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Messages - hirasu

1
Thanks :)
Yes i use F0's custom resolution script  with your method i dont get an error but now i have graphic bugs , it is possible to make an F0's custom resolution Compatibility ?

2
Hey,
i need this script with Blizz-ABS Compatibility.

http://littledrago.blogspot.de/2013/08/rgss-drago-multi-layer.html

Needs Edited King's Tilemap to work (for RMXP)

Edited King's Tilemap Give me an Error:

wrong number of arguments(1 for 0)  <----- At line 307


Hope someone can help me   :negative:
3
RMXP Script Database / Re: [XP] Lagless Path Finder
November 03, 2013, 12:04:32 am
If i enable 8-Dir he stuck on the wall and can find the path and without 8-dir works im alone with this bug? when no please fix it :(
4
Quote from: KK20 on November 01, 2013, 07:26:00 pm
While you're at it, you should try to make it BlizzABS compatible.


I want it too! This is perfekt for my project  :D
5
Thank you again ! Level Up for you  ;)

But what I need to change if I want to have it only 25% faster?
6
Hey dudes :)
I need a script to make animations play at a faster rate , i found a script but is for VX ,someone know a script like this or can someone tell me how i can increase the rate in the Standart Codes please?

Spoiler: ShowHide
#Animation Frame Rate v1.1
#----------#
#Features: Make animations play at a faster rate allowing smoother animations
#           and now allowing animations to play behind their targets.
#
#Usage:    Place #number in the name of any animation you want to change the
#           frame rate of (i.e. #1)
#          Place @ in the name of any animation you want to have play behind
#           it's target.
#          Place NM in the name if FLIP_ANIMATIONS is true and you don't wish
#           an animation to be mirrored.
#        
#Customization: DEFAULT_RATE below for animations without # in their name
#               FLIP_ANIMATIONS is for Side View Battle Systems that don't
#                automatically mirror animations on enemies.
#
#Examples: Sword Slash #3
#          Aura Boost @
#          Combination! #1 @
#
#----------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
#    posted on the thread for the script
#    given by email: sumptuaryspade@live.ca
#    provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#    posed on site: daimonioustails.wordpress.com
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)

class Sprite_Base

 #Change the default frame_rate for all animations here:
 DEFAULT_RATE = 4
 FLIP_ANIMATIONS = false

 alias new_asp animation_set_sprites

 def set_animation_rate
   name = @animation.name
   index = name.index("#")
   index.nil? ? rate = DEFAULT_RATE : rate = name[index+1,1].to_i
   index = name.index("@")
   index.nil? ? z = 300 : z = -20
   index = name.index("NM")
   if index.nil? && FLIP_ANIMATIONS && @battler
     @ani_mirror = true if @battler.is_a?(Game_Enemy)
   end
   @ani_z = z
   @ani_rate = rate
 end

 def animation_set_sprites(frame)
   new_asp(frame)
   @ani_sprites.each_with_index do |sprite, i|
     next unless sprite
     sprite.z = self.z + @ani_z + i
   end
 end

end


PS: sorry for my bad english im from germany  :shy:
7
I tested it with 2.84 and TaDa! its works for the Actor but the Enemy idle sprite are not displayed  :???:

EDIT: I forgot to check the "Stop Animation" on the Event.
8
Ouh Sh*t
its works thank you so much!!  :troll:
9
Here is a demo with my problem hope someone can fix this for me  :(

Link1: http://www.workupload.com/file/cjn2aFKK
link2: http://www.megafileupload.com/en/file/465528/Idle-problem-rar.html
10
Hey :)
It would be nice when someone can convert a script for me from VX to XP (compatibility with blizz-abs  :shy:)  :haha:

