First off, I just want to state that it is the enhanced version (enhanced by DerVVulfman)
I keep getting this error when I try to use a skill in battle
http://i257.photobucket.com/albums/hh21 ... rror-2.png[/img]
Here is the section in question:
This is line 71:
Here is the entire Part of the script in case you need it. Note: This is only one part, there are four more. (Also, this is the third part)
What can I do to fix this? Is it an incompatibility between scripts?
Here is a list of my current scripts:
If you need me to post any of the scripts above just let me know.
Please help me. If I didn't give enough information just let me know. :thumb:
I keep getting this error when I try to use a skill in battle
http://i257.photobucket.com/albums/hh21 ... rror-2.png[/img]
Here is the section in question:
Code:
#--------------------------------------------------------------------------
# * Make Skill Action Results (alias used to determine skill used)
#--------------------------------------------------------------------------
alias make_skill_action_result_anim make_skill_action_result
def make_skill_action_result(battler = @active_battler, plus_id = 0)
@rtab = !@target_battlers
if $game_system.mnk_det_rtab_attck
make_skill_action_result_anim(battler, plus_id)
else
@rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
end
@skill_used = @skill.id
if $game_system.mnk_det_para_spell == true
if battler.spelling?
battler.casted = true
end
end
end
This is line 71:
Code:
@rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
Here is the entire Part of the script in case you need it. Note: This is only one part, there are four more. (Also, this is the third part)
Code:
#==============================================================================
# ** Animated Battlers - Enhanced ver. 8.8 (07-31-2007)
#
#------------------------------------------------------------------------------
# * (3) Battle System: The Scene Battle class
#==============================================================================
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias mnkmain main
def main
# Obtain the formation style
# Only once per battle start
$formation = $formation_style
$formation = 0 if $formation_style == nil
# if Formation is random
if $formation == 8 then
$formation = rand(8).to_i
end
mnkmain
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 1 : action preparation)
#--------------------------------------------------------------------------
alias mkf_up4s1 update_phase4_step1
def update_phase4_step1(battler = @active_battler)
if $game_system.mnk_det_rtab_systm == true
mkf_up4s1(battler)
else
mkf_up4s1
end
if $game_system.mnk_det_sd_casting == true
if battler != nil
if battler.sd_casting
battler.casted = true
end
end
end
end
#--------------------------------------------------------------------------
# * End Skill Selection
#--------------------------------------------------------------------------
alias mkf_endss end_skill_select
def end_skill_select
mkf_endss
if $game_system.mnk_det_rtab_systm
@active_actor.skill_casted = @skill.id
else
@active_battler.skill_casted = @skill.id
end
end
#--------------------------------------------------------------------------
# * Make Skill Action Results (alias used to determine skill used)
#--------------------------------------------------------------------------
alias make_skill_action_result_anim make_skill_action_result
def make_skill_action_result(battler = @active_battler, plus_id = 0)
@rtab = !@target_battlers
if $game_system.mnk_det_rtab_attck
make_skill_action_result_anim(battler, plus_id)
else
@rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
end
@skill_used = @skill.id
if $game_system.mnk_det_para_spell == true
if battler.spelling?
battler.casted = true
end
end
end
#--------------------------------------------------------------------------
# * Make Item Action Results (alias used to determine item used)
#--------------------------------------------------------------------------
alias make_item_action_result_anim make_item_action_result
def make_item_action_result(battler = @active_battler)
@rtab = !@target_battlers
@rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim
@item_used = @item.id
@item_usage = @item.scope
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 1 : action preparation) (Casting Routine)
#--------------------------------------------------------------------------
alias update_phase4_step1_anim update_phase4_step1
def update_phase4_step1(battler = @active_battler)
@rtab = !@target_battlers
if $game_system.mnk_det_rtab_systm == true
update_phase4_step1_anim(battler)
if battler.current_action.kind == 1 and
(not battler.current_action.forcing or @force != 2)
if battler.rtp != 0
battler.casted = true
end
end
else
update_phase4_step1_anim
end
end
#--------------------------------------------------------------------------
# * Action Animation, Movement
#--------------------------------------------------------------------------
alias mnk_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
# Battle Delay System
if MNK_AT_DELAY
# Fomar's Action Cost Detection
if $game_system.mnk_det_acb_detect
for actor in $game_party.actors
actor.vitality= 0
end
for enemy in $game_troop.enemies
enemy.vitality= 0
end
end
# Trickster's AT Detection
if $game_system.mnk_det_abs_detect
for actor in $game_party.actors
actor.at_multiplier= 0
end
for enemy in $game_troop.enemies
enemy.at_multiplier= 0
end
end
# Cogwheel RTAB Detection
if $game_system.mnk_det_rtab_systm
@rtab_wait_flag = true
end
end
# If enemy is a default battler
if battler.is_a?(Game_Enemy)
if DEFAULT_ENEMY
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
if DEFAULT_ENEMY_ID != nil
if DEFAULT_ENEMY_ID.include?(battler.id)
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
end
end
# If actor is a default battler
if battler.is_a?(Game_Actor)
if DEFAULT_ACTOR
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
if DEFAULT_ACTOR_ID != nil
if DEFAULT_ACTOR_ID.include?(battler.id)
if @rtab then battler.white_flash = true end
if @rtab then battler.wait = 10 end
end
end
end
# Reset the 'Do Nothing' flag
dn_flag = false
# Set values and poses based on Action
case battler.current_action.kind
when 0 # Attack
# if Do Nothing, just return
if battler.current_action.basic == 3
dn_flag = true
end
if dn_flag != true
rush_type = MNK_RUSH_ATTACK
full_moving = true ; if rush_type; full_moving = false; end
if MNK_MOVE2CENTER_ATK.include?(battler.weapon_id); center_move=true ; end
if MNK_STATIONARY_ENEMY_IDS.include?(battler.id) and battler.is_a?(Game_Enemy)
full_moving = false
center_move = false
rush_type = false
end
base_pose = pose_obtain(battler, MNK_POSE7, MNK_APOSE7, MNK_EPOSE7)
base_pose2 = pose_array_obtain(battler, MNK_POSES_WEAPONS, MNK_POSES_WEAPS_A, MNK_POSES_WEAPS_E, battler.weapon_id)
base_pose = base_pose2 if base_pose2 != nil
if battler.current_action.basic == 2
# If escaping, disable all movement
full_moving = false
center_move = false
rush_type = false
# Set the graphics
temp_pose = pose_obtain(battler, MNK_POSES_ESCAPE, MNK_POSES_ESCAPE_A, MNK_POSES_ESCAPE_E)
base_pose = temp_pose if temp_pose != nil
end
end
when 1 # Skill
rush_type = MNK_RUSH_SKILL
if MNK_MOVING_SKILL.include?(@skill_used) ; full_moving = true ; end
if MNK_MOVE2CENTER_SKILL.include?(@skill_used) ; center_move = true ; end
base_pose = pose_obtain(battler, MNK_POSE9, MNK_APOSE9, MNK_EPOSE9)
base_pose2 = pose_array_obtain(battler, MNK_POSES_SKILLS, MNK_POSES_SKILLS_A, MNK_POSES_SKILLS_E, @skill_used)
base_pose = base_pose2 if base_pose2 != nil
when 2 # Item
rush_type = MNK_RUSH_ITEM
if MNK_MOVING_ITEM.include?(@item_used) or @item_scope == 1..2 ; full_moving = true ; end
if MNK_MOVE2CENTER_ITEM.include?(@item_used); center_move = true; end
base_pose = pose_obtain(battler, MNK_POSE8, MNK_APOSE8, MNK_EPOSE8)
base_pose2 = pose_array_obtain(battler, MNK_POSES_ITEMS, MNK_POSES_ITEMS_A, MNK_POSES_ITEMS_E, @item_used)
base_pose = base_pose2 if base_pose2 != nil
end
# Only perform action if 'Do Nothing' flag is off, ie... doing something...
if dn_flag != true
# Control Movement and use current pose
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
if not (@moved[battler] or battler.guarding?)
offset = offset_value(battler)
if rush_type # Steps forward
@spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z)
end
if full_moving # Runs to target
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10)
end
if center_move # Runs to center
@spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z)
end
@moved[battler] = true
return
@spriteset.battler(battler).pose = base_pose
elsif not battler.guarding?
@spriteset.battler(battler).pose = base_pose
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z)
end
# Finish Up Skill and Item Use
case battler.current_action.kind
when 1
# Flag system that skill was used
battler.casted = false
battler.casting = false
@spriteset.battler(battler).skill_used = 0
when 2
# Flag system that item was used
@spriteset.battler(battler).item_used = 0
end
# Battle_Charge value for BattleCry script
$battle_charge = true
end
# Battle Delay System
if MNK_AT_DELAY
# Fomar's Action Cost Detection
if $game_system.mnk_det_acb_detect
for actor in $game_party.actors
actor.vitality= 1
end
for enemy in $game_troop.enemies
enemy.vitality= 1
end
end
# Trickster's AT Detection
if $game_system.mnk_det_abs_detect
for actor in $game_party.actors
actor.at_multiplier= 1.0
end
for enemy in $game_troop.enemies
enemy.at_multiplier= 1.0
end
end
# Cogwheel RTAB Detection
if $game_system.mnk_det_rtab_systm
@rtab_wait_flag = false
end
end
# Done
@moved[battler] = false
@rtab ? mnk_update_phase4_step3(battler) : mnk_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Offset Calculation
#--------------------------------------------------------------------------
def offset_value(battler = @active_battler)
offst = @spriteset.battler(battler).battler_offset
offst += MNK_RUSH_OFFSET
if $sv_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -(offst) : offst)
else
offset = (battler.is_a?(Game_Actor) ? offst : -(offst))
end
return offset
end
#--------------------------------------------------------------------------
# * Hit Animation
#--------------------------------------------------------------------------
alias mnk_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
damage = (@rtab ? target.damage[battler] : target.damage)
critical = (@rtab ? target.critical[battler] : target.critical)
if damage.is_a?(Numeric) and damage > 0
base_pose = pose_obtain(target, MNK_POSE2, MNK_APOSE2, MNK_EPOSE2)
@spriteset.battler(target).pose = base_pose
if critical == true
temp_pose = pose_obtain(target, MNK_POSES_CRITICAL, MNK_POSES_CRIT_A, MNK_POSES_CRIT_E)
@spriteset.battler(target).pose = temp_pose if temp_pose != nil
end
end
end
@rtab ? mnk_update_phase4_step4(battler) : mnk_update_phase4_step4
end
#--------------------------------------------------------------------------
# * Victory Animation
#--------------------------------------------------------------------------
alias mnk_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
return if @spriteset.battler(actor).moving
end
# See if an actor remains alive
for actor in $game_party.actors
unless actor.dead?
$victory = true
end
end
# See if an enemy remains alive
for enemy in $game_troop.enemies.reverse
unless enemy.dead?
$defeat = true
end
end
mnk_start_phase5
end
#--------------------------------------------------------------------------
# * Change Arrow Viewport
#--------------------------------------------------------------------------
alias mnk_start_enemy_select start_enemy_select
def start_enemy_select
mnk_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
end
#--------------------------------------------------------------------------
# * Obtain Pose (Scene Battle version)
# battler : battler performing attack
# pose_base : default pose to return
# pose_actor : list of poses for actors
# pose_enemy : list of poses for enemies
#--------------------------------------------------------------------------
def pose_obtain(battler, 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 niceties)
pose_now -= 1 if pose_now != nil
return pose_now
end
#--------------------------------------------------------------------------
# * Obtain Pose from hashes (Scene Battle version)
# battler : battler performing attack
# 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(battler, hash_base, hash_actor, hash_enemy, condition)
# create Arrays
# 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 niceties)
pose_now -= 1 if pose_now != nil
return pose_now
end
end
Here is a list of my current scripts:
This is the Exact order in which they appear in the scripts section
Please help me. If I didn't give enough information just let me know. :thumb: