Black4Wolf
Member
Script 'Scene_Battle 1' line 54:Name Error Occured Undegined local varible or method `start_phrase1` for #<Scene_Battle:0x13e66e0>
Thats what showed up when I was about to fight a monster.....After I put the ABS script in please help
Ok I have the Caterpillar system and the ABS Sytem but when i amonter appears i keep getting that error how do i fix it??
Ok i downloaded an Abs Script that smeone told bee has caterpillar in it also or whatevas and i dont knw how to add it in my game which section??? Cuz It says in the catogorey Battle_system and there isnt any of the name in the scirpt list ??? PLease how do I add the ABS into my game correctly
And also do I have to put a monster on the tileset with abs??? Like actual show the monster??? Or what please hElp!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :yes:
And how do i make my own script section cuz alot of them say....ut in own script file or soemthing just above main
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
def initialize
super()
@through = true
end
# ------------------------------------
def setup(actor)
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
@opacity = 255
@blend_type = 0
end
# ------------------------------------
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
# ------------------------------------
def move_down(turn_enabled = true)
if turn_enabled
turn_down
end
if passable?(@x, @y, Input::DOWN)
turn_down
@y += 1
end
end
# ------------------------------------
def move_left(turn_enabled = true)
if turn_enabled
turn_left
end
if passable?(@x, @y, Input::LEFT)
turn_left
@x -= 1
end
end
# ------------------------------------
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end
if passable?(@x, @y, Input::RIGHT)
turn_right
@x += 1
end
end
# ------------------------------------
def move_up(turn_enabled = true)
if turn_enabled
turn_up
end
if passable?(@x, @y, Input::UP)
turn_up
@y -= 1
end
end
# ------------------------------------
def move_lower_left
unless @direction_fix
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
@x -= 1
@y += 1
end
end
# ------------------------------------
def move_lower_right
unless @direction_fix
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
@x += 1
@y += 1
end
end
# ------------------------------------
def move_upper_left
unless @direction_fix
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
@x -= 1
@y -= 1
end
end
# ------------------------------------
def move_upper_right
unless @direction_fix
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
@x += 1
@y -= 1
end
end
# ------------------------------------
def set_move_speed(move_speed)
@move_speed = move_speed
end
end
class Spriteset_Map
# ------------------------------------
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
# ------------------------------------
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites.character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
class Scene_Map
# ------------------------------------
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(character s)
end
end
class Game_Party
# ------------------------------------
def set_transparent_actors(transparent)
@transparent = transparent
end
# ------------------------------------
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters[i - 1].setup(actors)
end
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
# ------------------------------------
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_spe ed)
character.update
end
end
# ------------------------------------
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
for i in 0 .. 10
@move_list = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list = nil
end
end
@move_list.each_index do |i|
if @characters != nil
case @move_list.type
when Input::DOWN
@characters.move_down(@move_list.args[0])
when Input::LEFT
@characters.move_left(@move_list.args[0])
when Input::RIGHT
@characters.move_right(@move_list.args[0])
when Input::UP
@characters.move_up(@move_list.args[0])
when DOWN_LEFT
@characters.move_lower_left
when DOWN_RIGHT
@characters.move_lower_right
when UP_LEFT
@characters.move_upper_left
when UP_RIGHT
@characters.move_upper_right
when JUMP
@characters.jump(@move_list.args[0],@move_list.args[1])
end
end
end
end
class Move_List_Element
# ------------------------------------
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
# ------------------------------------
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args )).pop
end
# ------------------------------------
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
# ------------------------------------
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
# ------------------------------------
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
# ------------------------------------
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
# ------------------------------------
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
# ------------------------------------
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
# ------------------------------------
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
# ------------------------------------
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
# ------------------------------------
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end
module Game_Player_Module
# ------------------------------------
def update
$game_party.update_party_actors
super
end
# ------------------------------------
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
# ------------------------------------
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_lower_left
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
# ------------------------------------
def move_lower_right
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
# ------------------------------------
def move_upper_left
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
# ------------------------------------
def move_upper_right
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
# ------------------------------------
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
# ------------------------------------
def get_move_speed
return @move_speed
end
end
thats the catippilar script...
I put an abs battle system in my game but i donbt know ho to use it Like somenone told me i had to insert comments or what evr...Please help and im using
Thats what showed up when I was about to fight a monster.....After I put the ABS script in please help
Ok I have the Caterpillar system and the ABS Sytem but when i amonter appears i keep getting that error how do i fix it??
