Weird error when using a custom save script.
#1
I want to use KGC's custom save script on my game. There's no problem when saving. But when I try to load the file, this happens:

[Image: qTq1YBM.png]

The error is caused by dubealex's AMS:


Code:
#===================================================

# ? AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================

LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          

#===================================================
# ? CLASS AMS Begins
#===================================================
class AMS
 
  attr_accessor :name_box_x_offset
  attr_accessor :name_box_y_offset
  attr_accessor :font_type
  attr_accessor :name_font_type
  attr_accessor :font_size
  attr_accessor :name_font_size
  attr_accessor :message_box_opacity
  attr_accessor :name_box_skin
  attr_accessor :name_box_text_color
  attr_accessor :message_box_text_color
  attr_accessor :message_box_skin
  attr_accessor :name_box_width
  attr_accessor :name_box_height
  attr_accessor :message_width
  attr_accessor :message_height
  attr_accessor :message_x
  attr_accessor :message_y_bottom
  attr_accessor :message_y_middle
  attr_accessor :message_y_top
  attr_accessor :event_message_x_ofset
  attr_accessor :event_message_y_ofset
 
def initialize
 
  @name_box_x_offset = 0       #Choose the X axis offset of the name bos. default= 0
  @name_box_y_offset = -10    #Choose the Y axis offset of the name bos. default= -10
  @name_box_width = 8          #Choose the width of the Name Box. default= 8  
  @name_box_height = 32      #Choose the height of the Name Box. default= 26
 
  @font_type = "Tahoma"           #Choose the Font Name (Case Sensitive) for message box
  @name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
  @font_size = 22                      #Choose the default Font Size for message box text
  @name_font_size = 22            #Choose the deafault Font Size for Name Box text
  @name_box_text_color=0        #Choose the Text Color of the Name Box
  @message_box_text_color=0   #Choose the Text Color of the Message Box
 
  @message_box_opacity = 160            #Choose the opacity of the message window. Default=160
  @message_box_skin = "Liquid Water"   #Choose the WindowSkin for the Message Box
  @name_box_skin = "Liquid Water"       #Choose the WindowSkin for the Name Box
 
  @message_width = 480         #Choose the width size of the message box. Default=480
  @message_height = 160         #Choose the height size of the message box. Default=160
  @message_x = 80                  #Choose the X position of the message box. Default=80
  @message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
  @message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
  @message_y_top = 16           #Choose the Y top position of the message box. Default=16
 
  @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
  @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
 
end
end
#===================================================
# ? CLASS AMS Ends
#===================================================


#===================================================
# ? Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable  

#---------------------------------------------------------------------------
  #*Wrap
  #---------------------------------------------------------------------------
  def word_wrap(text, width=55)
    #figure out why this works.
    text.gsub(/(.{1,#{width}})( +|$\n?)|(.{1,#{width}})/, "\\1\\3\n")
  end

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
   $soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
   @gaiji_cache = Bitmap.new($gaiji_file)
else
   @gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end


#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message
 
if @name_window_frame != nil
   @name_window_frame.dispose
   @name_window_frame = nil
end

if @name_window_text  != nil
   @name_window_text.dispose
   @name_window_text  = nil
end
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh
 
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
   @x = 8
end

if $game_temp.message_text != nil
   @now_text = $game_temp.message_text
   if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
      @face_file = $1 + ".png"
      @x = @face_indent = 128
     if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
       self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
     end
     @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
   end

   begin
   last_text = @now_text.clone
   @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
   end until @now_text == last_text
   @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
     $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
    end
 
   #NEW
   #Dubealex's Stop Skip Text ON-OFF
   @now_text.gsub!(/\\[%]/) { "\100" }
   #End new command
    
