O TEMA DO FÓRUM ESTÁ EM MANUTENÇÃO. FEEDBACKS AQUI: ACESSAR

Sistema de Bússola 360º ver.1.0.1

Iniciado por Shiroyasha, 17/02/2014 às 16:00

Eu achei muito legal esse sistema, eu estava prescisando de um desses...
mais eu tive um problema quando passei o sistema do projeto pro meu maker...
(Quando colei o script que tinha no projeto demo e botei no meu, quando eu fui testar o jogo apareceu isso
"

Script 'Change Picture Properties' line 286: NoMethodError occured.

undefined method '>='for nil:NilClass")
O que eu faço?

Um iniciante ate virar profissional

Citação de: amfsb online 13/07/2019 às 19:28
Eu achei muito legal esse sistema, eu estava prescisando de um desses...
mais eu tive um problema quando passei o sistema do projeto pro meu maker...
(Quando colei o script que tinha no projeto demo e botei no meu, quando eu fui testar o jogo apareceu isso
"

Script 'Change Picture Properties' line 286: NoMethodError occured.

undefined method '>='for nil:NilClass")
O que eu faço?

colocou no Ace certo? você executou direto da demo para ver se estava tudo ok da demo?  e por último se as 2 respostas anteriores foram sim, eum que parte você colou o script?

Eu testei a demo e estava funcionando e tambem cloquei no rpg maker vx ace que no caso é o certo
e eu colei na parte de "Scripts adicionais/Insert Here"
Um iniciante ate virar profissional

Poderia nos dizer quais os outros Scripts que você está usando e em que ordem você os colocou?
Oxe

Citação de: Jorge_Maker online 13/07/2019 às 22:36
Poderia nos dizer quais os outros Scripts que você está usando e em que ordem você os colocou?

Os scripts estão na ordem certa:


Khas Core Libray
Khas Pathfinder
Khas Message System
Yea-SaveEngine
See 2
Event fine Tunig
Mog_Fast_Test
Mog_Debug_Mode_+
Mog_Anti_Animation_Lag
Mog_Anti_Lag

In game tuning
ATS: Special Message Codes
Mog_Chain_Commands
Mog_Pickup_AND_tHROW

Galv´s Invader Mini Game

Galv´s Event Pop Ups
Galv´s Character Effects 2.0
Zeus map effects
Zeus Lights & Shadows

Alchei´s Parallax lock
e por fim (Change Picture Properties in Frames)

Scripts abaixo de Main Process:
Veru Simple Item Menu Edis
YIA Simple Menu

Um iniciante ate virar profissional

15/07/2019 às 15:09 #20 Última edição: 15/07/2019 às 15:19 por Jorge_Maker
Você tá usando vários scripts de terceiros simultaneamente, dar incompatibilidade não é algo inesperado. aueauh'
Sinceramente, ainda não estou muito certo do que pode estar causando o erro após ver a forma como tu organizou os scripts e analisar cada script que você está usando no seu projeto consumiria muito tempo. Então, veja se isso aqui resolve:
=begin

 Change Picture Properties in Frames 1.1.1
 by PK8
 Created: 4/12/2012
 Updated: 6/12/2012
 ──────────────────────────────────────────────────────────────────────────────
 ■ Author's Notes
   This script is something that came about 3 years a little too late. It was a
   request MarkDarkness posted on my Change Character Sprite Opacity in Frames
   script thread which I never got around to due to certain issues I had at the
   time. I feel terrible about it for making it now.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Introduction & Description
   This script lets you change specific properties of Game Pictures in frames.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Features
   Change the tone channels, angle, opacity, coordinates, and size of a
   Game Picture in a certain number of frames with a script call.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Usage
   * relative is a truth value that is optional to use in your script calls.
 
