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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Steel Beast 6Beets - 05-17-2024

Sorry to take so long to answer. Real life got in the way.

(04-29-2024, 01:23 PM)DerVVulfman Wrote: First, he said he deleted every script within his duplicate project except for yours and the default scripts. So no additional scripts should have been involved.

STILL, to narrow this down....

STEEL?   With the same said 'duplicate' project you used, go into its 'Data' folder, the one that contains all of the .rxdata files.

COPY a "Skills.rxdata" file from a blank project and PASTE it into the Data folder of your duplicate, thereby erasing and resetting your Scripts Database.  After doing that, you should have nothing in the Scripts database but your Default Scripts without chance of possible accidental corruption.

Then paste your currently set up copy of KSkillsEquip into your project.

This should give you the same result as you did when you eliminated every custom script as previously instructed unless something was tweaked within your default scripts.

If you find that the problem no longer exists with this method, then something was indeed wrong with your default scripts, something corrupted and altered.

If you find that the problem still exists, then it is indeed KSkillsEquip.

No ambiguity.

I followed the instruction and the problem persists.

(04-29-2024, 01:37 PM)kyonides Wrote: Those steps should be followed for certain, but I know it makes no sense to think that my script is causing that issue. Especially when the code doesn't alter the item consumption feature while using the direct or check system.

KIND OF IMPORTANT EDIT

Just in case Wulfo's recommendation fails, and there is any possibility that KEquipSkills XP could be kind of permissive at the time that it performs the corresponding direct or check tasks, try this piece of code as a separate script.

Code:
class Game_Party
  def teach_item_skills?(item_id)
    return if item_number(item_id) == 0
    @actors.find {|actor| actor.teach_item_skills?(item_id) }
  end
end

It's a slightly modified version of the same method already present in the main KEquipSkills script because it only adds this line of code:

Code:
return if item_number(item_id) == 0

SUGGESTION

You could also discard any external influence following a modified version of Wulfo's debugging methodology. Instead of starting eliminating scripts and all that stuff, you pick a copy of my demo, with default scripts untouched plus 2 KEquipSkills scripts plus Game INI Data Extractor and start adding your custom scripts one by one.

I placed the code below my copy of the script and the problem persists. So I did your second suggestion and I think the guilty party is Blizzard's Stormtronics Custom Menu System. Kind of amazing it took this long for this unholy behemoth of a script to cause trouble.


RE: What's up, RMers? - DerVVulfman - 05-17-2024

Head-desk Thud The moment you said Blizzard...

The Unlimited Fogs script I posted in February was a result of a Blizzard script and another clashing for someone else.


RE: What's up, RMers? - Steel Beast 6Beets - 05-17-2024

Stormtronics CMS is perhaps one of the first scripts i used in my project and I just found out it was updated in 2019.

...Eh, I think I'll pass. Trying new scripts in my project is akin to playing russian roulette with a 6-chambered pistol loaded with 5 bullets.


RE: What's up, RMers? - kyonides - 05-17-2024

Who ever told you there wasn't a sixth bullet as well? Tongue sticking out
Replacing Boost::Filesystem with a custom Ruby Ruby solution in my HiddenChest project, but it seems it needs more Sculptor tweaking than I first thought. Happy with a sweat
The reason? That's an easy one, it's supposed to make it a lot easier than ever before to cross compile it on Linux to make it run on Windows pretty much natively. Grinning It sounds great, in theory at least. Happy with a sweat


RE: What's up, RMers? - Steel Beast 6Beets - 05-28-2024

A quick question: an Unexpected File Format error means the project is corrupted, right? The power went off while I was saving my game and that was the message I was getting.

Fortunately, I had just made a copy of my project earlier for my Google Drive so I didn't lost anything that didn't take me a few minutes to recover.


RE: What's up, RMers? - DerVVulfman - 05-29-2024

Project or at least a requisite file within the project.

Comically, it could be nothing more than the Game.rxproj file which is nothing more than a text file with a custom file extension. In fact, the file has nothing in it but the version of the Game.exe you're using. Just open it up with Notepad and see.


RE: What's up, RMers? - Steel Beast 6Beets - 05-29-2024

I replaced the Game.rxproj file and it seemed to work until it threw an error about being unable to read the Actors.rxdata file.

I immediately thought the entire project was screwed up beyond any chance of being un-screwed up.


RE: What's up, RMers? - DerVVulfman - 05-29-2024

I took a look at the StormTronics CMS by Blizzard.   The custom menu system is rather extensive and rewrites most all of the default window classes as well as the base menu engine itself.  It would be very interesting to try and get a custom add-on to work with the CMS, though Blizzard states it only takes 15-30 minutes for adaptations...  riiiiight.

However, I am at least grateful that he instituted code to prevent F12 stack errors.

Along with my fairly 'thorough' breakdown of Blizzard's CMS, I also inserted kyonides' KEquipSkills XP to see what problems, if any, were to arise.

Strangely, I found no issues.  Or no issues that I can detect between the two. 


.zip   Stormtronics KEquipSkills.zip (Size: 1,012.65 KB / Downloads: 3)

After breaking down Blizzard's CMS, I merely pasted kyonides' code below the CMS and then copied the Classes, Items, Weapons and Skills databases from his demo. And then pasted Map001 from kyonides's demo in place.  In essence, it is kyonides' demo with Stormtronics loading first.

NOTE:  Prior to inserting kyonides' demo, I did find fault with StormTronics and had to write a FIX that governed and permitted Font Selection within the options menu.


RE: What's up, RMers? - Steel Beast 6Beets - 05-29-2024

(05-29-2024, 03:41 AM)DerVVulfman Wrote: I took a look at the StormTronics CMS by Blizzard.   The custom menu system is rather extensive and rewrites most all of the default window classes as well as the base menu engine itself.  It would be very interesting to try and get a custom add-on to work with the CMS, though Blizzard states it only takes 15-30 minutes for adaptations...  riiiiight.

However, I am at least grateful that he instituted code to prevent F12 stack errors.

Along with my fairly 'thorough' breakdown of Blizzard's CMS, I also inserted kyonides' KEquipSkills XP to see what problems, if any, were to arise.

Strangely, I found no issues.  Or no issues that I can detect between the two. 



After breaking down Blizzard's CMS, I merely pasted kyonides' code below the CMS and then copied the Classes, Items, Weapons and Skills databases from his demo. And then pasted Map001 from kyonides's demo in place.  In essence, it is kyonides' demo with Stormtronics loading first.

NOTE:  Prior to inserting kyonides' demo, I did find fault with StormTronics and had to write a FIX that governed and permitted Font Selection within the options menu.

Truly mystifying. If it wasn't Stormtronic nor any other of the custom scripts I'm using, then what causes the the error with KEquipSkills XP? The sole possibility left is that I modified some of the default scripts and that is to blame for the mess.


RE: What's up, RMers? - DerVVulfman - 05-29-2024

Perhaps. That was why I suggested some time ago to try using a fresh project or a fresh copy of the scripts.rxdata file - untouched - and then proceed to copy Stormtronics and KEquipSkills ... and your actor, items, weapons, skills... database entries for a test.

You may INDEED have changed something in the Default scripts and did not account for it.