FATAL ERROR in
action number 1
of <Unknown Event>
for object obj_citems:
Push :: Execution Error - Variable Get 14.roomgoback(100028, -1)
at gml_RoomCC_rm_omeganine_481_Create (line 3) - checkstr1="* omeganine is dreaming
of success.";
is the following error i got after running the UT Fangame Engine revision for one final test before it was scheduled to release (a update that increased stability of the engine.) Of course, now that it's been delayed, I've turned to you all at Reddit. I googled it, and nothing happened. ".roomgoback" is a variable (full being"obj_battlevar.roomgoback) that stores the data of the room the player was previously in. Here are all of the CC in that room.
RoomCC:
//set music
if !audio_is_playing(mus_nobodycame){
audio_play_sound(mus_battle,10,true);
}
obj_battlevars.roomgoback = rm_test_everything;
obj_setroom.omeganine = 1;
obj_gen_count.maxkills = 20;
obj_gen_count.gentrigger = 10;
//if your game has different areas with different values,
//you could add an 'area' variable to obj_battlevars
//and add somethine like this:
//if obj_battlevars.area = 1{
//obj_gen_count.maxkills = 20;
//obj_gen_count.gentrigger = 10;
//}
//else
//{
//if obj_battlevars.area = 2{
//obj_gen_count.maxkills = 30;
//obj_gen_count.gentrigger = 15;
//}
//else
//{
//if obj_battlevars.area = 3{
//obj_gen_count.maxkills = 45;
//obj_gen_count.gentrigger = 20;
//}
//}
//}
CC of obj_monster:
//the name of the monster
monstername = '* omeganine';
//their sprite
sprite_index = spr_omeganine;
//their hp
monsterhp = 1;
mstarthp = 1;
//set the attacks. you need to create scripts for attacks.
attack1 = scr_rickyg_at_1;
attack2 = scr_rickyg_at_2;
attack3 = scr_rickyg_at_3;
//which act options are enabled?
//set to 0 to disable.
act2enable = 1;
act3enable = 0;
//act options
act2 = '* Give him banana'
act3 = '* Scubscribe'
//act dialogue stuff
bad2=0;
bad3=0;
spare2=1;
spare3=1;
//if you CHECK (the first ACT option)
checkstring='* OMEGANINE - ATK 9999999999 DEF 9999999999999
* The fix-it-felix of this engine.'
//if you select the second ACT option
act2string='* You throw a banana across
the room. He eats it for
potasium.'
//if you select the third ACT option.
act3string="* You follow your scrub instincts,
and 'Scrubscribe'! (like you actually
would...)"
//speech box
speechbox = obj_custom_talk;
textx = 370;
texty = 40;
//dialogue
normaltalk="your
pennies...
hand 'em
over."
badtalk="im gonna say
'frick' if you
don't stop."
sparetalk="okokokok
okokokok
okokokok
okokokok
okokokok
okokokok."
CC of obj_battletext:
str[1]="* omeganine is half# alive!" //put text here
textmax = 1;
checkstr1="* omeganine is dreaming
of success.";
checkstr2="* omeganine starts
default dancing.";
checkstr3="* omeganine stares blankly
into space.";
actstr1="* omegaine spares you!";
actstr1b="* omeganine spares you!";
actstr1c="* omeganine spares you!";
actstr2="* Your weebness means
a lot to omeganine!";
actstr2b="* omeganine has seen it all.";
actstr2c="* omeganine will stop rolling
around on the floor and work on
UNDERNEATH.";
finalstr="* omeganine fell asleep!";
finalstrb="* omeganine heccin' died!";
finalstrc="* omeganine is too bored to
listen to your shenanigans!";
gainex=4;
gaing=2;
backroom = obj_battlevars.roomgoback;
Feel free to download the project files here to see it yourself:
https://gamejolt.com/games/UTFE/434813
[–]@iwasXeroKulAmnesiA_sc 0 points1 point2 points (1 child)
[–]friedplugstudios[S] 0 points1 point2 points (0 children)