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OmniStorm

Needing Help with Victor Animated Battles

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Edit Again:  Issue Resolved.  by adding "poses." directly before the call_pose line, it fixed it.  I think this is just a very small omission in the script?   Anyway, you can close the topic.  

 

Edit:  Sorry just realized this should probably have gone under Ace Script Support.  My bad... 

 

Hi everyone,

 

I have been working the last two days to find a solution to this, and just keep coming up empty-handed.  I know it's got to be a terribly simple solution, but my limited knowledge with scripting is going to become painfully obvious now :)

 

I have read the user manual on VAB and I have it running perfectly,--- almost.

 

My only issue is that any time I revive a character from death state, even if I'm out of battle the game immediately shuts down with this error:  

 

post-22516-0-02719000-1363212900_thumb.jpg

 

The error is pointing to the call_pose line below.  This part of the script has been completely untouched by me.  

 

 

 #--------------------------------------------------------------------------
  # * Alias method: revive
  #--------------------------------------------------------------------------
  alias :revive_ve_animated_battle :revive
  def revive
   call_pose(:revive, :clear)
    revive_ve_animated_battle
  end

 

I haven't touched anything concerning the :revive action anywhere in the script.  Do I need to set up a new pose to trigger when death state is removed?   Or what?  I've tried like fifty different things already, and keep coming up empty handed.  I just freshly installed the script because I made so many changes.  Only things I changed now were to make the default enemies to 1 row and frame as sprites so that I can use regular unanimated enemies, and then I'm just using, 'Character X' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :charset},  for all my characters.  

 

Thanks for any help... And a big thank you to the community here for already solving a hundred other problems for me during the last week since I started using RPGMVXA, (I've been lurking) :) and all the other people like Victor Sant who work so tirelessly to help noobs like me make a much better game!  

Edited by OmniStorm

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Change this line...

 

call_pose(:revive, :clear)

 

To this...

 

poses.call_pose(:revive, :clear)

 

That oughta do it. This was an error that a lot of people had with the latest updates to Victor's scripts.  Hopefully, on the next round of updates, this will be fixed permanently.

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