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(Hopefully) a simple game.exe error

i mean so that everytime i make the game it includes the rtp

(Hopefully) a simple game.exe error

does that i mean i have too un-install the rpg maker vx and then re-install it?

(Hopefully) a simple game.exe error

yea it works now, is there not an easier way of doing it than installing a copy of the vx rtp onto every computer it goes onto?

(Hopefully) a simple game.exe error

i am getting an error of RPG.vx RTP could not be found when ever i try and run my game on a different machine, i was wondering why this was and how i fix it.

Help with RMVX ring menu

It was a false alarm i managed to fix it because i figured out that i was loading a save from before the battle script was implemented and for whatever reason it was causing an issue with the nil class but cheers for the help.

Help with RMVX ring menu

if you dont mind helping me again i have another problem with the tenkan side battler script like this one i get a no method error because of a undfined method fpr nil:Nilclass.

Help with RMVX ring menu

Thanks so much, it works like a treat now, itll take some time too fully understand it and change it too how i want but the games got its final functionality back

Help with RMVX ring menu

#==============================================================================
# ** Ring Menu
#-------------------------------------------------------------------------------
# by Syvkal
# Version 1.1
# 06-23-08
#==============================================================================

   #===================================================#
   #  **  C O N F I G U R A T I O N   S Y S T E M  **  #
   #===================================================#
  
  # Amount of frames for Startup Animation
  STARTUP_FRAMES = 20
  # Amount of frames for Movement Animation
  MOVING_FRAMES = 15
  # Radius of the Menu Ring
  RING_R = 75
  # Disabled icon to display when disabled
  ICON_DISABLE= Cache::picture('menu09')
  
  
   #-------------D-O---N-O-T---T-O-U-C-H---------------#
   
  class Scene_Title < Scene_Base
    alias game_objects_original create_game_objects
    def create_game_objects
      game_objects_original
   
   #-------------D-O---N-O-T---T-O-U-C-H---------------#
  
  # As this script allows you to make a custom Menu I thought to make it easier
  # I would make it possible to add extra Menu Options from here
  
  # All you need to do is specify the Text to display, the icon and the command
  # The command must be in a STRING
  # Simply add to the array below :

  $game_ring_menu = [
  
   # Menu Option 0  eg. Item
   [Vocab::item, Cache::picture('menu01'), "$scene = Scene_Item.new"],
   
   # Menu Option 1  eg. Skill
   [Vocab::skill, Cache::picture('menu02'), "start_actor_selection",
     "$scene = Scene_Skill.new(@status_window.index)"],
   
   # Menu Option 2  eg. Equip
   [Vocab::equip, Cache::picture('menu03'), "start_actor_selection",
     "$scene = Scene_Equip.new(@status_window.index)"],
   
   # Menu Option 3  eg. Status
   [Vocab::status, Cache::picture('menu04'), "start_actor_selection",
     "$scene = Scene_Status.new(@status_window.index)"],
   
   #---------------------------------------------------#
   #  **      I N S E R T   M O R E   H E R E      **  #
   #---------------------------------------------------#
   
   # Preferably Insert your custom Menu Options Here
   # Otherwise the existing Menu Options will return to wrong point on the Menu
   
   # Menu Option 4  eg. Save
   ["Save Game", Cache::picture('menu06'), "$scene = Scene_File.new(true, false, false)"],
   
   # Menu Option 5  eg. Load
   ["Load Game", Cache::picture('menu07'), "$scene = Scene_File.new(false, false, false)"],
   
   # Menu Option 6  eg. End Game
   [Vocab::game_end, Cache::picture('menu08'), "$scene = Scene_End.new"]
   
   ] # <--- Do no Delete This
   
   #===================================================#
   #  **     E N D   C O N F I G U R A T I O N     **  #
   #===================================================#
  end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  Edited to add Ring Menu
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias initialize_original initialize
  alias start_selection_original start_actor_selection
  alias end_selection_original end_actor_selection
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0, move = true)
    @move = move
    initialize_original(menu_index)
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @location_window = Window_location.new(0, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose if @status_window
    @location_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update if @status_window
    @location_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    commands = []
    for i in 0...$game_ring_menu.size
      commands.push($game_ring_menu[i][0])
    end
    icons = []
    for i in 0...$game_ring_menu.size
      icons.push($game_ring_menu[i][1])
    end
    @command_window = Window_RingMenu.new(232, 164, commands, icons, @move, @menu_index)
    if $game_party.members.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_status_window
    names = []
    chars = []
    for i in 0...$game_party.members.size
      names[i] = $game_party.members[i].name
      chars[i] = $game_party.members[i]
    end
    @status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true)
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      eval($game_ring_menu[@command_window.index][2])
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @command_window.visible = false
    create_status_window
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @command_window.visible = true
    @status_window.dispose if @status_window
    @status_window = nil
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      eval($game_ring_menu[@command_window.index][3])
    end
  end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  Edited to return to the menu properly when loading
#==============================================================================

class Scene_File
  alias return_scene_original return_scene
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      if @saving
        $scene = Scene_Menu.new($game_ring_menu.size - 3)
      else
        $scene = Scene_Menu.new($game_ring_menu.size - 2)
      end
    end
  end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  Edited to return to the menu properly due to loading being added
#==============================================================================

class Scene_End
  alias return_scene_original return_scene
  def return_scene
    $scene = Scene_Menu.new($game_ring_menu.size - 1)
  end
end