   Script call for changing a Game Picture's sprite opacity:
     screen.pictures[id].opacity_change(opacity, duration)
     opacity:  Min: 0, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's x and y coordinates:
     screen.pictures[id].xy_change(x, y, duration)
     duration: Min: 0

   Script call for changing a Game Picture's x-coordinate:
     screen.pictures[id].x_change(x, duration)
     duration: Min: 0

   Script call for changing a Game Picture's y-coordinate:
     screen.pictures[id].y_change(y, duration)
     duration: Min: 0

   Script call for changing a Game Picture's angle:
     screen.pictures[id].angle_change(angle, duration)
     duration: Min: 0

   Script call for changing a Game Picture's zoom_x and zoom_y:
     screen.pictures[id].zoom_change(zoom_x, zoom_y, duration)
     zoom_x: Min: 0 | zoom_y: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's zoom_x:
     screen.pictures[id].zoom_x_change(zoom_x, duration)
     zoom_x: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's zoom_y:
     screen.pictures[id].zoom_x_change(zoom_y, duration)
     zoom_y: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's Red Tone channel:
     screen.pictures[id].tone_red_change(tone_red, duration)
     tone_red: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Green Tone channel:
     screen.pictures[id].tone_green_change(tone_green, duration)
     tone_green: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Blue Tone channel:
     screen.pictures[id].tone_green_change(tone_blue, duration)
     tone_blue: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Gray Tone channel:
     screen.pictures[id].tone_green_change(tone_gray, duration)
     tone_gray: Min: 0, Max: 255 | duration: Min: 0
 ──────────────────────────────────────────────────────────────────────────────
 ■ Examples
   This would fade out Game Picture 1's sprite in 20 frames
   screen.pictures[1].opacity_change(0, 20)

   This would fade in Game Picture 1's sprite in 20 frames
   screen.pictures[1].opacity_change(255, 20)
 ──────────────────────────────────────────────────────────────────────────────
 ■ What's New? (MM/DD/YYYY)
   v1     (04/12/2012): Initial release.
   v1.1   (04/15/2012): Adds new relative argument to all methods made.
   v1.1.1 (06/12/2012): Shortened the code, made various variables accessible
                        via script calls.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Methods Aliased
   o initialize of Game_Picture class
   o update of Game_Picture class
 ──────────────────────────────────────────────────────────────────────────────
 ■ Thanks
   MarkDarkness for requesting it (at least the opacity part) 3 years ago.
   DerVVulfman for coming up with a new name for the script. My original name
     was long.

=end

#==============================================================================
# ** Game_Picture
#------------------------------------------------------------------------------
#  This class handles pictures. This class is used within the Game_Screen
# class. Map screen pictures and battle screen pictures are handled separately.
#==============================================================================

