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- Mar 22, 2012
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Alrighty, I has me a little problem that I have been able to identify but I'm not a scripting wiz like some of you guys. But hear me out.
Basically, I'm using Theolized Battle System with the addition of the Casting Pose. There is a slight problem with the two and the yanfly battle engine.
Whenever an enemy is getting ready to cast a spell, and I attempt to run away from battle it gives me a nomethoderror. And I figured it is because of the casting pose animation is interfering with this, because I tried it against a enemy who isn't casting a spell, and it works fine.
The code is here in the Battle Engine+
Between 1658 and 1662
def sprite
return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
end
end # Game_Enemy
And all I'm trying to do is just make it so it doesn't crash when I have my heroes trying to run while an enemy is casting a spell that requires a battle animation to loop over on the enemy. I'm completely stumped on how to fix this issue. Any help would be great. Thanks.
Basically, I'm using Theolized Battle System with the addition of the Casting Pose. There is a slight problem with the two and the yanfly battle engine.
Whenever an enemy is getting ready to cast a spell, and I attempt to run away from battle it gives me a nomethoderror. And I figured it is because of the casting pose animation is interfering with this, because I tried it against a enemy who isn't casting a spell, and it works fine.
The code is here in the Battle Engine+
Between 1658 and 1662
def sprite
return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
end
end # Game_Enemy
And all I'm trying to do is just make it so it doesn't crash when I have my heroes trying to run while an enemy is casting a spell that requires a battle animation to loop over on the enemy. I'm completely stumped on how to fix this issue. Any help would be great. Thanks.
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