Sorry to bother but I get a odd error when I try to save it successfully saves but it shuts down the game with this error
Script 'Scene_File' line 222: TypeError occurred.
No marshal_dump is defined for class Plane
I don't see how any of my other scripts would effect this but here is a list of them if it would help.
Remove Continue on title
Kylock Time System
Jump Check
Custom Battle Formula
Revive State
Disable dash states
Element Immunities
Full Status Custom Menu System
DeadlyDan_MapFog
Advanced Text System
I forgot to add I am also using Vampry Abs
If I had to take a guess from the names, DeadlyDan_MapFog or Kylock Time System might be doing it. What appears to be happening is that a plane object is being saved to a save file, which is bad. Figure out which script is causing the problem by taking them out one by one until the error no longer occurs. Like I said, it is likely one of the two I mentioned and likely Kylock's as I've heard a fair number of complaints about his scripts.
Once you figure that out, post a link to the script and I might be able to take a look or refer you to another script with the same function.
I Already tested kylocks time system it does not show a error after I deleated Deadly dan fog and your advanced text system I am trying to figure out which one it is at the moment
Edit: I Found Out that it is Deadly Dan Map Fog so here is the script.
[spoiler]#===========================================
# ? DeadlyDan_MapFog by DeadlyDan
#--------------------------------------------
# Allows maps to have fogs like in RPG Maker XP
#============================================
# Usage:
=begin
To initialize a fog for a current map you must:
1) Create a map event and set it to only come on when Self Switch A is on.
2) Rename it to FOG. (Case sensitive, so it has to be FOG)
3) Set it to a Parallel Process.
4) Add for example, the following code into a Script Code event command:
$game_map.fog_name = "fog" # Filename of fog image located in the Pictures folder
$game_map.fog_zoom = 300 # How much to zoom into the fog image
$game_map.fog_sx = 1 # The scrolling speed across the x axis
$game_map.fog_sy = 1 # The scrolling speed across the y axis
$game_map.fog_target_opacity = 80 # The opacity of the fog
$game_map.fog_show # Always call this after changing fog variables
5) Then, add a Control Self Switch after that Script Code, and set it to turn A off.
(Note)
It is absolutely vital that you put the event name to FOG and set it to a Parallel Proccess and also set it to
only run when Self-Switch A is on.
Make sure you place this script after all other scripts except for Main.
(Extras)
You can also use extra commands to change the fog settings, such as the following example:
$game_map.fog_tone = Tone.new ( 100, 0, 0, 0 )
$game_map.fog_blend_type = 1 # ( 0 = NONE, 1 = ADD, 2 = SUBTRACT )
(Important!)
When you want to have a map with no fog, do all of the above but instead of seting the fog options and then
calling $game_map.fog_show, just add a Script Code event command and place in it $game_map.fog_clear.
This will clear the fog settings and the fog will dissapear, every map has to have a fog event in it, else maps
will keep all other maps fog settings that might be unintentional on the users side.
=end
class Game_Temp
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_target_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :fog_tone
alias original_initialize initialize
def initialize
original_initialize
@fog_name = ""
@fog_tone = Tone.new ( 0, 0, 0, 0 )
@fog_opacity = 0
@fog_target_opacity = 0
@fog_blend_type = 0
@fog_zoom = 100
@fog_sx = 0
@fog_sy = 0
end
end
class Game_Map
attr_accessor :fog_name
attr_accessor :fog_opacity
attr_accessor :fog_target_opacity
attr_accessor :fog_blend_type
attr_accessor :fog_zoom
attr_accessor :fog_sx
attr_accessor :fog_sy
attr_accessor :fog_ox
attr_accessor :fog_oy
attr_accessor :fog_tone
attr_accessor :fog_start_loop
attr_accessor :fog_eventid
attr_accessor :fog_visible
attr_accessor :fog
alias original_initialize initialize
def initialize
original_initialize
@fog = Plane.new ( @viewport1 )
@fog_ox = 0
@fog_oy = 0
end
alias original_setup setup
def setup ( map_id )
original_setup ( map_id )
fog_event
end
alias original_update update
def update
original_update