class Game_Picture
  #---------------------------------------------------------------------------
  # * Public Instance Variables
  #---------------------------------------------------------------------------
  attr_accessor :number, :name, :origin, :x, :y, :zoom_x, :zoom_y, :opacity,
                :blend_type, :tone, :angle, :opacity_target, :opacity_duration,
                :x_duration, :x_target, :y_target, :y_duration, :angle_target,
                :angle_duration, :zoom_x_target, :zoom_x_duration,
                :zoom_y_target, :zoom_y_duration, :tone_red_target,
                :tone_red_duration, :tone_green_target, :tone_green_duration,
                :tone_blue_target, :tone_blue_duration, :tone_gray_target,
                :tone_gray_duration
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     number : picture number
  #--------------------------------------------------------------------------
  alias :pk8_cpp_initialize :initialize
  def initialize(number)
    pk8_cpp_initialize(number)
    @opacity_target, @opacity_duration       = 0, 0 # Opacity
    @x_duration, @x_target                   = 0, 0 # X-Coordinates
    @y_duration, @y_target                   = 0, 0 # Y-Coordinates
    @angle_duration, @angle_target           = 0, 0 # Angle
    @zoom_x_duration, @zoom_x_target         = 0, 0 # Zoom-X
    @zoom_y_duration, @zoom_y_target         = 0, 0 # Zoom-Y
    @tone_red_target, @tone_red_duration     = 0, 0 # Red Tone
    @tone_green_target, @tone_green_duration = 0, 0 # Green Tone
    @tone_blue_target, @tone_blue_duration   = 0, 0 # Blue Tone
    @tone_gray_target, @tone_gray_duration   = 0, 0 # Gray Tone
  end
  #------------------------------------------------------------------------
  # * Opacity Change
  #     opacity : Target opacity. (0 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def opacity_change(opacity, duration, relative = false)
    @opacity_target = (relative == true ? @opacity + opacity : opacity)
    @opacity_duration = duration
    @opacity = @opacity_target.clone if @opacity_duration == 0
  end
  #--------------------------------------------------------------------------
  # * X/Y Change
  #     x         : x-coordinate
  #     y         : y-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def xy_change(x, y, duration, relative = false)
    if relative == true; @x_target, @y_target = @x + x, @y + y
    else; @x_target, @y_target = x, y
    end
    @x_duration, @y_duration = duration, duration
    @x = @x_target.clone if @x_duration == 0
    @y = @y_target.clone if @y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * X Change
  #     x         : x-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def x_change(x, duration, relative = false)
    @x_target = (relative == true ? @x + x : x)
    @x_duration = duration
    @x = @x_target.clone if @x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Y Change
  #     y         : y-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def y_change(y, duration, relative = false)
    @y_target = (relative == true ? @y + y : y)
    @y_duration = duration
    @y = @y_target.clone if @y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Angle Change
  #     angle     : Picture angle
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def angle_change(angle, duration, relative = false)
    @angle_target = (relative == true ? @angle + angle : angle)
    @angle_duration = duration
    @angle = @angle_target.clone if @angle_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom Change
  #     zoom_x    : X-Axis Zoom Level
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_change(zoom_x, zoom_y, duration, relative = false)
    if relative == true
      @zoom_x_target, @zoom_y_target = @zoom_x + zoom_x, @zoom_y + zoom_y
    else
      @zoom_x_target, @zoom_y_target = zoom_x, zoom_y
    end
    @zoom_x_duration, @zoom_y_duration = duration, duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_X Change
  #     zoom_x    : X-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_x_change(zoom_x, duration, relative = false)
    @zoom_x_target = (relative == true ? @zoom_x + zoom_x : zoom_x)
    @zoom_x_duration = duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_Y Change
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_y_change(zoom_y, duration, relative = false)
    @zoom_y_target = (relative == true ? @zoom_y + zoom_y : zoom_y)
    @zoom_y_duration = duration
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Red Change
  #     tone_red : Target Red Tone. (-255 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_red_change(tone_red, duration, relative = false)
    @tone_red_target = (relative == true ? @tone.red + tone_red : tone_red)
    @tone_red_duration = duration
    @tone.red = @tone_red_target.clone if @tone_red_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Green Change
  #     tone_green : Target Green Tone. (-255 - 255)
  #     duration   : Frame amount.
  #     relative   : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_green_change(tone_green, duration, relative = false)
    @tone_green_target = (relative==true ? @tone.green+tone_green : tone_green)
    @tone_green_duration = duration
    @tone.green = @tone_green_target.clone if @tone_green_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Blue Change
  #     tone_blue : Target Blue Tone. (-255 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_blue_change(tone_blue, duration, relative = false)
    @tone_blue_target = (relative == true ?@tone.blue + tone_blue : tone_blue)
    @tone_blue_duration = duration
    @tone.blue = @tone_blue_target.clone if @tone_blue_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Gray Change
  #     tone_blue : Target Gray Tone. (0 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_gray_change(tone_gray, duration, relative = false)
    @tone_gray_target = (relative == true ? @tone.gray + tone_gray : tone_gray)
    @tone_gray_duration = duration
    @tone.gray = @tone_gray_target.clone if @tone_gray_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pk8_cpp_update :update
  def update
    pk8_cpp_update
    if @opacity_duration && @opacity_duration >= 1     # Opacity
      d = @opacity_duration
      @opacity = (@opacity * (d - 1) + @opacity_target) / d
      @opacity_duration -= 1
    end
    if @x_duration && @x_duration >= 1           # X-Coordinates
      d = @x_duration
      @x = (@x * (d - 1) + @x_target) / d
      @x_duration -= 1
    end
    if @y_duration && @y_duration >= 1           # Y-Coordinates
      d = @y_duration
      @y = (@y * (d - 1) + @y_target) / d
      @y_duration -= 1
    end
    if @angle_duration && @angle_duration >= 1       # Angle
      d = @angle_duration
      @angle = (@angle * (d - 1) + @angle_target) / d
      @angle_duration -= 1
    end
    if @zoom_x_duration && @zoom_x_duration >= 1      # Zoom-X
      d = @zoom_x_duration
      @zoom_x = (@zoom_x * (d - 1) + @zoom_x_target) / d
      @zoom_x_duration -= 1
    end
    if @zoom_y_duration && @zoom_y_duration >= 1      # Zoom-Y
      d = @zoom_y_duration
      @zoom_y = (@zoom_y * (d - 1) + @zoom_y_target) / d
      @zoom_y_duration -= 1
    end
    if @tone_red_duration && @tone_red_duration >= 1    # Red Tone
      d = @tone_red_duration
      @tone.red = (@tone.red * (d - 1) + @tone_red_target) / d
      @tone_red_duration -= 1
    end
    if @tone_green_duration && @tone_green_duration >= 1  # Green Tone
      d = @tone_green_duration
      @tone.green = (@tone.green * (d - 1) + @tone_green_target) / d
      @tone_green_duration -= 1
    end
    if @tone_blue_duration && @tone_blue_duration >= 1   # Blue Tone
      d = @tone_blue_duration
      @tone.blue = (@tone.blue * (d - 1) + @tone_blue_target) / d
      @tone_blue_duration -= 1
    end
    if @tone_gray_duration && @tone_gray_duration >= 1   # Gray Tone
      d = @tone_gray_duration
      @tone.gray = (@tone.gray * (d - 1) + @tone_gray_target) / d
      @tone_gray_duration -= 1
    end
  end
end


Pode ser que corrija o erro anterior mas é possível que apareçam outros. auheu'
Oxe

15/07/2019 às 16:16 #21 Última edição: 15/07/2019 às 16:17 por amfsb
Citação de: Jorge_Maker online 15/07/2019 às 15:09
Você tá usando vários scripts de terceiros simultaneamente, dar incompatibilidade não é algo inesperado. aueauh'
Sinceramente, ainda não estou muito certo do que pode estar causando o erro após ver a forma como tu organizou os scripts e analisar cada script que você está usando no seu projeto consumiria muito tempo. Então, veja se isso aqui resolve:
=begin

 Change Picture Properties in Frames 1.1.1
 by PK8
 Created: 4/12/2012
 Updated: 6/12/2012
 ──────────────────────────────────────────────────────────────────────────────
 ■ Author's Notes
   This script is something that came about 3 years a little too late. It was a
   request MarkDarkness posted on my Change Character Sprite Opacity in Frames
   script thread which I never got around to due to certain issues I had at the
   time. I feel terrible about it for making it now.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Introduction & Description
   This script lets you change specific properties of Game Pictures in frames.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Features
   Change the tone channels, angle, opacity, coordinates, and size of a
   Game Picture in a certain number of frames with a script call.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Usage
   * relative is a truth value that is optional to use in your script calls.
 
