H
HawkHero
Guest
Hi there, noob here.
I'm working on a school project (final fantasy styled game) and this error happens on irregular intervals:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object Player:
Unable to find any instance for object index '101117' name '<undefined>'
at gml_Object_Player_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_Player_Step_0 (line -1)
I don't know what i'm missing (or what line -1 is). here's the code for step of player:
The error is triggered when attacking an enemy.
Sorry if i'm missing anything, I don't post here often. Any help would be appreciated.
I'm working on a school project (final fantasy styled game) and this error happens on irregular intervals:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object Player:
Unable to find any instance for object index '101117' name '<undefined>'
at gml_Object_Player_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_Player_Step_0 (line -1)
I don't know what i'm missing (or what line -1 is). here's the code for step of player:
Code:
if(!inCombat and !gameIsPaused and !gamewin)
{
if(keyboard_check(ord("Z"))) playerSpeed = 4;
else playerSpeed = 2;
if(keyboard_check(vk_up))
{
if(!place_meeting(x,y - playerSpeed - 1,Colision) and !place_meeting(x,y - playerSpeed - 1,ColisionRound))
{
image_speed = 1;
image_xscale = 1;
sprite_index = spr_WarriorU;
y -= playerSpeed;
}
}
if(keyboard_check(vk_down))
{
if(!place_meeting(x,y + playerSpeed + 1,Colision) and !place_meeting(x,y + playerSpeed + 1,ColisionRound))
{
image_speed = 1;
image_xscale = 1;
sprite_index = spr_WarriorD;
y += playerSpeed;
}
}
if(keyboard_check(vk_left))
{
if(!place_meeting(x - playerSpeed - 1,y,Colision) and !place_meeting(x - playerSpeed - 1,y,ColisionRound))
{
image_speed = 1;
sprite_index = spr_WarriorS;
image_xscale = -1;
x -= playerSpeed;
}
}
if(keyboard_check(vk_right))
{
if(!place_meeting(x + playerSpeed + 1,y,Colision) and !place_meeting(x + playerSpeed + 1,y,ColisionRound))
{
image_speed = 1;
image_xscale = 1;
sprite_index = spr_WarriorS;
x += playerSpeed;
}
}
if(!keyboard_check(vk_up) and !keyboard_check(vk_down) and !keyboard_check(vk_left) and !keyboard_check(vk_right))
{
image_speed = 0;
image_index = 0;
}
}
else
{
if(mana < maxMana + increaseMana and !dead)
{
mana += increaseMana;
}
if(HP <= 0)
{
dead = true;
mana = 0;
sprite_index = spr_Tombstone;
hasSelectedEnemy = false;
}
else if(attacking)
{
if(!hasSelectedEnemy)
{
hasSelectedEnemy = true;
selectedEnemy = chosenEnemy;
}
sprite_index = spr_Warrior_Attack;
if(round(image_index) == 7 and !animation)
{
instance_create_depth(selectedEnemy.x, selectedEnemy.y - 5,
-1006, specialSpriteRoy);
audio_play_sound(sfx_SwordSwing, 100, false);
animation = true;
specialSpriteRoy.sprite_index = spr_Slice;
}
}
else if(special1)
{
if(!hasSelectedEnemy)
{
hasSelectedEnemy = true;
selectedEnemy = chosenEnemy;
}
sprite_index = spr_Warrior_Special1;
if(round(image_index) == 7 and !animation)
{
instance_create_depth(x - 5, y - 25, depth + 1, specialSpriteRoy);
audio_play_sound(sfx_Fire, 100, false);
audio_play_sound(sfx_MagicHit, 100, false);
animation = true;
specialSpriteRoy.sprite_index = spr_FirePillar;
}
}
else if(special2)
{
if(!hasSelectedEnemy)
{
hasSelectedEnemy = true;
selectedEnemy = chosenEnemy;
}
sprite_index = spr_Warrior_Special2;
if(round(image_index) == 7 and !animation)
{
instance_create_depth(selectedEnemy.x, selectedEnemy.y - 5, -1006, specialSpriteRoy);
audio_play_sound(sfx_Fire, 100, false);
audio_play_sound(sfx_SwordSwing, 100, false);
animation = true;
specialSpriteRoy.sprite_index = spr_FireSlash;
}
}
else if(special3)
{
if(!hasSelectedEnemy)
{
hasSelectedEnemy = true;
selectedEnemy = chosenEnemy;
}
sprite_index = spr_Warrior_Special3;
if(round(image_index) == 4 and !animation)
{
audio_play_sound(sfx_Unsheath, 100, false);
animation = true;
}
if(round(image_index) == 21 and animation)
{
instance_create_depth(selectedEnemy.x - 2, selectedEnemy.y, -1006, specialSpriteRoy);
audio_play_sound(sfx_SwordSwing, 100, false);
animation = false;
specialSpriteRoy.sprite_index = spr_Slash;
hit = 0;
if(chance(crit))
{
hit = (damage + irandom(rand) - selectedEnemy.defense) * 4;
if (hit < 0) hit = 0;
selectedEnemy.HP = approach(selectedEnemy.HP, 0, hit);
attackType = 3;
}
else if (chance(accuracy))
{
hit = (damage + irandom(rand) - selectedEnemy.defense) * 2;
if (hit < 0) hit = 0;
selectedEnemy.HP = approach(selectedEnemy.HP, 0, hit);
attackType = 1;
}
else attackType = 0;
damageShow(selectedEnemy.x, selectedEnemy.y, attackType, hit);
}
if(round(image_index) == 35 and !animation)
{
audio_play_sound(sfx_Unsheath, 100, false);
animation = true;
}
if(round(image_index) == 42 and animation)
{
audio_play_sound(sfx_WindSlash, 100, false);
animation = false;
}
if(round(image_index) == 65 and !animation)
{
audio_play_sound(sfx_Stomp, 100, false);
animation = true;
}
}
else if(defending) sprite_index = spr_Warrior_Block;
}
Sorry if i'm missing anything, I don't post here often. Any help would be appreciated.
Last edited by a moderator: