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RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (GAME HANGS IN BALANCE)

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Hi there. So i'm building a game on this whole system ( http://www.mediafire.com/?dd2wkz22zix ) The problem i'm having is a script error that causes the game to crash, the guy who made this
released a bug fix ( http://www.mediafire.com/?cyo1mgjn0nm just replace the script with this script) which it didn't fix my error (use knife on zombie = game crash) basically what
i'm asking is for someone to possibly fix this it seems pretty easy to do but i have no knowledge of how to do so, but besides this fatal error the whole system
is brilliant and i do believe if this can't be fixed im screwed on making my game or i have to find another script or whole system as good as this (doubt i will find one good as this).
More information error says "Script 'interpreter' 2 line 58: NoMethodError occured. undefined method 'face' for #<Game_Event:0x4361a20>" and here's the place
i found this system http://www.rpgrevolution.com/forums/index.php?showtopic=27277 .
Oh yeah and its on rpg maker xp thanks if someone helps.
Change the line it references (Line 58 in Interpreter 2) to read just

enabled = $game_temp.hit

(Personally, I changed it as follows:
enabled = $game_temp.hit #and $game_map.events.face
in the event I figured out what that function was supposed to do and could correct it, but I haven't found anywhere for that yet.)

As I don't know the intention of the original developer, I don't know what that particular function does so I can't correct it to their original ideas (I expect it took into account which way the zombie was facing to determine if you actually hit or not). It appears to work at that point, but I don't know if the knife is actually able to kill a zombie because they kill me faster than the knife lets me attack (but the game lets you keep playing after a knife hit with that change).
Oh thanks i will do what you said. i believe it did work once at a certain angle i dont remember which though. I'm curious if its possible to completely remove the knife feature seems pointless to have it doubt anyone would use it and the zombies hits you too fast ya know?
Just tried out what you said thanks never mind about the removing stuff i'm just going to recommend people in the game not to use the knife as it will rarely hit :) thanks! my game is currently pending but hope you play it!
Get rid of the script. Period. You could do a better one with coding and basic knowledge of variables, that wouldn't cause any error.

Also, knife attack is a short range attack. You're building this on what, VX Ace (I didn't download, because I didn't want crap on my computer)? Make a Touch event (with a If Action is used condition) for each monster if equipped with the knife. Make a simple battle animation, and change the sprite of the character to an attack pose. If you don't use the action in time, the attack misses and the enemy hurts you.

And you wonder why you got rejected when rather than fixing things "I'm just going to recommend people in the game not to use the knife as it will rarely hit." Someone will use it anyway. Fixing the problem, unless you've hired a bugtester, is your responsibility.
author=bulmabriefs144
Get rid of the script. Period. You could do a better one with coding and basic knowledge of variables, that wouldn't cause any error.

Also, knife attack is a short range attack. You're building this on what, VX Ace (I didn't download, because I didn't want crap on my computer)? Make a Touch event (with a If Action is used condition) for each monster if equipped with the knife. Make a simple battle animation, and change the sprite of the character to an attack pose. If you don't use the action in time, the attack misses and the enemy hurts you.

And you wonder why you got rejected when rather than fixing things "I'm just going to recommend people in the game not to use the knife as it will rarely hit." Someone will use it anyway. Fixing the problem, unless you've hired a bugtester, is your responsibility.


Why are you acting so hostile? Seriously fixing script errors with event systems is only a thing you do in rm2k(3) not in the later versions of the makers. Next to that not everybody knows basic variables and such. I can understand when somebody downloads a script or system he expect it to work without bugs.
She's got a good point though. However not all of us are competent scripters or event(ers)
author=obsorber
She's got a good point though. However not all of us are competent scripters or event(ers)

not all of us are competent scripters or event(ers)...yet. Scripting and eventing are simply skills you learn and can learn. There isn't any, say, genetic predestination that specifies that Person A is a scripter (it's in his DNA!) and Person B cannot script.

If there is a game crashing bug, you should really fix it.
So, as I just started using RmXP on a more serious base myself I thought it couldn't hurt to get the exersize of fixing this knife issue. I don't have loads of scripting experience and I do get some other bugs with this system (something about bullet hue). But I did however manage to remove the knife from functioning and to get rid of the knife in the menu (the latter is rather basic stuff).

