RandomGamer100 8 Posted November 30, 2014 when i try to open my menu it gets this. Script Scenemanager line 23 NoMethodError occured undentified method main for #<Scene_Menu:0x932c7ac> i dont know what it means by i know it has something to do with line 23 for the script Scenemanager and Scene_Menu heres the script incase you need to look at it SceneManager: #============================================================================== # ** SceneManager #------------------------------------------------------------------------------ # This module manages scene transitions. For example, it can handle # hierarchical structures such as calling the item screen from the main menu # or returning from the item screen to the main menu. #============================================================================== module SceneManager #-------------------------------------------------------------------------- # * Module Instance Variables #-------------------------------------------------------------------------- @scene = nil # current scene object @stack = [] # stack for hierarchical transitions @background_bitmap = nil # background bitmap #-------------------------------------------------------------------------- # * Execute #-------------------------------------------------------------------------- def self.run DataManager.init Audio.setup_midi if use_midi? @scene = first_scene_class.new @scene.main while @scene end #-------------------------------------------------------------------------- # * Get First Scene Class #-------------------------------------------------------------------------- def self.first_scene_class $BTEST ? Scene_Battle : Scene_Title end #-------------------------------------------------------------------------- # * Use MIDI? #-------------------------------------------------------------------------- def self.use_midi? $data_system.opt_use_midi end #-------------------------------------------------------------------------- # * Get Current Scene #-------------------------------------------------------------------------- def self.scene @scene end #-------------------------------------------------------------------------- # * Determine Current Scene Class #-------------------------------------------------------------------------- def self.scene_is?(scene_class) @scene.instance_of?(scene_class) end #-------------------------------------------------------------------------- # * Direct Transition #-------------------------------------------------------------------------- def self.goto(scene_class) @scene = scene_class.new end #-------------------------------------------------------------------------- # * Call #-------------------------------------------------------------------------- def self.call(scene_class) @stack.push(@scene) @scene = scene_class.new end #-------------------------------------------------------------------------- # * Return to Caller #-------------------------------------------------------------------------- def self.return @scene = @stack.pop end #-------------------------------------------------------------------------- # * Clear Call Stack #-------------------------------------------------------------------------- def self.clear @stack.clear end #-------------------------------------------------------------------------- # * Exit Game #-------------------------------------------------------------------------- def self.exit @scene = nil end #-------------------------------------------------------------------------- # * Create Snapshot to Use as Background #-------------------------------------------------------------------------- def self.snapshot_for_background @background_bitmap.dispose if @background_bitmap @background_bitmap = Graphics.snap_to_bitmap @background_bitmap.blur end #-------------------------------------------------------------------------- # * Get Background Bitmap #-------------------------------------------------------------------------- def self.background_bitmap @background_bitmap end end Scene_menu: #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = Graphics.height - @gold_window.height end #-------------------------------------------------------------------------- # * Create Status Window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(@command_window.width, 0) end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end end i hope you can figure out what is wrong Share this post Link to post Share on other sites
Galv 1,387 Posted November 30, 2014 The script has been changed in a way it should not have been. class Scene_MenuShould be: class Scene_Menu < Scene_MenuBase Share this post Link to post Share on other sites
RandomGamer100 8 Posted December 1, 2014 i tried that but i get this Script 'Scene_Menu' line 7: NameError occured. uninitialized constant Object::Scene_MenuBase Why is it doing this? Share this post Link to post Share on other sites
Traverse 144 Posted December 1, 2014 That means exactly what it says. The object "Scene_MenuBase" has failed to load. In this case, "Scene_MenuBase" is one of the default scripts that should be just above "Scene_Menu" in the script editor. If you're getting that error, it means it's missing. That either means you changed its name or you accidentally hit the delete key or something while you were selecting it. If it's completely gone, you'll need to copy it off a fresh project and put it back in where it was before. Share this post Link to post Share on other sites
RandomGamer100 8 Posted December 1, 2014 Thanks traverse. it turnsout that Scene_Menubase was below Scene_Menu so thanks. also thanks galv for showing me the missing part of the script. Share this post Link to post Share on other sites
RandomGamer100 8 Posted January 4, 2015 Can i get this thread closed now? Share this post Link to post Share on other sites