   #NEW
   #Dubealex's Show Monster Name Feature
    @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
    $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Item Price Feature
    @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
    $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Hero Class Name Feature
    @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
    $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Current Map Name Feature
    @now_text.gsub!(/\\[Mm]ap/) do
    $game_map.name    != nil ? $game_map.name    : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Choose Name Box Text Color
    @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
    $ams.name_box_text_color=$1.to_i
    @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
    end
    #End new command
    
   name_window_set = false
   if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
     name_window_set = true
     name_text = $1
     @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
   end

   if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
     @popchar = $1.to_i
     if @popchar == -1
       @x = @indent = 48
       @y = 4
     end
     @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
   end

   @max_choice_x = 0
   if @popchar >= 0
     @text_save = @now_text.clone
     @max_x = 0
     @max_y = 4
     for i in 0..3
       line = @now_text.split(/\n/)[3-i]
       @max_y -= 1 if line == nil and @max_y <= 4-i
       next if line == nil
       line.gsub!(/\\\w\[(\w+)\]/) { "" }
       cx = contents.text_size(line).width
       @max_x = cx if cx > @max_x
       if i >= $game_temp.choice_start
         @max_choice_x = cx if cx > @max_choice_x
       end
     end
     self.width = @max_x + 32 + @face_indent
     self.height = (@max_y - 1) * 32 + 64
     @max_choice_x -= 68
     @max_choice_x -= @face_indent*216/128
   else
     @max_x = self.width - 32 - @face_indent
     for i in 0..3
       line = @now_text.split(/\n/)[i]
       next if line == nil
       line.gsub!(/\\\w\[(\w+)\]/) { "" }
       cx = contents.text_size(line).width
       if i >= $game_temp.choice_start
         @max_choice_x = cx if cx > @max_choice_x
       end
     end
     @max_choice_x += 8
   end
   @cursor_width = 0
   @now_text.gsub!(/\\\\/) { "\000" }
   @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
   @now_text.gsub!(/\\[Gg]/) { "\002" }
   @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
   @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
 
    #NEW
    #Dubealex's Permanent Color Change
    @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
      $ams.message_box_text_color= $1.to_i
     @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
      end
    #End of new command
    
    #NEW
    #Dubealex's Font Change Feature
     @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
      buftxt = $1.to_s
      $ams.font_type = buftxt
      @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
      end
    #End of new command
        
   @now_text.gsub!(/\\[.]/) { "\005" }
   @now_text.gsub!(/\\[|]/) { "\006" }
   @now_text.gsub!(/\\[>]/) { "\016" }
   @now_text.gsub!(/\\[<]/) { "\017" }
   @now_text.gsub!(/\\[!]/) { "\020" }
   @now_text.gsub!(/\\[~]/) { "\021" }
   @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
   @now_text.gsub!(/\\[Ii]/) { "\023" }
   @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
   @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
   @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
   @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
   @now_text.gsub!("\n", "")
   @now_text = word_wrap(@now_text)
 
   reset_window
 
   if name_window_set
     color=$ams.name_box_text_color
     off_x =  $ams.name_box_x_offset
     off_y =  $ams.name_box_y_offset
     space = 2
     x = self.x + off_x - space / 2
     y = self.y + off_y - space / 2
     w = self.contents.text_size(name_text).width + $ams.name_box_width + space
     h = $ams.name_box_height + space
     @name_window_frame = Window_Frame.new(x, y, w, h)
     @name_window_frame.z = self.z + 1
     x = self.x + off_x + 4
     y = self.y + off_y
     @name_window_text  = Air_Text.new(x, y, name_text, color)
     @name_window_text.z = self.z + 2
   end
end

reset_window

if $game_temp.choice_max > 0
   @item_max = $game_temp.choice_max
   self.active = true
   self.index = 0
end

if $game_temp.num_input_variable_id > 0
   digits_max = $game_temp.num_input_digits_max
   number = $game_variables[$game_temp.num_input_variable_id]
   @input_number_window = Window_InputNumber.new(digits_max)
   @input_number_window.number = number
   @input_number_window.x = self.x + 8
   @input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end

#--------------------------------------------------------------------------

def update
 
super

if @fade_in
   self.contents_opacity += 24
   if @input_number_window != nil
     @input_number_window.contents_opacity += 24
   end
   if self.contents_opacity == 255
     @fade_in = false
   end
   return
end
@now_text = nil if @now_text == ""

if @now_text != nil and @mid_stop == false
   if @write_wait > 0
     @write_wait -= 1
     return
   end
   text_not_skip = LETTER_BY_LETTER_MODE
   while true
     @max_x = @x if @max_x < @x
     @max_y = @y if @max_y < @y
     if (c = @now_text.slice!(/./m)) != nil
       if c == "\000"
         c = "\\"
       end
      
       if c == "\001"
         @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
         temp_color = $1
         color = temp_color.to_i
         leading_x = temp_color.to_s.slice!(/./m)
         if leading_x == "#"
           self.contents.font.color = hex_color(temp_color)
           next
         end
         if color >= 0 and color <= 7
           self.contents.font.color = text_color(color)
         end
         next
       end

       if c == "\002"
         if @gold_window == nil and @popchar <= 0
           @gold_window = Window_Gold.new
           @gold_window.x = 560 - @gold_window.width
           if $game_temp.in_battle
             @gold_window.y = 192
           else
             @gold_window.y = self.y >= 128 ? 32 : 384
           end
           @gold_window.opacity = self.opacity
           @gold_window.back_opacity = self.back_opacity
         end
         c = ""
       end

       if c == "\003"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         speed = $1.to_i
         if speed >= 0 and speed <= 19
           @write_speed = speed
         end
         c = ""
       end

       if c == "\004"
         @now_text.sub!(/\[(.*?)\]/, "")
         buftxt = $1.dup.to_s
         if buftxt.match(/\//) == nil and buftxt != "" then
           $soundname_on_speak = "Audio/SE/" + buftxt
         else
           $soundname_on_speak = buftxt.dup
         end
         c = ""
       elsif c == "\004"
         c = ""
       end
      
       if c == "\005"
         @write_wait += 5
         c = ""
       end
      
       if c == "\006"
         @write_wait += 20
         c = ""
       end
      
       if c == "\016"
         text_not_skip = false
         c = ""
       end
      
       if c == "\017"
         text_not_skip = true
         c = ""
       end
      
       if c == "\020"
         @mid_stop = true
         c = ""
       end
      
       if c == "\021"
         terminate_message
         return
       end
      
       if c == "\023"
         @indent = @x
         c = ""
       end

       if c == "\024"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @opacity = $1.to_i
         color = self.contents.font.color
         self.contents.font.name = $ams.font_type
         self.contents.font.size = $ams.font_size
         self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
         c = ""
       end

       if c == "\025"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         self.contents.font.size = [[$1.to_i, 6].max, 32].min
         c = ""
       end

       if c == "\026"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @x += $1.to_i
         c = ""
       end
      
       if c == "\027"
         @now_text.sub!(/\[(.*?)\]/, "")
         @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
         if $soundname_on_speak != ""
           Audio.se_play($soundname_on_speak)
         end
       c = ""
       end

       if c == "\030"
         @now_text.sub!(/\[(.*?)\]/, "")
         self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
         if $soundname_on_speak != ""
           Audio.se_play($soundname_on_speak)
         end
         @x += 24
         c = ""
       end

       if c == "\n"
         @lines += 1
         @y += 1
         @x = 0 + @indent + @face_indent
         if @lines >= $game_temp.choice_start
           @x = 8 + @indent + @face_indent
           @cursor_width = @max_choice_x
         end
         c = ""
       end
      
       if c == "\022"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
         c = ""
       end
      
