BATTLE ENGINE MELODY ERROR
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I added the YEM Battle scripts into my game, but it keep getting this error:
Script 'YEM Battle Engine Melody IV' line 5823: ArgumentError occurred.
wrong number of arguments(0 for 2)
Can someone help plz?
EDIT: Using VX (if it wasnt obvious)
Script 'YEM Battle Engine Melody IV' line 5823: ArgumentError occurred.
wrong number of arguments(0 for 2)
Can someone help plz?
EDIT: Using VX (if it wasnt obvious)
I get errors with that thing all the time. I think you're supposed to use it and only it. Start taking out your other scripts.
i found one thing. I forgot to take out another battle script so the battles start now, but the victory aftermath script giving an error now.
I just cant win.
Edit: took out victory script and it works fine now. therell probably be more errors with this thing, though.
I just cant win.
Edit: took out victory script and it works fine now. therell probably be more errors with this thing, though.
I have the complete YEM suite and it works with a ton of other scripts, although it's a good idea to start with Yanfly's system and add others slowly to check for compatibility.
post=WolfCoderTo be fair, I wondered the same thing.
So tell me why Emptybrain didn't implement some sort of namespace system to prevent all this?
post=heisenman
If a developer can't get two scripts to work together is not emptybrain problem.
You haven't developed for long, have you?
post=WolfCoderpost=heisenmanYou haven't developed for long, have you?
If a developer can't get two scripts to work together is not emptybrain problem.
Hi. I'm calling you out to say that simply posting like this is not helpful. Please explain what you mean so that you can feel better about calling people stupid - you can flaunt your knowledge! How cool is that?
The error with the YEM Victory Aftermath might have been with your Common Events within the database. If you'd like to continue using the script, I suggest you make sure you have around 30 common events, as Victory Aftermath takes up from common event 20 to 28.
What you are referring to, dezz, is YEM Victory Aftermath's feature of allowing actors to have a custom-per-actor victory speech after every battle via common events. This can be configured to any number of actors and common events required and is not something set in stone, you can even disable the whole thing if you wish. Thus, if someone's having problems regarding common events in YEM Victory Aftermath it is most likely due to user misconfiguration.
I would also like to take this time to state to anyone reading this that people should fully understand what they're talking about before engaging in debugging practices. YEM Victory Aftermath does not take up common event IDs 20 ~ 28 (these can be changed, removed or disabled as stated above) nor does it require around 30 common events.
I would also like to take this time to state to anyone reading this that people should fully understand what they're talking about before engaging in debugging practices. YEM Victory Aftermath does not take up common event IDs 20 ~ 28 (these can be changed, removed or disabled as stated above) nor does it require around 30 common events.
YEM can cause some weird errors if you lower certain array sizes, by the way. I found out today that if I try to lower the number of States below the default (25?) that Battle Engine Melody crashed in-game when a battle starts.
It's a non-issue, all you have to do is increase the maximum array, but if you've been messing around with some stuff and battles start crashing, it's good to know about.
It's a non-issue, all you have to do is increase the maximum array, but if you've been messing around with some stuff and battles start crashing, it's good to know about.
Battle Engine Melody can run happily with less than 25 states. In fact, I saw nothing in BEM's default configurations that would necessitate 25 states in the database minimum and I've successfully run it with only the 16 stock states provided in a new blank project.
While I can't get down too specific since I can't reproduce the problem, the likely cause is a misconfiguration of one or more scripts (or you perhaps editted BEM's code directly?) that are looking for state ID 25 or IDs 17 ~ 25 to work with. Another probable cause is a script conflict.
Rather than jury-rigging by enlarging the array size of the states in the database, I suggest you look into the problem to see what the cause is. An obvious error left unattended might come back to haunt you some day down the road.
While I can't get down too specific since I can't reproduce the problem, the likely cause is a misconfiguration of one or more scripts (or you perhaps editted BEM's code directly?) that are looking for state ID 25 or IDs 17 ~ 25 to work with. Another probable cause is a script conflict.
Rather than jury-rigging by enlarging the array size of the states in the database, I suggest you look into the problem to see what the cause is. An obvious error left unattended might come back to haunt you some day down the road.
post=KingArthur
What you are referring to, dezz, is YEM Victory Aftermath's feature of allowing actors to have a custom-per-actor victory speech after every battle via common events. This can be configured to any number of actors and common events required and is not something set in stone, you can even disable the whole thing if you wish. Thus, if someone's having problems regarding common events in YEM Victory Aftermath it is most likely due to user misconfiguration.
I would also like to take this time to state to anyone reading this that people should fully understand what they're talking about before engaging in debugging practices. YEM Victory Aftermath does not take up common event IDs 20 ~ 28 (these can be changed, removed or disabled as stated above) nor does it require around 30 common events.
But he probably didn't edit or configure the script, therefore it does require common events 20~28, as 20 is the common event for Actor 1(in the database)'s speech normally, like for the drops, the victory message, and so on. 28 is Actor 8, and the common events in between are the others.
You could disable the messages or whatever in the script, but it might become complicated.
I could be wrong, however, as it has been a while since I've been working with Victory Aftermath. :<
post=dezz123
But he probably didn't edit or configure the script, therefore it does require common events 20~28, as 20 is the common event for Actor 1(in the database)'s speech normally, like for the drops, the victory message, and so on. 28 is Actor 8, and the common events in between are the others.
You could disable the messages or whatever in the script, but it might become complicated.
I could be wrong, however, as it has been a while since I've been working with Victory Aftermath. :<
One only needs to change a setting in the configurations module to disable the common events feature, and it's pretty obvious how to modify the common events used if one wants to use it. Nothing is required if the thing is easily modified.
There's also a manual on Pockethouse Wiki, so there's really no excuse for misconfiguration. =x
post=Crazepost=WolfCoderHi. I'm calling you out to say that simply posting like this is not helpful. Please explain what you mean so that you can feel better about calling people stupid - you can flaunt your knowledge! How cool is that?post=heisenmanYou haven't developed for long, have you?
If a developer can't get two scripts to work together is not emptybrain problem.
Here here Craze! I've noticed that a lot about Wolf Coder's posts. There Wolfy, see how it feels?
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