with YEA Patch
Last Update: 2012.03.08
Script Download
User Manual
Read the user manual before asking anything. I won’t give support to lazy faggs that ignore the manual. This script is a complex battle system, so don’t expect a magic copy and paste script.
This is the Victor Engine – Animated Battle scriot. This script was done to provide a very customizable visual battle system, where the user have a very high control on the animations.
With this script you can use a wide variety of sprite templates for the battlers and even use charsets.
Requires the Victor Engine – Basic Module



















I knew you would not fail to impress with your CBS. This is what I was waiting for for Ace. I’m using this in my friend’s game.
Looks like i run into a bug with your YEA demo. When you enter the battle, just at start, if you press the Left button, you run into an error which says: line 823: nomethoderror undefined method ‘magical?’ for nil class.
it was already reported by a lot of people and already solved.
Uuuuuuu It’s not compatible with my ATB and CTB
Can I ask you about this script’s mechanic?
When will battler.call_anim and battler.call_effect set to true? I searched and there are two methods do this: update_pose_anim and update_pose_effect , but It’s seem there is none method calls those two
i already made a patch for both your ATB and CTB ^^
it was just a small problem with the @subject not becoming nil when no battler is active. (that’s not considering the YEA fixes)
the method that call these methods is is the def update_pose_type
i evalute the code with eval(“update_pose_#{@pose[:type]}”) the @pose[:type] stores the pose type name.
they’re called when using the “effect: ***” and “anim: ***” settings on the sequence.
Ah I see XD
Anyway, thanks for that ^_______^
line 823: nomethoderror undefined method ‘magical?’ for nil class. How i can solved the problems ?
Already reporte just a few post above =\
Ok you solved the probleme ? Or not ?
Solved, but the fix isn’t available. This is a beta, the fix will be on the full
Btw, if you find any bug, please give detailed information. With the info you gave i would never guess what was the error, i only find it because other people reported and provided enough info.
Ok thanks, i will try find the solution if i find something, i tell you, nice script !
Hey victor i have question for you, how i can change NULL attack, for 1 damagae (1 is the min. limit )… i don’t want NULL in my combat… never. Script or something else?!?
You should search for support on some RM commuinity, on this blog i only give support related to the scripts posted here, wich isn’t the case of your question.
How can I make a character attack from distance, instead of walking next to the enemy to attack?
Currently i’m not giving support with the settings, you can try it at your own risk now, detailed instructions will be given when relasing the full version.
I see.
Good luck with the project, hope to see the final version soon.
This script is really nice, however, I have a question:
Is it possible to change the framerate for animations? I want to achieve more fluent movement of characters. How to change it?
As i stated many times, i won’t give support with the settings on this beta phase. A full guide will be provided when the full comes out
Você fez os sprites ou achou em algum lugar?
http://www.rpgmakervxace.net/index.php?/topic/75-holders-animated-battlers/
I have a problem with your demo With YEA – Ace Battle Engine patch
i put there YEA clasical ATB and if, during the second round will use the attack or skill character
freezes the same problem with YEA CTB
why??
It’s not YEA
Anyway, It’s the @subject problems. My new CTB is now compatible with this script, download it
So it must be YSA yes?? (sorry for my english If something is unclear. My knowledge of language is at a low level)
But back to the problem i I downloaded your script : Predicted Charge Turn Battle
from your sites and when i use attack, skill, guard or item i have error:
Script ‘Game_interpreter’ line 89: NoMethodError occurred
Undefined method ‘list’ for nil;class
i only use script from demo and your CTB csript
what im doing wrong?
Please don’t ask in Victor’s wp like this @_@
Download CTB again. And be sure to config COMMON EVENTS in CTB Script =____________=
As stated many times: this version is a BETA. Compatibility issues aren’t fully fixed.
I suggest NOT using this yet, it just for test.
And this ATB/CTB bug was already solved (although the fixes arent available yet), you would notice that if read the other comments.
ojoj Im sorry
Now I understand what’s going on
and thx for help
Hey Victor, I was just wondering if this Animated Battle will or already supports sprite strips like the one for XP.
it already supports, although in a different way.
The horizontal rows are set directly on each pose command, instead of a direct setting for that.
I have a question:
it is possible to change the position of actors and enemies?
what i want is to have actors on my left side of the screen towards right side and enemies on my right side towards left.
it hard for me to explain so take a look:
http://imageshack.us/photo/my-images/138/2131232312412343214.png/
As i stated many times… i won’t give support for setting until the full is out.
But just to you know, enemies position is set on database and have nothing to do with the script, and actor positions are set on the actor battlers script, and also have nothing to do with the animated battler script;
yes yes i know. i did something wrong and i got a error so i ask, but now i find where was a problem and everything is working like i wanted. sorry for my incompetence
Victor,
Can u implement “between/start” animations?
For example, a “idle_start” animation, where the character goes from the idle to danger animation, then assuming the danger animation. Or when the character dies, a “damage_dead”/”idle_dead” animation before going to the “dead” animation…
Is that possible?
Oh my.
I haven’t take attention to the “next action” explanation. My suggestion is already possible. My bad.
report a bug, forcing action in battle has a bug you can not use that condition
when available the first version? I am very interested in this script
(the official version) not beta
If i had any relase date, don’t you think i would announce it?
em …. I do not know, I just want to use the script and dont speak your language:) so there are some things to i cannot understand
! THANKS!!
bug report :script yea/ace battle engine line 685 NoMethoderror ocurred
undefinned method ¨forced_action_action_remove’ for switch: module
Man stop posting to report the same bug over and over. You already told me about this bug and i’m cheking it. Now wait, this is a BETA and no fix will be made until the oficial full relase. So please, stop flooding the blog with the same reports. Report once, and wait.
If you have other bugs, feel free to report. But this forced action bug is already on my to do list.
ok,ok,sorry…
Woa, this looks like a masterpiece of a sideview battle script(Let’s throw off tankentai).
Not so fancy(Because it only animates battlers) but it looks vastly competent and powerfull, I will take it for my project N°2 xD.
This is pretty good.
Felicitaciones.
I get a Script ‘ Victor Engine- Animated Battle’ line 1714: NoMethodError
occurred.
undefined method ‘[]= ‘ for nil:NilClass
how do I fix this :3
$imported[:ve_animated_battle] = true
why am i getting an error here D:
am I missing something I have the required scripts installed but this keeps popping up, do I have to add something some where ?
…
Read the instrunctions, i refuse to answer this absurdely obviuos question. ¬¬
ok i figured out what was wrong but now my sprites wont show even after I added them to the list.
VE_SPRITE_SETTINGS = {
# ‘Filename’ => {settings},
#
# ‘Sample 1′ => {frames: 4, rows: 14, mirror: true, mode: :sprite,
# action: nil},
# ‘Sample 2′ => {frames: 3, rows: 4, mirror: true, invert: false,
# mode: :charset, action: :charset},
# ‘Sample 3′ => {frames: 3, rows: 4, mirror: false, invert: false,
# mode: :charset, action: :kaduki},
‘Scorpion’ => {frames: 4, rows: 14, mirror: true, mode: :sprite,
action: nil},
‘Warrior_m’ => {frames: 4, rows: 14, mirror: false, mode: :sprite,
action: :default},
‘Actor1′ => {frames: 3, rows: 4, mirror: false, invert: false,
mode: :charset, action: :charset},
‘$Actor4′ => {frames: 3, rows: 4, mirror: true, invert: false,
mode: :charset, action: :kaduki},
‘Freya’ => {frames: 3, rows: 4, mirror: false, invert: false,
mode: :charset, action: :charset},
‘Kitty’ => {frames: 3, rows: 4, mirror: false, invert: false,
mode: :charset, action: :charset},
‘Kyuko’ => {frames: 3, rows: 4, mirror: false, invert: false,
mode: :charset, action: :charset},
‘Neketo’ => {frames: 3, rows: 4, mirror: false, invert: false,
mode: :charset, action: :charset},
but for some reason nothing shows up O.o an i did read the manual i couldn’t find where it said how to make them show up
Yes you read the manual… so how didn’t you notice this in the faq:
The actors are invible, what can I do to show them?
And also this on the pose settings:
mode: – this is who the battle will behave to get the battler graphic, it can be two values :sprite and :charset. When set as :sprite, the game will look into the Graphics/Battler folder for the graphic, when set as :charset, the game will look into the Graphics/Charset folder for the graphic (but it will use the Battler filename, so it’s highly advised to have charsets with the same filename of the battler for those using this setup.