#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This class shows the current map name.
#==============================================================================

class Window_location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, (WLH*2) + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    $maps = load_data("Data/MapInfos.rvdata")
    @map_id = $game_map.map_id
    @currmap = $maps[@map_id].name
    self.contents.font.color = system_color
    self.contents.draw_text(0, -4, 128, 32, "Location :")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)
  end
end

#==============================================================================
# ** Window_RingMenu
#------------------------------------------------------------------------------
#  This Window creates a Ring Menu system
#==============================================================================

class Window_RingMenu < Window_Base  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :index
  attr_reader   :item_max
  #--------------------------------------------------------------------------
  # * Refresh Setup
  #--------------------------------------------------------------------------
  START = 1
  WAIT  = 2
  MOVER = 3
  MOVEL = 4
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false)
    super(0, 0, 544, 416)
    self.contents = Bitmap.new(width-32, height-32)
    self.opacity = 0
    @move = move
    @char = character
    @startup = STARTUP_FRAMES
    @commands = commands
    @item_max = commands.size
    @index = index
    @items = items
    @disabled = []
    for i in 0...commands.size-1
      @disabled[i] = false
    end
    @cx = center_x
    @cy = center_y
    start_setup
    refresh
  end
  #--------------------------------------------------------------------------
  # * Start Setup
  #--------------------------------------------------------------------------
  def start_setup
    @mode = START
    @steps = @startup
  end
  #--------------------------------------------------------------------------
  # * Disable index
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
  #--------------------------------------------------------------------------
  # * Determines if is moving
  #--------------------------------------------------------------------------
  def animation?
    return @mode != WAIT
  end
  #--------------------------------------------------------------------------
  # * Determine if cursor is moveable
  #--------------------------------------------------------------------------
  def cursor_movable?
    return false if (not visible or not active)
    return false if (@opening or @closing)
    return false if animation?
    return true
  end
  #--------------------------------------------------------------------------
  # * Move cursor right
  #--------------------------------------------------------------------------
  def cursor_right
    @index -= 1
    @index = @items.size - 1 if @index < 0
    @mode = MOVER
    @steps = MOVING_FRAMES
  end
  #--------------------------------------------------------------------------
  # * Move cursor left
  #--------------------------------------------------------------------------
  def cursor_left
    @index += 1
    @index = 0 if @index >= @items.size
    @mode = MOVEL
    @steps = MOVING_FRAMES
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if self.active
      if cursor_movable?
        last_index = @index
        if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
          cursor_right
        end
        if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
          cursor_left
        end
        if @index != last_index
          Sound.play_cursor
        end
      end
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh    
    self.contents.clear
    case @mode
    when START
      refresh_start
    when WAIT
      refresh_wait
    when MOVER
      refresh_move(1)
    when MOVEL
      refresh_move(0)
    end
    rect = Rect.new(18, 196, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index], 1)
  end
  #--------------------------------------------------------------------------
  # * Refresh Start Period
  #--------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / @startup
    for i in 0...@item_max
      j = i - @index
      if @move
        r = RING_R - 1.0 * RING_R * @steps / @startup
        d = d1 * j + d2 * @steps
      else
        r = RING_R
        d = d1 * j
      end
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = WAIT
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Wait Period
  #--------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Movement Period
  #--------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = WAIT
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(x, y, index)
    if @char
      if @index == index
        draw_character(@items[index].character_name, @items[index].character_index , x, y)
        if @mode == WAIT
          draw_actor_hp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 270, true)
          draw_actor_mp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 180, false)
          draw_actor_exp_ring(@items[index], @cx, @cy-16, 50, 6, 155, 12, false)
        end
      else
        draw_character(@items[index].character_name, @items[index].character_index , x, y, false)
      end
    else
      rect = Rect.new(0, 0, @items[index].width, @items[index].height)
      if @index == index
        self.contents.blt( x, y, @items[index], rect )
        if @disabled[@index]
          self.contents.blt( x, y, ICON_DISABLE, rect )
        end
      else
        self.contents.blt( x, y, @items[index], rect, 128 )
      end
    end
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  Edited to allow disabled character icons
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Character Graphic
  #--------------------------------------------------------------------------
  def draw_character(character_name, character_index, x, y, enabled = true)
    return if character_name == nil
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128)
  end
end
MOD EDIT: Added code tags

Help with RMVX ring menu

I have had an issue with implementing the ring script, it works perfectly aesthetically however when I try to get into either equipment or status while i am in the game i get:

script Ring menu line 487: No method error occurred
undefined method "draw_actor_hp_ring" for #<window_Ring menu 02xf803b8>



Im not sure if its maybe a image i am missing or an actual function that the script already expected me too have in the game.
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