Original post of this script : http://rmrk.net/index.php?topic=24191.0

Script:
Spoiler: ShowHide
#==============================================================================
#    Extra Movement Frames
#    Version: 1.0.1
#    Author: modern algebra (rmrk.net)
#    Date: 26 September 2012
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#  
#    This script allows you to import character sprites with more than 3 frames
#  for movement animation. In other words, it allows you to animate sprites a
#  little more smoothly. One use for it is it allows RMXP format characters to
#  be imported directly into a VXA game without editing (although you will need
#  to rename the file).
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#  
#    Paste this script into its own slot in the Script Editor, above Main but
#   below Materials. If you are using my Composite Graphics script, then this
#   script must be placed in a slot below Composite Graphics.
#
#    To create a sprite with extra movement frames, all you need to do is
#   rename the character graphic to something of the form:
#
#      Regular_Name%(x)
#        where:
#          x is the number of frames in each character sprite
#
#  EXAMPLES:
#
#    $001-Fighter01%(4)
#      This graphic is a single character with four frames of animation. [XP]
#    022-Actors12%(6)
#      This graphic would be interpreted as a character sheet of 8 characters,
#      each having six frames of animation.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#    Additionally, this script also allows you to specify the "idle" frame (the
#   frame where the sprite is not moving), and also the pattern if wish to so
#   specify. In essence, all you need to do is add those integers after the
#   number of frames:
#
#      Regular_Name%(x y1 y2 y3 ... yx)
#        where:
#          x is the number of frames in each character sprite
#          y1 is the idle frame (the frame shown when sprite is not moving)
#          y2 ... yx are the pattern.
#
#   Keep in mind that the first frame in a sprite is index 0, the second frame
#   is index 1, etc.
#
#    Where y1 is excluded, it is assumed to be 0. Where y2 ... yx are excluded,
#   the pattern is assumed to simply cycle through the frames one by one until
#   it repeats.
#
#  EXAMPLES:
#
#    $003-Fighter03%(4 2)
#      This graphic is a single character with four frames of animation. The
#      idle frame is 2 (the third one over). The pattern when moving would be
#      2 3 0 1, 2 3 0 1, etc.
#    032-People05%(4 0 1 0 3 2 1)
#      This graphic would be interpreted as a character sheet of 8 characters,
#      each having four frames of animation. The idle frame is 0 (the first
#      in the sheet), and the pattern is 0 1 0 3 2 1, 0 1 0 3 2 1, etc.
#==============================================================================

$imported = {} unless $imported
$imported[:MA_ExtraMovementFrames] = true

#==============================================================================
# *** MA_ExtraMovementFrames
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This module holds a method for calculating width and height of an emf
# character frame
#==============================================================================

module MA_ExtraMovementFrames
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Check if Character has extra movement frames
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def ma_char_is_emf_sprite?(character_name)
   character_name && !character_name[/\%[\(\[].+?[\)\]]/].nil?
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Derive Frames Array
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def maemf_get_frames(character_name)
   character_name = "" unless character_name
   frames = !character_name[/\%[\(\[](.+?)[\)\]]/] ? [] :
     $1.scan(/\d+/).collect { |s| s.to_i }
   frames[0] = 3 unless frames[0] # If empty, then set to default 3
   frames.push(1, 2, 1, 0) if frames[0] == 3 && frames.size < 2
   frames[1] = 0 unless frames[1] # Set idle frame
   if frames.size < 3
     # Create pattern
     (frames[0] - 1).times {|i| frames.push((frames[1] + i + 1) % frames[0]) }
   end
   return frames
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Calculate Frame Size
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def maemf_calc_frame_size(character_name, bitmap, frames = [])
   character_name = "" unless character_name
   frames = maemf_get_frames(character_name) if frames.empty?
   cw = bitmap.width / (frames[0] ? frames[0] : 3)
   ch = bitmap.height / 4
   sign = character_name[/^[\!\$]./]
   if !sign || !sign.include?('$')
     cw /= 4
     ch /= 2
   end
   return cw, ch
 end
end

# Compatibility with Composite Graphics
if $imported[:MA_CompositeGraphics]
 #============================================================================
 # *** Cache
 #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 #  Summary of Changes:
 #    aliased method - macgve_make_unique_name
 #============================================================================
 class << Cache
   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # * Make Unique Name
   #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   alias macgemf_uniqname_3tc8 macgve_make_unique_name
   def macgve_make_unique_name(cg_array = [], *args)
     result = macgemf_uniqname_3tc8(cg_array, *args) # Call Original Method
     # Add %(x) code to name if the first graphic in the array contains it.
     result += $1 if cg_array[0] && cg_array[0].filename[/(\%[\(\[].+?[\)\]])/]
     result
   end
 end
end