Seriously, if don’t take this serious and REALLY read the manual, i suggest using tankentai, because i won’t help lazy people that don’t really put effort into it.
And don’t think you can fool me by saying that you read it, it’s more than obvious that you didn’t. -.-’
Nice Wrok Victor everything working perfectly, and now with Yami CTB there is no fps drop down.
So You realy did a great job:)
ek where are the explication to how to use the kaduki battlers the sprites are Original kadukis or modified from poses?please the totorial is in Eenglish is a little hard for me
There’s no tutorial for that, it’s up to the user to setup it, there’s a full sample on the script, and the instructions to undestand the sample. But all the info needed for that is on the script and the manual, there’s nothing else i can do if your english isn’t good. Don’t expect me to spoon feed people.
i have a question the second screenshot says “with YEA Patch” but i cant find anything about this patch. can you help me out? i would really like to use it on Yanfly’s Engine ._.
And i bet you searched a lot, specially on the index with all scripts
http://victorscripts.wordpress.com/rpg-maker-vx-ace/#Patches
aaah im stupid ._. sry hope i didnt make youe facepalm
anyway thx for help this script is awesome
Hi Victor! Your script is awesome but I’m having a problem with it since I updated to Basic Module’s and Animated Battle latest versions.
When I use some skills like Lighting Strike or even common attacks this error comes up:
“Script Victor Engine – Animated Battle’ line 4980: NoMethodError ocurred.
undefined method ‘ empty?’ for nil:NilClass.”
When I search the script to see watch happened, the error comes from this alias:
# * Alias method: back_to
#————————————————————————–
alias :back_to_ve_animated_battle :back_to
def back_to(line_number)
return if @wait_time > 0 && !last_text.empty?
back_to_ve_animated_battle(line_number)
end
It targets to the “return if” condition. If you could elucidate it to me I would be very gratefull.
—————————————————————————————————————————
Olá Victor! O seu script é incrivel mas eu estou tendo problemas com ele desde que atualizei para as versões mais recentes do Basic Module e do Animated Battle.
Quando eu uso algumas habildades como o Ataque Relâmpago ou até mesmo ataques comuns o seguinte erro aparece:
“Script Victor Engine – Animated Battle’ line 4980: NoMethodError ocurred.
undefined method ‘ empty?’ for nil:NilClass.”
Quando procuro no script para saber o que houve, o erro é apontado nessa alias:
# * Alias method: back_to
#————————————————————————–
alias :back_to_ve_animated_battle :back_to
def back_to(line_number)
return if @wait_time > 0 && !last_text.empty?
back_to_ve_animated_battle(line_number)
end
Apontando para a condição “return if”. Caso você possa elucidar o que está acontecendo para mim, ficaria muito grato.
Abraços Alrian.
Thanks for the report, i found the issue and already fixed it.
Thank you for fixing it ^^
I’m studying and modifying the battle actions and surelly it’s difficult for a non-scripter but when you manage to do so it’s worth the effort.
Again I thank you for the amazing work you have done
Hi! I use your Animated Battle script and I’ve been testing the script with Yami’s Guardian scripts, and it gives me an error in battle, when the script tries to reset the actor positions at the end of the battle (I believe)… only when I use a skill of the Guardian with an actor junctioned with that Guardian (the system is similar to FFVIII Guardian Force)… I know this isn’t your problem, but…could you help me? what should I do?
scripts: http://yamiworld.wordpress.com/guardian-series/
Forget it! It was a problem with the scripts order, but it’s ok now! thanks!
MMM… sorry, but the problem with yami guardian script persist… i think it’s something abuot the sprites, when the script tries to reset sprites position at the end of the battle, only if you have a guardian. I think the guardians are invisible battlers, but the scripts detect them… What should I do? thanks!
@thedybre
From the FAQ of the manual: I’m having compatibility issue, how can i solve that?
ooops, sorry, I know you have no responsability about this problem.. anyway, thanks, i’ll try to solve it, the yami guardian script is useful for my project… thanks!!
I got a demo, could you see it? I put many scripts inside it, but I don’t think the problem is the order of scripts because I tried with your basic module, animated battlers, actors battlers and Yami guardian scripts alone… I also put the compatibility patch and still got the error… thanks in advance!
my demo: http://www.mediafire.com/?clzbajmyx4166rx
Yami Guardian is not supported by the patch yet, since it was made after the patch.
