What you have here is not a bug in Neon Black's script, but an incompatibility between that script and Yanfly's Visual Battlers. If you enable the Step Effects script and disable the Visual Battlers, the error does not occur. Likewise when you enable the visual battlers and disable the step effects, it does not occur. It only occurs when you have BOTH of those scripts enabled.
By default, Game_Character is a class that's only used when you're on the map. The Step Effects script updates Game_Character to do the step effects. Yanfly's Visual Battlers uses a new class that's based on Game_Character, so is introducing that class into battles, when previously it was not used there. So it's calling methods in the Step Effects script when a battle is happening, that would only normally get called when you're on a map.
Anyway, the solution is simple. Find this line in the Step Effects script:
and change it to this:
Next time, it would help to tell us you have a hundred of Yanfly's scripts in use. In your first post, you only mentioned two scripts, which implied you were only USING two scripts. Had you said what you were REALLY using, I would have immediately said it probably had something to do with one of Yanfly's battle scripts 
By default, Game_Character is a class that's only used when you're on the map. The Step Effects script updates Game_Character to do the step effects. Yanfly's Visual Battlers uses a new class that's based on Game_Character, so is introducing that class into battles, when previously it was not used there. So it's calling methods in the Step Effects script when a battle is happening, that would only normally get called when you're on a map.
Anyway, the solution is simple. Find this line in the Step Effects script:
Code:
do_step_effects_set if pattern_step_sets.include?(@pattern)
Code:
do_step_effects_set if pattern_step_sets.include?(@pattern) && !$game_party.in_battle
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