NoMethodError in NeonBlack's Battle System

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Started by EternalShadow 4 posts View original ↗
  1. I can't get in contact with NeonBlack, so here we go...

    The error is:

    Crashes after the battle is complete.

    Line 2165, NoMethodError

    undefined method 'each' for Nil:Nilclass

    This is the line:     @extra_sprites.each {|sprite| sprite.dispose }

    Another script I am using that could be the issue is Yanfly's Party Menu, but I don't see how it would affect the battles. All other scripts I am using are utility-based, such as Yanfly's save engine.

    Here is the script:

    http://forums.rpgmakerweb.com/index.php?/topic/4811-cps-battle-engine/

    This is my config in the script:

    Spoiler
     

    ##----------------------------------------------------------------------------##

    ##    Config:

    ## The config options are below.  You can set these depending on the flavour of

    ## your game.  Each option is explained in a bit more detail above it.

    ##

    ##------

    #    Graphical Config:

     

    # First things first.  This is the number of battlers you will have in battle.

    # Be careful as this may have undesired effects with certain scripts outside

    # of battle.

    BATTLERS_MAX = 4

     

    # Allows members from the system tab to be added during test battles to

    # increase the party size.

    ADD_SYSTEM_MEMBERS = false

     

    # This is the number of frames a single frame of battle animation will last.

    # Lower numbers produce quicker and smoother animations.  3 or 4 are the best

    # values.

    ANIM_RATE = 4

     

    # This is the option for determining battle style.  There are 4 modes it can be

    # set to based on the values you choose.

    # Mode 1 = Looks like the default battle engine.

    # Mode 2 = Similar but displays faces in the status window.

    # Mode 3 = Displays character battlers.  See above for note tags to set these.

    # Mode 4 = Displays faces outside any window.

    # Mode 5 = Simulates RM2K and RMVX styles with slight variations.

    BATTLE_STYLE = 3

     

    # This variable holds the battle style.  You can change this in game to change

    # the battle style.

    VARIABLE = 51

     

    # In mode 2, this is the opacity of the status window.  In modes 3 and 4, this

    # is the opacity of the actor command window.

    WINDOW_OPACITY = 90

     

    # If this option is set to true, the help window will always be open during

    # actor command selection.

    SHOW_HELP_WINDOW = false

     

    # This is the size of the text for name, hp, mp, and tp in modes 2, 3, and 4.

    LINE_HEIGHT = 16

     

    # This determines if MP and TP are hidden when the user has no skills that use

    # those types of pools.  For example, if a user does not have any skills that

    # use MP, MP will be hidden until one is obtained.

    HIDE_UNUSED_POOLS = true

     

    # Determines if the skill and item windows will have variable sizes based on

    # the number available.  If true, it will start with 1 row and add more if

    # there are more items.  In modes 1 and 2 this will try to fill the screen, in

    # modes 3 and 4 this will cap at 4 rows before scrolling.

    VAR_HEIGHT = false

     

    # This is the y placement offset of the monsters in battle.  This will allow

    # you to shift all monster groups up or down without having to modify the

    # groups themselves.

    Y_OFFSET = 0

     

    # This option corrects troop placement when the window is resized.  No matter

    # the window size, the troop position will be centered in the window based on

    # the placement in the editor.  Turn this off is using a script like Yanfly

    # Core Engine that already does this.

    RESIZE_CORRECTION = true

     

    # This is the offset for animations that cover the screen and target the

    # players party.  This will allow these animations to be shifted down and

    # actually cover the actors.  This is disabled in sideview battles.

    ANIM_OFFSET = 120

     

    # This is the placement of actor battlers in mode 3 from the bottom of the

    # screen.  Use this to shift them up or down.

    Y_PLACEMENT = 80

     

    # This is the zoom of actor battlers.  Use this to make them larger or smaller

    # than normal battlers.  This only affects mode 3 and does not affect sideview

    # battlers.

    ZOOM = 100

     

    # This is the cast animation for when an item is used.  Setting it to nil will

    # prevent an animation from being displayed.

    ITEM_ANIM = nil

     

    # This hash contains the animations for when different skill types are used.

    # Note that the skill note tag above takes priority.  To use, use the format

    # "x => y," where "x" is the ID of the skill group and "y" is the animation to

    # display.

    CAST_ANIMS ={

      1 => 43,

      2 => 81,

    }

     

    ##------

    #    Party Config:

     

    # These are the names for the new options that can be added to the party

    # command window.

    AUTO_NAME = "Auto"

    RUSH_NAME = "All-out"

    GUARD_NAME = "Defend"

    PARTY_NAME = "Members"

    SWITCH_NAME = "Switch"

     

    # These are the commands to display in the party menu.

    # :fight - Allows the player to select each action.

    # :auto - Actors choose commands by auto.

    # :rush - All actors attack the first enemy.

    # :defend - All actors defend.

    # :escape - Allows the player to flee from battle.

    COMMANDS =[

      :fight,

      :guard,

      :escape,

    ]

     

    # These are the default abilities each actor in the party has.  If an actor has

    # an empty list of commands they will get this list instead.  The notebox

    # version of this takes priority.  See the instructions section titled

    # "Setting up Actor Command Blocks" for a list of valid commands.  Additional

    # commands from add-on scripts may be used here as well.

    ABILITIES =[

      :attack,

      :skill,

      :defend,

      :item,

      :party,

    ]

     

    # This option determines what a character's state must be in order to switch

    # them in battle.

    # 0 = Members always movable.

    # 1 = Members must be alive.

    # 2 = Members must be able to act.

    # 3 = Members must be able to recieve input.

    # 4 = Members may not be inflicted with status at all.

    MOVE_MEMBERS = 1

     

    # If this option is enabled, the player can only use the switch command from

    # the party command window once per turn.

    RESTRICT_USAGE = true

     

    # This sets the change in speed of party members who are switched out on their

    # turn.  Increasing this number makes the switch occur sooner.

    SWITCH_SPEED = 0

     

    # These are lines of text that can display when certain functions are performed

    # in battle.  You can use the strings <target>, <user>, and <skill> in the line

    # and they will be automatically replaced with the name of the user, target, or

    # skill.

    SWITCH_LOG = "<target> has switched out with <user>."

     

    # This hash contains the help text to be displayed while the cursor is over a

    # skill group during battle.  Note that each number is the same as the ID of

    # the skill type in the data base, 0 is for while "items" is highlighted, and

    # -1 is for while "party" is highlighted from the actor command window.  You

    # can have a second line by adding "\n" to the string."

    SKILL_HELP_TEXT ={

     -1 => "Switch places with a member on reserve.",

      0 => "Uses an item from the party's inventory.",

      1 => "Attack with a variety of offensive skills.",

      2 => "Cast a variety of offensive and supportive magics.",

    }

     

    ##------

    #    Sideview Battle System Config:

    # This is the option to determine if sideview is turned on or off by default.

    BATTLE_SIDE = false

     

    # This is the switch that holds the sideview battle option.  You can turn this

    # switch ON to enable sideview and OFF to disable it.

    SBS_SWITCH = 52

     

    # These values are the X and Y positions of the actors' feet when the sideview

    # system is enabled.  Each number represents party position.

    SBS_POS ={

      1  => [  462, 180  ],

      2  => [  480, 210  ],

      3  => [  492, 248  ],

      4  => [  500, 288  ],

    }

     

    # This option determines if animations are flipped when used by enemies.  This

    # allows the animations to display properly no matter if the party or troop is

    # using the skill.

    FLIP_ANIM = true

     

    ##------

    #    Add-on Config:

    #  These are additional config options for scripts deemed compatible with

    #  CPBE.  These include such things as allowing the said scripts to be enabled

    #  or disabled by a switch, adding additional options, or extended cross

    #  support.  Each add-on's options are listed below the name and supported

    #  version of the script.

     

    #    CP Battle Pop-ups v1.2+

    # While the following switch is ON, battle pop-ups will NOT display.

    POP_SWITCH = 51

     

    ##----------------------------------------------------------------------------##

                                                                                  ##

     
  2. no clue why it's doing it, but try this

    Code:
    @extra_sprites.each {|sprite| sprite.dispose } if @extra_sprites
  3. Venka said:
    no clue why it's doing it, but try this

    @extra_sprites.each {|sprite| sprite.dispose } if @extra_sprites
    That was weird. Seems to have fixed it. Thanks!
  4. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.