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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

 

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

                                                                              ##

 

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