   Script call for changing a Game Picture's sprite opacity:
     screen.pictures[id].opacity_change(opacity, duration)
     opacity:  Min: 0, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's x and y coordinates:
     screen.pictures[id].xy_change(x, y, duration)
     duration: Min: 0

   Script call for changing a Game Picture's x-coordinate:
     screen.pictures[id].x_change(x, duration)
     duration: Min: 0

   Script call for changing a Game Picture's y-coordinate:
     screen.pictures[id].y_change(y, duration)
     duration: Min: 0

   Script call for changing a Game Picture's angle:
     screen.pictures[id].angle_change(angle, duration)
     duration: Min: 0

   Script call for changing a Game Picture's zoom_x and zoom_y:
     screen.pictures[id].zoom_change(zoom_x, zoom_y, duration)
     zoom_x: Min: 0 | zoom_y: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's zoom_x:
     screen.pictures[id].zoom_x_change(zoom_x, duration)
     zoom_x: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's zoom_y:
     screen.pictures[id].zoom_x_change(zoom_y, duration)
     zoom_y: Min: 0 | duration: Min: 0

   Script call for changing a Game Picture's Red Tone channel:
     screen.pictures[id].tone_red_change(tone_red, duration)
     tone_red: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Green Tone channel:
     screen.pictures[id].tone_green_change(tone_green, duration)
     tone_green: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Blue Tone channel:
     screen.pictures[id].tone_green_change(tone_blue, duration)
     tone_blue: Min: -255, Max: 255 | duration: Min: 0

   Script call for changing a Game Picture's Gray Tone channel:
     screen.pictures[id].tone_green_change(tone_gray, duration)
     tone_gray: Min: 0, Max: 255 | duration: Min: 0
 ──────────────────────────────────────────────────────────────────────────────
 ■ Examples
   This would fade out Game Picture 1's sprite in 20 frames
   screen.pictures[1].opacity_change(0, 20)

   This would fade in Game Picture 1's sprite in 20 frames
   screen.pictures[1].opacity_change(255, 20)
 ──────────────────────────────────────────────────────────────────────────────
 ■ What's New? (MM/DD/YYYY)
   v1     (04/12/2012): Initial release.
   v1.1   (04/15/2012): Adds new relative argument to all methods made.
   v1.1.1 (06/12/2012): Shortened the code, made various variables accessible
                        via script calls.
 ──────────────────────────────────────────────────────────────────────────────
 ■ Methods Aliased
   o initialize of Game_Picture class
   o update of Game_Picture class
 ──────────────────────────────────────────────────────────────────────────────
 ■ Thanks
   MarkDarkness for requesting it (at least the opacity part) 3 years ago.
   DerVVulfman for coming up with a new name for the script. My original name
     was long.

=end

#==============================================================================
# ** Game_Picture
#------------------------------------------------------------------------------
#  This class handles pictures. This class is used within the Game_Screen
# class. Map screen pictures and battle screen pictures are handled separately.
#==============================================================================

