed.
#--------------------------------------------------------------------------
def Input.press?(key)
for k in Input.check_old_keys(key)
return true if Input.pressed?(k)
end
return false
end
#--------------------------------------------------------------------------
# repeat?
# Original method to test if key is being pressed a special way.
#--------------------------------------------------------------------------
def Input.repeat?(key)
for k in Input.check_old_keys(key)
return true if Input.repeated?(k)
end
return false
end
#--------------------------------------------------------------------------
# check_old_keys
# Converts all the old keys into the new format
#--------------------------------------------------------------------------
def Input.check_old_keys(key)
case key
when DOWN then return [@down]
when UP then return [@up]
when LEFT then return [@left]
when RIGHT then return [@right]
when A then return [Shift]
when B then return [Esc, NumPad[0]]
when C then return [Space, Enter]
when X then return [Let['A']]
when Y then return [Let['S']]
when Z then return [Let['D']]
when L then return [Let['Q']]
when R then return [Let['W']]
when F5 then return [Fkeys[5]]
when F6 then return [Fkeys[6]]
when F7 then return [Fkeys[7]]
when F8 then return [Fkeys[8]]
when F9 then return [Fkeys[9]]
when SHIFT then return [Shift]
when CTRL then return [Ctrl]
when ALT then return [Alt]
end
return [key]
end
#--------------------------------------------------------------------------
# Anykey
# Checks if ANY key was pressed.
#--------------------------------------------------------------------------
def Input.Anykey
return (@keys != [])
end
end
Also, his script isn't compatible with his cms, so I assume it won't work with yours.
He's fixing it though.
ah! i see the problem! where im sopposed to edit the controls:
class Control
# using other controls instead of arrow keys
CUSTOM_CONTROL = true
# set the next values only if the one above is true
DOWN = 'S' # move down
LEFT = 'A' # move left
RIGHT = 'D' # move right
UP = 'W' # move up
ATTACK = 'F' # attacking
DEFEND = 'G' # defending (hold)
SKILL = 'L' # use skill
ITEM = 'I' # use item
SELECT = 'O' # change leader
HUD_BUTTON = 'H' # HUD on/off if enabled
MINIMAP_BUTTON = 'M' # minimap on/off if enabled
HOTKEY_BUTTON = 'N' # hotkey display on/off if enabled
RUN = 'Y' # running (hold)
SNEAK = 'X' # sneaking (hold)
JUMP = 'C' # jumping
TURN = 'P' # turning around without moving (hold)
end
i changed w,a,s,d to Down,Left,Right,Up. like this:
class Control
# using other controls instead of arrow keys
CUSTOM_CONTROL = true
# set the next values only if the one above is true
DOWN = 'Down' # move down
LEFT = 'Left' # move left
RIGHT = 'Right' # move right
UP = 'Up' # move up
ATTACK = 'F' # attacking
DEFEND = 'G' # defending (hold)
SKILL = 'L' # use skill
ITEM = 'I' # use item
SELECT = 'O' # change leader
HUD_BUTTON = 'H' # HUD on/off if enabled
MINIMAP_BUTTON = 'M' # minimap on/off if enabled
HOTKEY_BUTTON = 'N' # hotkey display on/off if enabled
RUN = 'Y' # running (hold)
SNEAK = 'X' # sneaking (hold)
JUMP = 'C' # jumping
TURN = 'P' # turning around without moving (hold)
end
becasue i wanted to use the arrow keys, but i still wanted to configure the other keys.
anyone know the correct syntax for Down,Left,Right,Up?
i think it's
down = D_Down
up = U_Up
left = L_Left
right = R_Right
im a newb at scripting so dont take my word for it, fadark. but can someone tell me if this is right?
nvm, problem solved ;D
I think this should be locked its straying to much