NoMethodError in NeonBlack's Battle System

Status
Not open for further replies.

EternalShadow

Veteran
Veteran
Joined
Sep 16, 2012
Messages
5,781
Reaction score
1,041
First Language
English
Primarily Uses
I can't get in contact with NeonBlack, so here we go...

The error is:

Crashes after the battle is complete.

Line 2165, NoMethodError

undefined method 'each' for Nil:Nilclass

This is the line:     @extra_sprites.each {|sprite| sprite.dispose }

Another script I am using that could be the issue is Yanfly's Party Menu, but I don't see how it would affect the battles. All other scripts I am using are utility-based, such as Yanfly's save engine.

Here is the script:

http://forums.rpgmakerweb.com/index.php?/topic/4811-cps-battle-engine/

This is my config in the script:

 

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

##    Config:

## The config options are below.  You can set these depending on the flavour of

## your game.  Each option is explained in a bit more detail above it.

##

##------

#    Graphical Config:

 

# First things first.  This is the number of battlers you will have in battle.

# Be careful as this may have undesired effects with certain scripts outside

# of battle.

BATTLERS_MAX = 4

 

# Allows members from the system tab to be added during test battles to

# increase the party size.

ADD_SYSTEM_MEMBERS = false

 

# This is the number of frames a single frame of battle animation will last.

# Lower numbers produce quicker and smoother animations.  3 or 4 are the best

# values.

ANIM_RATE = 4

 

# This is the option for determining battle style.  There are 4 modes it can be

# set to based on the values you choose.

# Mode 1 = Looks like the default battle engine.

# Mode 2 = Similar but displays faces in the status window.

# Mode 3 = Displays character battlers.  See above for note tags to set these.

# Mode 4 = Displays faces outside any window.

# Mode 5 = Simulates RM2K and RMVX styles with slight variations.

BATTLE_STYLE = 3

 

# This variable holds the battle style.  You can change this in game to change

# the battle style.

VARIABLE = 51

 

# In mode 2, this is the opacity of the status window.  In modes 3 and 4, this

# is the opacity of the actor command window.

WINDOW_OPACITY = 90

 

# If this option is set to true, the help window will always be open during

# actor command selection.

SHOW_HELP_WINDOW = false

 

# This is the size of the text for name, hp, mp, and tp in modes 2, 3, and 4.

LINE_HEIGHT = 16

 

# This determines if MP and TP are hidden when the user has no skills that use

# those types of pools.  For example, if a user does not have any skills that

# use MP, MP will be hidden until one is obtained.

HIDE_UNUSED_POOLS = true

 

# Determines if the skill and item windows will have variable sizes based on

# the number available.  If true, it will start with 1 row and add more if

# there are more items.  In modes 1 and 2 this will try to fill the screen, in

# modes 3 and 4 this will cap at 4 rows before scrolling.

VAR_HEIGHT = false

 

# This is the y placement offset of the monsters in battle.  This will allow

# you to shift all monster groups up or down without having to modify the

# groups themselves.

Y_OFFSET = 0

 

# This option corrects troop placement when the window is resized.  No matter

# the window size, the troop position will be centered in the window based on

# the placement in the editor.  Turn this off is using a script like Yanfly

# Core Engine that already does this.

RESIZE_CORRECTION = true

 

# This is the offset for animations that cover the screen and target the

# players party.  This will allow these animations to be shifted down and

# actually cover the actors.  This is disabled in sideview battles.

ANIM_OFFSET = 120

 

# This is the placement of actor battlers in mode 3 from the bottom of the

# screen.  Use this to shift them up or down.

Y_PLACEMENT = 80

 

# This is the zoom of actor battlers.  Use this to make them larger or smaller

# than normal battlers.  This only affects mode 3 and does not affect sideview

# battlers.

ZOOM = 100

 

# This is the cast animation for when an item is used.  Setting it to nil will

# prevent an animation from being displayed.

ITEM_ANIM = nil

 

# This hash contains the animations for when different skill types are used.

# Note that the skill note tag above takes priority.  To use, use the format

# "x => y," where "x" is the ID of the skill group and "y" is the animation to

# display.

CAST_ANIMS ={

  1 => 43,

  2 => 81,

}

 

