Victor Animated Battle Error

Discussion in 'RGSSx Script Support' started by rayy07, Apr 29, 2018.

  1. rayy07

    rayy07 Villager Member

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    Hey I'm having a bit of trouble getting Victors animated battle script to work with my project.
    I followed a basic tutorial but then realized i have to change some things to get it to work with
    kaduki sprite sheets.

    TL;DR: I'm getting an error code:
    Script 'Victor Animated Battle' line 6332: NameError occured.
    uninitialized constant Spriteset_Battle:: Plane_ActionPlane

    I'm trying to get it to work with one character for now so I can understand it and then just reapply it to all other characters.
    I'm guessing maybe it has something to do with naming? So I can send images of the database, script, or documents.
    Let me know if there's anything that I didn't explain too or if you need more screenshots : )
    data.PNG docs.PNG script.PNG
     
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  2. bgillisp

    bgillisp Global Moderators Global Mod

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    I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

     
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  3. Roninator2

    Roninator2 Gamer Veteran

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    My first guess would be to not have [anim] in the <battler name: > entry. and from what i saw before, an [anim] graphic file is 4x14 images.
    what you are showing is charset images (3x4). I have mine set this way and do not an [anim] anywhere in the name or file.
    Code:
        '$actor83'    => {frames: 4, rows: 12, mirror: true, invert: false,
                       mode: :sprite, action: :default },
    
    instead of
    Code:
        '$actor83'  => {frames: 3, rows: 4, mirror: false, invert: false,
                       mode: :charset, action: :kaduki},
    
     
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  4. rayy07

    rayy07 Villager Member

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    I tried this just now and i'm still getting the same error message... do you think I did something wrong?
    data.PNG script.PNG script 2.PNG docs.PNG
     
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  5. Roninator2

    Roninator2 Gamer Veteran

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    Again not the right settings, but I don't think its your problems anyways.

    It's odd because you have nothing else except victor sant basic scripts in there.

    This is a 4x14 sprite
    Holders2.png

    As I said before you have 3x4 images. So you should be using
    But is that the problem, I think there is something else. Perhaps get the script again. Maybe something didn't copy properly.
     
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  6. rayy07

    rayy07 Villager Member

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    Ok so i recopied the script and did what you said and it sort of worked?
    It's only using the first sprite sheet but I want it to use all of them ($Actor83_1,_2,_3, etc.) How would I do that?
     
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  7. Roninator2

    Roninator2 Gamer Veteran

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    Those are specified in the settings.
    VE_ACTION_SETTINGS[:kaduki]
    Code:
        # Pose displayed when idle
        <action: idle, loop>
        pose: self, row 1, all frames, sufix _1, return, wait 16;
        wait: pose;
        </action>
    
    Notice the _1 in there.

    You have to configure your movements and images to match the settings in the script.
     
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  8. rayy07

    rayy07 Villager Member

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    ya my scripts settings are just like that too. Is there something I'm not understanding? I really appreciate your help btw. I'm sorry if i'm not the best with scripting but I do really want this script to work for me and I really appreciate all your help so far
    upload_2018-5-4_0-41-12.png
     
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  9. Roninator2

    Roninator2 Gamer Veteran

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    Ok, I gave a short explanation but lets examine it more.
    pose displayed when idle. $actor83_1 row 1. This is the images shown when the actor is doing nothing.
    pose displayed when hp low $actor83_1 row 3. This is the images shown when the actors hp is low. It has the sweat drops showing.
    And you carry on with that for whatever pose that you want the actor to show when doing an action.

    <advance pose: step forward>
    <attack pose: bow>

    If it's a new skill and you need to configure it, you would specify each step in the process and specify the pose.
    Code:
        # Pose for 'Bow' type weapons
        <action: bow, reset>
        wait: targets, movement;
        direction: self, subjects;
        pose: self, row 2, all frames, sufix _3, wait 4;
        icon: self, image 'Bow1', x +6, above;
        icon: self, image 'Bow2', x +6, above;
        icon: self, image 'Bow3', x +6, above;
        wait: 10;
        action: targets, arrow;
        icon: self, image 'Bow2', x +6, above;
        icon: self, image 'Bow1', x +6, above;
        wait: targets, action;
        </action>
      
        # Pose for the targets of 'Bow' attack
        <action: arrow, reset>
        throw: self, user, image 'Arrow', arc 10, angle 45, init x -6, init y -12;
        wait: self, throw;
        anim: id 13, target;
        wait: 8;
        effect: active, targets, 100%;
        </action>
    
     
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  10. rayy07

    rayy07 Villager Member

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    Ya I'm having trouble with that...
    I'm not sure what I should edit to the setting to.
    I don't really know what images for each pose should use what image I guess.
    I understand how it works but there's a lot of different poses and I guess the way it's set up by default looks really awkward and stiff.
    It looks like it's only really using the first image for everything.
     
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