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Тема: incompatible character encodings ascii-8bit and utf-8

  1. #1

    По умолчанию incompatible character encodings ascii-8bit and utf-8

    Столкнулся с такой проблемой - при переводе игры на VX ACE вылетает ошибка incompatible character encodings ascii-8bit and utf-8
    В скрипте, который подгружает текст из текстового файла. С английским текстом всё в порядке. С русским иногда (хз от чего зависит) всё норм а иногда выкидывает ошибку. Какую кодировку ему подсунуть чтобы не ругался?

    Вот собственно скрипт выкидывающий ошибку. На строчке на которую ругается всплывающее окошко поставил комментарий. Сам в скриптинге не силён.


    Спойлер Скрипт:
    module ImagePlayer_Config
    MAX_FRAMES_SEC = 0
    MIN_FRAMES_SEC = 4
    FRAME_STEP = 1
    INPUT_LOCK_TIMER = 60
    CUM_SE = ["Sex - Cumshot (4)",100,100]
    BG_MUSIC = ["Groovy Baby",50,100]
    DIALOGUE_LOCK_SWICTH = 105
    DIALOGUE_ROMANCE_LEVEL_VAR = 103
    SCENE_NAME_VAR = 102
    SCENE_OVERLAY_SWITCH = 106

    RND_SEX_SOUND = [
    ["Sex - Wet 3 (2)",80,100],
    ["Sex - Wet 3 (3)",80,100],
    ["Sex - Wet 3 (4)",80,100],
    ["Sex - Wet 3 (5)",80,100],
    ]

    RND_BJ_SOUND = [
    ["Sex - Wet 3 (2)",80,100],
    ["Sex - Wet 3 (3)",80,100],
    ["Sex - Wet 3 (1)",80,100],
    ["Sex - Wet 3 (6)",80,100],
    ]

    RND_MOAN_SOUND = [

    ]

    RND_SQUEAK_SOUND = [

    ]

    RND_SEX_SOUNDS = [RND_SEX_SOUND, RND_BJ_SOUND, RND_MOAN_SOUND, RND_SQUEAK_SOUND]

    end

    #Cache for scene folder
    module Cache
    def self.scene(scene, filename)
    load_bitmap("Graphics/Scenes/" + scene + "/", filename)
    end
    end

    include ImagePlayer_Config

    class ImagePlayer < Scene_Base

    alias start_sceneplayer start
    alias term_sceneplayer terminate
    alias update_sceneplayer update

    def start
    $game_system.save_bgm
    start_sceneplayer

    #Set up opening Vars
    @wait_var = MIN_FRAMES_SEC #Max frame tick
    @current_wait = MIN_FRAMES_SEC #Current frame tick

    @new_scene = ""

    @image_id = 1 #Current Image to load
    @scene = $game_variables[SCENE_NAME_VAR] #Scene name
    @max_images = get_file_count #umber of images in scene group
    @sceneimage = Plane.new #load new image plane
    @sceneimage.z = -101 #set z number


    @cum = false #Has user triggered cum input
    @currentlocktimer = 0 #Frames to lock input for

    @dialogue_script_lock = false #Is input locked while dialogue is on the screen
    @dialogue_script_level = 0 #Current level of dialogue to be displayed

    @dialogue_script = get_dialogue

    @max_progress = @dialogue_script.count - 2
    @current_progress = 0

    @max_speed = 5 #Default max speed
    @current_wait = @max_speed #Current frame tick

    @no_dialogue = false
    @no_sound = false
    if @dialogue_script.count == 0 then
    @wait_var = 2
    @current_wait = 2
    @no_sound = true
    @no_dialogue = true
    end

    @new_speed = 0
    @new_sound = nil

    @skip_frame = 2

    #Play background music
    RPG::BGM.new(BG_MUSIC[0],BG_MUSIC[1],BG_MUSIC[2]).play

    @winhelpoverlay = SceneKeysHelp_Window.new

    show_dialogue

    update
    end


    def terminate
    super
    SceneManager.snapshot_for_background
    $game_system.replay_bgm
    @sceneimage.bitmap.dispose
    @sceneimage.dispose
    @winhelpoverlay.dispose
    end

    def update
    update_sceneplayer

    if @max_images == nil then
    return
    end

    #Allow player to exit scene with return
    if Input.repeat?(:B)
    RPG::BGM.fade(1)
    SceneManager.goto(Scene_Map)
    return
    end

    if @loop_enabled == false && @image_id >= @max_images && @new_scene == "" then
    if @current_progress <= @max_progress then
    show_dialogue
    end
    return

    end

    if @current_wait == @max_speed then
    if @skip_frame != 0 then
    @skip_frame = @skip_frame - 1
    @current_wait = @current_wait - 1
    else
    @skip_frame = 2
    end
    else
    #Reduce delay until netx frame is played
    @current_wait = @current_wait - 1
    end



    if @current_wait == 0 then
    @current_wait = @max_speed #Need something like "current max wait"
    update_image
    end

    #If we have completed the scene, hang here until the return key has been pressed
    if @scenend == true then
    return
    end

    #If we ae locked due to shown dialogue return
    if $game_switches[DIALOGUE_LOCK_SWICTH] == true then
    return
    end

    if Input.repeat?(:RIGHT)
    #If we are at the max number of frames needed then return
    if @current_progress == @max_progress then
    return
    end

    @current_progress = @current_progress + 1
    show_dialogue
    #Enter key
    elsif Input.repeat?(:UP)
    #If we are on fastest speed - allow cum
    if @current_progress == @max_progress && $game_switches[DIALOGUE_LOCK_SWICTH] == false then
    show_dialogue
    end
    end

    end

    def update_image

    if @image_id >= @max_images then
    @image_id = 1
    #If we have flagged to change the scene, change it at the end of the current one
    if @new_scene != nil && @new_scene != "" then
    @scene = @new_scene
    @max_images = get_file_count
    @new_scene = ""
    Cache.clear
    end

    if @new_speed > 0 then
    @max_speed = @new_speed
    @new_speed = 0
    end

    if @new_sound != nil then
    @sound_list.push @new_sound
    @new_sound = nil
    end

    else
    @image_id += 1
    end


    puts @scene + " (" + @image_id.to_s + ")"

    #Cache.clear

    #Change image
    #@sceneimage.bitmap.dispose if @sceneimage.bitmap
    #begin
    @sceneimage.bitmap = Cache.scene(@scene, @scene + " (" + @image_id.to_s + ")" )
    #rescue
    #end

    if @no_sound == false then
    check_sound_play
    end
    end

    def check_sound_play
    @sound_list.each do | sound, frame|
    if frame == @image_id then
    #Play one of the random sounds
    if sound.match(/^\d+$/) then
    play_random_sound(sound.to_i)
    else
    play_sound(sound)
    end
    end
    end
    end

    def play_random_sound(sound_id)
    sound_list = RND_SEX_SOUNDS[sound_id]

    rnd = sound_list[rand(sound_list.count)]
    RPG::SE.new(rnd[0],rnd[1],rnd[2]).play
    end

    def play_sound(sound_string)
    sound_bits = sound_string.split("/")
    sound_bits.each do | test |
    puts test
    end
    RPG::SE.new(sound_bits[0],sound_bits[1].to_i,sound_bits[2].to_i).play
    end

    #Gets the count of files to give max image count
    def get_file_count(scene = @scene)

    file_found = true
    count = 1
    while file_found == true
    begin
    file = load_data("Graphics/Scenes/" + scene + "/" + scene + " (" + count.to_s + ").jpg")
    rescue
    begin
    file = load_data("Graphics/Scenes/" + scene + "/" + scene + " (" + count.to_s + ").png")
    rescue
    return count - 1
    end
    end
    count = count + 1
    end
    end

    def show_dialogue
    #Get the current dialogue line from the current dialogue level
    text = @dialogue_script[@dialogue_script_level]

    #If it's blank for whatever reason, just return don't display window
    if text == nil || text == "" then
    return
    end

    new_text = get_dialogue_commands(text)

    #Lock input due to dialogue display
    $game_switches[DIALOGUE_LOCK_SWICTH] = true

    #Show dialogue window
    @windialogue = SceneDialogue_Window.new(new_text)

    #Increase the dialogue level
    @dialogue_script_level += 1
    end

    def get_dialogue_commands(text)
    if text.match(/<command:.+>/) then
    #change view command
    if text.match(/<command:change_view\w+-*)+>/) then
    val = text.match(/<command:change_view\w+-*)+>/)[0]

    new_val = val.gsub(/<command:change_view:/, '')
    new_val = new_val.gsub(/>/,'') #Gets the scene to change to

    @new_scene = new_val

    text = text.gsub(/<command:change_view\w+-*)+>/, '')
    end

    #play sound command (Name|Vol|Pitch|Frame)
    if match = text.match(/<commandlay_sound.+)\|(\d+)\|(\d+)>/) then
    RPG::SE.new(match.captures[0],match.captures[1].to_i,match.captures[2].to_i).play

    text = text.gsub(/<commandlay_sound.+)\|(\d+)\|(\d+)>/, '')
    end

    #insert sound command (Name|Vol|Pitch|Frame)
    if match = text.match(/<command:insert_sound.+\|\d+\|\d+)\|(\d+)>/) then
    val = text.match(/<command:insert_sound.+\|\d+\|\d+)\|(\d+)>/)[0]

    sound = match.captures[0].gsub('|','/')
    frame = match.captures[1]

    if @new_scene == nil || @new_scene == "" then
    @sound_list.push [sound, frame.to_i]
    else
    @new_sound = [sound, frame.to_i]
    end

    text = text.gsub(/<command:insert_sound.+\|\d+\|\d+)\|(\d+)>/, '')
    end

    #Change animation speed command
    if match = text.match(/<command:change_speed\d+)>/) then
    speed = match.captures[0]
    @new_speed = speed.to_i
    text = text.gsub(/<command:change_speed\d+)>/, '')
    end

    #Disable Loop
    if match = text.match(/<command:disable_loop>/) then
    @loop_enabled = false
    text = text.gsub(/<command:disable_loop>/, '')
    end

    #Enable Loop
    if match = text.match(/<command:enable_loop>/) then
    @loop_enabled = true
    text = text.gsub(/<command:enable_loop>/, '')
    end


    end

    return text
    end

    def get_dialogue
    dialogue_lines = []

    #Open the CSV file based on the scene to pass in
    #Read the file
    begin

    file = load_data("Data/Dialogues/" + @scene + ".csv")

    rescue
    puts "failed to load Data/Dialogues/" + @scene + ".csv"
    @sound_list = []
    return dialogue_lines
    end

    #file_string = file_string.gsub("\r","")
    #Split at new lines to get each level of dialogue for the relationship
    dialogue_levels = file.split("\n")

    @sound_list = set_sound_list(dialogue_levels[0])

    #Then split at the comma to get each dialogue fragment
    dialogue_lines = dialogue_levels[$game_variables[DIALOGUE_ROMANCE_LEVEL_VAR]].split("#")

    return dialogue_lines
    end


    ##Format should be:
    ##"Sound Name"/VOL/PITCH|FRAME_TO_PLAY_ON - OR
    ##RANDOM_SOUND_GROUP|FRAME_TO_PLAY_ON
    def set_sound_list(sound_list_string)
    sound_list_strings = sound_list_string.split(",")

    @sound_list = [[]]

    sound_list_strings.each do | sound_string |
    sound_and_frame = sound_string.split("|")
    @sound_list.push [sound_and_frame[0], sound_and_frame[1].to_i]
    end

    @sound_list.each do | sound, frame|
    puts sound
    puts frame.to_s
    end
    end

    end

    class SceneNameTag_Window < Window_Base

    #----------------------------------------------------
    # * Object Initialization
    #----------------------------------------------------
    def initialize
    super(0,340, 1000,500)

    self.opacity = 255
    self.z = 1

    @name = ""

    refresh
    end

    def refresh
    contents.clear

    if @name == "" then
    self.hide
    return
    end

    draw_name
    end

    def update
    refresh
    end

    def draw_name
    self.show

    contents.font.size = 50

    width = text_size(@name).width + 40
    height = text_size(@name).height + 50

    self.y = ((Graphics.height/5) * 4) - height
    self.width = width
    self.height = height

    draw_text(0,0,width, height, @name)
    end

    def update_window(name)
    @name = name
    refresh
    end
    end

    class SceneDialogue_Window < Window_Base

    #----------------------------------------------------
    # * Object Initialization
    #----------------------------------------------------
    def initialize(text)
    super(0,(Graphics.height/5) * 4, Graphics.width,Graphics.height/5)
    self.opacity = 255
    self.z = 1

    @text_lines = text.split("|")
    @line_count = @text_lines.count
    @current_line = 0

