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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: fadark on May 06, 2007, 10:48:28 PM

Title: [RESOLVED] game crashes when launched!
Post by: fadark on May 06, 2007, 10:48:28 PM
here's the deal: i have these scripts in my game in order (from top to bottem, attached to this post)


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! ;) :)
Title: Re: game crashes when launched! [need script help]
Post by: Kokowam on May 06, 2007, 11:08:06 PM
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.
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 06, 2007, 11:11:45 PM
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.
Title: Re: game crashes when launched! [need script help]
Post by: pliio8 on May 07, 2007, 12:11:24 AM
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)
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 07, 2007, 12:35:58 AM
ok..... how do i fix this? should i get the legal version? or a new location window script? or both? or something else? ???
Title: Re: game crashes when launched! [need script help]
Post by: Kokowam on May 07, 2007, 12:38:08 AM
Considering that those kinds of errors pop-up, try it and then ask for help if it doesn't work.
Title: Re: game crashes when launched! [need script help]
Post by: pliio8 on May 07, 2007, 12:56:01 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: Qig on May 07, 2007, 01:01:08 AM
I'd use a keygen for the legal version. :P
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 07, 2007, 02:07:55 AM
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?
Title: Re: game crashes when launched! [need script help]
Post by: sparten84 on May 07, 2007, 02:17:15 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: Irock on May 07, 2007, 02:27:34 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 07, 2007, 02:30:40 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: modern algebra on May 07, 2007, 02:54:18 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: Irock on May 07, 2007, 02:59:36 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 07, 2007, 03:11:42 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: Irock on May 07, 2007, 03:14:06 AM
*slaps head*

http://z3.invisionfree.com/ChaosProject/index.php?showtopic=378 (http://z3.invisionfree.com/ChaosProject/index.php?showtopic=378)

Update the script
Title: Re: game crashes when launched! [need script help]
Post by: modern algebra on May 07, 2007, 03:14:34 AM
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.
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 07, 2007, 03:29:33 AM
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]))
  end

which 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
Title: Re: game crashes when launched! [need script help]
Post by: Irock on May 07, 2007, 03:33:24 AM
Also, his script isn't compatible with his cms, so I assume it won't work with yours.
He's fixing it though.
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 07, 2007, 03:59:22 AM
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?
Title: Re: game crashes when launched! [need script help]
Post by: guy that need help on May 07, 2007, 05:34:10 AM
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?
Title: Re: game crashes when launched! [need script help]
Post by: fadark on May 08, 2007, 12:21:07 AM
nvm, problem solved ;D
Title: Re: [RESOLVED] game crashes when launched!
Post by: sparten84 on May 12, 2007, 01:50:12 AM
I think this should be locked its straying to much