Hey Guys! This is my first post in here, so let me know if I need to give any more information.
I am using Victor's Animated Battle Engine, and trying to use Kaduki battlers. I was recently using the engine with Holder's battlers, and while the battlers themselves worked, I would constantly get an error message whenever trying to revive a character.
Now that I am trying to use Kaduki battlers I am still receiving an error when reviving.
This is the error message I am getting whenever I try to revive a character:
Script 'VE | Animated Battles' line 2624: NoMethodError occuredundefined method 'call_pose' for #<Game_Actor:0x8b8754c>And this is the code referenced around line 2624 of that script where there seems to be an error.
#-------------------------------------------------------------------------- # * Alias method: revive #-------------------------------------------------------------------------- alias :revive_ve_animated_battle :revive def revive call_pose:)revive, :clear) revive_ve_animated_battle endThis is straight out of Victor's script. I didn't change anything.
Any and all help is much appreciated! Thanks in advance!
Victor Engine Animated Battle + Kaduki Error
● ARCHIVED · READ-ONLY
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This is probably because Kaduki battler's don't have a revive pose as far as I know, do you have the settings in the module set to apply to kaduki characters? It might help if you take a picture of your script settings.
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This is everything I can find in the script to how I have the characters set up, and how they relate to "revive".
# class Game_Battler < Game_BattlerBase# def initialize# def item_apply(user, item)# def make_damage_value(user, item)# def regenerate_hp# def die# def revive
Code:In the above code, I tried adding this:# Main Poses # name: row, idle: 1, # Idle pose guard: 2, # Guard pose evade: 2, # Evade pose danger: 3, # Low HP pose hurt: 4, # Damage pose attack: 5, # Physical attack pose use: 6, # No type use pose item: 6, # Item use pose skill: 7, # Skill use pose magic: 8, # Magic use pose advance: 9, # Advance pose retreat: 10, # Retreat pose escape: 10, # Escape pose victory: 11, # Victory pose intro: 12, # Battle start pose dead: 13, # Incapacited pose ready: nil, # Ready pose itemcast: nil, # Item cast pose skillcast: nil, # Skill cast pose magiccast: nil, # Magic cast pose command: nil, # Command pose input: nil, # Input pose cancel: nil, # Cancel pose # You can add other pose names and call them within the action settings # use only lowcase letters # IMPORTANT: the ready, itemcast, skillcast, magiccast, command, input and # cancel poses are skiped if nil, no matter what you setup on the pose # setting, so even using charset mode you need to setup a value to turn # on these poses. } # Don't remove
revive: 1,or
revive: nil,I figured that would at least set a reference frame whenever the script called for :revive, but it didn't change anything.
This is how my characters are set up:
'$Aurora' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, '$Clair' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, '$Emmett' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, '$Preston' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki},This is listed in the section "Sample settings for battlers tagged as 'kaduki' style"
# Pose displayed when reviving <action: revive, reset> </action>This is also in the code:
# * Alias method: revive #-------------------------------------------------------------------------- alias :revive_ve_animated_battle :revive def revive call_pose:)revive, :clear) revive_ve_animated_battle end
That is all I can find in the script related to "revive". I am very new to all this, and this is an incredibly complex script for me, so I am sure I have missed something :D -
#1 I may be blind, but I looked several times, and didn't see a revive option in the second picture at all...
#2 You need to change this part as well (I put stars by the parts you need to change things to):
VE_DEFAULT_SPRITE = { # Basic Settings # name: value, frames: ***3***, # Number of frames rows: ***4***, # Number of rows ox: 0, # Adjust sprite X position oy: 0, # Adjust sprite Y position mirror: true, # Mirror battler when facing right invert: false, # Invert the battler graphic mode: :***charset***, # Graphic style :)sprite or :chasert) action: :***kaduki***, # Action settings # IMPORTANT: using the ox: and oy: value will make the battle animation to # be moved also, if you want to adjust the battler position without # changing the position of the animation, use the script # 'VE - Animations Settings' together with the batte.Have you done that?
If that doesn't work you could try changing:
# * Alias method: revive #-------------------------------------------------------------------------- alias :revive_ve_animated_battle :revive def revive call_pose:)revive, :clear) revive_ve_animated_battle endTo:
Code:# * Alias method: revive #-------------------------------------------------------------------------- alias :revive_ve_animated_battle :revive def revive call_pose(:idle, :clear) revive_ve_animated_battle end -
I got the problem fixed! Yay!
Unfortunately none of those suggestions did the trick, however, while looking through the rest of the code, there were no other instances of
call_pose:)idle, :clear)Everywhere else it was written like this
poses.call_pose:)idle, :clear)Once I changed that line, everything worked! I do have another problem now though, and I assume that I should technically start a new topic about it.
Thanks again!