    @name_window = SceneNameTag_Window.new

    refresh
    end

    def refresh
    contents.clear
    draw_dialogue
    end

    def update
    if Input.repeat?(OWN)
    @line_count = @line_count - 1

    if @line_count < 1 then
    #Unlock speed input and dispose of this text window
    $game_switches[DIALOGUE_LOCK_SWICTH] = false
    @name_window.dispose
    dispose
    else
    #Prepare the next time of text
    @current_line += 1
    refresh
    end
    end
    end

    def draw_dialogue
    line = @text_lines[@current_line]

    if line == nil || line == "" then
    return
    end

    if line.match(/<Red>/) then
    self.change_color(knockout_color)
    line = line.gsub(/<Red>/, "")
    else
    self.change_color(normal_color)
    end

    name_to_display = ""

    if line.match(/<N\d+>/) then
    val = line.match(/<N\d+>/)[0]

    number = val.match(/\d+/)[0]

    name_to_display = $game_actors[number.to_i].name

    line = line.gsub(/<N\d+>/, "")
    end


    if name_to_display == "" && line.match(/(^<(\w+\s*\w*)>)/) then
    matches = line.scan(/(^<(\w+\s*\w*)>)/)
    name_to_display = matches[0][1]

    line = line.gsub(matches[0][0], "")
    end

    if line.match(/N<\d+>/) then
    values = line.scan(/N<\d+>/)
    max_count = values.size - 1

    for i in 0..max_count
    val = values[i].to_s.match(/\d+/)

    number = val[0]

    name = $game_actors[number.to_i].name

    line = line.gsub(values[i].to_s, $game_actors[number.to_i].name) #на эту строчку ругается игра
    end
    end

    @name_window.update_window(name_to_display)

    contents.font.size = 40

    draw_text(0,0,Graphics.width, Graphics.height/5, line)
    end

    end

    class SceneKeysHelp_Window < Window_Base

    #----------------------------------------------------
    # * Object Initialization
    #----------------------------------------------------
    def initialize
    super(0,0, Graphics.width,Graphics.height)
    self.opacity = 0
    self.z = 1
    @input_delay = 0
    @input_lock = false
    refresh
    end

    def refresh
    contents.clear
    draw_help
    end

    def update
    if @input_delay > 0 then
    @input_delay = @input_delay - 1
    return
    end

    if Input.press?(:L)
    if $game_switches[SCENE_OVERLAY_SWITCH] == true then
    $game_switches[SCENE_OVERLAY_SWITCH] = false
    else
    $game_switches[SCENE_OVERLAY_SWITCH] = true
    end
    refresh
    @input_delay = 60
    end
    end

    def draw_help
    file_name = "SceneOverlay"

    if $game_switches[SCENE_OVERLAY_SWITCH] == true then
    file_name = "SceneOverlayHidden"
    end

    bitmap = Cache.picture(file_name)
    rect = Rect.new(0, 0, Graphics.width, Graphics.height)
    contents.blt(0, 0, bitmap, rect, 255)
    bitmap.dispose
    end

    def terminate
    @overlay.bitmap.dispose
    @overlay.dispose
    end

    end


    class Game_Interpreter

    #Easy script call
    def play_scene(scene_name, scene_count_var, actor_id)
    set_dialogue_level(scene_count_var, actor_id)

    $game_variables[scene_count_var] += 1

    $game_variables[SCENE_NAME_VAR] = scene_name
    SceneManager.call(ImagePlayer)
    end

    def set_dialogue_level(scene_count_var, actor_id)

    if scene_count_var == 0 then
    $game_variables[DIALOGUE_ROMANCE_LEVEL_VAR] = 1
    return
    end

    if $game_variables[scene_count_var] == 0 then
    $game_variables[DIALOGUE_ROMANCE_LEVEL_VAR] = 1
    return
    end

    actor_sex_level = return_sex_level($game_actors[actor_id].name)

    dialog_lvl = actor_sex_level / 2

    if dialog_lvl < 2 then
    dialog_lvl = 2
    end

    $game_variables[DIALOGUE_ROMANCE_LEVEL_VAR] = dialog_lvl

    return
    end

    end


    Пока смог выяснить что вылет происходит при вставке имени персонажа из базы игры на подобие такого:

    <N1>[Вау! N<3> и правда это делает.]

    Причём первое имя улетает в заголовок без проблем, а вот имя посреди текста выкидывает с ошибкой. Причём не важно набрано оно латиницей или кириллицей. Отказаться от такого ввода имени не могу т.к. в игре в начале вводится имя гг.
    Последний раз редактировалось LexL; 11.04.2017 в 21:42.

  2. #2
    Маститый Аватар для Seibur
    Информация о пользователе
    Регистрация
    07.01.2012
    Адрес
    Изумрудный город
    Сообщений
    1,156
    Репутация: 59 Добавить или отнять репутацию

    По умолчанию

    CUM_SE = ["Sex - Cumshot (4)",100,100]
    BG_MUSIC = ["Groovy Baby",50,100]
    Улыбнуло
    Наши взгляды как наши часы; все они показывают разное время, но каждый верит только своим

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