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What does this mean?

What it means is a mainly, that you are trying to access a method of an object, but your object itself is nil. Essentially, this:
Code:
nil.some_method

What is your code, not just that line. And I know for a fact that 'Character_Name' should be 'character_name', as case does matter in method calling (and just about anything).
 
Code:
# The file name and hue of the character are set
   if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
     [B]@character_name = actor.character_name[/B]
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0
   end

This the code that I get the error on. The bold is the line that has the error.

Is there a way to fix it?
 
Here is the code:

Code:
# train_actor
=begin

Caterpillar walking script

Copyright (C) 2005 fukuyama

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA

http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html

=end

# Config.rb
#==============================================================================
# â–  Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 20

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# â–  Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end

end

class Spriteset_Map
 include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# â–  Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end

end

class Scene_Map
 include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# â–  Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module
 attr_reader :characters
 def actors_dead?
   for actor in actors
     if actor.dead?
       return true
     end
   end
   return false
 end
 def update_party_order
   if not actors_dead?
     return actors
   end
   alive_actors = []
   dead_actors = []
   for actor in actors
     if actor.dead?
       dead_actors.push actor
     else
       alive_actors.push actor
     end
   end
   return alive_actors + dead_actors
 end
 def setup_actor_character_sprites
   if @characters.nil?
     @characters = []
     for i in 1 ... TRAIN_ACTOR_SIZE_MAX
       @characters.push(Game_Party_Actor.new)
     end
   end
   setup_actors = update_party_order
   for i in 1 ... TRAIN_ACTOR_SIZE_MAX
     @characters[i - 1].setup(setup_actors[i])
   end
   if $scene.class.method_defined?('setup_actor_character_sprites')
     $scene.setup_actor_character_sprites(@characters)
   end
 end
 def update_party_actors
   update_party_order
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false
     if TRANSPARENT_SWITCH
       transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
     end
   end
   for character in @characters
     character.transparent = transparent
     character.move_speed = $game_player.move_speed
     character.step_anime = $game_player.step_anime
     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
   move_list_setup
 end
 def move_party_actors
   if @move_list == nil
     @move_list = []
     move_list_setup
   end
   @move_list.each_index do |i|
     if @characters[i] != nil
       case @move_list[i].type
         when Input::DOWN
           @characters[i].move_down(@move_list[i].args[0])
         when Input::LEFT
           @characters[i].move_left(@move_list[i].args[0])
         when Input::RIGHT
           @characters[i].move_right(@move_list[i].args[0])
         when Input::UP
           @characters[i].move_up(@move_list[i].args[0])
         when DOWN_LEFT
           @characters[i].move_lower_left
         when DOWN_RIGHT
           @characters[i].move_lower_right
         when UP_LEFT
           @characters[i].move_upper_left
         when UP_RIGHT
           @characters[i].move_upper_right
         when JUMP
           @characters[i].jump(@move_list[i].args[0],@move_list[i].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 move_list_setup
   for i in 0 .. TRAIN_ACTOR_SIZE_MAX
     @move_list[i] = nil
   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

end

class Game_Party
 include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# â–  Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module
 attr_reader :move_speed
 attr_reader :step_anime

 def update_party_actors
   $game_party.update_party_actors
   $game_party.actors.each do |actor|
     if actor.dead?
       next
     end
     @character_name = actor.character_name
     @character_hue = actor.character_hue
     break
   end
 end
 def update
   update_party_actors
   super
 end
 def moveto( x, y )
   $game_party.moveto_party_actors( x, y )
   super( 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
   # When possible to move from down→left or from left→down
   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
   # When possible to move from down→right or from right→down
   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
   # When possible to move from up→left or from left→up
   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
   # When possible to move from up→right or from right→up
   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 coordinates are calculated
   new_x = @x + x_plus
   new_y = @y + y_plus
   # When addition values are (0,0), it is possible to jump to the destination
   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
end

end

class Game_Player
 include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# â–  Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
 #--------------------------------------------------------------------------
 # ● Judgement determined
 #     x  : X coordinates
 #     y  : Y coordinates
 #     d  : Direction (0,2,4,6,8)  ※ 0 = Checks if all directions are not able to be passed (for a jump)
 # return : Passing is impossible (false), possible (true)
 #--------------------------------------------------------------------------
 def passable?(x, y, d)
   result = super(x, y, d)
   if result
     # New coordinates are searched for
     new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
     new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
     # Loops for actor in train
     for actor in $game_party.characters
       # When displayed
       if not actor.character_name.empty?
         # When actor's coordinates correspond to the destination
         if actor.x == new_x and actor.y == new_y
           # When event
           if self != $game_player
             # Passing is impossible
             return false
           end
         end
       end
     end
   end
   return result
 end
end

