This is really the first error I've had working on my new game. I just put in Blizz's Tons of Addons script, and when I go to run the game with all my selections enabled, this error comes up
????? 'Game_Player'? 104 ??? NoMethodError ???????
undefined method 'character_name' for nil:NilClass
Anybody know whats up?
Post the script up or at least the line :P
In case you don't know WHICH line, it's line 104
But it would be better if you copied the whole 'Game_Player' script in the Code Tag.
Here's the whole script.
[spoiler]
#==============================================================================
# * Game_Player
#------------------------------------------------------------------------------
# ?It is the class which handles the prayer. It has the function of starting decision of the
# event and the scroll etc. of the map. Instance of this class is referred to being $game_player.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# - Constant
#--------------------------------------------------------------------------
CENTER_X = (320 - 16) * 4 # Picture central X coordinate * 4
CENTER_Y = (240 - 16) * 4 # Picture central Y coordinate * 4
#--------------------------------------------------------------------------
# - Transit possible decision
# x : X Coordinate
# y : Y Coordinate
# d : Direction (0,2,4,6,8) * In case of 0 = omnidirectional transit failures decision (for jump)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# New coordinate is calculated
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# When coordinate is outside the map
unless $game_map.valid?(new_x, new_y)
# Transit failure
return false
end
# When debugging mode ON and the CTRL key are pushed
if $DEBUG and Input.press?(Input::CTRL)
# Transit yes
return true
end
super
end
#--------------------------------------------------------------------------
# - In order to come to the picture center, setting the display position of the map
#--------------------------------------------------------------------------
def center(x, y)
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
#--------------------------------------------------------------------------
# - It moves to designated position
# x : X Coordinate
# y : Y Coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# Centering
center(x, y)
# Drawing up encounter count
make_encounter_count
end
#--------------------------------------------------------------------------
# - Step several increases
#--------------------------------------------------------------------------
def increase_steps
super
# When it is not in the midst of movement route forcing
unless @move_route_forcing
# Step several increases
$game_party.increase_steps
# When the number of steps is even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
#--------------------------------------------------------------------------
# - Encounter count acquisition
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# - Encounter count compilation
#--------------------------------------------------------------------------
def make_encounter_count
# The image which shakes 2 dice
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1
end
end
#--------------------------------------------------------------------------
# - Refreshment
#--------------------------------------------------------------------------
def refresh
# When party number of people 0 is
if $game_party.actors.size == 0
# Clearing the file name and hue of the character
@character_name = ""
@character_hue = 0
# Method end
return
end
# Acquiring the first actor
actor = $game_party.actors[0]
# Setting the file name and hue of the character
@character_name = actor.character_name
@character_hue = actor.character_hue
# Initializing opacity and synthetic method
@opacity = 255
@blend_type = 0
end
#--------------------------------------------------------------------------
# - Event starting decision of the same position
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# When it is in the midst of event executing
if $game_system.map_interpreter.running?
return result
end
# Loop of all event
for event in $game_map.events.values
# When coordinate of the event and the trigger agrees
if event.x == @x and event.y == @y and triggers.include?(event.trigger)
# While jumping if at other than, starting decision event of the same position
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# - Event starting decision of front
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# When it is in the midst of event executing
if $game_system.map_interpreter.running?
return result
end
# Calculating the coordinate of the front
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# Loop of all event
for event in $game_map.events.values
# When coordinate of the event and the trigger agrees
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# While jumping if at other than, starting decision event of front
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
# When the event which corresponds is not found
if result == false
# If tile of front counter
if $game_map.counter?(new_x, new_y)
# Calculating the coordinate of 1 tile inner part
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# Loop of all event
for event in $game_map.events.values
# When coordinate of the event and the trigger agrees
if event.x == new_x and event.y == new_y and
triggers.include?(event.trigger)
# While jumping if at other than, starting decision event of front
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# - Starting decision of contact event
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# When it is in the midst of event executing
if $game_system.map_interpreter.running?
return result
end
# Loop of all event
for event in $game_map.events.values
# When coordinate of the event and the trigger agrees
if event.x == x and event.y == y and [1,2].include?(event.trigger)
# While jumping if at other than, starting decision event of front
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# - Frame renewal
#--------------------------------------------------------------------------
def update
# Whether or not in local variable on the move you remember
last_moving = moving?
# On the move, during event executing and during movement route forcing
# When it is not in each case is in the midst of message window indicating
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# If the direction button is pushed, moving the prayer to that direction
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
# Remembering coordinate in local variable
last_real_x = @real_x
last_real_y = @real_y
super
# The character moves under, at the same time when position on the picture it is under from the center
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# Map under scroll
$game_map.scroll_down(@real_y - last_real_y)
end
# The character moves to the left, at the same time when position on the picture it is the left from the center
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# Map on the left scroll
$game_map.scroll_left(last_real_x - @real_x)
end
# The character moves to the right, at the same time when position on the picture it is the right from the center
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# Map on the right scroll
$game_map.scroll_right(@real_x - last_real_x)
end
# The character moves on, at the same time when position on the picture it is on from the center
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# Map on scroll
$game_map.scroll_up(last_real_y - @real_y)
end
# When it is not on the move
unless moving?
# When the previous prayer is on the move
if last_moving
# The event starting decision with the contact with the event of the same position
result = check_event_trigger_here([1,2])
# When there is no event which it starts
if result == false
# Debugging mode excluding the case where ON and the CTRL key are pushed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# When C button is pushed
if Input.trigger?(Input::C)
# The same position and event starting decision of front
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end
[/spoiler]
What other scripts do you have? They may be interfering with each other. Blizzard stated which scripts are not compatible so you may want to go check on wether or not your script interferes with any other one.