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(08-30-2020, 10:50 PM)DerVVulfman Wrote: Well, line 1321 (as your display shows) indicates this line:
$ABS.enemies = {}

If it is saying that it cannot figure out what enemies is because enemies is part of a Nil class, then the $ABS class had not been defined.

The $ABS class needs to be defined (aka created), and that only occurs when you Create a new game (via the command_new_game method), or load an existing game (via the read_save_data method in Scene_Load).

Now the code I used in the two methods are not overwriting the original methods, but use alias commands to add my ABS code to them. So either some script was placed after the ABS and is voiding my changes, or some script placed before had decided to create a new game without using the actual create_new_game method. It happens. Either way, it is something is interfering and preventing the $ABS object from being initialized.

Had you instead tried an already existing save game after loading the Lycan ABS, you would have instead received an End of File error.



EDIT: AHA! You have Xenres TITLE SKIP! It has code, does it not, that skips the title screen and starts its own NEW GAME????? I'm not familiar with Xenres' system, but it must have its own. Look to this and adapt his script with the values and commands within the Scene_Title code I crafted. This would include copying over any necessary 'new' methods I wrote for Scene_Title.

That could work. I'll give it a shot.
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If you fail to make it work, any of us (Serious staring at Wulfo) can fix it for you. So far there's no sign of needing to ditch any script.
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Huh... Instead of trying to fix it, I'm programming inclined and only remember a tiny bit Visual Basic programming (Which is NOT the programming language used for these scripts), I found a Title Skip for Lycan ABS, which appears to actually work. Huh...

Anyway, That aside, after starting a new game, Mog's C-HUD kind of wigs out a little by actually not being there with the Hotkeys HUD, which is also partially because I also have the Lycan HUD enabled at the same time. I'm going to look into that. Oh. and the Chain Commands also are using different keys instead of what would normally be shown on Screen. I was going to edit the image, but it appears I will have to learn what key is what now.

ALSO one last thing to note, I gotta figure out how to fix This error, because I don't actually have a plan to use the mouse system Lycan ABS comes with, in fact I didn't copy the mouse system from the demo.
[Image: attachment.php?aid=1482]
That way I don't break the game by accidentally pressing either of the Shift keys on my keyboard(s). Now that I think about it, I might have to replay the second Lycan ABS demo as I couldn't, for the life of me, reload the gun..... and to see what Shift actually DOES.


Attached Files
.png   Part of the coding, even though I don't use the Mouse part of Lycan ABS.PNG (Size: 9.2 KB / Downloads: 69)
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Hrm... I thought I isolated that code with an 'unless $mouse.nil?' block....

Change
Code:
keycode = Lycan::MOUSE_ATTACK_KEY
        if eval(Lycan::PRESSED_KEY) == true
          attack_press = true if Mouse.click?(Mouse::Left_Click)
        end
to
Code:
unless $mouse.nil?
          keycode = Lycan::MOUSE_ATTACK_KEY
          if eval(Lycan::PRESSED_KEY) == true
            attack_press = true if Mouse.click?(Mouse::Left_Click)
          end            
        end

The rest of the Lycan code has mouse-related commands encapsulated like that
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(09-03-2020, 03:05 PM)DerVVulfman Wrote: Hrm... I thought I isolated that code with an 'unless $mouse.nil?' block....

Change
Code:
keycode = Lycan::MOUSE_ATTACK_KEY
        if eval(Lycan::PRESSED_KEY) == true
          attack_press = true if Mouse.click?(Mouse::Left_Click)
        end
to
Code:
unless $mouse.nil?
          keycode = Lycan::MOUSE_ATTACK_KEY
          if eval(Lycan::PRESSED_KEY) == true
            attack_press = true if Mouse.click?(Mouse::Left_Click)
          end            
        end

The rest of the Lycan code has mouse-related commands encapsulated like that

Oh thanks! I will do that.
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Welp, before I mess up Lycan ABS by mistake, which would result in some error upon booting up the game, I made a debug map.... actually, I just added events to the initial project map RPG Maker XP usually has users start with, and called it a Debug Map. I also added some BGM so that it isn't completely silent.
[Image: attachment.php?aid=1483]
This Debug map will act as my personal find bugs and fixes before starting to even do story stuff. That way, I won't have to worry about something crashing mid way. Also, the HUD will look different when I get to that, in terms of graphics and positioning. Also Mog's C-Hud, which was going to be in, is now cut out, but I am holding on to the old project file, so I might have a use for that specific script for a different project down the line, if I come up with another one. Kita, Cid, and Kado are in the initial party with Akiko to test out the Companions feature of Lycan ABS. And Emil, for right now, is just there, but I will be using her in this debug map to test certain features, such as hiding and showing the HUD.

Welp, time to mess around. Hopefully I can add the Particle Effects Script to this project, as well as some Lighting, maybe.


Attached Files
.png   DEBUG ROOM.png (Size: 96.42 KB / Downloads: 52)
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Good idea. Test test test. Make sure you get what you want. Using the particle system? I like seeing particle effect magic spells or flame thrower spray. Winking

Well, the hud has on/off and position features, so you should be able to customize it from the customize module alone.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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I thought I'd show some behind the scenes testing footage.



Audio (BGM/ME) is muted in the footage above because I was listening to music at the time.

And here's a more recent test footage. I, sometime between black screen, turned companion damage on melee hit on, and see how characters(s) react..... and I accidentally attacked Kita with Akiko a couple of times. That was not intentional at all.



Also I put in Mousie, but not the window edits for Mousie. So in short, you'll still have to use the keyboard for dialogue boxes and menu navigation. Don't quite know why the HP/MP Icons duplicate themselves upon getting Items.
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FYI. The area where I suggested to put the 'unless mouse.nil?' code... there is another not too far in the same module. This if you have an automatic or repeating weapon. It's basically the same exact code to fix.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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(09-15-2020, 04:42 AM)DerVVulfman Wrote: FYI. The area where I suggested to put the 'unless mouse.nil?' code... there is another not too far in the same module. This if you have an automatic or repeating weapon. It's basically the same exact code to fix.

Noted.
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