Ok i downloaded an Abs Script that smeone told bee has caterpillar in it also or whatevas and i dont knw how to add it in my game which section??? Cuz It says in the catogorey Battle_system and there isnt any of the name in the scirpt list ??? PLease how do I add the ABS into my game correctly
And also do I have to put a monster on the tileset with abs??? Like actual show the monster??? Or what please hElp!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :yes:
And how do i make my own script section cuz alot of them say....ut in own script file or soemthing just above main
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
def initialize
super()
@through = true
end
# ------------------------------------
def setup(actor)
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
@opacity = 255
@blend_type = 0
end
# ------------------------------------
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
# ------------------------------------
def move_down(turn_enabled = true)
if turn_enabled
turn_down
end
if passable?(@x, @y, Input::DOWN)
turn_down
@y += 1
end
end
# ------------------------------------
def move_left(turn_enabled = true)
if turn_enabled
turn_left
end
if passable?(@x, @y, Input::LEFT)
turn_left
@x -= 1
end
end
# ------------------------------------
def move_right(turn_enabled = true)
if turn_enabled
turn_right
end
if passable?(@x, @y, Input::RIGHT)
turn_right
@x += 1
end
end
# ------------------------------------
def move_up(turn_enabled = true)
if turn_enabled
turn_up
end
if passable?(@x, @y, Input::UP)
turn_up
@y -= 1
end
end
# ------------------------------------
def move_lower_left
unless @direction_fix
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
@x -= 1
@y += 1
end
end
# ------------------------------------
def move_lower_right
unless @direction_fix
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
@x += 1
@y += 1
end
end
# ------------------------------------
def move_upper_left
unless @direction_fix
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
@x -= 1
@y -= 1
end
end
# ------------------------------------
def move_upper_right
unless @direction_fix
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
@x += 1
@y -= 1
end
end
# ------------------------------------
def set_move_speed(move_speed)
@move_speed = move_speed
end
end
class Spriteset_Map
# ------------------------------------
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
# ------------------------------------
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites.character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end
class Scene_Map
# ------------------------------------
def setup_actor_character_sprites(characters)
@spriteset.setup_actor_character_sprites(character s)
end
end
class Game_Party
# ------------------------------------
def set_transparent_actors(transparent)
@transparent = transparent
end
# ------------------------------------
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters[i - 1].setup(actors)
end
end
if $scene.instance_of?(Scene_Map)
$scene.setup_actor_character_sprites(@characters)
end
end
# ------------------------------------
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_spe ed)
character.update
end
end
# ------------------------------------
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
for i in 0 .. 10
@move_list = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list = nil
end
end
@move_list.each_index do |i|
if @characters != nil
case @move_list.type
when Input::DOWN
@characters.move_down(@move_list.args[0])
when Input::LEFT
@characters.move_left(@move_list.args[0])
when Input::RIGHT
@characters.move_right(@move_list.args[0])
when Input::UP
@characters.move_up(@move_list.args[0])
when DOWN_LEFT
@characters.move_lower_left
when DOWN_RIGHT
@characters.move_lower_right
when UP_LEFT
@characters.move_upper_left
when UP_RIGHT
@characters.move_upper_right
when JUMP
@characters.jump(@move_list.args[0],@move_list.args[1])
end
end
end
end
class Move_List_Element
# ------------------------------------
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
# ------------------------------------
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args )).pop
end
# ------------------------------------
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
# ------------------------------------
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
# ------------------------------------
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
# ------------------------------------
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
# ------------------------------------
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
# ------------------------------------
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
# ------------------------------------
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
# ------------------------------------
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
# ------------------------------------
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end
module Game_Player_Module
# ------------------------------------
def update
$game_party.update_party_actors
super
end
# ------------------------------------
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
# ------------------------------------
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
# ------------------------------------
def move_lower_left
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
# ------------------------------------
def move_lower_right
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
# ------------------------------------
def move_upper_left
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
# ------------------------------------
def move_upper_right
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
# ------------------------------------
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
# ------------------------------------
def get_move_speed
return @move_speed
end
end
thats the catippilar script...
I put an abs battle system in my game but i donbt know ho to use it Like somenone told me i had to insert comments or what evr...Please help and im using