class Game_Picture
  #---------------------------------------------------------------------------
  # * Public Instance Variables
  #---------------------------------------------------------------------------
  attr_accessor :number, :name, :origin, :x, :y, :zoom_x, :zoom_y, :opacity,
                :blend_type, :tone, :angle, :opacity_target, :opacity_duration,
                :x_duration, :x_target, :y_target, :y_duration, :angle_target,
                :angle_duration, :zoom_x_target, :zoom_x_duration,
                :zoom_y_target, :zoom_y_duration, :tone_red_target,
                :tone_red_duration, :tone_green_target, :tone_green_duration,
                :tone_blue_target, :tone_blue_duration, :tone_gray_target,
                :tone_gray_duration
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     number : picture number
  #--------------------------------------------------------------------------
  alias :pk8_cpp_initialize :initialize
  def initialize(number)
    pk8_cpp_initialize(number)
    @opacity_target, @opacity_duration       = 0, 0 # Opacity
    @x_duration, @x_target                   = 0, 0 # X-Coordinates
    @y_duration, @y_target                   = 0, 0 # Y-Coordinates
    @angle_duration, @angle_target           = 0, 0 # Angle
    @zoom_x_duration, @zoom_x_target         = 0, 0 # Zoom-X
    @zoom_y_duration, @zoom_y_target         = 0, 0 # Zoom-Y
    @tone_red_target, @tone_red_duration     = 0, 0 # Red Tone
    @tone_green_target, @tone_green_duration = 0, 0 # Green Tone
    @tone_blue_target, @tone_blue_duration   = 0, 0 # Blue Tone
    @tone_gray_target, @tone_gray_duration   = 0, 0 # Gray Tone
  end
  #------------------------------------------------------------------------
  # * Opacity Change
  #     opacity : Target opacity. (0 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def opacity_change(opacity, duration, relative = false)
    @opacity_target = (relative == true ? @opacity + opacity : opacity)
    @opacity_duration = duration
    @opacity = @opacity_target.clone if @opacity_duration == 0
  end
  #--------------------------------------------------------------------------
  # * X/Y Change
  #     x         : x-coordinate
  #     y         : y-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def xy_change(x, y, duration, relative = false)
    if relative == true; @x_target, @y_target = @x + x, @y + y
    else; @x_target, @y_target = x, y
    end
    @x_duration, @y_duration = duration, duration
    @x = @x_target.clone if @x_duration == 0
    @y = @y_target.clone if @y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * X Change
  #     x         : x-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def x_change(x, duration, relative = false)
    @x_target = (relative == true ? @x + x : x)
    @x_duration = duration
    @x = @x_target.clone if @x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Y Change
  #     y         : y-coordinate
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def y_change(y, duration, relative = false)
    @y_target = (relative == true ? @y + y : y)
    @y_duration = duration
    @y = @y_target.clone if @y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Angle Change
  #     angle     : Picture angle
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def angle_change(angle, duration, relative = false)
    @angle_target = (relative == true ? @angle + angle : angle)
    @angle_duration = duration
    @angle = @angle_target.clone if @angle_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom Change
  #     zoom_x    : X-Axis Zoom Level
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_change(zoom_x, zoom_y, duration, relative = false)
    if relative == true
      @zoom_x_target, @zoom_y_target = @zoom_x + zoom_x, @zoom_y + zoom_y
    else
      @zoom_x_target, @zoom_y_target = zoom_x, zoom_y
    end
    @zoom_x_duration, @zoom_y_duration = duration, duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_X Change
  #     zoom_x    : X-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_x_change(zoom_x, duration, relative = false)
    @zoom_x_target = (relative == true ? @zoom_x + zoom_x : zoom_x)
    @zoom_x_duration = duration
    @zoom_x = @zoom_x_target.clone if @zoom_x_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Zoom_Y Change
  #     zoom_y    : Y-Axis Zoom Level
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def zoom_y_change(zoom_y, duration, relative = false)
    @zoom_y_target = (relative == true ? @zoom_y + zoom_y : zoom_y)
    @zoom_y_duration = duration
    @zoom_y = @zoom_y_target.clone if @zoom_y_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Red Change
  #     tone_red : Target Red Tone. (-255 - 255)
  #     duration : Frame amount.
  #     relative : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_red_change(tone_red, duration, relative = false)
    @tone_red_target = (relative == true ? @tone.red + tone_red : tone_red)
    @tone_red_duration = duration
    @tone.red = @tone_red_target.clone if @tone_red_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Green Change
  #     tone_green : Target Green Tone. (-255 - 255)
  #     duration   : Frame amount.
  #     relative   : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_green_change(tone_green, duration, relative = false)
    @tone_green_target = (relative==true ? @tone.green+tone_green : tone_green)
    @tone_green_duration = duration
    @tone.green = @tone_green_target.clone if @tone_green_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Blue Change
  #     tone_blue : Target Blue Tone. (-255 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_blue_change(tone_blue, duration, relative = false)
    @tone_blue_target = (relative == true ?@tone.blue + tone_blue : tone_blue)
    @tone_blue_duration = duration
    @tone.blue = @tone_blue_target.clone if @tone_blue_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Tone Gray Change
  #     tone_blue : Target Gray Tone. (0 - 255)
  #     duration  : Frame amount.
  #     relative  : References current value and adds to it, if true.
  #--------------------------------------------------------------------------
  def tone_gray_change(tone_gray, duration, relative = false)
    @tone_gray_target = (relative == true ? @tone.gray + tone_gray : tone_gray)
    @tone_gray_duration = duration
    @tone.gray = @tone_gray_target.clone if @tone_gray_duration == 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pk8_cpp_update :update
  def update
    pk8_cpp_update
    if @opacity_duration && @opacity_duration >= 1     # Opacity
      d = @opacity_duration
      @opacity = (@opacity * (d - 1) + @opacity_target) / d
      @opacity_duration -= 1
    end
    if @x_duration && @x_duration >= 1           # X-Coordinates
      d = @x_duration
      @x = (@x * (d - 1) + @x_target) / d
      @x_duration -= 1
    end
    if @y_duration && @y_duration >= 1           # Y-Coordinates
      d = @y_duration
      @y = (@y * (d - 1) + @y_target) / d
      @y_duration -= 1
    end
    if @angle_duration && @angle_duration >= 1       # Angle
      d = @angle_duration
      @angle = (@angle * (d - 1) + @angle_target) / d
      @angle_duration -= 1
    end
    if @zoom_x_duration && @zoom_x_duration >= 1      # Zoom-X
      d = @zoom_x_duration
      @zoom_x = (@zoom_x * (d - 1) + @zoom_x_target) / d
      @zoom_x_duration -= 1
    end
    if @zoom_y_duration && @zoom_y_duration >= 1      # Zoom-Y
      d = @zoom_y_duration
      @zoom_y = (@zoom_y * (d - 1) + @zoom_y_target) / d
      @zoom_y_duration -= 1
    end
    if @tone_red_duration && @tone_red_duration >= 1    # Red Tone
      d = @tone_red_duration
      @tone.red = (@tone.red * (d - 1) + @tone_red_target) / d
      @tone_red_duration -= 1
    end
    if @tone_green_duration && @tone_green_duration >= 1  # Green Tone
      d = @tone_green_duration
      @tone.green = (@tone.green * (d - 1) + @tone_green_target) / d
      @tone_green_duration -= 1
    end
    if @tone_blue_duration && @tone_blue_duration >= 1   # Blue Tone
      d = @tone_blue_duration
      @tone.blue = (@tone.blue * (d - 1) + @tone_blue_target) / d
      @tone_blue_duration -= 1
    end
    if @tone_gray_duration && @tone_gray_duration >= 1   # Gray Tone
      d = @tone_gray_duration
      @tone.gray = (@tone.gray * (d - 1) + @tone_gray_target) / d
      @tone_gray_duration -= 1
    end
  end
end