#==============================================================================
# ** Game_CharacterBase
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - straighten; update_anime_pattern; initialize;
#      set_graphic; character_name=
#    new methods - maemf_init_char_frames
#==============================================================================

class Game_CharacterBase
 include MA_ExtraMovementFrames
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Straighten
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 alias maemf_straghtn_5sb3 straighten
 def straighten(*args, &block)
   maemf_straghtn_5sb3(*args, &block) # Run original method
   @pattern = @original_pattern if @walk_anime || @step_anime
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Update Anime Pattern
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 alias maemf_updanim_ptrn_2yv5 update_anime_pattern
 def update_anime_pattern(*args)
   if @ma_char_is_emf_sprite # If an emf sprite
     if !@step_anime && @stop_count > 0 # Reset to stationary
       @maemf_frame_index = 0
       @pattern = @original_pattern
     else
       # Next Pattern
       @maemf_frame_index = (@maemf_frame_index + 1) % @maemf_character_pattern.size
       @pattern = @maemf_character_pattern[@maemf_frame_index]
     end
   else
     maemf_updanim_ptrn_2yv5(*args) # Call original method
   end
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Initialize Character Frames
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def maemf_init_char_frames
   @maemf_frame_index = 0 # Initialize Index
   # Save this value for faster reference
   @ma_char_is_emf_sprite = ma_char_is_emf_sprite?(character_name)
   if @ma_char_is_emf_sprite
     # Get pattern
     @maemf_character_pattern = maemf_get_frames(character_name)
     @maemf_character_pattern.shift # Remove frame number
     @original_pattern = @maemf_character_pattern[0]
   else
     @maemf_character_pattern = []
   end
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Initialize Character Frames Proc
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def self.maemf_init_char_frames_proc
   Proc.new { |method_name|
     alias_method(:"maemf_#{method_name}_2ev9", method_name) # Alias
     define_method(method_name) do |*args| # Define method
       send(:"maemf_#{method_name}_2ev9", *args) # Call original method
       maemf_init_char_frames
     end
   }
 end
 proc = maemf_init_char_frames_proc
 [:initialize, :set_graphic].each { |name| proc.call(name) }
end

#==============================================================================
# ** Game_Player/Follower/Vehicle/Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This aliases methods in these classes that change @character_name in order
# to call maemf_init_char_frames
#==============================================================================

class Game_Player
 # Refresh
 maemf_init_char_frames_proc.call(:refresh)
end

class Game_Follower
 # Refresh
 maemf_init_char_frames_proc.call(:refresh)
end

class Game_Vehicle
 # Load System Settings
 maemf_init_char_frames_proc.call(:load_system_settings)
end

class Game_Event
 proc = maemf_init_char_frames_proc
 # Clear Page Settings & Setup Page Settings
 [:clear_page_settings, :setup_page_settings].each { |name| proc.call(name) }
end

#==============================================================================
# ** Sprite_Character
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - set_character_bitmap; update_src_rect
#    new methods - ma_set_emf_character_bitmap; ma_update_emf_src_rect
#==============================================================================

class Sprite_Character
 include MA_ExtraMovementFrames
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Set Character Bitmap
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 alias maemf_setcharbmp_4rm6 set_character_bitmap
 def set_character_bitmap(*args)
   @emf_char = ma_char_is_emf_sprite?(@character_name)
   @emf_char ? ma_set_emf_character_bitmap : maemf_setcharbmp_4rm6(*args)
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Update Transfer Origin Rectangle
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 alias maemf_updtsrcrect_2kq5 update_src_rect
 def update_src_rect(*args)
   @emf_char ? ma_update_emf_src_rect : maemf_updtsrcrect_2kq5(*args)
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Set Character Bitmap
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def ma_set_emf_character_bitmap
   self.bitmap = Cache.character(@character_name)
   @emf_char_frames = maemf_get_frames(@character_name)
   @cw, @ch = maemf_calc_frame_size(@character_name, bitmap, @emf_char_frames)
   self.ox = @cw / 2
   self.oy = @ch
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Update Transfer Origin Rectangle
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def ma_update_emf_src_rect
   if @tile_id == 0
     index = @character.character_index
     pattern = @character.pattern < @emf_char_frames[0] ? @character.pattern : @emf_char_frames[1]
     sx = (index % 4 * @emf_char_frames[0] + pattern) * @cw
     sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
     self.src_rect.set(sx, sy, @cw, @ch)
   end
 end
end

#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - draw_character
#    new method - ma_draw_emf_character
#==============================================================================

class Window_Base
 include MA_ExtraMovementFrames
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Draw Character Graphic
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 alias maemf_drawcharct_3kq6 draw_character
 def draw_character(character_name, *args)
   character_name[/\%[\(\[].+?[\)\]]/] ? ma_draw_emf_character(character_name, *args) :
     maemf_drawcharct_3kq6(character_name, *args)
 end
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 # * Draw Extra Movement Frames Character Graphic
 #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 def ma_draw_emf_character(character_name, character_index, x, y)
   return unless character_name
   if !ma_char_is_emf_sprite?(character_name)
     # Draw regular if there is no frame specification in the name
     maemf_drawcharct_3kq6(character_name, *args)
   else
     bitmap = Cache.character(character_name)
     frames = maemf_get_frames(character_name)
     cw, ch = maemf_calc_frame_size(character_name, bitmap, frames)
     n = character_index
     src_rect = Rect.new((n%4*frames[0]+frames[1])*cw, (n/4*4)*ch, cw, ch)
     contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
   end
 end
end


Thanks :)
11
At the moment  only Actor action sprites and idle sprites are enabled and i have all the sprites (_atk1, _wpn1, _idle,_idl....)  :(
12
No but i tryed it and it works now ! Thank you  :D

EDIT:
When i use [BlizzABS/XAS] Smooth Scroller its the same problem like the Picture above your last post so how i can fix this?


Script:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# [BlizzABS/XAS] Smooth Scroller
# Version: 1.01
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

#==============================================================================
# ** Game_Player / BlizzABS::Controller
#------------------------------------------------------------------------------
#  This class handles the party leader. Its functions include event starting
#  determinants and map scrolling. Some input is processed instantly,
#  while some is converted into commands to be given to the player character
#==============================================================================
name = $BlizzABS ? "BlizzABS::Controller" : "Game_Player < Game_Character"
Cache = BlizzABS::Cache if $BlizzABS
eval_text = "
class #{name}
  unless $BlizzABS
    attr_accessor :real_x,:real_y
    def player()  $game_player  end
  end
  #--------------------------------------------------------------------------
  # update_moving
  #--------------------------------------------------------------------------
  def update_moving(data)
    if data != nil
      moved, x, y = data
      scroll_map_update(player.real_x,player.real_y)
      unless player.moving?
        if moved && !check_event_trigger_here(Cache::TouchTrigger) &&
            !($DEBUG && Input.press?(Input::CTRL)) && @encounter_count > 0
          @encounter_count -= 2 ** (5 - $game_system.pixel_rate)
          @encounter_count = 0 if @encounter_count < 0
        end
        if Input.trigger?(Input::C)
          check_event_trigger_here(Cache::PressTrigger)
          check_event_trigger_there(Cache::BasicTrigger)
        end
      end
    end
    ($BlizzABS.battlers - [player]).each {|actor| actor.update}
  end
  #--------------------------------------------------------------------------
  # Scroll Map Update | Hirasu : i think here but i dont know which number i have to change :O
  #------------------------------------f--------------------------------------
  def scroll_map_update(last_real_x,last_real_y)
    if player.real_y - $game_map.display_y > 15*128 - 240*4
      $game_map.scroll_down(player.real_y > $game_map.height*128 - 240*4 ?
        (($game_map.height - 15)*128 - $game_map.display_y)/32.0 :
        ((player.real_y - $game_map.display_y - 15*128 + 240*4)/32.0))
    end
    if player.real_x - $game_map.display_x < 480*4
      $game_map.scroll_left(player.real_x < 480*4 ? $game_map.display_x/32.0 :
        (($game_map.display_x + 480*4  - player.real_x)/32.0))
    end
    if player.real_x - $game_map.display_x > 20*128 - 480*4
      $game_map.scroll_right(player.real_x > $game_map.width*128 - 480*4  ?
        (($game_map.width - 20)*128 - $game_map.display_x)/32.0 :
        (player.real_x - $game_map.display_x - 20*128 + 480*4 )/32.0)
    end
    if player.real_y - $game_map.display_y < 240*4
        $game_map.scroll_up(player.real_y < 240*4 ?  $game_map.display_y/32.0 :
      (($game_map.display_y+240*4-player.real_y)/32.0))
    end
  end
end"

eval(eval_text)
13
Thanks it works but i have a another problem my char is not in the middle of the screen but in the left center on the screen how can i fix this?

14
Hello I need a script which I can control the frames per sprite , the standart is 4x4 frames pro charakter sprite. ( need 4x8 )

like Exampe[8].png or Exampel[5].png | Example[X].png ( X = Frames )

Hope anyone know a script like this that is compatible with Blizz-ABS, Thanks.

PS: sorry for my sh*t english
15
hey :)
i have problem with the Custom Resolution Version: 0.93 Script from ForeverZer0 , can someone help me with this error please?

Error message:
"
divided by 0
Custom Resolution:429:in `/'
Custom Resolution:429:in `screen_z'
"

Code :

class Game_Character
 
 def screen_z(height = 0)
   if @always_on_top
     # Return high Z value if always on top flag is present.
     return 999
   elsif height != nil && height > 32
     # Iterate through map characters to their positions relative to this one.
     characters = $game_map.events.values
     characters += [$game_player] unless self.is_a?(Game_Player)
     # Find and set any character that is one tile above this one.
     above, z = characters.find {|chr| chr.x == @x && chr.y == @y - 1 }, 0
     if above != nil
       # If found, adjust value by this one's Z, and the other's.
       z = (above.screen_z(48) >= 32 ? 33 : 31)
     end
     # Check for Blizz-ABS and adjust coordinates for the pixel-rate.
     if $BlizzABS
       x = ((@x / $game_system.pixel_rate) / 2.0).to_i                       <------------------ HERE IS THE ERROR Line 429
       y = ((@y / $game_system.pixel_rate) / 2.0).to_i
       return $game_map.priority_data[x, y] + z
     else
       return $game_map.priority_data[@x, @y] + z
     end
   end
   return 0
 end
end


Thanks

PS: Sorry for my bad English.
16
Hey :)
I have problem with the Blizz-ABS (2.85) idle animation(enemy,Actor) i get this error:

" undefined method `-' for nil:NilClass "

and the marked error code:

#----------------------------------------------------------------------------
 # sprite_animation_setup
 #  Processes the sprite-animation timing.
 #----------------------------------------------------------------------------
 def sprite_animation_setup
   # if not Scene_Map, spriteset doesn't exist, not valid or no action sprites
   if !$scene.is_a?(Scene_Map) || $scene.spriteset == nil || !valid? ||
       !action_sprites?
     # stop
     return
   end
   # if defending
   if @ai.act.defend?
     # set spriteset name add-ons
     @current_sprite, @weapon_sprite = BlizzABS::SPRDefend, ''
     # set spriteset name
     @character_name = @character_name_org + @current_sprite
   # spriteset name add-on exists
   elsif @current_sprite != '' && @character_name_org != ''
     # decrease frame timer
     @sframes[@sindex] -= 1                                        <----------------- HERE IS THE ERROR  :o
     # increase frame index if this frame is over
     @sindex += 1 if @sframes[@sindex] <= 0
     # if animation expired
     if @sindex >= @sframes.size
       # reset sprites
       reset_sprites
       # set the index back
       @sindex = 0
     else
       # set spriteset name
       @character_name = @character_name_org + @current_sprite
     end
   else
     # reset sprites
     reset_sprites
   end
   # if sprite extension doesn't exist already
   if @current_sprite == '' && @character_name_org != ''
     # set up movement sprite handling
     sprite_movement_animation_setup
   end
 end


The code can be found in the Blizz-ABS part 3 at line 1222 hope someone can help me :(

Thanks ahead.

PS: Sorry for my bad english and greetings from Germany ;)
(Using RPGXP 102E)