So, I’m probably being stupid and missing something painfully obvious, but I can’t make it work…
I installed the basic module and put this below it, but my game doesn’t seem to realize that I even added any scripts…
do you have the sprites for the battlers? You also needs the Actors Battlers script… strange…
No, I don’t have the battler script. It doesn’t say anywhere that I actually need it, just that I need the basic module. Thanks, I’ll try that and see if it works.
What?
“It doesn’t say anywhere that I actually need it”
Man, read the whole manual user before asking for support ¬¬
Yeah, that’s was stupid on my part… Apologies =P
Bug report:
When party have a number of members exceeds Battle Members, an error will appear when end battle.
Gotta say, between you and Yami’s scripts (and just the fact that VX Ace is far improved from previous RM’s), I’m loving Ace.
I’m only a few days into the trial, and I was unsure whether I liked it enough over previous makers to actually pay the 90 bucks for it, but both you’re scripts sold me on it pretty much right away.
To make sure that you will love Ace more, chek also Yanfly Scripts. ;D
Well, thanks again. I have to say, I can’t believe I didn’t find you guys earlier. I’ve been looking for a place with some decent and consistent scripters since I started using RM’s.
BTW, I don’t know how long you’ve been in the scene, but do you remember the site Phanxgames? We used to be one of the top RM sites, but our admin, Phantom built a new site, and we lost a lot of members in the process.
Well, we have the new site up now, and I have to say, it’s probably the best RM site I’ve seen. Phantom really put all he had into it. We still pretty much just have the dedicated members from the old site around, but we’re trying to bring more people in to pump some life back into the site. You might consider stopping by and just checking it out.
The site is Gmaker.org, if you’re interested. (Sorry if that seems like a shameless plug… It’s not supposed to be.)
Found a problem. When attacking with dual weapons and the two weapons are different types, the attack animation is the same for both weapons.
My experience was with using a gun and off-hand claw. The character should step forward, fire a shot, and then move to the enemy and slash with the claw, but he only steps forward, and both the hit animations are bullet hits, not one bullet and one slash.
No you wrong, that’s not how the script works. It call specific pose animation when use dual wield, a pose that the user must setup. The default is for two slashing weapons, anything different than that must be set by the user.
Ah, I set-up the animation settings in the note-box’s of the weapons themselves. I’ll make an actual dual-attack animation in the script for that load out and see. Thanks
ok after testing with yanflys Weapon Attack Replace v1.01 ive tried to make an actor to use the cast animation instead of the normal attack animation, it almost works but the actor still moves towards the enemy
any suggestions?
Hey Victor!
Awesome script
I’m noticing a bit of a bug (perhaps I missed something in the manual).
I’m using your Animated battlers system, YEA’s Victory Aftermath, and the patch that goes with it.
I noticed that when the final enemy of a troop collapses, the battle seems to freeze up for a few seconds. Is there anything I can edit to change this?
Not all YEA scripts are patched, in fact only the Ace Battle Egine Is patched.
I see. I tried removing the victory aftermath and it was still freezing up like that. I’ll try removing scripts and see what the actual cause is
Hey Victor: I just tried it with only your scripts, the YEM patch, and the Core/Battle engines and I’m still noticing the glitch. It only happens when the final enemy is killed. Very strange.
Figured it out!
If you copy over a Sound Effect file from VX to VXACE, it causes the glitch. Removed them and it fixed itself. Yay
ok well sortted the magic staff animation out it all works well now
how ever i have another issue which is that the weapon icons appear to be behind the character sprites
Hi victor i’m trying to insert and use your amazing battle system and i did it but it doesn’t work >.<… i inserted Animated battle – Basic module – Actor battlers – Animated settings but it doesn't work :S there's always the standard battle system when i try to fight :S… what am i doing wrong?
You’re not reading the WHOLE manual.
i looked at the manual but i didn’t find anything that could help me >.< i'm not good with scripts i don't understand anything about it :S i'll look again and see what i can find
Hello,
Please check this link, someone made a nice little tutorial. It helped me a lot, I was able to change the default battle system to VE battle system thanks to it : http://www.rpgmakervxace.net/topic/1134-victor-engine-animated-battle/page__st__60
Check Alrian second start from the top of the page.
I don’t know if i did anything wrong but it looks like the icons are drawn behind battlers. Here is my config: In a new project i added VE-animated battlers, VE basic module and VE Actors battlers.
In VE animated battlers my default sprite config is:
frames: 3, # Number of frames
rows: 4, # Number of rows
mirror: false, # Mirror battler when facing right
invert: false, # Invert the battler graphic
mode: :sprite, # Graphic style (:sprite or :chasert)
action: nil, # Action settings
I also set my actor to have VE Sprite settings like this:
‘$Actor1′ => {frames: 3, rows: 4, mirror: true, invert: false,
mode: :charset, action: :kaduki},
of course i added in the note tags of that actor
In VE Actors battlers, i just change :front by :side in VE Battle formation.
I don’t know what went wrong but every time i tried a battle, all the icons are displayed behind the battlers(actors & ennemies) making the whole thing very weird. Please help me & let me know if i wasn’t clear enough(english is not my speaking language).
Yo Victor-san XD
Can you test out my Guardian Summon with your Animated Battle? I got a compatible issue with your script and mine.
It’s error on line 448: actor.setup_position, Script VE | Actors Battlers.
Hello,
I found a bug : when I use the command “items”, the script is using the defend pose of the battler. I am using Holder sprites.
Never mind my first post. It seems the bug come from my custom sprite because I don’t get the bug with holder’s sprite…
Zomg, sorry for tripple post but this time I am 100% sure. The battler doesn’t use the right pose when I use the command “items”, it use the defend/gaurd pose. I only have your scripts installed, here what I wrote :
‘Actor4[anim]‘ => {frames: 4, rows: 14, mirror: false, mode: :sprite,
action: :default},
It says no method error when the game starts. unidentified constant “>” for nil ???
whoops that is line’1996′ sorry.
Hi, I have a problem with the script, when an enemy launch a spell he don’t wait the end of the return movement of my hero, the spell is casting in front of the enemy during the movement of the hero :
http://www.noelshack.com/2012-15-1334007190-screen1.png
It’s like the command ” wait: movement;” don’t do his job :s
He have something to do to fix that plz ?
I have a similar problem, and it has something to do with the tag.
im having hard time applying the script @_@ can please make a demo of it instead you know a demo project for those who cant understand(and nosebleeding) because reading manuals are too long to read
I will report the bugs that I’ve found so far :
- The dead “pose” doesn’t loop or stay.
- The items and magic poses aren’t used, your script use instead the defend or skill pose (depends of the sprite type).
As stated many times, each pose have it’s own settings, it doesn’t loop because it was not set to loop, and if somoene want to make it loop must change the settings.
And the same for the item and skill poses, they must be setup by the user.
So, no bugs to fix.
Dear Victor,
Thank you for replying and to take your time for me.
I understand what you’re telling me but I am lost, because when I look to your default commands (VE_DEFAULT_ACTION = “), everything I need (and reported) are already written by yourself in the script like the “dead pose” :
# Pose displayed when incapacited
pose: self, row dead, all frames, wait 8;
wait: 32;
So yes I am lost, why this for example do not work ? It has already the loop fonction and everything seems fine.
EDIT : sorry but some words disappeared from my previous post and I can’t edit it.
# Pose displayed when incapacited
pose: self, row dead, all frames, wait 8;
wait: 32;
Line 330
In order to prevent a character from disappearing, you need to select “Not Disappear” from the Collapse effect menu in the editor. Has nothing to do with victor’s scripts
Thanks I didn’t know.
Wait, where is that ? I can’t locate it in the editor.
Nevermind, I found it. You did well to found that
Hello! ^^
I’ve read the manual and instructions a few times but haven’t seen anything related to this, but would it be possible to specify different sprite sheets to have different numbers of frames and be used by certain poses? The amount of frames my sprites use vary from pose to pose, and some of the animations are quite detailed, and thinking up an average number of frames for every sprite sheet and having the frames large enough to accommodate every unique action would result in massive filesize bloat and huge issues regarding framing and positions. I have a fairly large number of characters which just makes the problem worse >.<;
I hope I was clear enough. I'm basically looking to be able to have a variety of sprite sheet sizes in the game that can be designated to certain poses, rather than having the entire game use a uniformly sized sprite sheet.
I have my global settings to invert: true because my monster sprites are setup to work that way.
However Holders battlers are setup the opposite way, so I need to invert: false on them.
‘C_Strife’ => {frames: 4, rows: 14, mirror: false, invert: false, mode: :sprite,
action: nil},
‘C_Karin’ => {frames: 4, rows: 14, mirror: false, invert: false, mode: :sprite,
action: nil},
However it seems changing either the mirror or invert options here has no effect. I can change the frames and rows as a test to make sure the battlers are actually being modified, and they are, but the invert and mirror options have no effect at all.
I tried it and I also had that bug.
Thanks for making amazing script. After read the manual carefully, I still have a problem. This is my step to implement your script:
1. Insert VE – Basic Module to my Script Editor;
2. Insert VE – Animated Battler to my Script Editor;
3. Insert VE – Actor Battlers to my Script Editor;
4. Add character in “/Graphics/Characters” named “hero.png”;
5. Add custom animated battle sprites in “/Graphics/Battlers” named “hero[anim].png”;
6. Add notes to my Actors Database : “”.
By doing above step, I can see my custom animated battler sprite on screen during battle scene, but the problem is the custom animated battler didn’t animated. So my screen fully covered by the custom animated battler.
Is there anything wrong with the way I do?
Thanks,
RyanBram
Thanks for making amazing script. After read the manual carefully, I still have a problem. This is my step to implement your script:
1. Insert VE – Basic Module to my Script Editor;
2. Insert VE – Animated Battler to my Script Editor;
3. Insert VE – Actor Battlers to my Script Editor;
4. Add character in “/Graphics/Characters” named “hero.png”;
5. Add custom animated battle sprites in “/Graphics/Battlers” named “hero [anim].png”;
6. Add notes to my Actors Database : “”.
By doing above step, I can see my custom animated battler sprite on screen during battle scene, but the problem is the custom animated battler didn’t animated. So my screen fully covered by the custom animated battler.
Is there anything wrong with the way I do?
Thanks,
RyanBram
Don’t put a space between hero [anim] and if you’re using Kaduki or normal charset you need to set up the : Custom Sprite Settings (in the user manual) after that if it’s not working then check if you didn’t made any typo.
Thanks chaoss17 for replying my question. I already try your method by not putting a space between hero and [anim]. But my battler still static, not animated. When I copy and pasting three victor script that I mentioned above, I didn’t make any change in it. Just copy and pasting, and write <battler name: hero[anim]> in actors database. I know if Victor wouldn’t ever release any demo. But if you (chaoss17) want to release it, I will be more than happy.
Thanks.
Hi,
Victor can you make a compatibilty patch for Moghunter HUD please ?
Because the game crash when a kaduki do a normal attack but not a special attack, weird isn’t it ?
Why you deletted the demo?…..
Hey Victor,
I’ve got a problem. i’m not sure if it’s this script, or the Actor Battlers script, since it’s not an error message, but more like a graphic glitch.
So, everything works fine, animations, attacks, it’s all good. But when a party member dies, his body dissapears (might be on purpose, I don’t know), but the real problem is, whenever you revive him, he doesn’t show up. He’s alive alright, you can control him and everything, but… He’s just invisible.
I’ve looked around, but doesn’t seem like there’s been any solutions. Do you know a way to fix it ?
Thanks
I had same problem,
which I think, is caused by custom collapse script
you can make a temporally fix by adding custom collapses
without fading option for each of actors.
Funny thing is, I don’t have any custom collapse script, or setup. It’s all default.
Can you tell me how to make that temporally fix ? ‘Cause I know other people too have that problem…
Did some more reading and testing.
Basic RMVXace engine uses default collapse for all battlers that are dead (state #1)
which includes fading, so to not make actors fade you need to tell it (by skript most likely)
that actors should not fade when dead.
Alright, I’ll try that when I get the chance (I’m in class right now :p) ! Thanks !
Excuse me Vic. im having problem with your script or maybe im just being stupid.
heres my problem.
Im using Holders Sprite and i try to follow th steps according to your manual..
but my problem is , only the enemy is being animated when i use the :sprite mode
and when i try to use the :sprite mode for my actors they are not animated!!
it shows the whole sprite sheet and i cant fix it. did i miss something?
but i make the enemy animated? how cant i make the actors??
Thanks in advance..
Ok I already fix my problem it is really my fault..
already fix it thanks for your script this is a big help for my game.. (^_^.)