Pode ser que corrija o erro anterior mas é possível que apareçam outros. auheu'

Como previsto deu outro erro...acho que vou ter que apagar alguns scripts e tentar mudar os sistemas do meu projeto
e quando eu colei o script aparecer
assim:

Script " Change Picture Properties in Frames 1.1.' line 108 SynthaxError
unexpected tlDENTIFIER, expecting keyword_dor or '{' or '('
               :blend typ...

o que isso quer dizer?
Um iniciante ate virar profissional

15/07/2019 às 20:36 #22 Última edição: 15/07/2019 às 20:40 por Jorge_Maker
Oxe, erro de Syntax... :batrick: Copiou o código certinho?
Mas enfim, o motivo do bug é que o script inicia novas variáveis na classe das Pictures do rpg maker que são imprescindíveis para que o sistema funcione. Acontece que essas variáveis não estão sendo iniciadas no seu projeto, muito provavelmente por conta de scripts de terceiros interferindo. Por isso aquele primeiro erro "undefined method '>='for nil:NilClass" que quer dizer que aqui deveria ter um número mas na verdade tem um objeto vazio, nil (a variável que não foi iniciada).
Tente mudar a ordem dos scripts e veja no que da. Depois vá tirando os outros scripts, um por um, até encontrar aquele que causa o erro. Quando acha-lo, apareça aqui. o/
Oxe