Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: Redd on April 06, 2014, 08:22:38 pm

Title: Blizz-ABS menu and Hermes message system
Post by: Redd on April 06, 2014, 08:22:38 pm
Hey guys I'm having three issues here.

1. I am using Kendorei's menu system, and when I click into the menu, the pre menu for blizz abs does not show up. Instead, it goes straight to the menu system that I am using. I don't know what could possibly be causing this. Here is the link to the menu system http://www.rpgrevolution.com/forums/index.php?showtopic=26023

2. I am also using Hermes' Message Script. I have two issues with this one but the first is pretty simple... when I type in the normal code for displaying an actor's name in RMXP "n\
Title: Re: Blizz-ABS menu and Hermes message system
Post by: KK20 on April 06, 2014, 09:03:47 pm
For Hermes, try this first: https://dl.dropboxusercontent.com/u/58874459/Hermes_Fix.zip
Discussion (http://forum.chaos-project.com/index.php/topic,106.msg176097.html#msg176097)
I have no idea what you are talking about in #2.

Menu: ShowHide
That menu system will require a bit of editing. First, locate class Scene_Menu in Part 3 of BlizzABS. Scroll down to

      # if C is pressed
      elsif Input.trigger?(Input::C)
        # which option
        case @window.index
        when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false

and add this line directly below it

$scene = Scene_OSM.new

Scroll back up to

      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)

And make it look like

      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_OSM) || $scene.is_a?(Scene_Map)

You also probably should remove the method call_menu from Kendorei's script.
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on April 06, 2014, 10:07:12 pm
So the Hermes fix fixed the message boxes appearing over people's heads, thank you very much for that :D The menu fix also works flawlessly :)
What it didn't fix though, is that all of my messages still display at the top of the screen regardless of my setting of displaying it in the middle or bottom. It's just all at the top for some reason.

This is what I'm talking about in number 2:
(http://i59.tinypic.com/ivk0go.png)
The player's name, in this instance, is supposed to be "Swordsm" but I do not know the correct code to use to put it in the message box, rather than above it like that. Usually in rmxp it's "n\[1]" but this just puts it above in Hermes' script it seems.

Also, on my last issue that I included in that update, here's what's happening.
(http://i62.tinypic.com/1zdqkqh.png)
The naked dude is the character I "created" in the last screenshot, but removing him from the party still keeps his graphic there. You can tell he isn't in the party because of the minimap, there's only three triangles. It's a little strange. Is there any event-based caterpillar I can use for Blizz-ABS? That may fix the problem, I feel.
Title: Re: Blizz-ABS menu and Hermes message system
Post by: KK20 on April 06, 2014, 10:22:55 pm
Actor Name:
Have you consulted the user manual? I found what you're looking for here (http://uglyhorst.de//home/rPG%20Maker/rGSS-Scripts/hermes/hermes04-doc.html#tag_actor).

Event:
Mind sharing the script so that we can see how it works?
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Zexion on April 06, 2014, 10:41:27 pm
I'm pretty sure the name thing goes \n[1] not n\[1]

@kk20: Also I think the catepillar script is the default from blizz abs
Title: Re: Blizz-ABS menu and Hermes message system
Post by: KK20 on April 06, 2014, 10:45:59 pm
Hermes modifies \n to display a name box, not an actor's name. The link I provided shows the new method of doing that.
And yes, I see it uses BlizzABS's caterpillar, but I want to know what this other script being used is. BlizzABS already handles removing actors from the caterpillar fine. Clearly there's a script conflict somewhere.

EDIT: Deleted for stupidity.
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on April 06, 2014, 11:26:02 pm
I assume you meant Window_Message.
I changed that, but nothing happened. All of my messages still display at the top.
Thank you very much for the guide, don't know why I couldn't find it xD that problem is solved now :)

As for the caterpillar, it is the default Blizz ABS one. It's gotta be a conflict with Moonpearl's Character Maker, which isn't designed to be used in-game. It's really meant to be used as a standalone system to make characters for your games. I just modified it a little bit to look like it's supposed to be in there.
It consists of three scripts.

MP Common
Spoiler: ShowHide

#==============================================================================
# MOONPEARL'S COMMON STUFF
#==============================================================================

#------------------------------------------------------------------------------
# Overview
#------------------------------------------------------------------------------

# This script contains custom functions I use quite often, so instead of
# making copies for each script I write, I put them all here. Everything is
# needed to make this or that script of mine work - and is pretty useful for
# scripters anyway. If you're experiencing compatibility problems, or are not
# sure about a particular feature, please refer to its description.

# If you use any of those as a basis for your own script, consider it a
# giveaway. Express credit is not required, but is appreciated. Otherwise, a
# warm-hearted thank you will do.

# Cheers,

# Moonpearl (moonpearl12@gmail.com)
# http://moonpearl-gm.blogspot.com/


#------------------------------------------------------------------------------
# Table of Contents
#------------------------------------------------------------------------------

# NOTES -
# - Tweaks are completely safe since they do not modify any existing code
# - Classes are safe too because they are new to Ruby and RGSS code
# - Mods are relatively safe but might possibly cause issues - refer to the
#     entry's description for more information.

#------------------------------------------------------------------------------
# 050 - Buffer (tweak)
# 085 - Message Expression Evaluator (Window_Message mod)
# 207 - Automatic Windowskins (Window_Base mod)
# 240 - Automatic Transitions (Scene_Base mod)
# 289 - Variables & Switches Commands (Interpreter mod)
# 325 - Bitmask (class)
# 426 - Ruby Expansion (tweak)
# 536 - Dialog Boxes (tweak)
#------------------------------------------------------------------------------

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



#==============================================================================
# BUFFERS
#------------------------------------------------------------------------------
#  This sets variables and switches to serve as buffers and hold temporary
# information.
#==============================================================================

# Index of the temporary buffer variable
VAR_TEMP = 1
# Index of the temporary buffer switch
SW_TEMP = 1

# Retrieve the buffer variable
def temp
 return $game_variables[VAR_TEMP]
end

# Set the buffer variable
def set_temp(v)
 $game_variables[VAR_TEMP] = v
 return $game_variables[VAR_TEMP]
end

# Retrieve the buffer switch
def sw_temp
 return $game_switches[SW_TEMP]
end

# Set the buffer switch
def set_sw_temp(v)
 $game_switches[SW_TEMP] = v
 return $game_switches[SW_TEMP]
end


#==============================================================================
# MESSAGE EXPRESSION EVALUATOR
#------------------------------------------------------------------------------
#  This edit allows to display the result of Ruby expressions written directly
# in Show Message event commands using \f[<expression>].
#------------------------------------------------------------------------------
#  > EXAMPLE: "Three plus two is \f[3+2]." will be displayed as "Three plus
# two is 5."
#------------------------------------------------------------------------------
#  Most likely incompatible with any custom message systems. Simply remove this
# section if you have no use for it, or copy the outlined command to your
# custom Window_Message class.
#==============================================================================

class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   x = y = 0
   @cursor_width = 0
   # Indent if choice
   if $game_temp.choice_start == 0
     x = 8
   end
   # If waiting for a message to be displayed
   if $game_temp.message_text != nil
     text = $game_temp.message_text
     # Control text processing
     begin
       last_text = text.clone
       text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
     end until text == last_text
     text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
       $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
     end
#--------------------------------------------------------------------------
     text.gsub!(/\\[Ff]\[([ \w\=\+\-\*\/\$\(\)\!\.\,\'\:\%\@]+)\]/) { eval $1 }
#--------------------------------------------------------------------------
     # Change "\\\\" to "\000" for convenience
     text.gsub!(/\\\\/) { "\000" }
     # Change "\\C" to "\001" and "\\G" to "\002"
     text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
     text.gsub!(/\\[Gg]/) { "\002" }
     # Get 1 text character in c (loop until unable to get text)
     while ((c = text.slice!(/./m)) != nil)
       # If \\
       if c == "\000"
         # Return to original text
         c = "\\"
       end
       # If \C[n]
       if c == "\001"
         # Change text color
         text.sub!(/\[([0-9]+)\]/, "")
         color = $1.to_i
         if color >= 0 and color <= 7
           self.contents.font.color = text_color(color)
         end
         # go to next text
         next
       end
       # If \G
       if c == "\002"
         # Make gold window
         if @gold_window == nil
           @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
         # go to next text
         next
       end
       # If new line text
       if c == "\n"
         # Update cursor width if choice
         if y >= $game_temp.choice_start
           @cursor_width = [@cursor_width, x].max
         end
         # Add 1 to y
         y += 1
         x = 0
         # Indent if choice
         if y >= $game_temp.choice_start
           x = 8
         end
         # go to next text
         next
       end
       # Draw text
       self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
       # Add x to drawn text width
       x += self.contents.text_size(c).width
     end
   end
   # If choice
   if $game_temp.choice_max > 0
     @item_max = $game_temp.choice_max
     self.active = true
     self.index = 0
   end
   # If number input
   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
end


# ==============================================================================
# AUTOMATIC WINDOWSKINS
# ------------------------------------------------------------------------------
# Modifies the Window_Base class so that each type of window searches the
# windowskin folder for a specific windowskin, selects it if found, selects
# the default windowskin otherwise.
# ------------------------------------------------------------------------------
# EXAMPLE: the Window_Menu will search for Windowskins/Menu.png and automatically
# use it if it exists.
# ==============================================================================

class Window_Base < Window
 def initialize(x, y, width, height)
   super()
 #--------------------------------------------------------------------------
   str = type.to_s
   str.slice!("Window_")
   @windowskin_name = FileTest.exist?("Graphics/Windowskins/#{str}.png") ? str : $game_system.windowskin_name
 #--------------------------------------------------------------------------
   self.windowskin = RPG::Cache.windowskin(@windowskin_name)
   self.x = x
   self.y = y
   self.width = width
   self.height = height
   self.z = 100
 end
 
 def update
   super
 end
end


# ==============================================================================
# AUTOMATIC TRANSITIONS
# ------------------------------------------------------------------------------
# Modifies the Scene_Base class so that each type of scene searches the
# transition folder for a specific transition, selects it if found, selects
# the default transition otherwise. You may use a different transition for
# fade-in and fade-out.
# ------------------------------------------------------------------------------
# EXAMPLE: the Scene_Menu will search for Transitions/Menu.png and automatically
# use it if it exists.
# EXAMPLE 2: when exiting the menu, the Scene_Menu will search for
# Transitions/Menu-out.png and automatically use it if it exists.
# ------------------------------------------------------------------------------
# REQUIRES: Moonpearl's Scene_Base
# ==============================================================================

class Scene_Base
 def main
   setup
   str = type.to_s
   str.slice!("Scene_")
   # Execute transition
   if FileTest.exist?("Graphics/Transitions/#{str}.png")
     Graphics.transition(40, "Graphics/Transitions/" + str)
   else
     Graphics.transition
   end
   # Main loop
   while $scene == self
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
   end
   terminate
   str = type.to_s
   str.slice!("Scene_")
   str += "-out"
   # Execute transition
   if FileTest.exist?("Graphics/Transitions/#{str}.png")
     Graphics.transition(40, "Graphics/Transitions/" + str)
     Graphics.freeze
   end
 end
end


# ==============================================================================
# VARIABLES & SWITCHES COMMANDS
# ------------------------------------------------------------------------------
# This allows to bind commands to changes in game variables by events.
# ------------------------------------------------------------------------------
# EXAMPLE: by entering the following, the first actor's HP will automatically
# change to the content of game variable #0001 each time the variable is
# changed via an event.
#   $variables_command[1] = Proc.new { |v| $game_actors[1].hp = v }
# ==============================================================================

$switches_command = {}
$variables_command = {}
class Interpreter
 alias mp_common_command_121 command_121
 def command_121
   mp_common_command_121
   for i in @parameters[0]..@parameters[1]
unless $switches_command[i].nil?
$variables_command[i].call($game_switches[i])
end
   end
 end

 alias mp_common_command_122 command_122
 def command_122
   mp_common_command_122
   for i in @parameters[0]..@parameters[1]
unless $switches_command[i].nil?
$variables_command[i].call($game_variables[i])
end
   end
 end
end


#==============================================================================
# BITMASK
#------------------------------------------------------------------------------
#  This class stores boolean information (true/false) as Integer bits, in
# order to save memory.
#==============================================================================

class Bitmask
 attr_reader :size
 
 def initialize(size = 1)
   @data = [0]
   resize(size)
 end
 
 def [](i)
   if i >= @size
     raise RangeError, "Bit ##{i} not defined (max = #{@size - 1}) in Bitmask#[]"
   end
   return @data[i >> 5][i % 32] == 1
 end
 
 def []=(i, b)
   case b
   when TrueClass, FalseClass
     if self[i] == b
       return nil
     else
       @data[i >> 5] ^= 2 ** (i % 32)
       return b
     end
   else
     raise TypeError, "TrueClass or FalseClass expected as parameters in Bitmask#[]="
   end
 end

 def &(other)
   bitmask = Bitmask.new(@size)
   for i in 0...@size
     bitmask[i] = self[i] & other[i]
   end
   return bitmask
 end
 
 def |(other)
   bitmask = Bitmask.new(@size)
   for i in 0...@size
     bitmask[i] = self[i] | other[i]
   end
   return bitmask
 end
 
 def each
   for i in 0...@size
     yield i if self[i]
   end
 end

def each_false
   for i in 0...@size
     unless self[i]
       yield i
     end
   end
 end
 
 def resize(size)
   while (size >> 5) >= @data.size
     @data << 0
   end
   @size = size
 end
 
 def to_s
   str = String.new
   for i in 0...@size
     if i & 7 == 0
       str << " "
     end
     str << @data[i >> 5][i & 31].to_s
   end
   return str
 end

 def ==(other)
   case other
   when Bitmask
     #return true if @data == other.data
     return false unless @size == other.size
     for i in 0...@size
       return false unless self[i] == other[i]
     end
     return true
   end
   return false
 end
 
 alias :inspect :to_s
end


# ==============================================================================
# RUBY EXPANSION
# ------------------------------------------------------------------------------
# Adds new functions to existing Ruby classes. Each new feature is commented
# individually.
# ==============================================================================

class Object
# Make all objects respond to :display for compatibility purposes
 alias :display :inspect
end

class Array
# Returns an item selected at random
 def sample
   return self[rand(self.size)]
 end

# Return a copy with items shuffled
def shuffle
src = self.clone
ary = Array.new()
until src.empty?
ary << src.delete(src.sample)
end
return ary
end

# Shuffle items
def shuffle!
self.replace(self.shuffle)
end
end

class Dir
 # Returns all files matching given extensions in specified directory as an array
 #  - directory: directory to be searched
 #  - filters: strings representing extensions to be kept
 def self.files(directory = self.pwd, *filters)
   ary = []
   for filename in self.entries(directory)
     next if File.directory?(filename) or filename == "." or filename == ".."
     if filters.empty? or filters.include?(File.extname(filename))
       ary << filename
     end
   end
   return ary
 end
 
 # Returns all subdirectories in specified directory as an array
 def self.subdirectories(directory = self.pwd)
   ary = []
   for filename in self.entries(directory)
     if File.directory?(filename)
       ary << filename
     end
   end
   return ary
 end
end

class File
 # Assess whether a filename is a directory name or not
 def self.directory?(filename)
   return false if filename == "."
   return true if self.extname(filename) == ""
   return false
 end
end

class Integer
# Computes self factorial
 def factorial
   f = 1
   for i in 1..self
     f *= i
   end
   return f
 end
 
# Compute number of combinations from k in self
#  - k: a positive integer less than or equal to self
 def combin(k)
   return self.factorial / (k.factorial * (n - k).factorial)
 end
end

class String
# Breaks string into several lines
#  - amount: max number of characters per line
 def break_into_lines(amount)
   if self.size <= amount
     yield self
   else
     i = 0
     until i >= self.size
       n = self[i, amount].reverse.index(" ")
       n = amount - (n.nil? ? 0 : n)
       yield self[i, n]
       i += n
     end
   end
 end
 
# Make string into a symbol name
 def symbolize
   return :empty if self.empty?
   return self.downcase.gsub(" ", "_").to_sym
 end
end

class Symbol
# Make symbol into a string ready fot display
 def display
   str = ""
   name = self.to_s
   name.split("_").each { |s| str += s.capitalize + " " }
   str = str.rstrip
   return str
 end
 
# Comparison functions, included for compatiblity purposes
 def ===(other)
   return (self <=> other) == 0
 end

 def >(other)
   case other
   when Numeric
     return nil
   end
   return (self <=> other) == 1
 end

 def <(other)
   case other
   when Numeric
     return nil
   end
   return (self <=> other) == -1
 end
 
 def <=>(other)
   return self.to_s <=> other.to_s
 end
end

# ==============================================================================
# DIALOG BOXES
# ------------------------------------------------------------------------------
# Makes dialog boxes to give warning messages and confirm choices.
# ==============================================================================

module RPG
 def self.warn(message)
   $game_system.se_play($data_system.decision_se)
   Graphics.freeze
   window = Window_Base.new(32, 192, 576, 96)
   window.contents = Bitmap.new(window.width - 32, window.height - 32)
   window.contents.draw_text(0, 0, window.width - 32, 32, message, 1)
   window.contents.draw_text(0, 32, 544, 32, "OK", 1)
   window.cursor_rect.set(208, 32, 128, 32)
   window.active = true
   window.z = 5000
   Graphics.transition
   loop do
     Input.update
     Graphics.update
     window.update
     if Input.trigger?(Input::C) or Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
       break
     end
   end
   Graphics.freeze
   window.dispose
   Graphics.transition
   return
 end
 
 def self.confirm(message)
   $game_system.se_play($data_system.buzzer_se)
   Graphics.freeze
   window = Window_Base.new(32, 192, 576, 96)
   window.contents = Bitmap.new(window.width - 32, window.height - 32)
   window.contents.draw_text(0, 0, window.width - 32, 32, message, 1)
   window.contents.draw_text(0, 32, 272, 32, "OK", 1)
   window.contents.draw_text(272, 32, 272, 32, "Cancel", 1)
   window.cursor_rect.set(72, 32, 128, 32)
   window.active = true
   window.z = 5000
   Graphics.transition
   index = 0
   result = nil
   while result.nil?
     Input.update
     Graphics.update
     window.update
     if Input.repeat?(Input::LEFT) or Input.repeat?(Input::RIGHT)
       $game_system.se_play($data_system.cursor_se)
       index += 1
       index %= 2
       window.cursor_rect.set(72 + 272 * index, 32, 128, 32)
     end
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.decision_se)
       result = index == 0
     end
     if Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
       result = false
     end
   end
   Graphics.freeze
   window.dispose
   Graphics.transition
   return result
 end
end

Bitmap Export
Spoiler: ShowHide

#=============================================================================
# ** Bitmap Export by Zeus81
#=============================================================================

class Bitmap
 
 RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
 RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')
 
 def address
   RtlMoveMemory_pi.call(a="\0"*4, __id__*2+16, 4)
   RtlMoveMemory_pi.call(a, a.unpack('L')[0]+8, 4)
   RtlMoveMemory_pi.call(a, a.unpack('L')[0]+16, 4)
   a.unpack('L')[0]
 end
 
 def export(filename)
   file = File.open(filename, 'wb')
   case format = File.extname(filename)
   when '.bmp'
     data, size = String.new, width*height*4
     RtlMoveMemory_ip.call(data.__id__*2+8, [size,address].pack('L2'), 8)
     file.write(['BM',size+54,0,54,40,width,height,1,32,0,size,0,0,0,0].pack('a2L6S2L6'))
     file.write(data)
     RtlMoveMemory_ip.call(data.__id__*2+8, "\0"*8, 8)
   when '.png'
     def file.write_chunk(chunk)
       write([chunk.size-4].pack('N'))
       write(chunk)
       write([Zlib.crc32(chunk)].pack('N'))
     end
     file.write("\211PNG\r\n\32\n")
     file.write_chunk("IHDR#{[width,height,8,6,0,0,0].pack('N2C5')}")
     RtlMoveMemory_pi.call(data="\0"*(width*height*4), address, data.size)
     (width*height).times {|i| data[i<<=2,3] = data[i,3].reverse!}
     deflate, null_char, w4 = Zlib::Deflate.new(9), "\0", width*4
     (height-1).downto(0) {|i| deflate << null_char << data[i*w4,w4]}
     file.write_chunk("IDAT#{deflate.finish}")
     deflate.close
     file.write_chunk('IEND')
   when ''; print("Export format missing for '#{filename}'.")
   else     print("Export format '#{format}' not supported.")
   end
   file.close
 end
end

And my edited version of the character maker itself
http://pastebin.com/GvniaAgU
Title: Re: Blizz-ABS menu and Hermes message system
Post by: KK20 on April 06, 2014, 11:31:51 pm
I suggest you post those on pastebin if there are no websites that have those scripts posted.

Just was about to post the actual solution.
You need to edit the Hermes file 'window maintenance.rb" in folder #2. Locate

y = $game_temp.in_battle ? 16 :
Hermes.margin + ($game_system.message_position *

and change it to

#y = $game_temp.in_battle ? 16 :
y = Hermes.margin + ($game_system.message_position *
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on April 07, 2014, 05:18:44 pm
There's the pastebin thing.
And thanks, I'll try it right when I get home.
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on August 25, 2014, 10:39:06 am
Alright, I tried editing Window Maintenance with what you said and it just gave me an error on line 1 of the script. Just says that it's a syntax error.
I also currently have no fix for the train actor issue.

EDIT: Everything got really messed up after I tried that fix, so I transferred everything over to a new project and I'm going to try to get Ccoa's UMS working instead, since that hasn't given me trouble in the past.

EDIT EDIT: UMS was still giving me issues so I switched over to Dubealex's and that's working fine as of right now. I think I may have fixed the character thing... I had forgotten that the order of Blizzard's scripts had to be pretty exact. I let you guys know if this fixes the character creation.
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on August 27, 2014, 12:11:35 am
After switching to Dubealex's script, the character creation does not work at all now. I get an error message as soon as I start up my game.
(https://imagizer.imageshack.us/v2/363x133q90/913/XlHLxE.png)
Title: Re: Blizz-ABS menu and Hermes message system
Post by: KK20 on August 27, 2014, 01:25:21 am
Do you even have a class Scene_Base in any of your scripts (that's actually one of the classes in VX/A)? It doesn't exist in the Character Creation script you posted. Also pretty sure that Dubealex's script wouldn't cause this issue either.
Title: Re: Blizz-ABS menu and Hermes message system
Post by: LiTTleDRAgo on August 27, 2014, 04:08:19 am
if it's that hard for you, upload a demo with all your used scripts to dropbox or mediafire
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on August 27, 2014, 04:50:04 pm
Here's a demo. Sorry for the file size.
https://drive.google.com/folderview?id=0B77UvLcfBgtbWFRuZWNmemJXbmc&usp=sharing
Title: Re: Blizz-ABS menu and Hermes message system
Post by: LiTTleDRAgo on August 27, 2014, 08:07:25 pm
just take a peek from your scripts.rxdata, you probably need this : MP Scene Base (http://www.mediafire.com/download.php?2cbbkfh4ildfw1h)
Title: Re: Blizz-ABS menu and Hermes message system
Post by: Redd on August 27, 2014, 11:18:46 pm
Where do I put all of that? Inside Data/Scripts ??? Or do I just copy them and replace them with the scripts in RMXP?

EDIT: That was a stupid question. I put them all in the editor with Scene_Base at the top, and everything works now, but for some reason right when I start the game, the character creation comes up before anything else does. Also, now, this happens after I create my character. Similar to my original problem.

(http://snag.gy/0jhKm.jpg)