if ( @fog_visible and @fog )
fog_update
end
end
def fog_init
@fog_name = $game_temp.fog_name
@fog_tone = $game_temp.fog_tone
@fog_opacity = $game_temp.fog_opacity
@fog_target_opacity = $game_temp.fog_target_opacity
@fog_blend_type = $game_temp.fog_blend_type
@fog_zoom = $game_temp.fog_zoom
@fog_sx = $game_temp.fog_sx
@fog_sy = $game_temp.fog_sy
@fog_tone_target = Tone.new ( 0, 0, 0, 0 )
@fog_tone_duration = 0
@fog_opacity_duration = 0
@fog_opacity_target = 0
@fog_previous_name = ""
fog_setup
end
def fog_setup
fog_hide
if ( ( @fog_previous_name != @fog_name ) and ( @fog_name != "" ) )
@fog.bitmap = Cache.picture ( @fog_name )
@fog_name_previous = @fog_name
@fog_opacity = @fog_target_opacity
@fog.opacity = @fog_opacity
@fog.blend_type = @fog_blend_type
@fog.zoom_x = @fog_zoom / 100
@fog.zoom_y = @fog_zoom / 100
@fog.ox = @fog_ox
@fog.oy = @fog_oy
@fog.tone = @fog_tone
@fog.z = 99
@fog_visible = true
else
fog_hide
end
end
def fog_update
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if ( @fog_tone_duration >= 1 )
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
if ( @fog_opacity_duration >= 1 )
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
@fog.opacity = @fog_opacity
@fog.blend_type = @fog_blend_type
@fog.zoom_x = @fog_zoom / 100
@fog.zoom_y = @fog_zoom / 100
@fog.ox = @fog_ox
@fog.oy = @fog_oy
@fog.tone = @fog_tone
end
def fog_show
fog_init
end
def fog_hide
@fog_visible = false
@fog_opacity = 0
$game_temp.fog_opacity = 0
end
def fog_clear
@fog_visible = false
@fog_opacity = 0
$game_temp.fog_opacity = 0
@fog_target_opacity = 0
$game_temp.fog_target_opacity = 0
fog_show
end
def scroll_up ( distance )
if ( loop_vertical? )
@display_y += @map.height * 256 - distance
@display_y %= @map.height * 256
@parallax_y -= distance
@fog_oy -= distance / 8.0
else
last_y = @display_y
@display_y = [@display_y - distance, 0].max
@parallax_y += @display_y - last_y
@fog_oy += ( @display_y - last_y ) / 8.0
end
end
def scroll_down ( distance )
if ( loop_vertical? )
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
@fog_oy += distance / 8.0
else
last_y = @display_y
@display_y = [@display_y + distance, (height - 13) * 256].min
@parallax_y += @display_y - last_y
@fog_oy += ( @display_y - last_y ) / 8.0
end
end
def scroll_left ( distance )
if ( loop_horizontal? )
@display_x += @map.width * 256 - distance
@display_x %= @map.width * 256
@parallax_x -= distance
@fog_ox -= distance / 8.0
else
last_x = @display_x
@display_x = [@display_x - distance, 0].max
@parallax_x += @display_x - last_x
@fog_ox += ( @display_x - last_x ) / 8.0
end
end
def scroll_right ( distance )
if ( loop_horizontal? )
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
@fog_ox += distance / 8.0
else
last_x = @display_x
@display_x = [@display_x + distance, (width - 17) * 256].min
@parallax_x += @display_x - last_x
@fog_ox += ( @display_x - last_x ) / 8.0
end
end
def setup_events
@fog_eventid = 0
@events = {}
for i in @map.events.keys
@events = Game_Event.new(@map_id, @map.events)
if ( @events.name == "FOG" )
@fog_eventid = i
end
end
@common_events = {}
for i in 1...$data_common_events.size
@common_events = Game_CommonEvent.new(i)
end
end
def fog_event
if ( @fog_eventid != 0 )
key = @events[@fog_eventid].selfswitch
$game_self_switches[key] = true
end
end
end
class Scene_Map < Scene_Base
alias original_start start
def start
original_start
$game_map.fog_show
$game_map.fog_event
end
alias original_terminate terminate
def terminate
original_terminate
$game_map.fog_hide
end
end
class Game_Player < Game_Character
alias original_perform_transfer perform_transfer
def perform_transfer
original_perform_transfer
$game_map.setup_events
$game_map.fog_event
$game_map.fog_show
end
end
class Game_Event < Game_Character
def name
return @event.name
end
def selfswitch
key = [@map_id, @event.id, 'A']
return key
end
end
[/spoiler]
Well, it's definitely not the ATS. It doesn't use the Plane class.
The script that you're looking for will have created a Plane object and saved it to an instance variable. If the error doesn't occur anymore and it isn't Kylock's, then it's DeadlyDan Fog.
Thank you I Modern Algebra :D
Sorry to double post but this can be closed I found a new script that dose the same thing without a error sorry if I caused you trouble Modern Algebra
Good to hear.