chemicalfire
Member
Hi everyone! I'm having trouble with a new script I downloaded today. I use rmxp, and paradog's battle system works pretty well, except only my main character in the actor 1 slot is visible, and all other enemies and allies are tiny little blinking pixels on the battle floor. I have no scripting experience, so any help is appreciated! I'm getting tired of all my characters looking like missingno. ^_^
Also, here's a copy of the Paradog Battler graphic script that I'm using. If you think that the problem is elsewhere, please tell me.
Please add code tags as well as spoilers for code, also, don't double post please, if you're going to bump wait 72 hours. Arbiter~
Also, here's a copy of the Paradog Battler graphic script that I'm using. If you think that the problem is elsewhere, please tell me.
Code:
#==============================================================================
# ** Animated Battlers - Enhanced ver. 10.5 (01-20-2007)
#
#------------------------------------------------------------------------------
# * (2) Sprite System: The Sprite Battler Class
#==============================================================================
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :battler_offset # Degree of action forcing
attr_accessor :skill_used # Degree of action forcing
attr_accessor :item_used # Degree of action forcing
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias mnk_init initialize
def initialize(viewport, battler = nil)
# --Initialize poses
@frame, @pose, @last_time, @last_move_time = 0, 0, 0, 0
# --Initialize Battler placement and pose types
@battler_offset, @skill_used, @item_used = 0, 0, 0
# --Initialize Boolean values
@statusd = false
@dying = true
@s_pose = false
$game_system.victory = false
$game_system.defeat = false
@winning = true
# ORIGINAL Initialize call
mnk_init(viewport, battler)
# EVENT VALUE CALLS
# --Obtain the Sideview switch
$game_system.sv_angle = $sideview_mirror
$game_system.sv_angle = 0 if $sideview_mirror == nil
# -- Obtain the max party size
$game_system.max_member = $formation_max_member
$game_system.max_member = 4 if $formation_max_member == nil
# --Obtain the highest position for the formation
$game_system.form_top = $formation_max_height
$game_system.form_top = 220 if $formation_max_height == nil
# --Obtain the formation's width
$game_system.form_wd = $formation_max_width
$game_system.form_wd = 128 if $formation_max_width == nil
# --Obtain the height of the Battlestatus Window
$game_system.bstat_ht = $battlestatus_height
$game_system.bstat_ht = 160 if $battlestatus_height == nil
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mnk_update update
def update
# Only perform sprite edit for valid battlers
return unless @battler
if @battler.battler_name != @battler_name
@started = false
end
# Regular Update
mnk_update
# Set Translucency
if @battler.is_a?(Game_Enemy)
battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
else
battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
end
# Reset hash for Advanced Pose/Frames
pose_temp = {}
# Start Routine (Performed at startup for each battler)
unless @started
# Set the pose based on battler's state
@pose = state
# Turn off Casting pose
@battler.casted = false
@battler.casting = false
# Configure Enemy Spritesheet
if @battler.is_a?(Game_Enemy)
# Use spritesheet unless specified
unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
@width = @width / cell_divider(MNK_FRAMES_ENEMY, MNK_FRAMES)
@height = @height / cell_divider(MNK_POSES_ENEMY, MNK_POSES)
end
# Or Configure Actor Spritesheet
else
# Use spritesheet unless specified
unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
@width = @width / cell_divider(MNK_FRAMES_ACTOR, MNK_FRAMES)
@height = @height / cell_divider(MNK_POSES_ACTOR, MNK_POSES)
end
end
# Distance the battlers
@battler_offset = @width * 0.75
# Obtain battler position (simulating 3-Dness)
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@display_z = @battler.screen_z
@destination_x = @display_x
@destination_y = @display_y
@destination_z = @display_z
# Opacity fadein feature
self.opacity = 0 if MNK_FADE_IN
# Make invisible if dead at battle start
self.visible = false if @battler.dead?
# Set the started flag
@started = true
# End of Start Routine (for each battler)
end
# Again, ensure a pose is set
@pose = state if @pose == nil
# Obtain animation cell/frame from Enemy
if @battler.is_a?(Game_Enemy)
# Use spritesheet cell unless specified
unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
cell_obtain
else
self.src_rect.set(0, 0, @width, @height)
end
# Or get it from an actor
else
# Use spritesheet cell unless specified
unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
cell_obtain
else
self.src_rect.set(0, 0, @width, @height)
end
end
# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_z
self.ox = @width / 2
self.oy = @height
# Party Turned Around
# $game_temp.advantage_set == 6
# Adjust sprite direction if facing the other way...
if $game_system.sv_angle == 1
if @battler.is_a?(Game_Actor)
mirror_pose_unless(6)
else
if MNK_MIRROR_ENEMIES
mirror_pose_if(5)
else
mirror_pose_unless(5)
end
end
else
if @battler.is_a?(Game_Actor)
mirror_pose_if(6)
else
if MNK_MIRROR_ENEMIES
mirror_pose_unless(5)
else
mirror_pose_if(5)
end
end
end
# Setup Frames per Pose
poseframe = MNK_FRAMES_STANDARD
if @battler.is_a?(Game_Actor)
poseframe = cell_divider(MNK_FRAMES_ACTOR, MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ACTOR, MNK_FRAMES_STANDARD) != nil
else
poseframe = cell_divider(MNK_FRAMES_ENEMY, MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ENEMY, MNK_FRAMES_STANDARD) != nil
end
pose_chk = 0
pose_chk = @pose+1 if @pose != nil
poseframe = MNK_FRAMES_PER_POSE[pose_chk] if MNK_FRAMES_PER_POSE.include?(pose_chk)
# Set Advanced Poses for Actors
if @battler.is_a?(Game_Actor)
pose_temp = MNK_POSES_FR_ACTOR[@battler.id] if MNK_POSES_FR_ACTOR.include?(@battler.id)
poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
end
# Set Advanced Poses for Enemies
if @battler.is_a?(Game_Enemy)
pose_temp = MNK_POSES_FR_ENEMY[@battler.id] if MNK_POSES_FR_ENEMY.include?(@battler.id)
poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
end
# Make visible if returned to life
unless @battler.dead?
self.visible = true if @pose == pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
@freeze = false unless $game_system.victory
end
# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / MNK_SPEED)
if @last_time < time
@frame = (@frame + 1) % poseframe
if @frame == 0
if @freeze
@frame = poseframe - 1
return
end
@pose = state
end
end
@last_time = time
# Setup Dying Animation
if @battler.dead?
if @dying == true
@pose = state
@dying = false
end
# Otherwise, all non-dead actions...
else
# Setup/Ready for Battle (Let's get ready to RUMBLE!)
if @s_pose == false
tmp_pose = pose_obtain(MNK_POSES_SETUP, MNK_POSES_SETUP_A, MNK_POSES_SETUP_E)
if tmp_pose != nil
@pose = tmp_pose
@s_pose = true
end
end
# If Victory pose (Who's your daddy?)
if @battler.is_a?(Game_Actor)
if $game_system.victory == true
if @winning == true
@pose = state
@winning = false
end
end
end
end
# Move It
move if moving
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Reset Statusd Flag
@statusd = false
# Set Translucency if not dead
unless @battler.dead?
if @battler.is_a?(Game_Actor)
battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
else
battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
end
end
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
state = pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
# Battler Wounded
temp_woozy = MNK_LOW_HP_PERCENTAGE
if @battler.is_a?(Game_Actor)
temp_woozy = MNK_LOW_HP_ACTOR[@battler.id] if MNK_LOW_HP_ACTOR[@battler.id] != nil
end
if @battler.is_a?(Game_Enemy)
temp_woozy = MNK_LOW_HP_ENEMY[@battler.id] if MNK_LOW_HP_ENEMY[@battler.id] != nil
end
# If Set to Flat Rate
if MNK_LOW_HP_FLAT
if @battler.hp < temp_woozy
state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)
@statusd = true
end
# Otherwise, use percentage of battler's health
else
if @battler.hp < @battler.maxhp * temp_woozy
state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)
@statusd = true
end
end
# Battler Status-Effect
for i in @battler.states
tmp_pose2 = pose_array_obtain(MNK_POSES_STATUS, MNK_POSES_STAT_A, MNK_POSES_STAT_E, i)
state = tmp_pose2 if tmp_pose2 != nil
@statusd = true if tmp_pose2 != nil
end
# If Battler Dead
if @battler.dead?
# If using default battlers or default collapse
if (DEFAULT_COLLAPSE_ACTOR and @battler.is_a?(Game_Actor)) or
(DEFAULT_COLLAPSE_ENEMY and @battler.is_a?(Game_Enemy)) or
(DEFAULT_ACTOR and @battler.is_a?(Game_Actor)) or
(DEFAULT_ENEMY and @battler.is_a?(Game_Enemy)) or
(DEFAULT_ENEMY_ID.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or
(DEFAULT_ACTOR_ID.include?(@battler.id) and @battler.is_a?(Game_Actor))
# Do absolutely nothing :)
else
# Dying Animation pose
if @dying == true
tmp_pose = pose_obtain(MNK_POSES_DYING, MNK_POSES_DYING_a, MNK_POSES_DYING_E)
if tmp_pose != nil
state = tmp_pose
else
state = dying_pose
end
else
state = dying_pose
end
# Fix Opacity
if @battler.is_a?(Game_Enemy)
if MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
set_translucency(@battler, MNK_TRANSLUCENCY)
else
set_translucency(@battler, 255)
end
else
if MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
set_translucency(@battler, MNK_TRANSLUCENCY)
else
set_translucency(@battler, 255)
end
end
end
end
end
# Casting State
if @battler.casted
state = casting_pose if $game_system.mnk_det_para_spell and @battler.spelling?
state = casting_pose if $game_system.mnk_det_sd_casting and @battler.sd_casting
state = casting_pose if $game_system.mnk_det_rtab_systm and @battler.rtp != 0
end
# Victory State
if @battler.is_a?(Game_Actor)
if $game_system.victory
if not @battler.dead?
if @winning == true
# A Pre-Winning Pose display
if MNK_POSES_WINNING != nil
tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
state = tmp_pose if tmp_pose != nil
end
else
# Final Pose
state = victory_pose
end
else
# Final Pose
state = victory_pose
end
end
# Perform check for Enemies
else
if $game_system.defeat
if not @battler.dead?
if @winning == true
if MNK_POSES_WINNING != nil
tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
state = tmp_pose if tmp_pose != nil
end
else
# Final Pose
state = victory_pose
end
else
# Final Pose
state = victory_pose
end
end
end
# Guarding State (not if dead OR in victory)
if not @battler.dead?
if not $game_system.victory
if @statusd == false
state = pose_obtain(MNK_POSE4, MNK_APOSE4, MNK_EPOSE4) if @battler.guarding?
end
end
end
# Moving State
if moving
# Adjust sprite direction if facing the other way...
if $game_system.sv_angle == 1
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
# Battler Moving Right
state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
# Battler Moving Right
state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)
end
else
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
# Battler Moving Right
state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
# Battler Moving Right
state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
end
end
end
# Return State
return state
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (MNK_SPEED * 5))
if @last_move_time < time
# Pause for Animation
return if @pose != state
# The standard 'full' opacity
opa = 255
if @battler.is_a?(Game_Enemy) and MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
opa = MNK_TRANSLUCENCY
end
if @battler.is_a?(Game_Actor) and MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
opa = MNK_TRANSLUCENCY
end
# Phasing
self.opacity = phasing(opa) if MNK_PHASING
if @battler.is_a?(Game_Actor)
self.opacity = phasing(opa) if MNK_PHASING_ACTOR.include?(@battler.id)
else
self.opacity = phasing(opa) if MNK_PHASING_ENEMY.include?(@battler.id)
end
# Calculate Difference
difference_x = (@display_x - @destination_x).abs
difference_y = (@display_y - @destination_y).abs
difference_z = (@display_z - @destination_z).abs
# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@display_z = @destination_z
@pose = state
return
end
# Calculate Movement Increments
increment_x = increment_y = 1
if difference_x < difference_y
increment_x = 1.0 / (difference_y.to_f / difference_x)
elsif difference_y < difference_x
increment_y = 1.0 / (difference_x.to_f / difference_y)
end
increment_z = increment_y
# Calculate Movement Speed
if MNK_CALC_SPEED
total = 0; $game_party.actors.each{ |actor| total += actor.agi }
speed = @battler.agi.to_f / (total / $game_party.actors.size)
increment_x *= speed
increment_y *= speed
increment_z *= speed
end
# Multiply and Move
multiplier_x = MNK_RUSH_SPEED * (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 8 : -8)
multiplier_z = MNK_RUSH_SPEED * (@destination_z - @display_z > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
@display_z += (increment_z * multiplier_z).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y, destination_z)
unless (@battler.is_a?(Game_Enemy) and MNK_STATIONARY_ENEMIES) or
(@battler.is_a?(Game_Actor) and MNK_STATIONARY_ACTORS)
unless MNK_STATIONARY_WEAPONS.include?(@battler.weapon_id) or
MNK_STATIONARY_SKILLS.include?(@skill_used) or
MNK_STATIONARY_ITEMS.include?(@item_used)
@original_x = @display_x
@original_y = @display_y
@original_z = @display_z
@destination_x = destination_x
@destination_y = destination_y
@destination_z = destination_z
end
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
return (@display_x > @destination_x ? 0 : 1)
end
end
#--------------------------------------------------------------------------
# * Set Pose
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
@frame = 0
end
#--------------------------------------------------------------------------
# * Freeze
#--------------------------------------------------------------------------
def freeze
@freeze = true
end
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
if @derv_anim_bat_stack.nil?
@derv_anim_bat_stack = true
alias mnk_collapse collapse
def collapse
if @battler.is_a?(Game_Actor)
mnk_collapse if DEFAULT_ACTOR
mnk_collapse if DEFAULT_COLLAPSE_ACTOR
if DEFAULT_ACTOR_ID != nil
mnk_collapse if DEFAULT_ACTOR_ID.include?(@battler.id)
end
else
mnk_collapse if DEFAULT_ENEMY
mnk_collapse if DEFAULT_COLLAPSE_ENEMY
if DEFAULT_ENEMY_ID != nil
mnk_collapse if DEFAULT_ENEMY_ID.include?(@battler.id)
end
end
end
end
#--------------------------------------------------------------------------
# * Phasing / Vanishing
#--------------------------------------------------------------------------
def phasing(opa)
d1 = (@display_x - @original_x).abs
d2 = (@display_y - @original_y).abs
d3 = (@display_x - @destination_x).abs
d4 = (@display_y - @destination_y).abs
return [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
end
#--------------------------------------------------------------------------
# * Mirror Pose If...
#--------------------------------------------------------------------------
def mirror_pose_if(adv_value)