       #NEW
       #Dubealex's Text Skip On/OFF Command
        if c == "\100"
           if @alex_skip==false
              @alex_skip=true
           else
             @alex_skip=false
           end
          c = ""
        end  
        #end of new command
                                    
       if c != ""
         self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
         @x += self.contents.text_size(c).width
         if $soundname_on_speak != "" then
           Audio.se_play($soundname_on_speak)
         end
       end
      
#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z

   if Input.press?(Input::C) # <-- Change the value on that line
     if @alex_skip==false      
     text_not_skip = false
     end
       end
     else
       text_not_skip = true
       break
     end
    
     if text_not_skip
       break
     end
   end
   @write_wait += @write_speed
   return
end

if @input_number_window != nil
   @input_number_window.update
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
     $game_variables[$game_temp.num_input_variable_id] =
       @input_number_window.number
     $game_map.need_refresh = true
     @input_number_window.dispose
     @input_number_window = nil
     terminate_message
   end
   return
end

if @contents_showing
   if $game_temp.choice_max == 0
     self.pause = true
   end
 
   if Input.trigger?(Input::B)
     if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
       $game_system.se_play($data_system.cancel_se)
       $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
       terminate_message
     end
   end
 
   if Input.trigger?(Input::C)
     if $game_temp.choice_max > 0
       $game_system.se_play($data_system.decision_se)
       $game_temp.choice_proc.call(self.index)
     end
     if @mid_stop
       @mid_stop = false
       return
     else
       terminate_message
     end
   end
   return
end

if @fade_out == false and $game_temp.message_text != nil
   @contents_showing = true
   $game_temp.message_window_showing = true
   refresh
   Graphics.frame_reset
   self.visible = true
   self.contents_opacity = 0
   if @input_number_window != nil
     @input_number_window.contents_opacity = 0
   end
   @fade_in = true
   return
end

if self.visible
   @fade_out = true
   self.opacity -= 48
   if self.opacity == 0
     self.visible = false
     @fade_out = false
     $game_temp.message_window_showing = false
   end
   return
end
end

#--------------------------------------------------------------------------

def get_character(parameter)

case parameter
when 0  
   return $game_player
else
   events = $game_map.events
   return events == nil ? nil : events[parameter]
end
end

#--------------------------------------------------------------------------

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

if @popchar >= 0
   events = $game_map.events
   if events != nil
     character = get_character(@popchar)
     x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
     y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
     self.x = x
     self.y = y
   end
elsif @popchar == -1
   self.x = -4
   self.y = -4
   self.width = 648
   self.height = 488
else
   if $game_temp.in_battle
     self.y = 16
   else
     case $game_system.message_position
     when 0  
       self.y = $ams.message_y_top
     when 1  
       self.y = $ams.message_y_middle
     when 2  
       self.y = $ams.message_y_bottom
     end
     self.x = $ams.message_x
     if @face_file == nil
       self.width = $ams.message_width
       self.x = $ams.message_x
     else
       if self.width <= 600
         self.width = 600
         self.x -=60
        end
     end
     self.height = $ams.message_height
   end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
  self.contents.font.size = $ams.font_size
if @face_file != nil
   self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
   self.opacity = 255
   self.back_opacity = 0
elsif $game_system.message_frame == 0
   self.opacity = 255
   self.back_opacity = $ams.message_box_opacity
else
   self.opacity = 0
   self.back_opacity = $ams.message_box_opacity
end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

if @gaiji_cache == nil
   return 0
else
   if @gaiji_cache.width < num * 24
     return 0
   end

   if self.contents.font.size >= 20 and self.contents.font.size <= 24
     size = 24
   else
     size = self.contents.font.size * 100 * 24 / 2200
   end

   self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

   if $soundname_on_speak != "" then
     Audio.se_play($soundname_on_speak)
   end
   return size
end
end

