Error, line 52, "undefined method [] fornil:NilClass
Lato
Oct 21 2008, 03:06 PM
Hmm i tried to get it but both links are bad it seems.... or am i doing somthing wrong?
Trin-rin
Nov 3 2008, 06:20 PM
QUOTE (lato22 @ Oct 21 2008, 05:06 PM)
Hmm i tried to get it but both links are bad it seems.... or am i doing somthing wrong?
I'm having the same problem. The links no longer work... Can someone post the script? Or tell us where the new link is for the script?
Majingaara
Nov 9 2008, 03:26 PM
QUOTE (darkhalo @ Feb 22 2008, 01:17 PM)
Hagosha, these scripts work well together. Here is a sideview Ive been fiddling with in VX using both scripts. It can be fiddly though and Ill help if you want, step by step. Sorry I cant help with the 2nd request But don't give up !
How the heck did you make the battle background like that?!!! And did you have to import backgrounds to use for the battle?
Pimex
Nov 15 2008, 08:15 AM
Can you make another script link cause i think thats one's broken
Adrien.
Nov 15 2008, 08:00 PM
Scripts please!!!! Thanks
djmaster1994
Nov 29 2008, 09:55 AM
Im confuse with this script i dont why it dont work. Please help me front view battle is lame.
Genshyu
Jan 1 2009, 04:37 PM
Script link is broken.
Elemental Crisis
Jan 1 2009, 06:00 PM
Hello All,
Sorry for the late update, I've updated the link in my original post.
Genshyu
Jan 1 2009, 08:09 PM
I'm getting an error message saying in the Sideview Formation script, line 54... Wtf? o.o. The line on 54 is this. return Battle_Formation::FORM[$game_system.battle_formation][self.index][0] Help?
Edit: Fixed, it turnes out when I loaded my game, then the battle system glitched, but when I start a new game, I think it will work, because it worked in the battle test.
Edit Edit: It works .
Elemental Crisis
Jan 1 2009, 09:37 PM
Yeah you never want to load a game when you've made changes to it. Always start a new one.
Genshyu
Jan 2 2009, 12:14 AM
QUOTE (Elemental Crisis @ Jan 1 2009, 09:37 PM)
Yeah you never want to load a game when you've made changes to it. Always start a new one.
Thanks for that info bud, I apreciate it .
tarzanboy
Apr 26 2009, 08:59 AM
great script, thank you =D
TigStripe
May 6 2009, 10:22 AM
This is a bit of a necropost (not as much as the last one), but this is a valid concern and/or change to the script.
This is an awesome script, but I'm wanting to tweak it to use different actors (drawn images like the battlers from XP). Problem is that I can't seem to find in the scripts where it defines the source images of the actors. Also, battlers moving around would look silly, so to get them to stop moving, would I merely redefine M_MODE_ATK1 and M_MODE_ATK3? These define moving into proximity and returning to the lineup, respectively.
Any input is appreciated. Great script, hope to use it!
headless1
May 13 2009, 09:20 AM
I like this script, but it seems you have to have at least two or more in your party for it to work other wise your character disappears on the second attack and the game locks up. Is there any way to fix that. Even with two characters it locked up but took a little longer.
nighthawk282
Jul 13 2009, 03:30 PM
I know this is sort of a necropost, but I have a question: I love the script, it works extremely well, and I have had no problems. However, I am trying to give one party member a ranged attack, and I don't want them to rush up to the enemy. How would I stop just one character from moving up to the enemy, and just standing still?
Sable
Jul 17 2009, 10:59 AM
Hey, I'm new here, the script works well, having an issue that I and a regular user of RPGmaker arehaving trouble with.
under normal circumstances, the battle plays out fine, but when I try clicking battle test in the database, it gives me a cache error on line 75.
If a screenshot is necessary, I'll try and supply one
joseuceda
Aug 11 2009, 01:24 PM
I have a problem with your script, when an enemy casts confusion, my char attacks himself and then he moves offscreen, the game crash at this point, any idea pal?.
The Creator
Aug 22 2009, 01:06 AM
PROBLEM: after I attack the last monster my char runs out of the screen, and it just says John Attacks and stays like that.
Ouberion
Sep 8 2009, 08:55 AM
I don't have any problems with it. Are you having that problem in the battle test or in game test? If you are having it in game test, have you done a "new game" and tried it?
Jonnyofthefunk
Sep 21 2009, 10:18 AM
Is there a way to make this work with a large party number? i have a script that allows me to have more party members than the default. . . soooo?
mudducky
Sep 22 2009, 04:23 AM
@Jonnyofthefunk
Find the script Spriteset_Battle
then where it says "Create Actor Sprite # By default, the actor image is not displayed, but a dummy sprite is # created for treating enemies and allies the same, if required."
I also had the problem of the "coward hero" hehe... it happens when the enemy is too big (example "Evilking") After the hero attacks it flies off the screen and the game freezes... (well actually the game continues but you can't do any action...) I solved this by just moving the enemy a little farther from the heroes haha silly solution don't you think?
Awsome! Thanksive been wanting side view for my project
Draakjepet2
Nov 18 2009, 09:52 AM
how can i let my characters hold their weapons in battle? i would like to see them holding their weapons while in battle pleas awnser ^^
(PS: if combinated this script whit the spin battle script it look very nice it maby something you want to do 2 ^^)
AngeliqueSama
Nov 22 2009, 06:25 AM
QUOTE (KrloOs @ Sep 25 2009, 10:12 AM)
I also had the problem of the "coward hero" hehe... it happens when the enemy is too big (example "Evilking") After the hero attacks it flies off the screen and the game freezes... (well actually the game continues but you can't do any action...) I solved this by just moving the enemy a little farther from the heroes haha silly solution don't you think?
I also had that problem in my old projects i found it annoying
Deuresco
Nov 22 2009, 12:47 PM
dont know if this has been answered or not.
when i use custom battlers with this script, it makes the battler run Past my character, and doesnt display any animation. but when i use any of the battlers that come with RMVX it goes up to the actor and displays the Melee/Physical animation..
how do i make it work for imported battlers? thanks
dejers
Dec 4 2009, 03:32 PM
everything is good except that my player stays small and my enemies stay big and i float above the enemies heads
shozanmario93
Dec 15 2009, 04:07 PM
Hey, R3 community! I got this script and it's working fine, except for one thing...
The enemies won't die.
They'll die, but they won't make the noise and disappear. If anyone could help me with this, that would be excellent.
AkimboKai
Feb 18 2010, 01:17 PM
Nice!I'm gonna use this.
Mire_92
Mar 4 2010, 04:36 AM
Very very cool!!
Were Vampire
Mar 19 2010, 03:47 PM
I have a problem that has not been put here so far. Script "Battle Backgrounds" line 1: Syntax error ocurred How can I fix that?
MajEnigma
May 17 2010, 12:05 PM
I get this error everytime. Can I have some help please?
pixel
Aug 14 2010, 11:13 PM
I don't know what I did wrong. I'm new to scripting and copy/pasted the scripts for this once I got them. I got errors, of course, and fixed them. The game runs fine-until I encounter a monster. Then it says 'Script '( Insert here )' line 449: NameError occurred. unstabilized constant Sprite_Battler::SideView I put a text box before the battle originally, then removed it. The error still occurs. This is the script:
script
#-------------------------------------------------------------------------- # ● Motion Control (Enemy) #-------------------------------------------------------------------------- def enemy_motion_control # Operation Change case @moving_mode when SideView::M_MODE_WAIT # Standby init_direct_attack when SideView::M_MODE_MAGI # Attack @battler_x_plus = 10 when SideView::M_MODE_DAMG # Non-Damage Attack @battler_x_plus = -10 @shake_flg = true when SideView::M_MODE_ATK1 # Direct Attack (Approaching) exe_moving_attack_start @end_pos_x = @battler_x_plus when SideView::M_MODE_ATK2 # Direct Attack (Attacking) @battler_x_plus = @end_pos_x + 10 when SideView::M_MODE_ATK3 # Direct Attack (Returning) exe_moving_attack_end else p "error:Sprite_Battler>> @moving_mode", @moving_mode end end
Hawaiihola
Feb 6 2012, 06:38 AM
Thanks Elemental Crisis, these scripts are the first working SideView Battle I've ever seen
Ndoelicious
Feb 10 2012, 04:54 PM
The link doesnt work for me..and I cant find this anywhere anymore =.=
Thanks mister Kready, I think I got a feeling that its your site since umm..its French, and ure a Frenchmen btw, I think it works fine, gotta really expand the next 50% of the SBS on our own ^^
Kread-EX
Feb 15 2012, 10:03 AM
Nope, I found it with Google. It's not my site in any fashion, I didn't even know it existed before.
Kedanna
Aug 19 2012, 07:34 PM
Any chance of this being converted to work on VX-Ace?
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