Yesterday, 09:33 AM
(09-01-2025, 01:56 AM)DerVVulfman Wrote: I see something actually more malicious.
According to your error message, [font=Courier New]undefined method '-' for nil:NilClass[/font, the value being subtracted does not exist. And the value is $game_system.lead_actor. This suggests that you have no lead_actor value defined in Game_System.
Hi, kyonides and DerVVulfman! I checked my Game_System and I indeed don't see lead_actor in it.

Code:
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :map_interpreter # map event interpreter
attr_reader :battle_interpreter # battle event interpreter
attr_accessor :timer # timer
attr_accessor :timer_working # timer working flag
attr_accessor :save_disabled # save forbidden
attr_accessor :menu_disabled # menu forbidden
attr_accessor :encounter_disabled # encounter forbidden
attr_accessor :message_position # text option: positioning
attr_accessor :message_frame # text option: window frame
attr_accessor :save_count # save count
attr_accessor :magic_number # magic number
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@map_interpreter = Interpreter.new(0, true)
@battle_interpreter = Interpreter.new(0, false)
@timer = 0
@timer_working = false
@save_disabled = false
@menu_disabled = false
@encounter_disabled = false
@message_position = 2
@message_frame = 0
@save_count = 0
@magic_number = 0
end
#--------------------------------------------------------------------------
# * Play Background Music
# bgm : background music to be played
#--------------------------------------------------------------------------
def bgm_play(bgm)
@playing_bgm = bgm
if bgm != nil and bgm.name != ""
Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch)
else
Audio.bgm_stop
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Stop Background Music
#--------------------------------------------------------------------------
def bgm_stop
Audio.bgm_stop
end
#--------------------------------------------------------------------------
# * Fade Out Background Music
# time : fade-out time (in seconds)
#--------------------------------------------------------------------------
def bgm_fade(time)
@playing_bgm = nil
Audio.bgm_fade(time * 1000)
end
#--------------------------------------------------------------------------
# * Background Music Memory
#--------------------------------------------------------------------------
def bgm_memorize
@memorized_bgm = @playing_bgm
end
#--------------------------------------------------------------------------
# * Restore Background Music
#--------------------------------------------------------------------------
def bgm_restore
bgm_play(@memorized_bgm)
end
#--------------------------------------------------------------------------
# * Play Background Sound
# bgs : background sound to be played
#--------------------------------------------------------------------------
def bgs_play(bgs)
@playing_bgs = bgs
if bgs != nil and bgs.name != ""
Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch)
else
Audio.bgs_stop
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Fade Out Background Sound
# time : fade-out time (in seconds)
#--------------------------------------------------------------------------
def bgs_fade(time)
@playing_bgs = nil
Audio.bgs_fade(time * 1000)
end
#--------------------------------------------------------------------------
# * Background Sound Memory
#--------------------------------------------------------------------------
def bgs_memorize
@memorized_bgs = @playing_bgs
end
#--------------------------------------------------------------------------
# * Restore Background Sound
#--------------------------------------------------------------------------
def bgs_restore
bgs_play(@memorized_bgs)
end
#--------------------------------------------------------------------------
# * Play Music Effect
# me : music effect to be played
#--------------------------------------------------------------------------
def me_play(me)
if me != nil and me.name != ""
Audio.me_play("Audio/ME/" + me.name, me.volume, me.pitch)
else
Audio.me_stop
end
Graphics.frame_reset
end
#--------------------------------------------------------------------------
# * Play Sound Effect
# se : sound effect to be played
#--------------------------------------------------------------------------
def se_play(se)
if se != nil and se.name != ""
Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
end
end
#--------------------------------------------------------------------------
# * Stop Sound Effect
#--------------------------------------------------------------------------
def se_stop
Audio.se_stop
end
#--------------------------------------------------------------------------
# * Get Playing Background Music
#--------------------------------------------------------------------------
def playing_bgm
return @playing_bgm
end
#--------------------------------------------------------------------------
# * Get Playing Background Sound
#--------------------------------------------------------------------------
def playing_bgs
return @playing_bgs
end
#--------------------------------------------------------------------------
# * Get Windowskin File Name
#--------------------------------------------------------------------------
def windowskin_name
if @windowskin_name == nil
return $data_system.windowskin_name
else
return @windowskin_name
end
end
#--------------------------------------------------------------------------
# * Set Windowskin File Name
# windowskin_name : new windowskin file name
#--------------------------------------------------------------------------
def windowskin_name=(windowskin_name)
@windowskin_name = windowskin_name
end
#--------------------------------------------------------------------------
# * Get Battle Background Music
#--------------------------------------------------------------------------
def battle_bgm
if @battle_bgm == nil
return $data_system.battle_bgm
else
return @battle_bgm
end
end
#--------------------------------------------------------------------------
# * Set Battle Background Music
# battle_bgm : new battle background music
#--------------------------------------------------------------------------
def battle_bgm=(battle_bgm)
@battle_bgm = battle_bgm
end
#--------------------------------------------------------------------------
# * Get Background Music for Battle Ending
#--------------------------------------------------------------------------
def battle_end_me
if @battle_end_me == nil
return $data_system.battle_end_me
else
return @battle_end_me
end
end
#--------------------------------------------------------------------------
# * Set Background Music for Battle Ending
# battle_end_me : new battle ending background music
#--------------------------------------------------------------------------
def battle_end_me=(battle_end_me)
@battle_end_me = battle_end_me
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# reduce timer by 1
if @timer_working and @timer > 0
@timer -= 1
end
end
end
I also checked what kyonides suggested but as DerVVulfman pointed out, the lead_actor = 0 line is already in the Game System's initialize segment of that custom script:
Code:
class Game_System
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
attr_reader :lead_actor
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
alias slipknot_las_init initialize
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
slipknot_las_init
@lead_actor = 0
So, I moved the unaltered script to the very bottom, just above Main, but still encounter the same error on line 61. Adding the extra lines by kyonides to that custom script's update method section still yields an error

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