New to Yami Battle Symphony, Help!

YourClosetLlama

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Hello!

[sOLVED]

I recently installed Yami's Battle Symphony engine into my game and I'm pretty sure I did so correctly but I keep getting an error when I go into combat saying one of the codes lines has an error. Can anybody help?

The error message is:

"Script 'Battle Symphony' line 3143: ArgumentError occurred. 

comparison of NilClass with 0 failed"

this message pops up when play testing which crashes the test but (to my surprise) not on the exported version. the formatting of the battle is just off because I'm yet to figure out how to set up enemy positioning.

I have no idea what this means as I don't write scripts and am completely new to RPGMaker but I went to the script to look at it anyway. the section (I'll just paste it) with the error is below (I highlighted line 3143 in red):

#--------------------------------------------------------------------------

  # new method: update_jump

  #--------------------------------------------------------------------------

  def update_jump

    return unless self.is_moving?

    #---

    value = [(@screen_x - @destination_x).abs, @move_x_rate].min

    @screen_x += (@destination_x > @screen_x) ? value : -value

    @parabola[:x] += value

    @screen_y -= @arc_y

    #---

    if @destination_x == @screen_x

      @screen_y = @destination_y

      @arc_y = 0

      @arc = 0

    else

      a = (2.0*(@parabola[:y0]+@parabola[:y1])-4*@parabola[:h])/(@parabola[ :D ]**2)

      b = (@parabola[:y1]-@parabola[:y0]-a*(@parabola[ :D ]**2))/@parabola[ :D ]

      @arc_y = a * @parabola[:x] * @parabola[:x] + b * @parabola[:x] + @parabola[:y0]

    end

    #---

    @screen_y += @arc_y

    @move_x_rate = 0 if @screen_x == @destination_x

    @move_y_rate = 0 if @screen_y == @destination_y

  end

 

 

 

what do I need to do in order to get this engine up and running?
I'm new to Battle symphony and was wondering if anybody can explain the basics of those "symphony codes" I believe they're called? 
 
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AwesomeCool

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how many actors do you have?

you have to specify the position of all actors on the field in the general settings, otherwise @screen_x would be nil and throw errors.
 

YourClosetLlama

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how many actors do you have?

you have to specify the position of all actors on the field in the general settings, otherwise @screen_x would be nil and throw errors.
In the only combat skirmish so far there are 2 actors and one enemy. positions should be default as I haven't gone about tweaking them since the actor positions are pleasing.

What would I need to do in order to fix the problem?? Thanks for the reply by the way. 
 

AwesomeCool

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Did you load a save file? (that causes errors with scripts installed after the save was created)

Also, are you battle testing function? (that could cause lots of errors.
 

YourClosetLlama

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Did you load a save file? (that causes errors with scripts installed after the save was created)

Also, are you battle testing function? (that could cause lots of errors.
I was trying it off a save file so maybe that's it. Would that be the only real error though?
 

AwesomeCool

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yes.

For the script is not in the save file.
 

YourClosetLlama

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yes.

For the script is not in the save file.
makes sense. alright cool! now how would I go about making enemies parallel to the actors in the fight rather than dead center? or does the engine do that automatically if the mob has a sprite already?
 

Andar

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I was trying it off a save file so maybe that's it. Would that be the only real error though?
Most probably.
A lot of scripts absolutely require a new game and cannot function off a save file that was saved before the script was entered into the project.


That's because those scripts require their data definition, and that data definition is only called on "new game" (and it's rather difficult to have that data definition mixed into a load data sequence from an old save file).


For this reason, you should add scripts you need first before adding the other content, because playtest can usually only start after the scripts have all added - any earlier playtest has to be redone if you change the scripts later due to this invalidating of save files.
 

YourClosetLlama

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Most probably.

A lot of scripts absolutely require a new game and cannot function off a save file that was saved before the script was entered into the project.

That's because those scripts require their data definition, and that data definition is only called on "new game" (and it's rather difficult to have that data definition mixed into a load data sequence from an old save file).

For this reason, you should add scripts you need first before adding the other content, because playtest can usually only start after the scripts have all added - any earlier playtest has to be redone if you change the scripts later due to this invalidating of save files.
being new to the software I wasn't aware when I started the project. :) It works now having made a new save but I need to figure out how to change the position of the enemies, the background of the battle (to suit each respective zone) so it's not static and probably do a bit more with animations. 
 

Andar

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You don't need to quote a post directly above your when answering.


The Enemy positions are set in the database, you can drag the pictures around the screen - simply position them as needed for Battle Engine Symphony.


The battleback for a map is set in the map properties - when using events for enemies, you can change that in the event before the battle processing command.


When using random encounters you need a script to specify a battleback that is different from the one set for the entire map.
 

YourClosetLlama

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the enemy positioning makes sense as to how it would fix but the background I have set for the encounter isn't the one that actually displays.
 

Andar

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Where and how did you set the battleback? Please give a screenshot of the map properties and the battleevent.


Please note: the setting of the battleback in the troop database has absolutely no effect on the game, that is only for reference to see the positions.


The battleback used ingame has to be set in the map properties.
 

YourClosetLlama

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that fixed it. I wasn't aware I needed to set it for each map. I thought it was for each encounter. alright I should be good for now! Thanks for all your assistance :)
 

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