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Help Scene File Error

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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
« Last Edit: September 26, 2010, 02:54:10 AM by CodeMaster »

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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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
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.

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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 for:
#===========================================
# ? 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
« Last Edit: September 28, 2010, 08:15:38 PM by CodeMaster »

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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Rep:
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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, 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.
« Last Edit: September 26, 2010, 05:38:02 PM by modern algebra »

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Thank you I Modern Algebra  :D

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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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

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

*
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
Good to hear.