if $game_temp.advantage_set == adv_value
self.mirror = true
else
self.mirror = false
end
end
#--------------------------------------------------------------------------
# * Mirror Pose Unless...
#--------------------------------------------------------------------------
def mirror_pose_unless(adv_value)
unless $game_temp.advantage_set == adv_value
self.mirror = true
else
self.mirror = false
end
end
#--------------------------------------------------------------------------
# * Casting Pose
#--------------------------------------------------------------------------
def casting_pose
tmp_pose = pose_obtain(MNK_POSES_CASTPREP, MNK_POSES_CASTPREP_A, MNK_POSES_CASTPREP_E)
tmp_pose2 = pose_array_obtain(MNK_POSES_CASTED, MNK_POSES_CASTED_A, MNK_POSES_CASTED_E, @battler.skill_casted)
tmp_pose = tmp_pose2 if tmp_pose2 != nil
state = tmp_pose if tmp_pose != nil
return state
end
#--------------------------------------------------------------------------
# * Final Victory Pose
#--------------------------------------------------------------------------
def victory_pose
tmp_pose = MNK_POSE10-1
tmp_pose = MNK_APOSE10[@battler.id]-1 if MNK_APOSE10[@battler.id] != nil
if not MNK_LOOPS_WINNING.include?(@battler.id)
@freeze = true
end
return tmp_pose
end
#--------------------------------------------------------------------------
# * Final Victory Pose
#--------------------------------------------------------------------------
def dying_pose
state = pose_obtain(MNK_POSE11, MNK_APOSE11, MNK_EPOSE11)
if @battler.is_a?(Game_Actor)
@freeze = true if not MNK_LOOPS_DEFEATED_ACTOR.include?(@battler.id)
else
@freeze = true if not MNK_LOOPS_DEFEATED_ENEMY.include?(@battler.id)
end
return state
end
#--------------------------------------------------------------------------
# * Battler Translucency
# battler : actor or enemy battler
# battler_trans : translucency array for battler
#--------------------------------------------------------------------------
def battler_translucency(battler, battler_trans)
tcheck = {}
tcheck = battler_trans
set_translucency(battler, MNK_TRANSLUCENCY) if tcheck.include?(battler.id)
end
#--------------------------------------------------------------------------
# * Set Translucency
# battler : actor or enemy battler
# trans_level : translucency level
#--------------------------------------------------------------------------
def set_translucency(battler, trans_level)
if battler.hidden
self.opacity = 0
else
self.opacity = MNK_TRANSLUCENCY
end
end
#--------------------------------------------------------------------------
# * Cell Divider
# divider_check : array to divide cells by custom actor or enemy
# divider_standard : standard number to divide by
#--------------------------------------------------------------------------
def cell_divider(divider_check, divider_standard)
dcheck = {}
divided_cell = divider_standard
dcheck = divider_check
if dcheck != nil
if dcheck.include?(@battler.id)
divided_cell = dcheck[@battler.id] if dcheck[@battler.id] != nil
end
end
return divided_cell
end
#--------------------------------------------------------------------------
# * Obtain Individual Cell
#--------------------------------------------------------------------------
def cell_obtain
# Only permit for valid poses & frames
if @pose != nil
if @frame != nil
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
end
end
end
#--------------------------------------------------------------------------
# * Obtain Pose
# pose_base : default pose to return
# pose_actor : list of poses for actors
# pose_enemy : list of poses for enemies
#--------------------------------------------------------------------------
def pose_obtain(pose_base, pose_actor, pose_enemy)
# create Arrays
pos_a = {}
pos_e = {}
# fill created Arrays & Set pose
pos_a = pose_actor
pos_e = pose_enemy
pose_now = pose_base
# Obtain pose if not a standard pose
if @battler.is_a?(Game_Actor)
pose_now = pos_a[@battler.id] if pos_a[@battler.id] != nil
else
pose_now = pos_e[@battler.id] if pos_e[@battler.id] != nil
end
# Return the final pose (minus 1 for neceties)
pose_now -= 1 if pose_now != nil
return pose_now
end
#--------------------------------------------------------------------------
# * Obtain Pose from hashes
# hash_base : hash with default poses
# hash_actor : advanced list of poses for actors
# hash_enemy : advanced list of poses for enemies
# condition : value determining where to get the final pose
#--------------------------------------------------------------------------
def pose_array_obtain(hash_base, hash_actor, hash_enemy, condition)
# create Arrays
hash_b = {}
hash_a = {}
hash_e = {}
pose_temp = {}
# fill created Arrays & Set pose
hash_b = hash_base
hash_a = hash_actor
hash_e = hash_enemy
# Setup the temp Array
if @battler.is_a?(Game_Actor)
pose_temp = hash_a[@battler.id] if hash_a.include?(@battler.id)
else
pose_temp = hash_e[@battler.id] if hash_e.include?(@battler.id)
end
# Obtain the base pose based on condition (or nil)
pose_now = hash_b[condition] if hash_b.include?(condition)
# Obtain the optional actor/enemy pose based on condition (unless nil)
pose_now = pose_temp[condition] if pose_temp.include?(condition)
# Return the final pose (minus 1 for neceties)
pose_now -= 1 if pose_now != nil
return pose_now
end
end
Please add code tags as well as spoilers for code, also, don't double post please, if you're going to bump wait 72 hours. Arbiter~