The Scene_Menu is changed to stop the "knife" menu window from loading, refreshing and removing. The Window_Menu 1 is changed to make this navigation window bigger and center the text (+ 32) to fill in the gap of the removed "knife" window. The Game_Actor 5 part changes the equipment of the actor so the knife isn't there anymore. Thus is stops all actions that handle the knife stuff. I first changed a class that handled the animation of the knife, but I couldn't find the class that handled the actual use of the knife. Removing it from the equipment list did just fine, so there is is: my journey in the scripting world and your solution to the knife problem =).

This is what you need to change in the script editor:

Scene_Menu 1

Remove:

Line 60:

@Wea_SP_windows = Windows_Wea_SP.new

Line 111:

@Wea_SP_windows.dispose

Line 134:

@Wea_SP_windows.update



Window_Menu:

Change:

Line 51:

rect.y = index / @column_max * 32

to:

rect.y = index / @column_max * 32 + 32



Game_Actor 5:

Change:

Line 129:

@sp_wea_id = 1

To:

@sp_wea_id = 0

The script was purposefully designed to use the knife only as a last resort - it's clear from looking at the script it's designed to be difficult to fight with because hey, it's like a six inch blade being used against brain-hungry zombies. It's not meant to hit as often, or to be used as such - only when you get trapped and have no other option (and you'll die if you don't get one or two lucky hits in).

I actually think that, on average, the change I mentioned to the script would increase the average hit rate of the knife, and even then it's still 'abyssmal' (in testing, one in three or one in four button presses result in a hit - and that seems to be because the animation is actually taken into account for how often it counts button presses and when it 'hits'; if the zombie moved during the animation, it won't hit, because the zombie isn't there anymore).

Also, people need to damn well learn to read - it says right in the first post what maker is being used. There's no game crashing bug anymore, just design on a weapon that could be a lot better but makes sense being as crappy as it is. That said, the original script is rather clunky in play - I'm not sure why the original scripter chose the keys they did - and could majorly use an update to fix bugs - it's about three years without one now.

(Also, the damned thing contains so, so much terrible commenting and terrible conventions that it's nearly impossible to trace through it and fix stuff without knowing before hand what's going on...)
author=Travio
The script was purposefully designed to use the knife only as a last resort - it's clear from looking at the script it's designed to be difficult to fight with because hey, it's like a six inch blade being used against brain-hungry zombies. It's not meant to hit as often, or to be used as such - only when you get trapped and have no other option (and you'll die if you don't get one or two lucky hits in).

I actually think that, on average, the change I mentioned to the script would increase the average hit rate of the knife, and even then it's still 'abyssmal' (in testing, one in three or one in four button presses result in a hit - and that seems to be because the animation is actually taken into account for how often it counts button presses and when it 'hits'; if the zombie moved during the animation, it won't hit, because the zombie isn't there anymore).

Also, people need to damn well learn to read - it says right in the first post what maker is being used. There's no game crashing bug anymore, just design on a weapon that could be a lot better but makes sense being as crappy as it is. That said, the original script is rather clunky in play - I'm not sure why the original scripter chose the keys they did - and could majorly use an update to fix bugs - it's about three years without one now.

(Also, the damned thing contains so, so much terrible commenting and terrible conventions that it's nearly impossible to trace through it and fix stuff without knowing before hand what's going on...)

As far as I could tell doing my research it wasn't a script to begin with. It was ment as an "engine" for his own game. After people starting to request the script for it he released it.

There is also a problem with the fact that only the first character can use the knife. This is somewhat indicated by the change I made. It only gives the knife to character number one (which is also stated in one of the topics at other forums). It's a crappy system that's for sure.
I'm not saying that's no reason to try but there isn't anything wrong with asking for help or for some sense of direction.
It's not hard to alter that to set the knife to another character, though. It's one line of script to add, as he already added a way in there to change that weapon on the fly. However, yes, currently only the first character is coded in to have animations for the knife - the entire animation thing is handled in a Common Event that checks to make sure the person you're controlling is Actor 1 in the database (with proper animations, it would be possible to use that as a basis to add other people though)... This entire thing is a mess.

