Error entre 2 Scripts

Windwarrior
Mensajes: 135
Registrado: 23 Oct 2007, 11:26

Error entre 2 Scripts

Mensajepor Windwarrior » 24 Abr 2008, 21:39

Nombre de los Scripts en cuestión: El Script de Opciones de Dificultad de SephirothSpawn V 11.11.05, el MOG Animated Title Celia V1.4 (Menu por frames de Moghunter)

Script de Nivel de Dificultad:
Oculto:
Nombre de los Scripts en cuestión: El Script de Opciones de Dificultad de SephirothSpawn V 11.11.05, el MOG Animated Title Celia V1.4 (Menu por frames de Moghunter) y Script de ATB Final Fantasy VII de Fukuama (La version es la del link, no se si hay más)

La incompativilidad ocurre justo despues de elegir el nivel de dificultad. Creo que es entre el de Dificultad y el de Menu por Frames. No obstante dejo el del ATB por si tambien diera fallos

Script de Nivel de Dificultad:

Spoiler:

#======================================================================


# Difficulty Options
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.11.05)
# Last Updated: 11.11.05
#==============================================================================

#==============================================================================
# Module RPG
#==============================================================================
module RPG
#=========================================================================
# Class Enemy
#=========================================================================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :b_maxhp, :b_maxsp, :b_str, :b_dex, :b_agi, :b_int
attr_accessor :b_atk, :b_pdef, :b_mdef, :b_eva, :b_exp, :b_gold
#--------------------------------------------------------------------------
# * Set Bases
#--------------------------------------------------------------------------
def set_bases
@b_maxhp, @b_maxsp = @maxhp, @maxsp
@b_str, @b_dex, @b_agi, @b_int = @str, @dex, @agi, @int
@b_atk, @b_pdef, @b_mdef, @b_eva = @atk, @pdef, @mdef, @eva
@b_exp, @b_gold = @exp, @gold
end
end
end

#==============================================================================
# Class Difficulty Options
#==============================================================================
class Difficulty_Options
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
normal_difficulty
end
#--------------------------------------------------------------------------
# * Very Easy Difficulty
#--------------------------------------------------------------------------
def very_easy_difficulty
@constant = 0.5
set_attributes
end
#--------------------------------------------------------------------------
# * Easy Difficulty
#--------------------------------------------------------------------------
def easy_difficulty
@constant = 0.75
set_attributes
end
#--------------------------------------------------------------------------
# * Normal Difficulty
#--------------------------------------------------------------------------
def normal_difficulty
@constant = 1
set_attributes
end
#--------------------------------------------------------------------------
# * Hard Difficulty
#--------------------------------------------------------------------------
def hard_difficulty
@constant = 1.5
set_attributes
end
#--------------------------------------------------------------------------
# * Very Hard Difficulty
#--------------------------------------------------------------------------
def very_hard_difficulty
@constant = 2
set_attributes
end
#--------------------------------------------------------------------------
# * Set Attributes
#--------------------------------------------------------------------------
def set_attributes
for i in 1...$data_enemies.size
$data_enemies[i].maxhp = $data_enemies[i].b_maxhp * @constant
$data_enemies[i].maxsp = $data_enemies[i].b_maxsp * @constant
$data_enemies[i].str = $data_enemies[i].b_str * @constant
$data_enemies[i].dex = $data_enemies[i].b_dex * @constant
$data_enemies[i].agi = $data_enemies[i].b_agi * @constant
$data_enemies[i].int = $data_enemies[i].b_int * @constant
$data_enemies[i].atk = $data_enemies[i].b_atk * @constant
$data_enemies[i].pdef = $data_enemies[i].b_pdef * @constant
$data_enemies[i].mdef = $data_enemies[i].b_mdef * @constant
$data_enemies[i].eva = $data_enemies[i].b_eva * @constant
$data_enemies[i].exp = $data_enemies[i].b_exp * @constant
$data_enemies[i].gold = $data_enemies[i].b_gold * @constant
end
end
end

#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Difficulty Game Variables
#--------------------------------------------------------------------------
def command_new_game
for i in 1...$data_enemies.size
$data_enemies[i].set_bases
end
$difficulty_options = Difficulty_Options.new
new_game
end
end

#==============================================================================
# Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($difficulty_options, file)
end
end

#==============================================================================
# Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$difficulty_options = Marshal.load(file)
end
end


Script del Menú

Oculto:
#_________________________________________________
# MOG Animated Title Celia V1.4
#_________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_________________________________________________
# Tela de titulo animada por frames.
# Para nomear os frames de imagens nomeie da seguinte forma.
#
# Title0.jpg /Title1.jpg / Title2.jpg / Title3.jpg /...
#
# Coloque o nome Title + o numero do frame.
# (A quantidade de frames é ilimitada.)
# Ainda serão necessários as imagens de comando.
#
# Com_01.jpg / Com_02.jpg / Com_03.jpg
#
# Todas as imagens devem ficar na pasta GRAPHICS/TITLES/
module MOG
#Ativar fullScreen automático.
FULL_SCREEN = true
#Velocidade da animação
BACKTITLESPEED = 10
#Posição do comando.
COM_X = 0 # Com X Pos
COM_Y = 0 # Com Y Pos
end
#----------------------------------
# Scene_Title
#----------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_celia"] = true
$full_screen = 0
class Scene_Title
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@command_window.visible = false
@com = Sprite.new
@com.bitmap = RPG::Cache.title("Com_01") rescue nil
@com.z = 10
@com.x = (MOG::COM_X)
@com.y = (MOG::COM_Y)
@continue_enabled = false
@frmtitle = Sprite.new
@frmtitle.bitmap = Bitmap.new(640,480)
@frmtitle.bitmap = RPG::Cache.title("Title0") rescue nil
@backtitleref = 0
@backtitlespeed = 0
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@frmtitle.dispose
@com.dispose
end
def update
@command_window.update
case @command_window.index
when 0
@com.bitmap = RPG::Cache.title("Com_01") rescue nil
when 1
@com.bitmap = RPG::Cache.title("Com_02") rescue nil
when 2
@com.bitmap = RPG::Cache.title("Com_03") rescue nil
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
@backtitlespeed += 1
if @backtitlespeed > MOG::BACKTITLESPEED
@backtitleref += 1
@backtitlespeed = 0
end
if @frmtitle.bitmap != nil
@frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
end
if @frmtitle.bitmap == nil
@backtitleref = 0
@frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
end
end
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
def battle_test
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end


Imagen del Error:

Imagen

Si hace falta Demo de este Script pongo el link

Windwarrior
Mensajes: 135
Registrado: 23 Oct 2007, 11:26

Re: Error entre 2 Scripts

Mensajepor Windwarrior » 24 Abr 2008, 22:30

Ya lo solucione. Basta con poner el Script de Dificultad debajo del de Menu por Frames...

Aveces la solucion mas sencilla es la buena. Muchas gracias a todos los uqe trataron de ayudarme

Avatar de Usuario
Vreid
Mensajes: 386
Registrado: 23 Jul 2007, 21:35

Re: Error entre 2 Scripts

Mensajepor Vreid » 25 Abr 2008, 06:11

no doblepostees... esta el boton editar
Hola


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