#--------------------------------------------------------------------------

def line_height
return 32

if self.contents.font.size >= 20 and self.contents.font.size <= 24
   return 32
else
   return self.contents.font.size * 15 / 10
end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

height = sizeback + rubysize
width  = target.text_size(split_s[0]).width

target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

if opacity == 255
   target.font.size = rubysize
   target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
   target.font.size = sizeback
   target.draw_text(x, y, width, target.font.size, split_s[0])
   return width
else
   if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
     @opacity_text_buf.dispose
     @opacity_text_buf = Bitmap.new(buf_width, height)
   else
     @opacity_text_buf.clear
   end
   @opacity_text_buf.font.size = rubysize
   @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
   @opacity_text_buf.font.size = sizeback
   @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
   if sub_x >= 0
     target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   else
     target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   end
   return width
end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!

case option
when "i"
   unless $data_items[index].name == nil
     r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
   end
when "w"
   unless $data_weapons[index].name == nil
     r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
   end
when "a"
   unless $data_armors[index].name == nil
     r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
   end
when "s"
   unless $data_skills[index].name == nil
     r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
   end
else
   r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end

#--------------------------------------------------------------------------

def dispose
terminate_message

if @gaiji_cache != nil
   unless @gaiji_cache.disposed?
     @gaiji_cache.dispose
   end
end

unless @opacity_text_buf.disposed?
   @opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
   @input_number_window.dispose
end
super
end

#--------------------------------------------------------------------------

def update_cursor_rect
if @index >= 0
   n = $game_temp.choice_start + @index
   self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
   self.cursor_rect.empty
end
end
end
#=========================================
# ? CLASS Window_Message Ends
#=========================================


#=========================================
# ? Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
super
end
end
#=========================================
# ? CLASS Window_Frame Ends
#=========================================


#=========================================
# ? CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map

#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end
#=========================================
# ? CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# ? CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
 
  #Dubealex's addition to save data from the AMS in the save files
  $ams = AMS.new
 
end
#=========================================
# ? CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# ? CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window

#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
   red = 0
   green = 0
   blue = 0
   if string.size != 6
     print("Hex strings must be six characters long.")
     print("White text will be used.")
     return Color.new(255, 255, 255, 255)
   end
   for i in 1..6
     s = string.slice!(/./m)
     if s == "#"
       print("Hex color string may not contain the \"#\" character.")
       print("White text will be used.")
       return Color.new(255, 255, 255, 255)
     end
     value = hex_convert(s)
     if value == -1
       print("Error converting hex value.")
       print("White text will be used.")
       return Color.new(255, 255, 255, 255)
     end
     case i
     when 1
       red += value * 16
     when 2
       red += value
     when 3
       green += value * 16
     when 4
       green += value
     when 5
       blue += value * 16
     when 6
       blue += value
     end
   end
   return Color.new(red, green, blue, 255)
end

#--------------------------------------------------------------------------

def hex_convert(character)
   case character
    when "0"
      return 0
   when "1"
      return 1
   when "2"
      return 2
   when "3"
      return 3
   when "4"
      return 4
   when "5"
      return 5
   when "6"
      return 6
   when "7"
      return 7
   when "8"
      return 8
   when "9"
      return 9
   when "A"
      return 10
   when "B"
      return 11
   when "C"
      return 12
   when "D"
      return 13
   when "E"
      return 14
   when "F"
      return 15
    end
   return -1
end
end
#=========================================
# ? CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# ? Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)
 
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
self.contents.clear
super
end
end
#==========================================
# ? CLASS Air_Text  Ends
#==========================================


#===================================================
# ? CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
 
  alias ams_original_write_save_data write_save_data
 
  def write_save_data(file)
    ams_original_write_save_data(file)
    Marshal.dump($ams, file)
  end
 
end
#===================================================
# ? CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ? CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
 
  alias ams_original_read_save_data read_save_data
 
  def read_save_data(file)
    ams_original_read_save_data(file)
    $ams      = Marshal.load(file)
  end
 
end
#===================================================
# ? CLASS Scene_Load Additional Code Ends
#===================================================


Namely, this bit:


Code:
class Scene_Load < Scene_File

 
  alias ams_original_read_save_data read_save_data
 
  def read_save_data(file)
    ams_original_read_save_data(file)
    $ams      = Marshal.load(file)
  end
 
end


This is the first time I get this kind of error since I'm using RMXP. It has me perplexed.
Reply }
#2
I have to actually remove the KGC script from this post before the end of the week due to KGC's posted terms of use. Unless you translated their site from Japanese, you wouldn't know. But three annoying terms from their site are (1) No posting of their scripts elsewhere, (2) no direct links to their scripts either, and (3) no commercial use at all.


Your issue is script order.

Performing a test, I had the two scripts working just fine by having the KGC script above Dube's message system. That is because KGC's system performs a rewrite of some of the save/load methods. After that, Dube's system uses 'alias' to attach his new code. But if you put Dubealex's script above KGC's, Dubealex's system would attach to the default system which would then be rewritten by KGC's...

...and BOOM! Big bad bug!
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]
  Above are clickable links
Reply }
#3
Well, that certainly explains why I haven't seen any of KGC's scripts elsewhere. Except for the 3D Pseudo Battle Camera script that, at some point, could be found at ChaosProject's old site.

At any rate, I changed the script order and the error persists. Then I tested it in a brand new project and it worked just fine. Ergo, must be one of the many scripts I'm currently using that's causing this.

Maybe I'll stick with the default save system for now.
Reply }
#4
You may find it could be script order too. Just look to see if any other script 'aliases' to the save/load systems and ... heck, just put the KGC script near the top of your list of extra scripts.

If not, just make a 'copy' of your project... and then start deleting... FROM YOUR COPY!!! Just erase script after script until you find what else is causing the bugs.
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]
  Above are clickable links
Reply }
#5
Seems to be the only way to find what's truly causing the problem. Fortunately, I already have a copy of my project solely for situation like this one.

EDIT: Apparently the Method and Class Library was causing the error regarding the AMS script. Now, another error pops out:

[Image: 3m2Ucoh.png]
Reply }
#6
Well, if you deleted the MACL (or specifically one piece if you just downloaded segments... it's possible), you deleted one module that handled battle simulation. If you had a custom battlesystem that needs the MACL, you need the MACL... or at least a part thereof.

Below is the MACL Battle Simulator module at the very least
MACL - Battle Simulator
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]
  Above are clickable links
Reply }
#7
Curious, I'm using the default battle system with a script that allows more than 4 character in battle as well as the full MACL script found on this site. So technically, I shouldn't need the MACL.

I tried the standalone MACL Battle Simulator and the error persists.

You know, I think I'll search for another custom save/load script.
Reply }
#8
I believe end of file errors happen if one script is performing Marshal.load/save with files that have more or less data than the specific file? Does the same thing happen if you delete the saves and try save/loading?

If it does, perhaps compare the load/save data definitions being used across scripts. The AMS might be aliasing read_save_data, but the KGC script is probably overwriting one (or both) of save/load. In doing so, $ams isn't loaded, which confuses something somewhere.

I could of course be entirely wrong, but I remember having similar experiences with RMXP.
Reply }
#9
(06-27-2015, 12:43 PM)Taylor Wrote: I believe end of file errors happen if one script is performing Marshal.load/save with files that have more or less data than the specific file? Does the same thing happen if you delete the saves and try save/loading?

If it does, perhaps compare the load/save data definitions being used across scripts. The AMS might be aliasing read_save_data, but the KGC script is probably overwriting one (or both) of save/load. In doing so, $ams isn't loaded, which confuses something somewhere.

I could of course be entirely wrong, but I remember having similar experiences with RMXP.

I deleted the old saves and I tried again. It works... without the MACL. With the Method And Class Library, the original error in the OP persists.

Thankfully, none of the many scripts I use depend on the MACL. Getting ride of it shouldn't present any issues.
Reply }


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