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Poulet carnivore Lv.2
Inscrit le : 29/11/2009 Messages : 23
| Sujet: Scene_title Sam 12 Déc 2009 - 15:20 | |
| bonjour, Quand je teste mon jeu,un message d'erreur s'affiche et dit: script 'scene_title' line 138: Name error occured uninitialized costant scene_title::Cache Voici mon script Scene_Title: - Spoiler:
#============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs the title screen processing. #==============================================================================
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main if $BTEST # If battle test battle_test # Start battle test else # If normal play super # Usual main processing end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super load_database # Load database create_game_objects # Create game objects check_continue # Determine if continue is enabled create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # Play title screen music end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super open_command_window end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super close_command_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_window snapshot_for_background dispose_title_graphic end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end #-------------------------------------------------------------------------- # * Load Database #-------------------------------------------------------------------------- def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") end #-------------------------------------------------------------------------- # * Load Battle Test Database #-------------------------------------------------------------------------- def load_bt_database $data_actors = load_data("Data/BT_Actors.rvdata") $data_classes = load_data("Data/BT_Classes.rvdata") $data_skills = load_data("Data/BT_Skills.rvdata") $data_items = load_data("Data/BT_Items.rvdata") $data_weapons = load_data("Data/BT_Weapons.rvdata") $data_armors = load_data("Data/BT_Armors.rvdata") $data_enemies = load_data("Data/BT_Enemies.rvdata") $data_troops = load_data("Data/BT_Troops.rvdata") $data_states = load_data("Data/BT_States.rvdata") $data_animations = load_data("Data/BT_Animations.rvdata") $data_common_events = load_data("Data/BT_CommonEvents.rvdata") $data_system = load_data("Data/BT_System.rvdata") end #-------------------------------------------------------------------------- # * Create Game Objects #-------------------------------------------------------------------------- def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.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 end #-------------------------------------------------------------------------- # * Determine if Continue is Enabled #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system end #-------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Dispose of Command Window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # * Open Command Window #-------------------------------------------------------------------------- def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end #-------------------------------------------------------------------------- # * Close Command Window #-------------------------------------------------------------------------- def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end #-------------------------------------------------------------------------- # * Play Title Screen Music #-------------------------------------------------------------------------- def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end #-------------------------------------------------------------------------- # * Check Player Start Location Existence #-------------------------------------------------------------------------- def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members # Initial party $game_map.setup($data_system.start_map_id) # Initial map position $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue if @continue_enabled Sound.play_decision $scene = Scene_File.new(false, true, false) else Sound.play_buzzer end end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test load_bt_database # Load battle test database create_game_objects # Create game objects Graphics.frame_count = 0 # Initialize play time $game_party.setup_battle_test_members $game_troop.setup($data_system.test_troop_id) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end
Et la ligne en question: - Spoiler:
136.def create_title_graphic 137.@sprite = Sprite.new 138.@sprite.bitmap = Cache.system 139.end
Quelqu'un pourrait ile me donner le bon script? Merci!
Dernière édition par Eaon le Ven 8 Jan 2010 - 10:30, édité 1 fois |
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Age : 33 Inscrit le : 27/06/2008 Messages : 10881
| Sujet: Re: Scene_title Sam 12 Déc 2009 - 15:40 | |
| Et si tu nous précisais d'abord quels scripts sont présents dans ton projet ? Généralement, Vx balance des messages d'erreur super pas précis visant des scripts de base, alors qu'ils sont causés par des scripts (mal) ajoutés par le maker ! |
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Poulet carnivore Lv.2
Inscrit le : 29/11/2009 Messages : 23
| Sujet: Re: Scene_title Sam 12 Déc 2009 - 17:15 | |
| Scripts ajoutés:
Rapport de Combat v3 by Blockade Mog Basic Menu Plus V 1.0 by Moghunter MOG_Location_Name_VX V1.0 by Moghunter [VX] Save File Confirmation by Woratana Chenille by Diderupo |
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Flibustier Lv.21
Age : 30 Inscrit le : 24/05/2008 Messages : 3234
| Sujet: Re: Scene_title Sam 12 Déc 2009 - 17:32 | |
| Là tu nous mène en bateau... Dans ton Scene_Title je ne vois nulle pars de - Code:
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136.def create_title_graphic 137.@sprite = Sprite.new 138.@sprite.bitmap = Cache.system 139.end Bref... |
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Poulet carnivore Lv.2
Inscrit le : 29/11/2009 Messages : 23
| Sujet: Re: Scene_title Sam 12 Déc 2009 - 17:45 | |
| Si,entre create Title Graphic et Dispose title graphic |
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dYeu retraité prématurément
Age : 29 Inscrit le : 09/02/2008 Messages : 5357
| Sujet: Re: Scene_title Sam 12 Déc 2009 - 20:06 | |
| - Code:
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#-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system end Moi je le vois . La Meche > Il a juste donné le n° de ligne à côté dans sa deuxième citation ^^. |
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Flibustier Lv.21
Age : 30 Inscrit le : 24/05/2008 Messages : 3234
| Sujet: Re: Scene_title Dim 13 Déc 2009 - 14:10 | |
| Ah ok >.< Hm... Tu es sur d'avoir un script nommé Cache ? |
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Poulet carnivore Lv.2
Inscrit le : 29/11/2009 Messages : 23
| Sujet: Re: Scene_title Dim 20 Déc 2009 - 11:57 | |
| J'ai un script nommé Cache mais il est vide. |
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Age : 33 Inscrit le : 27/06/2008 Messages : 10881
| Sujet: Re: Scene_title Dim 20 Déc 2009 - 12:02 | |
| As tu essayé de retirer un à un tes scripts ( ajoutés, pas ceux d'origine ), de les coller dans un autre projet pour identifier d'où ça vient ? Deux sont peut-être incompatibles, ou peut-être as-tu mal programmé l'un d'eux. |
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Poulet carnivore Lv.2
Inscrit le : 29/11/2009 Messages : 23
| Sujet: Re: Scene_title Dim 20 Déc 2009 - 12:24 | |
| J'ai supprimé tout les scripts que j'ai ajouté. Sa ne peut donc pas être un problème d'incompatibilité. Edit: C'est bon,j'ai réussi à récupérer les scritps! Ouf! Je vais pouvoir continuer à bosser! |
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Poulet trizo Lv.3
Age : 32 Inscrit le : 18/11/2009 Messages : 42
| Sujet: Re: Scene_title Ven 15 Jan 2010 - 16:36 | |
| C'était simple, il manquait l'argument... - Code:
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@sprite.bitmap = Cache.system("nom_de ton_image") |
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| Sujet: Re: Scene_title | |
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