end

class Game_Event
 include Train_Actor::Game_Event_Module
end
 
# Game_Party_Actor.rb
#==============================================================================
# â–  Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character
 attr_writer :move_speed
 attr_writer :step_anime

 def initialize
   super()
   @through = true
 end
 def setup(actor)
   # The file name and hue of the character are set
   # The file name and hue of the character are set
   if actor != nil [B]and (not actor.dead?) [/B]# When dead, it is erased for the time being...
     @character_name = actor.character_name
     @character_hue = actor.character_hue
[U] [B]  else
     @character_name = ""
     @character_hue = 0[/B][/U]   
end
   # Opacity and blending method are initialized
   @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
 #--------------------------------------------------------------------------
 # ● Move down
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_down(turn_enabled = true)
   # Face down
   if turn_enabled
     turn_down
   end
   # When possible to pass
   if passable?(@x, @y, Input::DOWN)
     # Face down
     turn_down
     # Update coordinates
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move left
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_left(turn_enabled = true)
   # Face left
   if turn_enabled
     turn_left
   end
   # When possible to pass
   if passable?(@x, @y, Input::LEFT)
     # Face left
     turn_left
     # Update coordinates
     @x -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move right
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_right(turn_enabled = true)
   # Face right
   if turn_enabled
     turn_right
   end
   # When possible to pass
   if passable?(@x, @y, Input::RIGHT)
     # Face right
     turn_right
     # Update coordinates
     @x += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move up
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_up(turn_enabled = true)
   # Face up
   if turn_enabled
     turn_up
   end
   # When possible to pass
   if passable?(@x, @y, Input::UP)
     # Face up
     turn_up
     # Update coordinates
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move lower left
 #--------------------------------------------------------------------------
 def move_lower_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn down when facing up
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down→left or from left→down
   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))
     # Update coordinates
     @x -= 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move lower right
 #--------------------------------------------------------------------------
 def move_lower_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn down when facing up
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down→right or from right→down
   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))
     # Update coordinates
     @x += 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● move upper left
 #--------------------------------------------------------------------------
 def move_upper_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn up when facing down
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up→left or from left→up
   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))
     # Update coordinates
     @x -= 1
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● move upper right
 #--------------------------------------------------------------------------
 def move_upper_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn up when facing down
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up→right or from right→up
   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))
     # Update coordinates
     @x += 1
     @y -= 1
   end
 end
end

end

What was happenning was that when the character had no graphic I was getting that error, when I loaded a game i got that error.

I changed it to remove the Bold and underlined part so when the character died they wouldn't disappear, but that caused the characters graphic to change to the living person. Essentially I had two of the same graphics walking in a line. But I still had the no graphic error.

I then removed the part in just bold "and (not actor.dead?)", thinking that it would work. Well it did work [mostly]. I can start a new game without the character having a graphic, which is not a big deal since I worked around it. The graphic stays the same when the character dies, but a strange thing happens;

When a character dies the graphics change places until the character is revived.
EXAMPLE: I have two characters. One of them dies and it happens to be the leader. When the battle is over the leader is now in the back and the second character, the only living one, is now the leader.

Not what I was wanting, but interesting none the same.

-----------

All I was trying to do was make the script not make the character disappear when they die. I managed to change that and cause an effect that I wasn't expecting.

Thank you for the help SephirothSpawn.
 

Jared

Member

You have to do more changes.

Line 131-145 method update_party_order
Code:
 def update_party_order
   if not actors_dead?
     return actors
   end
   alive_actors = []
   dead_actors = []
   for actor in actors
     if actor.dead?
       dead_actors.push actor
     else
       alive_actors.push actor
     end
   end
   return alive_actors + dead_actors
 end

replace with

Code:
 def update_party_order
    return actors
  end

Line 290-300 method update_party_actors

Code:
 def update_party_actors
   $game_party.update_party_actors
   $game_party.actors.each do |actor|
     if actor.dead?
       next
     end
     @character_name = actor.character_name
     @character_hue = actor.character_hue
     break
   end
 end

replace with

Code:
 def update_party_actors
   $game_party.update_party_actors
   actor = $game_party.actors.first
   @character_name = actor.character_name
   @character_hue = actor.character_hue
 end

and last

Code:
 def setup(actor)
   # The file name and hue of the character are set
   # The file name and hue of the character are set
   if actor != nil and (not actor.dead?) 
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0   
   end
   # Opacity and blending method are initialized
   @opacity = 255
   @blend_type = 0
 end

replace with

Code:
 def setup(actor)
   # The file name and hue of the character are set
   # The file name and hue of the character are set
   if not actor.nil?
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0   
   end
   # Opacity and blending method are initialized
   @opacity = 255
   @blend_type = 0
 end
 

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