Here's what I'm talking about with commenting:

The function check_weapon_ammo is commented as "Make enemy HP".
The function reload is commented as "Player Attack"

I've been trying to find out exactly where the calculation for the knife hitting is - it's a big mess of code to dig through. I've figured out why the knife is useless when it actually hits - the default setting for its attack is like... 80, and the enemy defense is between 35 and 50. So it's doing next to no damage for one... as for when how often it hits... Well, I'm still trying to figure out where exactly that's figured out.

... and I really can't figure out the thinking behind sticking the life display graphics into the title folder. =/

Edit: So I think I figured out how it figures out if you hit with the knife... and it's a bit of a mess. Ok, that's an understatement. IF you've hit the attack button at the right time so that you touch the zombie event while swinging, it'll trigger the hit case for the zombie. HOWEVER, if you haven't triggered it, the zombie attacks the players - and the zombie attack case can trigger far faster than you can possibly swing the knife because of the wait time on the attacks. And if you swing during the zombie hitting you, it doesn't trigger at all. Basically, the melee combat in the default script is fubar and requires a rather massive overhaul.
thanks travio bro :). In my opinion the system is good would be awesome if some one completely fixed it for future resident evil games. And anyone could easily fix the spelling errors (which i did) only semi problem i'm having now is that i have no idea where to go to set the amount of ink ribbons giving to the character like it gives me wayyy to much, i would only like 2 given at a time since its a survival horror game.
That's all handled in the event that gives the ribbons. In the demo, it gives 25 - if you're using that same event, just change the number it gives.
The knife sounds really messed up from Travio's most recent post about timing requirements and priorities in the script. You said the script as a whole feels clunky and unintuitive, but this is based on Resident Evil's systems (the older ones), where the controls were awkward on purpose to strip the player of their sense of power and make them feel far more vulnerable, to the point they actively avoid combat altogether.
author=Trujin
Why are you acting so hostile? Seriously fixing script errors with event systems is only a thing you do in rm2k(3) not in the later versions of the makers. Next to that not everybody knows basic variables and such. I can understand when somebody downloads a script or system he expect it to work without bugs.


I beg alot off of plugins from people. Mainly Cherry. But they're usually things that either:

1. I know would take thousands of lines of code due to the fact that they've gotta be implemented through the somewhat flawed handlers of rpgmaker. I wanna get the same effect with a simple comment.
2. Rpgmaker won't do under normal circumstances, even though it has the technical power (such as system menus)
3. Is not actually part of rpgmaker (like pure C++ code, using arrays or file streams)

A good game (I don't care if it's 2k3, or vxace, or whatever people use (if any) after vxace) uses a combination of at least basic understanding of coding, and the ability to script.

OP appears to have neither. This is still forgivable.

author=OP
Just tried out what you said thanks never mind about the removing stuff i'm just going to recommend people in the game not to use the knife as it will rarely hit


Say what, now? It sounded like rather than even giving an attempt to fix the problem, he acted like the knife rarely hits and that's the problem.

Having sucky skills is forgivable. Lying and covering up a fatal error is not. Suppose I were to decide to play his game, and it was a much worse error that fried my computer. I was out of ammo, and needed to use the knife.



"But I warned you that the knife rarely hits." Sorry, but might there be a case for speaking about personal responsibility? If you can't bugtest, hire someone who can.

Also, seriously, knife code does not need much in variables, scripts or anything of the sort.

Settinh the monster hp.

The monster itself.

I've looked at VX Ace or whatever system code, I'm fairly certain that they have something similar. And before anyone says, "but monsters need to be right next to you," I've attacked monsters right as they were stepping into the adjacent spot (so it's actually closer to 1 1/2 spaces, which is plenty for a knife). What I'm advising him to do is simply cut out the knife part, since it's simple enough that he can figure it out.

Politeness does no good if it doesn't help people learn and grow, or if it disguises things that should be said (if even one girl I tried to date told me, "I'm still in love with X" before I got too close, I'd be a ton less screwed up). Something that should be said, I have said, it's extremely poor form to lie about mistakes to users.

"I'm currently fixing it, don't use it" is okay. Not knowing about it is okay. Knowing and acting like nothing is wrong... ummmm... not so much.

author=kentona
If there is a game crashing bug, you should really fix it.


Yes!
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