I'm new to the whole scripting scene, so please bare with me here. I'm in the process of integrating/testing several of Yanfly's scripts in to an early attempt for a game I'm trying to make and everything works fine until I add Yanfly's Battle Engine. I have the Core Engine and Message System in place and the game runs fine, but once I add the Battle System and test run the game I get an error:
Script "Yanfly Battle Engine" line 840: NoMethodError occurred.
undefined method '<=' for nil:NilClass.
now at (and around) line 840 is:
833 #--------------------------------------------------------------------------
834 # alias method: setup_new_animation
835 #--------------------------------------------------------------------------
836 unless $imported["YEA-CoreEngine"]
837 alias sprite_battler_setup_new_animation_abe setup_new_animation
838 def setup_new_animation
839 sprite_battler_setup_new_animation_abe
840 return if @battler.pseudo_ani_id <= 0
841 animation = $data_animations[@battler.pseudo_ani_id]
842 mirror = @battler.animation_mirror
843 start_pseudo_animation(animation, mirror)
844 @battler.pseudo_ani_id = 0
845 end
846 end # $imported["YEA-CoreEngine"]
Now I know didly squat about RGSS3 so this, while I'm aware it's a programming language, makes no sense to me.
All I know is 840 is calling an error and I have the requisite Core System script installed above this one. looking at the code, as a newbie, I'd be inclined to believe that I'm missing an animation file or script, but the instructions for this script say nothing for dependancies other than Core Engine.
I've run a battle test with the same scripts running with no error. It only seems to happen when transitioning to battle from a map.
Any assistance with this would be most appreicated.
The Script's page can be found here:
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
Script error, please help!
● ARCHIVED · READ-ONLY
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first make sure you're using a new game rather than a saved game
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*snicker* are you kidding me, it's that simple? Thank you so much! *feels like an idiot*
I guess I was majorly overthinking the problem. I suppose it makes sense that you'd need a clean save if you're adding new/different systems. -
Most scripts that utilize notetags behave that way because we normally create those values when the object is initialized... since loading a saved game doesn't do this initialization thing, the values don't get created...
BTW, there is now a script called Object Reintializer, which AFAIK fixes these problems... meaning if you add it, you can use new systems on your saved games already... -
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