game crashes every time i click the piece of wood at the start of the game :(
SKYnii
Creator of
Recent community posts
Hello! When trying to use the phone thing it keeps sending same errors no matter what :(
```
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 63, in script
nvl_narrator "Nighten added Eileen to the group"
File "renpy/common/00nvl_mode.rpy", line 354, in do_add
if store._nvl_language != _preferences.language:
AttributeError: 'StoreModule' object has no attribute '_nvl_language'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/script.rpy", line 63, in script
nvl_narrator "Nighten added Eileen to the group"
File "C:\Users\*****\Desktop\******\renpy-8.1.3-sdk\renpy\ast.py", line 2560, in execute
Say.execute(self)
File "C:\Users\*****\Desktop\****\renpy-8.1.3-sdk\renpy\ast.py", line 615, in execute
renpy.exports.say(who, what, *args, **kwargs)
File "C:\Users\*****\Desktop\*****\renpy-8.1.3-sdk\renpy\exports.py", line 1494, in say
who(what, *args, **kwargs)
File "C:\Users\****\Desktop\****\renpy-8.1.3-sdk\renpy\character.py", line 1387, in __call__
self.do_add(who, what)
File "renpy/common/00nvl_mode.rpy", line 354, in do_add
if store._nvl_language != _preferences.language:
AttributeError: 'StoreModule' object has no attribute '_nvl_language'
Heres the code of obj_Batlle:
instance_deactivate_all(true)
units = []
turn = 0
unitTurnOrder = []
unitRenderOrder = []
turnCount = 0
roundCount = 0
battleWaitTimeFrames = 30
battleWaitTimeRemaining = 0
currentUser = noone
currentAction = -1
currentTargets = noone
for (var i = 0; i < array_length(enemies); i++)
{
enemyUnits[i] = instance_create_depth(x+300+(i*10), y+100+(i*20), depth-10, obj_BattleUnitEnemy, enemies[i])
array_push(units, enemyUnits[i])
}
for (var i = 0; i < array_length(global.party); i++)
{
partyUnits[i] = instance_create_depth(x+100+(i*10), y+100+(i*15), depth-10, obj_BattleUnitPC, global.party[i])
array_push(units, partyUnits[i])
/*partyUnits[i] = instance_create_depth(x-60+(i*10), y+(i*15), depth-10, obj_BattleUnitPC, global.party[i])
array_push(units, partyUnits[i])*/
}
unitTurnOrder = array_shuffle(units)
RefreshRenderOrder = function()
{
unitRenderOrder = []
array_copy(unitRenderOrder, 0, units, 0, array_length(units));
array_sort(unitRenderOrder, function(_1, _2)
{
return _1.y - _2.y;
})
}
RefreshRenderOrder()
function BattleStateSelectAction()
{
var _unit = unitTurnOrder[turn]
if (!instance_exists(_unit)) || (_unit.hp <= 0)
{
battleState = BattleStateVictoryCheck;
exit;
}
BeginAction(_unit.id, global.ActionLibrary.attack, _unit.id);
}
function BeginAction(_user, _action, _targets)
{
currentUser = _user
curentAction = _action
currentTargets = _targets
if (!is_array(_targets)) _targets = [_targets]
battleWaitTimeRemaining = battleWaitTimeFrames
with (_user)
{
acting = true
if (!is_undefined(_action[$ "userAnimation"])) && (!is_undefined(_user.sprites[$ _action.userAnimation]))
{
sprite_index = sprites[$ _action.userAnimation]
image_index = 0
}
}
battleState = BattleStatePerformAction
}
function BattleStatePerformAction()
{
if currentUser.acting
{
if currentUser.image_index >= currentUser.image_number -1
{
with currentUser
{
sprite_index = sprites.idle
image_index = 0
acting = false
}
if (variable_struct_exists(currentAction, "effectSprite"))
{
if (currentAction.effectOnTarget == MODE.ALWAYS) || ( (currentAction.effectOnTarget == MODE.VARIES) && (array_length(currentTargets) <= 1 ) )
{
for (var i = 0; i < array_length(currentTargets); i++)
{
instance_create_depth(currentTargets[i].x,currentTargets[i].y,currentTargets[i].depth-1,obj_BattleEffect,{sprite_index : currentAction.effectSprite})
}
}
else
{
var _effectSprite = currentAction.effectSprite
if (variable_struct_exists(currentAction, "effectSpriteNoTarget")) _effectSprite = currentAction.effectSpriteNoTarget;
instance_create_depth(x,y,depth-100,obj_BattleEffect,{sprite_index : _effectSprite});
}
}
currentAction.func(currentUser, currentTargets);
}
}
else
{
if (!instance_exists(obj_BattleEffect))
{
battleWaitTimeRemaining--
if (battleWaitTimeRemaining == 0)
{
battleState = BattleStateVictoryCheck;
}
}
}
}
function BattleStateVictoryCheck()
{
battleState = BattleStateTurnProgression
}
function BattleStateTurnProgression()
{
turnCount++
turn++
if (turn > array_length(unitTurnOrder) -1)
{
turn = 0
roundCount++
}
battleState = BattleStateSelectAction
}
battleState = BattleStateSelectAction
Every time i boot up the game and enter battle this error pops up:
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_Battle:
Variable <unknown_object>.func(100019, -2147483648) not set before reading it.
at gml_Script_BattleStatePerformAction@gml_Object_obj_Battle_Create_0 (line 143) - currentAction.func(currentUser, currentTargets);
############################################################################################
gml_Script_BattleStatePerformAction@gml_Object_obj_Battle_Create_0 (line 143)
gml_Object_obj_Battle_Step_0 (line 1) - battleState()
I tried moving the currentAction.func(currentUser, currentTargets); in other places (because gamemaker show that this line is the problem) and with that everything work besides that hp is not going down and effect animations are not working at all!
I'm following the youtube tutorial and copied every line of code but it still not working, please help!