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[Resolved]Is my line 41 broken?

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********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
 ;9

I'm going through a list of seemingly EASY scripts to install, and all of them stop at the same place. Line 41. I get a syntax error message before the game even starts. Every script I've tried to install, I have started with a fresh game with no other scripts [besides the stock scripts]. I've followed all the creators' instructions of where to place the script, and most of them all just say above Main. I put them above Main and below Materials.

So far I've gone through:

Glowing Light Effects
Full Script:
Spoiler for:
Code: [Select]
#==============================================================================
# ? Light Effects VX 1.1
#     5.21.2008
#------------------------------------------------------------------------------
#  Script by: Kylock (originally for RMXP by Near Fantastica)
#==============================================================================
#   To make an event glow, give it a Comment: with any of the supported light
# modes.
#   The SWITCH setting below will disable light effects from updating with the
# switch is on.
#==============================================================================
# ? Change Log
#------------------------------------------------------------------------------
# 1.0 - Original Release
# 1.1 - New light modes added: LIGHT2, TORCH, TORCH2
#     - Changed sprite blend mode to ADD (looks slightly better)
#     - Fire-based lights are now red in color
#==============================================================================
# ? Light Modes
#------------------------------------------------------------------------------
#   GROUND - Medium steady white light.
#   FIRE   - Large red light with a slight flicker.
#   LIGHT  - Small steady white light.
#   LIGHT2 - X-Large steady white light.
#   TORCH  - X-Large red light with a heavy flicker.
#   TORCH2 - X-Large red light with a sleight flicker.
#==============================================================================

class Spriteset_Map
  alias les_spriteset_map_initalize initialize
  alias les_spriteset_map_dispose dispose
  alias les_spriteset_map_update update
  def initialize
    @light_effects = []
    setup_lights
    les_spriteset_map_initalize
    update
  end
  def dispose
    les_spriteset_map_dispose
    for effect in @light_effects
      effect.light.dispose
    end
    @light_effects = []
  end
  def update
    les_spriteset_map_update
    update_light_effects
  end
  def setup_lights
    for event in $game_map.events.values
      next if event.list == nil
      for i in 0...event.list.size
        if event.list[i].code == 108 and event.list[i].parameters == ["GROUND"]
          type = "GROUND"
          light_effects = Light_Effect.new(event,type)
          light_effects.light.zoom_x = 2
          light_effects.light.zoom_y = 2
          light_effects.light.opacity = 100
          @light_effects.push(light_effects)
        end
        if event.list[i].code == 108 and event.list[i].parameters == ["FIRE"]
          type = "FIRE"
          light_effects = Light_Effect.new(event,type)
          light_effects.light.zoom_x = 300 / 100.0
          light_effects.light.zoom_y = 300 / 100.0
          light_effects.light.opacity = 100
          @light_effects.push(light_effects)
        end
        if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT"]
          type = "LIGHT"
          light_effects = Light_Effect.new(event,type)
          light_effects.light.zoom_x = 1
          light_effects.light.zoom_y = 1
          light_effects.light.opacity = 150
          @light_effects.push(light_effects)
        end
        if event.list[i].code == 108 and event.list[i].parameters == ["LIGHT2"]
          type = "LIGHT2"
          light_effects = Light_Effect.new(event,type)
          light_effects.light.zoom_x = 6
          light_effects.light.zoom_y = 6
          light_effects.light.opacity = 150
          @light_effects.push(light_effects)
        end
        if event.list[i].code == 108 and event.list[i].parameters == ["TORCH"]
          type = "TORCH"
          light_effects = Light_Effect.new(event,type)
          light_effects.light.zoom_x = 6
          light_effects.light.zoom_y = 6
          light_effects.light.opacity = 150
          @light_effects.push(light_effects)
        end
        if event.list[i].code == 108 and event.list[i].parameters == ["TORCH2"]
          type = "TORCH2"
          light_effects = Light_Effect.new(event,type)
          light_effects.light.zoom_x = 6
          light_effects.light.zoom_y = 6
          light_effects.light.opacity = 150
          @light_effects.push(light_effects)
        end
      end
    end
    for effect in @light_effects
      case effect.type
      when "GROUND"
        effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
        effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
        effect.light.blend_type = 1
      when "FIRE"
        effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
        effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
        effect.light.tone = Tone.new(255,-100,-255,   0)
        effect.light.blend_type = 1
      when "LIGHT"
        effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
        effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
        effect.light.blend_type = 1
      when "LIGHT2"
        effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
        effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
        effect.light.blend_type = 1
      when "TORCH"
        effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
        effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
        effect.light.tone = Tone.new(255,-100,-255,   0)
        effect.light.blend_type = 1
      when "TORCH2"
        effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
        effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
        effect.light.tone = Tone.new(255,-100,-255,   0)
        effect.light.blend_type = 1
      end
    end
  end
  def update_light_effects
    if $game_switches[1]
      for effect in @light_effects
        next if effect.type == "FIRE" || effect.type == "TORCH"
        effect.light.visible = false
      end
    else
      for effect in @light_effects
        next if effect.type == "FIRE" || effect.type == "TORCH"
        effect.light.visible = true
      end
    end
    for effect in @light_effects
      case effect.type
      when "GROUND"
        effect.light.x = (effect.event.real_x - 400 - $game_map.display_x) / 8
        effect.light.y = (effect.event.real_y - 400 - $game_map.display_y) / 8
      when "FIRE"
        effect.light.x = (effect.event.real_x - 600 - $game_map.display_x) / 8 + rand(6) - 3
        effect.light.y = (effect.event.real_y - 600 - $game_map.display_y) / 8 + rand(6) - 3
        effect.light.opacity = rand(10) + 90
      when "LIGHT"
        effect.light.x = (-0.25 / 2 * $game_map.display_x) + (effect.event.x * 32) - 15
        effect.light.y = (-0.25 / 2 * $game_map.display_y) + (effect.event.y * 32) - 15
      when "LIGHT2"
        effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
        effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
      when "TORCH"
        effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20 + rand(20) - 10
        effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8 + rand(20) - 10
        effect.light.opacity = rand(30) + 70
      when "TORCH2"
        effect.light.x = (effect.event.real_x - 1200 - $game_map.display_x) / 8 - 20
        effect.light.y = (effect.event.real_y - 1200 - $game_map.display_y) / 8
        effect.light.opacity = rand(10) + 90
      end
    end
  end
end

class Light_Effect
  attr_accessor :light
  attr_accessor :event
  attr_accessor :type
  def initialize(event, type)
    @light = Sprite.new
    @light.bitmap = Cache.picture("le.png")
    @light.visible = true
    @light.z = 1000
    @event = event
    @type = type
  end
end
Error Here: [my line 41]
Code: [Select]
for effect in @light_effects

For the glowing effects, there is a .png file that I needed to import which I did without a problem, so that couldn't be the issue.

I've also tried:

KGC's Translated_ForcedStopVictoryME
Full Script:
Spoiler for:
Code: [Select]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ? Forced Victory ME Stop - KGC_ForceStopVictoryME ? VX ?
#_/    ? Last update : 2008/03/02 ?
#_/    ? Translated by Mr. Anonymous
#_/----------------------------------------------------------------------------
#_/  Forces Battle Victory ME (Musical Effect) to stop when the scene returns
#_/  to the map.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# ? Customization ?
#==============================================================================

module KGC
module ForceStopVictoryME
  # ? Fading out time (milli-second)
  #  If set to 0, the ME stops instantly upon scene change to map.
  FADE_TIME = 800
end
end

#* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #

$imported = {} if $imported == nil
$imported["ForceStopVictoryME"] = true

#==============================================================================
# ? Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ? End Battle
  #     result : result (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  alias battle_end_KGC_ForceStopVictoryME battle_end
  def battle_end(result)
    battle_end_KGC_ForceStopVictoryME(result)

    return if result != 0

    @@_victory_me_thread = Thread.new {
      time = KGC::ForceStopVictoryME::FADE_TIME
       RPG::ME.fade(time)                         # Start ME Fade
       sleep(time / 1000.0)                       # Wait until the fade is done.
       RPG::ME.stop                               # Stop ME                      
    }
  end
end

Error Here: [my line 41]
Code: [Select]
       RPG::ME.fade(time)                         # Start ME Fade

And then there's THIS! A Plug n' Play Script for having a shop menu appear over your map instead of a menu background. At least this isn't line 41 but it's just as annoying.  ;9

On Screen Shop:
Fullscript:
Spoiler for:
Code: [Select]
#=======================================================================
# ? [VX] ? On-Screen Shop ? ?
#-------------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 14/05/2008
# ? Version: 1.0
#=======================================================================

class Scene_Shop < Scene_Base
 
  USE_SPRITESET = true
  # Do you want to use real map as background? (tile will animate)
 
