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GW Animated Battle backs Patch for Atoa ACBS - Printable Version

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RE: GW Animated Battle backs Patch for Atoa ACBS - kyonides - 10-17-2024

EDIT: Replace it with this full version that no longer includes any weird hidden character AFAIK.

Code:
#==============================================================================
# ** GW Animated Battlebacks + New Features
#------------------------------------------------------------------------------
#  by The Bard (Gabriel Winchester)
#  - Improvements by Atoa -
#  May 22, 2010
#
#  This screipt allows battlebacks to be animated (no, its not like Moghunter's
#  system which moves). They are actually animated, by individual frames.
#
#  USAGE
#  Before each battle, you establish the parameters you want for the battleback.
#
#  Use the call script command:  animated_bb_on(speed, frames, opacity_
#  * Opacity can be omitted as it is defaulted to a full 255 solid setting
#
#  To turn off the animated battleback layer, use: animated_bb_off
#
#  NEVER set a speed value to 0 or below.
#
#  UPPER LAYER
#  If you add a top layer to the battleback, the image will be above the heroes.
#
#  To set a top layer, use the code:  upper_bb_on(speed, frames, opacity)
#
#  If the image is not moving, just call: upper_bb_on
#
#  To turn off the upper battleback layer, use: upper_bb_off
#
#  Upper layers should have the suffixes "UP" and 'frame' followed by
#  each other. IF, for example, it is an image to be shown above the heroes
#  and has three frames of animations, they must be named as follows
#  "CastleUP1" "CastleUP2" "CastleUp3"
#
#==============================================================================

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  alias :animated_gm_sys_init :initialize
  #--------------------------------------------------------------------------
  def initialize
    animated_gm_sys_init
    @animated_bb = false
    @bb_speed = 0
    @bb_frames = 0
    @bb_opac = 0
    @upperbb = 0
    @upperbb_speed = 0
    @upperbb_frames = 0
    @upperbb_opac = 0
  end
  attr_accessor :animated_bb, :bb_speed, :bb_frames, :bb_opac
  attr_accessor :upperbb, :upperbb_speed, :upperbb_frames, :upperbb_opac
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  alias :animated_sprtst_btl_init :initialize
  def initialize
    create_animbb  if $game_system.animated_bb
    create_upperbb if $game_system.upperbb
    animated_sprtst_btl_init
  end
  #--------------------------------------------------------------------------
  def create_animbb
    @animbb_time      = 0
    @animbb_frame     = 0
    @animbb           = Sprite.new(@viewport1)
    @animbb.bitmap    = RPG::Cache.battleback($game_temp.battleback_name +
                        @animbb_frame.to_s)
    @animbb.z         = 2
    @animbb.opacity   = $game_system.bb_opac
  end
  #--------------------------------------------------------------------------
  def create_upperbb
    @upperbb_time     = 0
    @upperbb_frame    = 1
    @upperbb          = Sprite.new(@viewport3)
    @upperbb.bitmap   = RPG::Cache.battleback($game_temp.battleback_name +
                        "UP" + @animbb_frame.to_s)
    @upperbb.opacity  = $game_system.upperbb_opac
    @upperbb.z        = 20
    # ACBS = 140, Padrão = 20
  end
  #--------------------------------------------------------------------------
  alias gw_update update
  def update
    upperbb_update   if $game_system.upperbb
    animbb_update    if $game_system.animated_bb
    @animbb.dispose  if @animbb != nil and not $game_system.animated_bb
    @upperbb.dispose if @upperbb != nil and not $game_system.upperbb
    gw_update
  end
  #--------------------------------------------------------------------------
  alias gw_dispose dispose
  def dispose
    @animbb.dispose   if $game_system.animated_bb
    @upperbb.dispose  if $game_system.upperbb
    gw_dispose
  end
  #--------------------------------------------------------------------------
  def animbb_update
    create_animbb   if @animbb.nil?
    @animbb_time    += 1
    if @animbb_time % $game_system.bb_speed == 0
      @animbb_frame = (@animbb_frame % $game_system.bb_frames) + 1
      begin
        bb    = RPG::Cache.battleback(@battleback_name + @animbb_frame.to_s)
      rescue
        bb    = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @animbb.bitmap  = bb
      @animbb.opacity = $game_system.bb_opac
    end
  end
  #--------------------------------------------------------------------------
  def upperbb_update
    create_upperbb  if @upperbb.nil?
    @upperbb_time   += 1
    if @upperbb_time % $game_system.upperbb_speed == 0
      @upperbb_frame = (@upperbb_frame % $game_system.upperbb_frames) + 1
      begin
        upperbb   = RPG::Cache.battleback(@battleback_name + "UP" +
                    @upperbb_frames.to_s)
      rescue
        upperbb   = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @upperbb.bitmap   = upperbb
      @upperbb.opacity  = $game_system.upperbb_opac
    end
  end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  def animated_bb_on(speed, frames, opacity=255)
    $game_system.animated_bb  = true
    $game_system.bb_speed     = speed
    $game_system.bb_frames    = frames
    $game_system.bb_opac      = opacity
  end
  #--------------------------------------------------------------------------
  def upper_bb_on(speed=1, frames=1, opacity=255)
    $game_system.upperbb        = true
    $game_system.upperbb_speed  = speed
    $game_system.upperbb_frames = frames
    $game_system.upperbb_opac   = opacity
  end
  #--------------------------------------------------------------------------
  def animated_bb_off
    $game_system.animated_bb  = false
    $game_system.bb_speed     = 0
    $game_system.bb_frames    = 0
  end
  #--------------------------------------------------------------------------
  def upper_bb_off
    $game_system.upperbb        = false
    $game_system.upperbb_speed  = 0
    $game_system.upperbb_frames = 0
    $game_system.upperbb_opac   = 0
  end
end