##------

#    Party Config:

 

# These are the names for the new options that can be added to the party

# command window.

AUTO_NAME = "Auto"

RUSH_NAME = "All-out"

GUARD_NAME = "Defend"

PARTY_NAME = "Members"

SWITCH_NAME = "Switch"

 

# These are the commands to display in the party menu.

# :fight - Allows the player to select each action.

# :auto - Actors choose commands by auto.

# :rush - All actors attack the first enemy.

# :defend - All actors defend.

# :escape - Allows the player to flee from battle.

COMMANDS =[

  :fight,

  :guard,

  :escape,

]

 

# These are the default abilities each actor in the party has.  If an actor has

# an empty list of commands they will get this list instead.  The notebox

# version of this takes priority.  See the instructions section titled

# "Setting up Actor Command Blocks" for a list of valid commands.  Additional

# commands from add-on scripts may be used here as well.

ABILITIES =[

  :attack,

  :skill,

  :defend,

  :item,

  :party,

]

 

# This option determines what a character's state must be in order to switch

# them in battle.

# 0 = Members always movable.

# 1 = Members must be alive.

# 2 = Members must be able to act.

# 3 = Members must be able to recieve input.

# 4 = Members may not be inflicted with status at all.

MOVE_MEMBERS = 1

 

# If this option is enabled, the player can only use the switch command from

# the party command window once per turn.

RESTRICT_USAGE = true

 

# This sets the change in speed of party members who are switched out on their

# turn.  Increasing this number makes the switch occur sooner.

SWITCH_SPEED = 0

 

# These are lines of text that can display when certain functions are performed

# in battle.  You can use the strings <target>, <user>, and <skill> in the line

# and they will be automatically replaced with the name of the user, target, or

# skill.

SWITCH_LOG = "<target> has switched out with <user>."

 

# This hash contains the help text to be displayed while the cursor is over a

# skill group during battle.  Note that each number is the same as the ID of

# the skill type in the data base, 0 is for while "items" is highlighted, and

# -1 is for while "party" is highlighted from the actor command window.  You

# can have a second line by adding "\n" to the string."

SKILL_HELP_TEXT ={

 -1 => "Switch places with a member on reserve.",

  0 => "Uses an item from the party's inventory.",

  1 => "Attack with a variety of offensive skills.",

  2 => "Cast a variety of offensive and supportive magics.",

}

 

##------

#    Sideview Battle System Config:

# This is the option to determine if sideview is turned on or off by default.

BATTLE_SIDE = false

 

# This is the switch that holds the sideview battle option.  You can turn this

# switch ON to enable sideview and OFF to disable it.

SBS_SWITCH = 52

 

# These values are the X and Y positions of the actors' feet when the sideview

# system is enabled.  Each number represents party position.

SBS_POS ={

  1  => [  462, 180  ],

  2  => [  480, 210  ],

  3  => [  492, 248  ],

  4  => [  500, 288  ],

}

 

# This option determines if animations are flipped when used by enemies.  This

# allows the animations to display properly no matter if the party or troop is

# using the skill.

FLIP_ANIM = true

 

##------

#    Add-on Config:

#  These are additional config options for scripts deemed compatible with

#  CPBE.  These include such things as allowing the said scripts to be enabled

#  or disabled by a switch, adding additional options, or extended cross

#  support.  Each add-on's options are listed below the name and supported

#  version of the script.

 

#    CP Battle Pop-ups v1.2+

# While the following switch is ON, battle pop-ups will NOT display.

POP_SWITCH = 51

 

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

                                                                              ##

 
 

Venka

Veteran
Veteran
Joined
Jun 20, 2012
Messages
945
Reaction score
365
First Language
English
Primarily Uses
no clue why it's doing it, but try this

Code:
@extra_sprites.each {|sprite| sprite.dispose } if @extra_sprites
 

EternalShadow

Veteran
Veteran
Joined
Sep 16, 2012
Messages
5,781
Reaction score
1,041
First Language
English
Primarily Uses
no clue why it's doing it, but try this

@extra_sprites.each {|sprite| sprite.dispose } if @extra_sprites
That was weird. Seems to have fixed it. Thanks!
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,072
Members
137,578
Latest member
JamesLightning
Top