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  alias wora_sceshop_str_oshop start
  def start
wora_sceshop_str_oshop
@spriteset = Spriteset_Map.new if USE_SPRITESET
@gold_window.x = Graphics.width - @gold_window.width - 24
@gold_window.y = Graphics.height - @gold_window.height - 24
@buy_window.x = @sell_window.x = 0
@number_window.x = 0
@dummy_window.y = @help_window.height
@buy_window.y = @sell_window.y = @help_window.height
@number_window.y = @status_window.y = @help_window.height
@buy_window.height = @sell_window.height = 200
@number_window.height = @status_window.height = 200
@dummy_window.y = Graphics.height
@status_window.create_contents
@help_window.visible = false
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  alias wora_sceshop_ter_oshop terminate
  def terminate
wora_sceshop_ter_oshop
@spriteset.dispose if USE_SPRITESET
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias wora_sceshop_upd_oshop update
  def update
wora_sceshop_upd_oshop
if @command_window.active
  @help_window.visible = false
elsif @buy_window.active
  @help_window.visible = @buy_window.visible
elsif @sell_window.active
  @help_window.visible = @sell_window.visible
end
@spriteset.update if USE_SPRITESET
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
@command_window = Window_Command.new(120, [s1, s2, s3])
@command_window.y = Graphics.height - @command_window.height - 24
@command_window.x = 24
if $game_temp.shop_purchase_only
  @command_window.draw_item(1, false)
end
  end
end

class Window_ShopNumber < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
y = 64
self.contents.clear
draw_item_name(@item, 0, y)
self.contents.font.color = normal_color
self.contents.draw_text(212, y, 20, WLH, "×")
self.contents.draw_text(248, y, 20, WLH, @number, 2)
self.cursor_rect.set(244, y, 28, WLH)
draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
  end
end

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
self.contents.clear
if @item != nil
  number = $game_party.item_number(@item)
  self.contents.font.color = system_color
  self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 200, WLH, number, 2)
  for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index)
draw_actor_parameter_change(actor, x, y)
  end
end
  end
  #--------------------------------------------------------------------------
  # * Draw Actor's Current Equipment and Parameters
  #--------------------------------------------------------------------------
  def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
  item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
  item1 = nil
else
  item1 = actor.equips[1 + @item.kind]
end
if enabled
  if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
  else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
  end
  if change > 0 # If increase status

  elsif change < 0 # If decrease status
self.contents.font.color.alpha = 128
  else # if not change status
self.contents.font.color.alpha = 128
  end
  self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
  end
end

It's a line 18 error. Which is:
Code: [Select]
  alias wora_sceshop_str_oshop start




Some of these probably have the easiest fixes, but considering I'm literally an R-tard with scripts, the fix's difficulty is much higher...for me.  ;9
I'll laugh if they're easy to fix. [*crosses fingers*]
« Last Edit: August 01, 2008, 12:24:48 AM by grafikal007 »

*
Resident Cloud
Rep:
Level 91
are you sure the line 41 points to the script your trying to insert?

it sounds like theres a problem with your default scripts. what error message appears

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
The 2 41 liners are both the same error:
Quote
Script 'KGC_Translated_ForceStopVictoryME' line 41: SyntaxError occurred.
The names of the scripts are different though.

for the 18 liner, its the same error, but on line 18 and different script name.
Quote
Script 'ShopOnScreen' line 18: SyntaxError occurred.


*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Well, you have the dubious honour of having the weirdest error I've ever seen. I still don't know what went wrong. But try replacing it with this:

Code: [Select]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ?      Forced Victory ME Stop - KGC_ForceStopVictoryME      ? VX ?
#_/    ?                Last update : 2008/03/02                        ?
#_/    ?               Translated by Mr. Anonymous                      ?
#_/-----------------------------------------------------------------------------
#_/  Forces Battle Victory ME (Musical Effect) to stop when the scene returns
#_/  to the map.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
#                            ? Customization ?                                 #
#==============================================================================#

module KGC
module ForceStopVictoryME
  # ? Fade out time (milli-second)
  #  If set to 0, the ME stops instantly upon scene change to map.
  FADE_TIME = 800
end
end

#* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #

$imported = {} if $imported == nil
$imported["ForceStopVictoryME"] = true

#==============================================================================
# ? Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ? End Battle
  #     result : ?? (0:Victory 1:Escape 2:Defeat)
  #--------------------------------------------------------------------------
  alias battle_end_KGC_ForceStopVictoryME battle_end
  def battle_end(result)
    battle_end_KGC_ForceStopVictoryME(result)

    return if result != 0

    @@_victory_me_thread = Thread.new {
      time = KGC::ForceStopVictoryME::FADE_TIME
       RPG::ME.fade(time)                         # Start ME Fade
       sleep(time / 1000.0)                       # Wait until the fade is done.
       RPG::ME.stop                               # Stop ME                       
    }
  end
end

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/base_function&tech=force_stop_victory_me
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

It worked for me.

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
thank you thank you thank you thank you! That solves that scripty problem! Good thing it was the one I needed the most out of the 3. I'll throw this up as Resolved for now since I don't have a real problem by not using the other 2 at the moment.