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zankokunoyami

What might cause a game to not recongize additions to the weapon database?

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Hey,

 

So, been having an issue for a while and I know my scripter has no idea really WHY. But I noticed that when I add a new weapon to the database, and than start up a saved game; if I have any events or anything that reference to it, it will not recognize it.

 

Example:

 

Testing through the game (about 3 hours in) and I realize: f'ck... I need to have two characters upgrade their weapons. I have no such weapon made yet, so I add two new weapons to the database.

 

I make an event that adds them. They are added. But their names are not there, nor their stats. It just has the quantity listed.

 

I also try to make them buyable. They appear, but the same way; no name, or stats. Just the price.

I start up a new game, and there they are. But once I save and add something to the database, it does not exist upon starting up a new game.

 

Now, naturally, this is a HUGE hindrance to any game maker because they dont want to continuously start a game over because they want to make a change to the database; or worst yet, a stat change. I realize that the stats on the weapons currently provided are much lower than they should be. Too bad! Because that also wont update.

 

Is there SOMETHING I can do? Some kind of script call? Something that would 're-initialize' the starting scripts or data so that any changes to the database can reoccur at points like this? Because I have NO idea where it is in the scripts... but it most certainly is something with the scripting. Because start any brand new project and this is not an issue. And I know that when you start up a new game, there are a bunch of variables and information that initializes. So naturally, I assume there must be some kind of command that could make that happen again? *sigh* this is frustrating.

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Do you have some type of custom title script? It would help to know what scripts you are using, since it would be better to fix a bug than to make a cheap override it, which could cause problems of its own. I don't understand how it is only weapons, and not anything else that it does this with.

 

Either way, if all you want is a fix, use this script call:

 

$data_weapons = load_data('Data/Weapons.rxdata')

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Do you have some type of custom title script? It would help to know what scripts you are using, since it would be better to fix a bug than to make a cheap override it, which could cause problems of its own. I don't understand how it is only weapons, and not anything else that it does this with.

 

Either way, if all you want is a fix, use this script call:

 

$data_weapons = load_data('Data/Weapons.rxdata')

 

I would LOVE to give a list of the scripts; but 60% of them are custom, hahaha. And so many have been so heavily edited, etc. So of course naturally I just wanted a quick fix for the moment. But was REALLY wondering if anyone had heard of it doing such?

 

And I think it does it with equipmentas well. I havent really messed around with those though since armor is easy to add and I had already figured out the ratio I was going with (given only attack matters. Its a long explaination, but the way the game plays out, I can easily change enemy statistics to match def based on the armors already figured out. However, matching attack isnt possible. So I have to test the game and find out where one character is to help match the others, etc.)

 

I know enemies can be added and customized easily. I have also been able to add items with ease. But so far, it seems weapons is the only factor.

 

But on that note; yes, I have a custome title script. Do you think the problem lies within that?

 

Sorry for being vague. Just really cannot find a simular problem anyway and first wanted to see if anyone knew ANYTHING before taking the next step.

 

About the script call: do I need to split that in some way using a = or something? Given that it takes two lines in a script call and it errors out if I use it. ArgumentError wrong number of arguments(0 for 1). Not sure if that is relating to something else or simply because the line split.

Realized I needed to split the line after the = to make it work, haha. That is certainly a help in the mean time!

 

Thanks for your help thus far though!

Edited by zankokunoyami

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Is there anything in those custom scripts that have anything to do with weapon customizations, just out of curiousity?

 

I know there are some bugs (script dependant) where different versions of a script will affect savegame status. IE, a new weapon is not in an older version of a script, new version of the script calls to to it, but since it isnt in the savegame file, it doesnt get loaded when going right to a savegame.

 

Um, what happens if you fire up a new game, which calls the scripts initialize once, then dont quit, but exit to title screen, and try to load a savegame from there?

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The $data#### variables are independent of saved data. They are loaded the same way if a game is loaded or started new. That is unless the title scene was changed or skipped.

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I would LOVE to give a list of the scripts; but 60% of them are custom, hahaha. And so many have been so heavily edited, etc.

Well then, you know what causes your problem. Now if you want to find exactly what part of your custom scripts makes things that way (and even more if you hope for someone else to find it), you'll HAVE to give a list of them.

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Well then, you know what causes your problem. Now if you want to find exactly what part of your custom scripts makes things that way (and even more if you hope for someone else to find it), you'll HAVE to give a list of them.

 

Actually, the information I was given was enough for my script to actually figure it out. Ultimately, having an idea of what the hell was going on was enough. He doesnt actually use the RMXP system as much as he programs for it (ironically, he just likes to program, so he didnt really understand that it was a scripting error that stopped the databasing from refreshing and rather thought it was just one of the many issues with RMXP to begin with). After trying that original call script, it gave me a couple of errors when entering battle which basically referenced the EXACT three scripts that were causing the issue. First off, it was missing that little piece of data refreshing to begin with. And due to weapons being associated with two other scripts, those, as well, were missing a refresh (since they referenced particular weapons within the database and had to do something special to them. So that special something needed to be refreshed as well).

 

Anyway. Point is, its not something that could have so easily been said; but having ideas and knowing what needed to be done, is what allowed us to get it figured out. That is what I was really after. So again, I appreciate the help! Having an understanding of 'why' really is a great step in figuring out any problem, hehe

 

Thanks!

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