Now it would only fail if you lack any of the frames. Tongue sticking out


RE: GW Animated Battle backs Patch for Atoa ACBS - Solitaire - 10-17-2024

(10-17-2024, 12:04 AM)kyonides Wrote: EDIT: Replace it with this full version that no longer includes any weird hidden character AFAIK.

Code:
#==============================================================================
# ** GW Animated Battlebacks + New Features
#------------------------------------------------------------------------------
#  by The Bard (Gabriel Winchester)
#  - Improvements by Atoa -
#  May 22, 2010
#
#  This screipt allows battlebacks to be animated (no, its not like Moghunter's
#  system which moves). They are actually animated, by individual frames.
#
#  USAGE
#  Before each battle, you establish the parameters you want for the battleback.
#
#  Use the call script command:  animated_bb_on(speed, frames, opacity_
#  * Opacity can be omitted as it is defaulted to a full 255 solid setting
#
#  To turn off the animated battleback layer, use: animated_bb_off
#
#  NEVER set a speed value to 0 or below.
#
#  UPPER LAYER
#  If you add a top layer to the battleback, the image will be above the heroes.
#
#  To set a top layer, use the code:  upper_bb_on(speed, frames, opacity)
#
#  If the image is not moving, just call: upper_bb_on
#
#  To turn off the upper battleback layer, use: upper_bb_off
#
#  Upper layers should have the suffixes "UP" and 'frame' followed by
#  each other. IF, for example, it is an image to be shown above the heroes
#  and has three frames of animations, they must be named as follows
#  "CastleUP1" "CastleUP2" "CastleUp3"
#
#==============================================================================

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  alias :animated_gm_sys_init :initialize
  #--------------------------------------------------------------------------
  def initialize
    animated_gm_sys_init
    @animated_bb = false
    @bb_speed = 0
    @bb_frames = 0
    @bb_opac = 0
    @upperbb = 0
    @upperbb_speed = 0
    @upperbb_frames = 0
    @upperbb_opac = 0
  end
  attr_accessor :animated_bb, :bb_speed, :bb_frames, :bb_opac
  attr_accessor :upperbb, :upperbb_speed, :upperbb_frames, :upperbb_opac
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  alias :animated_sprtst_btl_init :initialize
  def initialize
    create_animbb  if $game_system.animated_bb
    create_upperbb if $game_system.upperbb
    animated_sprtst_btl_init
  end
  #--------------------------------------------------------------------------
  def create_animbb
    @animbb_time      = 0
    @animbb_frame     = 0
    @animbb           = Sprite.new(@viewport1)
    @animbb.bitmap    = RPG::Cache.battleback($game_temp.battleback_name +
                        @animbb_frame.to_s)
    @animbb.z         = 2
    @animbb.opacity   = $game_system.bb_opac
  end
  #--------------------------------------------------------------------------
  def create_upperbb
    @upperbb_time     = 0
    @upperbb_frame    = 1
    @upperbb          = Sprite.new(@viewport3)
    @upperbb.bitmap   = RPG::Cache.battleback($game_temp.battleback_name +
                        "UP" + @animbb_frame.to_s)
    @upperbb.opacity  = $game_system.upperbb_opac
    @upperbb.z        = 20
    # ACBS = 140, Padrão = 20
  end
  #--------------------------------------------------------------------------
  alias gw_update update
  def update
    upperbb_update   if $game_system.upperbb
    animbb_update    if $game_system.animated_bb
    @animbb.dispose  if @animbb != nil and not $game_system.animated_bb
    @upperbb.dispose if @upperbb != nil and not $game_system.upperbb
    gw_update
  end
  #--------------------------------------------------------------------------
  alias gw_dispose dispose
  def dispose
    @animbb.dispose   if $game_system.animated_bb
    @upperbb.dispose  if $game_system.upperbb
    gw_dispose
  end
  #--------------------------------------------------------------------------
  def animbb_update
    create_animbb   if @animbb.nil?
    @animbb_time    += 1
    if @animbb_time % $game_system.bb_speed == 0
      @animbb_frame = (@animbb_frame % $game_system.bb_frames) + 1
      begin
        bb    = RPG::Cache.battleback(@battleback_name + @animbb_frame.to_s)
      rescue
        bb    = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @animbb.bitmap  = bb
      @animbb.opacity = $game_system.bb_opac
    end
  end
  #--------------------------------------------------------------------------
  def upperbb_update
    create_upperbb  if @upperbb.nil?
    @upperbb_time   += 1
    if @upperbb_time % $game_system.upperbb_speed == 0
      @upperbb_frame = (@upperbb_frame % $game_system.upperbb_frames) + 1
      begin
        upperbb   = RPG::Cache.battleback(@battleback_name + "UP" +
                    @upperbb_frames.to_s)
      rescue
        upperbb   = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @upperbb.bitmap   = upperbb
      @upperbb.opacity  = $game_system.upperbb_opac
    end
  end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  def animated_bb_on(speed, frames, opacity=255)
    $game_system.animated_bb  = true
    $game_system.bb_speed     = speed
    $game_system.bb_frames    = frames
    $game_system.bb_opac      = opacity
  end
  #--------------------------------------------------------------------------
  def upper_bb_on(speed=1, frames=1, opacity=255)
    $game_system.upperbb        = true
    $game_system.upperbb_speed  = speed
    $game_system.upperbb_frames = frames
    $game_system.upperbb_opac   = opacity
  end
  #--------------------------------------------------------------------------
  def animated_bb_off
    $game_system.animated_bb  = false
    $game_system.bb_speed     = 0
    $game_system.bb_frames    = 0
  end
  #--------------------------------------------------------------------------
  def upper_bb_off
    $game_system.upperbb        = false
    $game_system.upperbb_speed  = 0
    $game_system.upperbb_frames = 0
    $game_system.upperbb_opac   = 0
  end
end

Now it would only fail if you lack any of the frames. Tongue sticking out
I'm getting this one now:
[Image: error.png]


RE: GW Animated Battle backs Patch for Atoa ACBS - kyonides - 10-17-2024

Confused Another mysterious character was still there...

This edit might work normally now... as long as you don't set upperbb_speed and upperbb_frames to 0. Happy with a sweat

Code:
#==============================================================================
# ** GW Animated Battlebacks + New Features
#------------------------------------------------------------------------------
#  by The Bard (Gabriel Winchester)
#  - Improvements by Atoa -
#  May 22, 2010
#
#  This screipt allows battlebacks to be animated (no, its not like Moghunter's
#  system which moves). They are actually animated, by individual frames.
#
#  USAGE
#  Before each battle, you establish the parameters you want for the battleback.
#
#  Use the call script command:  animated_bb_on(speed, frames, opacity_
#  * Opacity can be omitted as it is defaulted to a full 255 solid setting
#
#  To turn off the animated battleback layer, use: animated_bb_off
#
#  NEVER set a speed value to 0 or below.
#
#  UPPER LAYER
#  If you add a top layer to the battleback, the image will be above the heroes.
#
#  To set a top layer, use the code:  upper_bb_on(speed, frames, opacity)
#
#  If the image is not moving, just call: upper_bb_on
#
#  To turn off the upper battleback layer, use: upper_bb_off
#
#  Upper layers should have the suffixes "UP" and 'frame' followed by
#  each other. IF, for example, it is an image to be shown above the heroes
#  and has three frames of animations, they must be named as follows
#  "CastleUP1" "CastleUP2" "CastleUp3"
#
#==============================================================================

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  alias :animated_gm_sys_init :initialize
  #--------------------------------------------------------------------------
  def initialize
    animated_gm_sys_init
    @animated_bb = false
    @bb_speed = 0
    @bb_frames = 0
    @bb_opac = 0
    @upperbb = 0
    @upperbb_speed = 1
    @upperbb_frames = 1
    @upperbb_opac = 0
  end
  attr_accessor :animated_bb, :bb_speed, :bb_frames, :bb_opac
  attr_accessor :upperbb, :upperbb_speed, :upperbb_frames, :upperbb_opac
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  alias :animated_sprtst_btl_init :initialize
  def initialize
    create_animbb  if $game_system.animated_bb
    create_upperbb if $game_system.upperbb
    animated_sprtst_btl_init
  end
  #--------------------------------------------------------------------------
  def create_animbb
    @animbb_time      = 0
    @animbb_frame    = 0
    @animbb          = Sprite.new(@viewport1)
    @animbb.bitmap    = RPG::Cache.battleback($game_temp.battleback_name +
                        @animbb_frame.to_s)
    @animbb.z        = 2
    @animbb.opacity  = $game_system.bb_opac
  end
  #--------------------------------------------------------------------------
  def create_upperbb
    @upperbb_time = 0
    @upperbb_frame = 1
    @upperbb = Sprite.new(@viewport3)
    @upperbb.bitmap = RPG::Cache.battleback($game_temp.battleback_name +
      "UP" + @animbb_frame.to_s)
    @upperbb.opacity = $game_system.upperbb_opac
    @upperbb.z = 20
    # ACBS = 140, Padrao = 20
  end
  #--------------------------------------------------------------------------
  alias gw_update update
  def update
    upperbb_update  if $game_system.upperbb
    animbb_update    if $game_system.animated_bb
    @animbb.dispose  if @animbb != nil and not $game_system.animated_bb
    @upperbb.dispose if @upperbb != nil and not $game_system.upperbb
    gw_update
  end
  #--------------------------------------------------------------------------
  alias gw_dispose dispose
  def dispose
    @animbb.dispose  if $game_system.animated_bb
    @upperbb.dispose  if $game_system.upperbb
    gw_dispose
  end
  #--------------------------------------------------------------------------
  def animbb_update
    create_animbb  if @animbb.nil?
    @animbb_time    += 1
    if @animbb_time % $game_system.bb_speed == 0
      @animbb_frame = (@animbb_frame % $game_system.bb_frames) + 1
      begin
        bb    = RPG::Cache.battleback(@battleback_name + @animbb_frame.to_s)
      rescue
        bb    = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @animbb.bitmap  = bb
      @animbb.opacity = $game_system.bb_opac
    end
  end
  #--------------------------------------------------------------------------
  def upperbb_update
    create_upperbb  if @upperbb.nil?
    @upperbb_time  += 1
    if @upperbb_time % $game_system.upperbb_speed == 0
      @upperbb_frame = (@upperbb_frame % $game_system.upperbb_frames) + 1
      begin
        upperbb  = RPG::Cache.battleback(@battleback_name + "UP" +
                    @upperbb_frames.to_s)
      rescue
        upperbb  = RPG::Cache.battleback($game_temp.battleback_name)
      end
      @upperbb.bitmap  = upperbb
      @upperbb.opacity  = $game_system.upperbb_opac
    end
  end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  def animated_bb_on(speed, frames, opacity=255)
    $game_system.animated_bb  = true
    $game_system.bb_speed    = speed
    $game_system.bb_frames    = frames
    $game_system.bb_opac      = opacity
  end
  #--------------------------------------------------------------------------
  def upper_bb_on(speed=1, frames=1, opacity=255)
    $game_system.upperbb        = true
    $game_system.upperbb_speed  = speed
    $game_system.upperbb_frames = frames
    $game_system.upperbb_opac  = opacity
  end
  #--------------------------------------------------------------------------
  def animated_bb_off
    $game_system.animated_bb  = false
    $game_system.bb_speed    = 0
    $game_system.bb_frames    = 0
  end
  #--------------------------------------------------------------------------
  def upper_bb_off
    $game_system.upperbb        = false
    $game_system.upperbb_speed  = 0
    $game_system.upperbb_frames = 0
    $game_system.upperbb_opac  = 0
  end
end



RE: GW Animated Battle backs Patch for Atoa ACBS - DerVVulfman - 10-17-2024

I have a whole slew of questions here.

Given that the script supplied contained the following texts:
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  attr_accessor :animated_bb
  attr_accessor :upperbb
  attr_accessor :bb_speed
  attr_accessor :upperbb_speed
  attr_accessor :bb_frames
  attr_accessor :upperbb_frames
  attr_accessor :bb_opac
  attr_accessor :upperbb_opac
  #--------------------------------------------------------------------------
  alias gw_initialize initialize
  def initialize
    gw_initialize
    @animated_bb    = false
    @bb_speed       = 0
    @bb_frames      = 0
    @upperbb_speed  = 0
    @upperbb_frames = 0
  end
end
This being the Game_System class where I highlighted the @bb_frames instance variable, I would initially ask how you received this error:

(10-16-2024, 10:59 PM)Solitaire Wrote: [Image: error.png]

It was then, I realized something...   The error says that it cannot find...  "bb_frames=",  not "bb_frames".   

Something very strange had occurred here.  For if you look at the script I supplied, I added spaces between any instance of the bb_frames variable and any ('=') equal sign.
And line 149?
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  def animated_bb_on(speed, frames, opacity=255)
    $game_system.animated_bb  = true
    $game_system.bb_speed     = speed
    $game_system.bb_frames    = frames                                       
    $game_system.bb_opac      = opacity
  end
There is definitely a space after $game_system.bb_frames

Do you have a test demo of some sort you can upload so we can see what's happening?


RE: GW Animated Battle backs Patch for Atoa ACBS - kyonides - 10-17-2024

(10-17-2024, 02:44 AM)DerVVulfman Wrote: I have a whole slew of questions here.

Given that the script supplied contained the following texts:

Code:
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  attr_accessor :animated_bb
  attr_accessor :upperbb
  attr_accessor :bb_speed
  attr_accessor :upperbb_speed
  attr_accessor :bb_frames
  attr_accessor :upperbb_frames
  attr_accessor :bb_opac
  attr_accessor :upperbb_opac
# Several Lines of Code Here
This being the Game_System class where I highlighted the @bb_frames instance variable, I would initially ask how you received this error:
...
It was then, I realized something...   The error says that it cannot find...  "bb_frames=",  not "bb_frames".   

Something very strange had occurred here.  For if you look at the script I supplied, I added spaces between any instance of the bb_frames variable and any ('=') equal sign.
And line 149?
...
    $game_system.bb_frames    = frames                                       
...
There is definitely a space after $game_system.bb_frames

Do you have a test demo of some sort you can upload so we can see what's happening?

Or you just type that stuff yourself just like I did. Winking 
That's why I stopped getting those weird errors. Then the division by zero errors showed up... Confused
Anyway, I set the required values to 1 and now it seems to be working normally. Happy with a sweat


RE: GW Animated Battle backs Patch for Atoa ACBS - Solitaire - 10-17-2024

Again, you guys reply too speedily for me  Laughing + Tongue sticking out


Also, wait wait... Am I supposed to always apply an upper layer?

Is that what's been hitching things up?!


RE: GW Animated Battle backs Patch for Atoa ACBS - DerVVulfman - 10-17-2024

Always use an upper layer? I certainly hope not. That would be unwise for a code developer to force the end-user to use extra features undesired. I mean, you could set up a transparent upper-level background, but that would be wasteful.

However, my concern is with why you received an error that shouldn't exist.


RE: GW Animated Battle backs Patch for Atoa ACBS - kyonides - 10-17-2024

(10-17-2024, 03:25 AM)Solitaire Wrote: Again, you guys reply too speedily for me  Laughing + Tongue sticking out


Also, wait wait... Am I supposed to always apply an upper layer?

Is that what's been hitching things up?!

Detective Well, based on how GW crafted the script... Yes, you have to. Happy with a sweat

(10-17-2024, 03:31 AM)DerVVulfman Wrote: Always use an upper layer?  I certainly hope not.  That would be unwise for a code developer to force the end-user to use extra features undesired.  I mean, you could set up a transparent upper-level background, but that would be wasteful.

However, my concern is with why you received an error that shouldn't exist.

Who said you had deleted all of those blank, invisible, non-printable characters? Tongue sticking out
They're like coding Zombie monsters! Shocked They always find a way to survive!
In my experience you can't do anything about it except for typing all the data yourself. Winking And yes, it's tiresome. Boring


RE: GW Animated Battle backs Patch for Atoa ACBS - Solitaire - 10-17-2024

(10-17-2024, 03:31 AM)DerVVulfman Wrote: Always use an upper layer?  I certainly hope not.  That would be unwise for a code developer to force the end-user to use extra features undesired.  I mean, you could set up a transparent upper-level background, but that would be wasteful.

However, my concern is with why you received an error that shouldn't exist.

Alrighty, now I tried it out on a clean demo of the Atoa system instead (without my stuff in it, totally clean), I first was able to enter battle without it animating, but once I did the script call before battle, and specified the frames, speed, it gave me the same error again at line 75. I am very confused  Happy with a sweat I'll attach that one here

SURELY I must be mistaking something here (my brain must not be running at full capacity!)

Also, I didn't know where to include this, but I'll just note it here. Before the line 75 error started again, it started looking for a file with "0000" instead of just "000" which I don't know if it's supposed to do that, but I just duped one of the other ones and put it in the folder:
[Image: battlebacksfolder.png]
Thanks again for your help and patience, guys!


RE: GW Animated Battle backs Patch for Atoa ACBS - Solitaire - 10-17-2024

(10-17-2024, 03:39 AM)kyonides Wrote:
(10-17-2024, 03:25 AM)Solitaire Wrote: Again, you guys reply too speedily for me  Laughing + Tongue sticking out


Also, wait wait... Am I supposed to always apply an upper layer?

Is that what's been hitching things up?!

Detective Well, based on how GW crafted the script... Yes, you have to. Happy with a sweat

Ah! Okay!! I thought that might have been the case lol! I'm glad I did put them into the folder just in case.