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[Resolved]Is my line 41 broken?

Started by Grafikal, July 31, 2008, 04:27:01 AM

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Grafikal

 ;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]

#==============================================================================
# ? 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

[/spoiler]
Error Here: [my line 41]

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]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ? 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
[/spoiler]

Error Here: [my line 41]

       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]
#=======================================================================
# ? [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
[/spoiler]

It's a line 18 error. Which is:
  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*]

ahref

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

Grafikal

The 2 41 liners are both the same error:
QuoteScript '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.
QuoteScript 'ShopOnScreen' line 18: SyntaxError occurred.


modern algebra

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:


#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ?      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.

Grafikal

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.