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Wierd Error

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***
Rep:
Level 88
*yawn*
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

 
Code: [Select]
????? 'Game_Player'? 104 ??? NoMethodError ???????

undefined method 'character_name' for nil:NilClass

Anybody know whats up?

*
A Random Custom Title
Rep:
Level 96
wah
Post the script up or at least the line :P

********
Shadow Knight
Rep:
Level 91
Ruin that brick wall!
Project of the Month winner for October 2008
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.
Be kind, everyone you meet is fighting a hard battle.

***
Rep:
Level 88
*yawn*
Here's the whole script.
Spoiler for:
Code: [Select]
#==============================================================================
# * 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

********
moew
Rep:
Level 91
Queen Princess
2013 Most Missed Member2012 Most Missed Member;o hee hee <3For being a noted contributor to the RMRK Wiki
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.
:taco: :taco: :taco: