Blizz-abs Z-HUD Error...

Started by fjshrr5, October 03, 2014, 07:43:20 pm

Previous topic - Next topic

fjshrr5

October 03, 2014, 07:43:20 pm Last Edit: October 03, 2014, 07:56:59 pm by fjshrr5
Hey guys, i have been trying to get this Z-HUD to work.. but i got no clue how to fix it.. i keep getting this error..

script 'HUD' line 110: SyntaxError occured

Any ideas?


Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Z-HUD for Blizz-ABS by Blizzard
# Version: 1.2b
# Type: Blizz-ABS Add-on
# Date: 29.7.2009
# Date v1.0b: 30.7.2009
# Date v1.01b: 17.12.2009
# Date v1.02b: 23.2.2010
# Date v1.2b: 18.2.2012
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#  This script is to be distributed under the same terms and conditions like
#  the script it was created for: Blizz-ABS.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Information:
#
#   This script must be placed below Blizz-ABS and requires Blizz-ABS v2.7 or
#   higher to work properly. It will add a completely new HUD system for
#   Blizz-ABS.
#   
# Notes:
#   
#   Images are placed in the Graphics/Pictures folder. Be sure to set up the
#   HUD height properly. Usually it is enough if it is the sum of the heights
#   of the HP and the SP image. If you use tiling, you need to calculate the
#   maximum possible height the HUD can be and then use that value. It is not
#   recommended to use extremely high values as your HUD will cover too much of
#   the screen and increase lag.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

if !$BlizzABS || BlizzABS::VERSION < 2.7
  raise 'ERROR: The "Z-HUD" requires Blizz-ABS 2.7 or higher.'
end

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
  # maximum height of the HUD
  Z_HUD_HEIGHT = 96
  # background image for whole HUD (leave empty for none)
  Z_HUD_BACKGROUND = ''
 
  # tiling HP images
  Z_HP_TILING = true
  # displays as if the images are filled up (only when tiling)
  Z_HP_FILL_UP = true
  # how many columns are used for the tile in one row (only when tiling)
  Z_HP_TILE_COLUMNS = 10
  # how many HP per column (only when tiling)
  Z_HP_PER_TILE = 100
  # full image file
  Z_HP_FILE = 'hud_HP'
  # empty image file
  Z_HP_FILE_EMPTY = 'hud_HP_empty'
 
  # tiling SP images
  Z_SP_TILING = false
  # displays as if the images are filled up (only when tiling)
  Z_SP_FILL_UP = false
  # how many columns are used for the tile in one row (only when tiling)
  Z_SP_TILE_COLUMNS = 10
  # how many SP per column (only when tiling)
  Z_SP_PER_TILE = 10
  # full image file
  Z_SP_FILE = 'hud_SP'
  # empty image file
  Z_SP_FILE_EMPTY = 'hud_SP_empty'
 
  # item hotkey background
  Z_ITEM_BACK = 'item'
  # skill hotkey background
  Z_SKILL_BACK = 'skill'
 
  # hotkeys display background
  Z_HOTKEYS_BACK = 'hotkey'
 
  # minimap background
  Z_MINIMAP_BACK = 'minimap'
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
  $blizzabs_z_hud = 1.2
 
end

#==============================================================================
# Hud
#==============================================================================

class Hud
 
  attr_reader :hotkey_sprite
 
  alias init_zhud_later initialize
  def initialize(viewport = nil)    init_hotkey_sprite(viewport)    init_zhud_later(viewport)    self.x, self.y = 4, 4    @hotkey_sprite.z = self.z    if BlizzCFG::Z_HUD_BACKGROUND != ''      @zhud_back = Sprite.new      @zhud_back.bitmap = RPG::Cache.picture(BlizzCFG::Z_HUD_BACKGROUND)      @zhud_back.z = self.z - 1    end  end    alias create_positions_zhud_later create_positions  def create_positions    create_positions_zhud_later    b1 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE)    b2 = RPG::Cache.picture(BlizzCFG::Z_SP_FILE)    if BlizzCFG::Z_HP_TILING      w = b1.width * BlizzCFG::Z_HP_TILE_COLUMNS    else      w = b1.width    end    @hud_width = w if @hud_width < w    if BlizzCFG::Z_SP_TILING      w = b2.width * BlizzCFG::Z_SP_TILE_COLUMNS    else      w = b2.width    end    @hud_width = w if @hud_width < w    @hud_height = BlizzCFG::Z_HUD_HEIGHT    @hp_x, @hp_y, @sp_x, @sp_y = 0, 0, 0, b1.height + 4    update_sp_y    b = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)    @left_x = b.width    @left_y = b.height    @hot_x = b.width  end    def draw_basic  end    def draw_empty  end    def draw_name  end    def draw_level  end    def draw_hp    @hp, @maxhp = actor.hp, actor.maxhp    rate = (@maxhp > 0 ? @hp.to_f / @maxhp : 0)    b1 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE)    b2 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE_EMPTY)    if BlizzCFG::Z_HP_TILING      tiles = @maxhp / BlizzCFG::Z_HP_PER_TILE      rows = (tiles.to_f / BlizzCFG::Z_HP_TILE_COLUMNS).ceil      w, h = b1.width, b1.height      self.bitmap.fill_rect(@hp_x, @hp_y, w * BlizzCFG::Z_HP_TILE_COLUMNS,
          h * rows, Color.new(0, 0, 0, 0))      full_tiles = (rate * tiles).to_i      semi_full = ((rate * tiles != full_tiles) ? 1 : 0)      (0...full_tiles).each {|i|
          x = @hp_x + (i % BlizzCFG::Z_HP_TILE_COLUMNS) * w          y = @hp_y + (i / BlizzCFG::Z_HP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w, h))}      if semi_full > 0        x = @hp_x + (full_tiles % BlizzCFG::Z_HP_TILE_COLUMNS) * w        y = @hp_y + (full_tiles / BlizzCFG::Z_HP_TILE_COLUMNS) * h        if BlizzCFG::Z_HP_FILL_UP          h2 = ((1 - rate * tiles + full_tiles) * h).to_i          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h2))          self.bitmap.blt(x, y + h2, b1, Rect.new(0, h2, w, h - h2))        else          w2 = ((rate * tiles - full_tiles) * w).to_i          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w2, h))          self.bitmap.blt(x + w2, y, b2, Rect.new(w2, 0, w - w2, h))        end      end      ((full_tiles + semi_full)...tiles).each {|i|
          x = @hp_x + (i % BlizzCFG::Z_HP_TILE_COLUMNS) * w          y = @hp_y + (i / BlizzCFG::Z_HP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h))}    else      w1 = (b1.width * rate).to_i      w2 = b2.width - w1      self.bitmap.fill_rect(@hp_x, @hp_y, b1.width, b1.height, Color.new(0, 0, 0, 0))      self.bitmap.blt(@hp_x, @hp_y, b1, Rect.new(0, 0, w1, b1.height))      self.bitmap.blt(@hp_x + w1, @hp_y, b2, Rect.new(w1, 0, w2, b2.height))    end    draw_sp  end    def draw_sp    @sp, @maxsp = actor.sp, actor.maxsp    rate = (@maxsp > 0 ? @sp.to_f / @maxsp : 0)    b1 = RPG::Cache.picture(BlizzCFG::Z_SP_FILE)    b2 = RPG::Cache.picture(BlizzCFG::Z_SP_FILE_EMPTY)    if BlizzCFG::Z_SP_TILING      tiles = @maxsp / BlizzCFG::Z_SP_PER_TILE      rows = (tiles.to_f / BlizzCFG::Z_SP_TILE_COLUMNS).ceil      w, h = b1.width, b1.height      self.bitmap.fill_rect(@sp_x, @sp_y, w * BlizzCFG::Z_SP_TILE_COLUMNS,
          h * rows, Color.new(0, 0, 0, 0))      full_tiles = (rate * tiles).to_i      semi_full = ((rate * tiles != full_tiles) ? 1 : 0)      (0...full_tiles).each {|i|
          x = @sp_x + (i % BlizzCFG::Z_SP_TILE_COLUMNS) * w          y = @sp_y + (i / BlizzCFG::Z_SP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w, h))}      if semi_full > 0        x = @sp_x + (full_tiles % BlizzCFG::Z_SP_TILE_COLUMNS) * w        y = @sp_y + (full_tiles / BlizzCFG::Z_SP_TILE_COLUMNS) * h        if BlizzCFG::Z_SP_FILL_UP          h2 = ((1 - rate * tiles + full_tiles) * h).to_i          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h2))          self.bitmap.blt(x, y + h2, b1, Rect.new(0, h2, w, h - h2))        else          w2 = ((rate * tiles - full_tiles) * w).to_i          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w2, h))          self.bitmap.blt(x + w2, y, b2, Rect.new(w2, 0, w - w2, h))        end      end      ((full_tiles + semi_full)...tiles).each {|i|
          x = @sp_x + (i % BlizzCFG::Z_SP_TILE_COLUMNS) * w          y = @sp_y + (i / BlizzCFG::Z_SP_TILE_COLUMNS) * h          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h))}    else      w1 = (b1.width * rate).to_i      w2 = b2.width - w1      self.bitmap.fill_rect(@sp_x, @sp_y, b1.width, b1.height, Color.new(0, 0, 0, 0))      self.bitmap.blt(@sp_x, @sp_y, b1, Rect.new(0, 0, w1, b1.height))      self.bitmap.blt(@sp_x + w1, @sp_y, b2, Rect.new(w1, 0, w2, b2.height))    end  end    def draw_hskill    @skill = actor.skill    b1 = RPG::Cache.picture(BlizzCFG::Z_SKILL_BACK)    @hotkey_sprite.bitmap.fill_rect(0, 0, b1.width, b1.height, Color.new(0, 0, 0, 0))    @hotkey_sprite.bitmap.blt(0, 0, b1, Rect.new(0, 0, b1.width, b1.height))    if @skill != 0      bitmap = RPG::Cache.icon($data_skills[@skill].icon_name)      x, y = (b1.width - 24) / 2, (b1.height - 24) / 2      @hotkey_sprite.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))    end    draw_lskill  end    def draw_lskill    @hotkey_sprite.bitmap.fill_rect(0, @left_y + 4, @left_x, 16, Color.new(0, 0, 0, 0))    @skills_left = get_skills_left    if @skill != nil && @skill > 0      if @skills_left >= 0        if @skills_left == 0          @hotkey_sprite.bitmap.font.color = Color.new(255, 0, 0)        elsif @skills_left <= 5          @hotkey_sprite.bitmap.font.color = Color.new(255, 255, 0)        else          @hotkey_sprite.bitmap.font.color = normal_color        end        @hotkey_sprite.bitmap.font.size -= 2        @hotkey_sprite.bitmap.draw_text_full(0, @left_y, @left_x, 20, @skills_left.to_s, 1)        @hotkey_sprite.bitmap.font.size += 2      elsif @skills_left == -1        @hotkey_sprite.bitmap.font.color = Color.new(0, 255, 0)        @hotkey_sprite.bitmap.font.size += 4        @hotkey_sprite.bitmap.draw_text_full(0, @left_y, @left_x, 20, '∞', 1)        @hotkey_sprite.bitmap.font.size -= 4      end    end  end    def draw_hitem    @item = actor.item    b1 = RPG::Cache.picture(BlizzCFG::Z_SKILL_BACK)    b2 = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)    x = b1.width + 4    @hotkey_sprite.bitmap.fill_rect(x, 0, b2.width, b2.height, Color.new(0, 0, 0, 0))    @hotkey_sprite.bitmap.blt(x, 0, b2, Rect.new(0, 0, b2.width, b2.height))    if @item != 0      bitmap = RPG::Cache.icon($data_items[@item].icon_name)      x, y = b1.width + 4 + (b2.width - 24) / 2, (b2.height - 24) / 2      @hotkey_sprite.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))    end    draw_litem  end    def draw_litem    @items_left = $game_party.item_number(@item)    @hotkey_sprite.bitmap.fill_rect(@left_x + 4, @left_y + 4, @left_x, 16, Color.new(0, 0, 0, 0))    if @item != nil && @item > 0      if $data_items[@item] != nil && !$data_items[@item].consumable        @hotkey_sprite.bitmap.font.color = Color.new(0, 255, 0)        @hotkey_sprite.bitmap.font.size += 4        @hotkey_sprite.bitmap.draw_text_full(@left_x + 4, @left_y, @left_x, 20, '∞', 1)        @hotkey_sprite.bitmap.font.size -= 4      else        if @items_left == 0          @hotkey_sprite.bitmap.font.color = Color.new(255, 0, 0)        elsif @items_left <= 10          @hotkey_sprite.bitmap.font.color = Color.new(255, 255, 0)        else          @hotkey_sprite.bitmap.font.color = normal_color        end        @hotkey_sprite.bitmap.font.size -= 2        @hotkey_sprite.bitmap.draw_text_full(@left_x + 4, @left_y, @left_x, 20, @items_left.to_s, 1)        @hotkey_sprite.bitmap.font.size += 2      end    end  end    alias update_zhud_later update  def update    update_sp_y if actor != nil    update_zhud_later  end    def update_sp_y    return if !BlizzCFG::Z_HP_TILING    b1 = RPG::Cache.picture(BlizzCFG::Z_HP_FILE)    tiles = actor.maxhp / BlizzCFG::Z_HP_PER_TILE    @sp_y = (tiles.to_f / BlizzCFG::Z_HP_TILE_COLUMNS).ceil * b1.height  end    alias dispose_zhud_later dispose  def dispose    @hotkey_sprite.dispose if @hotkey_sprite != nil    @hotkey_sprite = nil    @zhud_back.dispose if @zhud_back != nil    @zhud_back = nil    dispose_zhud_later  end    def init_hotkey_sprite(viewport)    b1 = RPG::Cache.picture(BlizzCFG::Z_ITEM_BACK)    b2 = RPG::Cache.picture(BlizzCFG::Z_SKILL_BACK)    width = b1.width + b2.width    @hotkey_sprite = Sprite.new(viewport)    @hotkey_sprite.x = 632 - width    @hotkey_sprite.y = 4    @hotkey_sprite.bitmap = Bitmap.new(width + 4, b1.height + 24)    @hotkey_sprite.bitmap.font.name = 'Arial'    @hotkey_sprite.bitmap.font.size = 16    @hotkey_sprite.bitmap.font.bold = true  end    end#==============================================================================# Hotkey_Assignment#==============================================================================class Hotkey_Assignment    def initialize(viewport = nil)    super    self.bitmap = Bitmap.new(32, 320)    self.bitmap.font.bold = true    self.bitmap.font.size -= 8    self.bitmap.font.color = system_color    self.x, self.y, self.z = 0, 160, 1100    @skills = BlizzABS::Cache::EmptyKeys    @items = BlizzABS::Cache::EmptyKeys    update  end    def draw(index = nil)    back = RPG::Cache.picture(BlizzCFG::Z_HOTKEYS_BACK)    w, h = back.width, back.height    ow, oh = (w - 24) / 2, (h - 24) / 2    (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
        if $game_player.skill_hotkeys[i%10] != 0          object = $data_skills[$game_player.skill_hotkeys[i%10]]        elsif $game_player.item_hotkeys[i%10] != 0          object = $data_items[$game_player.item_hotkeys[i%10]]        end        if @items[i%10] != $game_player.item_hotkeys[i%10] ||
            @skills[i%10] != $game_player.skill_hotkeys[i%10]          self.bitmap.fill_rect(0, h*(i-1), w, h, Color.new(0, 0, 0, 0))          self.bitmap.blt(0, h*(i-1), back, Rect.new(0, 0, w, h))          if object != nil            bitmap = RPG::Cache.icon(object.icon_name)            self.bitmap.blt(ow, h*(i-1)+oh, bitmap, Rect.new(0, 0, 24, 24))          end          self.bitmap.draw_text_full(0, h*(i-1)+10, w-2, 32, (i%10).to_s, 2)        end}    @items = $game_player.item_hotkeys.clone    @skills = $game_player.skill_hotkeys.clone  end  end#==============================================================================# Minimap#==============================================================================class Minimap    alias update_zhud_later update  def update(override = false)    update_zhud_later(override)    update_minimap_back  end    def update_minimap_back    if $game_system.minimap == 1      if @minimap_back == nil        @minimap_back = Sprite.new        @minimap_back.bitmap = RPG::Cache.picture(BlizzCFG::Z_MINIMAP_BACK)        @minimap_back.x = self.vx - (@minimap_back.bitmap.width - self.vw) / 2        @minimap_back.y = self.vy - (@minimap_back.bitmap.height - self.vh) / 2        @minimap_back.z = self.z + 1        @minimap_back.opacity = self.opacity      end    elsif @minimap_back != nil      @minimap_back.dispose      @minimap_back = nil    end  end    alias opacity_is_zhud_later opacity=
  def opacity=(value)    opacity_is_zhud_later(value)    @minimap_back.opacity = value if @minimap_back != nil  end    alias dispose_zhud_later dispose  def dispose    dispose_zhud_later    @minimap_back.dispose if @minimap_back != nil    @minimap_back = nil  end  end  #==============================================================================# Scene_Map#==============================================================================class Scene_Map    alias hud_update_zhud_later hud_update  def hud_update    hud_update_zhud_later    if @hud != nil      s = @hud.hotkey_sprite      s.update      if $game_player.screen_x < s.vx + s.vw + 16 &&
          $game_player.screen_y < s.vy + s.vh + 48 &&
          $game_player.screen_x > s.vx && $game_player.screen_y > s.vy        s.opacity -= 25 if s.opacity > 80      elsif s.opacity <= 255        s.opacity += 25      end    end  end  end#==============================================================================# Window_Skill_Hotkey#==============================================================================class Window_Skill_Hotkey < Window_Skill    def initialize(actor)    super    @column_max = 1    self.width, self.height = 288, 480    self.x, self.y, self.z = 64, 64, 21000    self.cursor_rect.empty    self.active = false    refresh  end    def draw_item(i)    if @data[i] == nil      self.contents.font.color = normal_color      self.contents.draw_text(32, i*32, 204, 32, '<Remove>')    else      if @actor.skill_can_use?(@data[i].id)        self.contents.font.color = normal_color      else        self.contents.font.color = disabled_color      end      self.contents.fill_rect(Rect.new(4, i*32, 256, 32), Color.new(0, 0, 0, 0))      bitmap = RPG::Cache.icon(@data[i].icon_name)      opacity = self.contents.font.color == normal_color ? 255 : 128      self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)      text = @data[i].name      if @actor.skills.include?(@data[i].id) &&
          $tons_version != nil && $tons_version >= 3.7 &&
          TONS_OF_ADDONS::EQUAP_SKILLS && DISPLAY_AP_REQ        aps = BlizzCFG.maxap(@data[i].id)        text = "#{text} (#{@actor.ap(@data[i].id)}/#{aps})" if aps != 0      end      self.contents.draw_text(32, i*32, 204, 32, text)      sp_cost = @data[i].sp_cost      if $tons_version != nil && $tons_version >= 6.54 &&
          $game_system.SP_COST_MOD        sp_cost = BlizzCFG.get_cost_mod(@actor.states, sp_cost)      end      self.contents.draw_text(204, i*32, 48, 32, sp_cost.to_s, 2)    end  end  end#==============================================================================# Window_Item_Hotkey#==============================================================================class Window_Item_Hotkey < Window_Item    def initialize    super    @column_max = 1    self.width, self.height = 288, 480    self.x, self.y, self.z = 352, 64, 21000    self.cursor_rect.empty    self.active = false    refresh  end    def draw_item(i)    if @data[i] == nil      self.contents.font.color = normal_color      self.contents.draw_text(32, i*32, 212, 32, '<Remove>')    else      number = $game_party.item_number(@data[i].id)      if $game_party.item_can_use?(@data[i].id)        self.contents.font.color = normal_color      else        self.contents.font.color = disabled_color      end      self.contents.fill_rect(Rect.new(4, i*32, 256, 32), Color.new(0, 0, 0, 0))      bitmap = RPG::Cache.icon(@data[i].icon_name)      opacity = self.contents.font.color == normal_color ? 255 : 128      self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)      self.contents.draw_text(32, i*32, 212, 32, @data[i].name)      self.contents.draw_text(212, i*32, 16, 32, ':', 1)      self.contents.draw_text(228, i*32, 24, 32, number.to_s, 2)    end  end  end#==============================================================================# Scene_Hotkeys#==============================================================================class Scene_Hotkeys    def main    @spriteset = Spriteset_Map.new    @view = Viewport.new(0, 0, 640, 480)    @view.tone = @tone.clone    @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud    if BlizzABS::Config::HOTKEYS      @hotkeys = Hotkey_Assignment.new      @hotkeys.z = 5000    end    if BlizzABS::Config::MINIMAP && $game_system.minimap > 0      @minimap = Minimap.new    end    @choice = Sprite.new    @choice.bitmap = $BlizzABS.cache.image('menu_arrow')    @choice.x, @choice.y, @choice.z, @choice.opacity = 40, 192, 500, 128    @choice.angle = 90    @choice.ox = -8    @active = true    @index = 0    @up_mode = true    @skill_window = Window_Skill_Hotkey.new($game_player.battler)    @item_window = Window_Item_Hotkey.new    @last_active = true    Graphics.transition    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @spriteset.dispose
    [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
    @choice.dispose
    @skill_window.dispose
    @item_window.dispose
    @view.dispose
    while @party_leader != $game_party.actors[0]
      $BlizzABS.player.switch_leader
    end
  end
 
  def update    @choice.update    @skill_window.update    @item_window.update    @hotkeys.update if @hotkeys != nil    @choice.oy += (@up_mode ? (@active ? 2 : 1) : (@active ? -2 : -1))    @up_mode = (@up_mode ? (@choice.oy < 8) : (@choice.oy <= -8))    if $game_system.select_button && Input.trigger?(Input::Select)      $game_system.se_play($data_system.cursor_se)      $BlizzABS.player.switch_leader      @skill_window.switch_actor      @hud.update if @hud != nil      @hotkeys.update if @hotkeys != nil    elsif @active      @choice.oy = @choice.oy / 2 * 2      update_choice    elsif @skill_window.active      update_skill    elsif @item_window.active      update_item    end  end    def update_choice    @choice.y = 192 + @index * 32    if Input.trigger?(Input::B)      $game_system.se_play($data_system.cancel_se)      $scene = Scene_Map.new    elsif Input.trigger?(Input::C)      $game_system.se_play($data_system.decision_se)      @active = false      @skill_window.active = @last_active      @item_window.active = (!@last_active)    elsif Input.repeat?(Input::DOWN)      if Input.trigger?(Input::DOWN) || @index < 9        $game_system.se_play($data_system.cursor_se)        @index = (@index + 1) % 10      end    elsif Input.repeat?(Input::UP)      if Input.trigger?(Input::UP) || @index >= 1        $game_system.se_play($data_system.cursor_se)        @index = (@index + 9) % 10      end    end  end  end

ForeverZer0

Line breaks for the entire script are broken, at least what you posted is, which could be your problem.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

fjshrr5

I don't script so i have no clue what you just said :P I'm trying to teach myself and it's going slow, forgive me..

The script posted, is the exact, and i do mean EXACT way i got it from the original post for the script.
(On this forum)

How do i fix it?

ForeverZer0

October 03, 2014, 08:12:30 pm #3 Last Edit: October 03, 2014, 08:14:56 pm by ForeverZer0
In that case, if it is exact, then it is due to the fact that the line breaks are broken, meaning that the next line of code starts on the same line when it should start on a new line.

Try to re-copy/paste it would be the easiest solution, which would be much easier than manually fixing all that mess, especially if you don't understand Ruby very well yet.

EDIT:
This seems to be a problem with selecting code, not anything you are doing wrong. It is not including line breaks after methods.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

fjshrr5

October 03, 2014, 08:14:47 pm #4 Last Edit: October 03, 2014, 08:16:20 pm by fjshrr5
This is the script i copy/pasted http://forum.chaos-project.com/index.php/topic,4284.0.html

I tried to re-copy and paste, Still the same error..
I spent awhile making my own sprites for it and everything, just my luck that it wouldn't work! T_T

So is fixing it out of the question? I imagine it would be far too complicated?

[EDIT] Just seen the edit you put, Hm... that sucks.. Any ideas on how to fix that? Besides writing it all out myself lol

ForeverZer0

October 03, 2014, 08:16:45 pm #5 Last Edit: October 03, 2014, 08:17:58 pm by ForeverZer0
It is something that needs addressed with the original paste, or possible even the new syntax highlighting that was implemented on the site.


EDIT:
As far as editing it, looks like some line breaks just need added, which is nothing more than putting the cursor in the right places and hitting "Enter", not rewriting the whole thing.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

fjshrr5

October 03, 2014, 08:19:09 pm #6 Last Edit: October 03, 2014, 09:29:46 pm by fjshrr5
Oh i appreciate the information, Could you tell me what exactly a "line break" Is, and i can try to fix it myself? Though i'll probably cause more damage lol worth a shot though

[EDIT]

If somebody could help me fix this, love you forever.

ForeverZer0

A line break is simply starting a new line of code instead of continuously writing on the same line. It is done by simply pressing the "Enter" button to start writing on a new line.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

fjshrr5

i'll mess it all up but i'll try lol ty

Blizzard

I also think the problem is with the new syntax highlighting. Ryex will take a look at this ASAP.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fjshrr5


Blizzard

It should be fixed now. Get the script again from the topic.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

fjshrr5

October 05, 2014, 11:12:29 am #12 Last Edit: October 05, 2014, 11:15:44 am by fjshrr5
[EDIT] It works, it just gives the error if i try to hit the "Select" button on the forum and then copy/paste
If i select it all myself, works perfect.

Blizzard

When you open the topic, press F5 first so you browser cache is cleared. Then copy-paste the script.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.