07-21-2012, 03:29 AM
I took a look after unpacking mah download of the system, I figure you mean line 305 of Game_Map (there is no 305L)
Line 305 is a part of the terrain_tag method within the Game_Map class, and I did a search in the demo for the statements that used $game_map.terrain_tag(x, y).
Of MrMo's ABS, the ABS Engine script called that method only within the player_perform_ranged, player_perform_skill, and player_perform_explode methods only called when you fire a missile of some sort. Likewise, the Ballistics Script only called the $game_map.terrain_tag(x, y) in the update methods of the Range_Base, Game_Ranged_Explode, and Game_Ranged_Kaboom class. Likewise, none of those become active unless you fire a missile.
However, the MiniMap DVV script calls forth the $game_map.terrain_tag(x, y) call in Spriteset_Minimap's draw_map method. Perhaps it involves something misconfigured in the Minimap script. And if you're not using that particular minimap, you need to go into the MrMo ABS config script to turn 'off' the minimap switch.
Line 305 is a part of the terrain_tag method within the Game_Map class, and I did a search in the demo for the statements that used $game_map.terrain_tag(x, y).
Of MrMo's ABS, the ABS Engine script called that method only within the player_perform_ranged, player_perform_skill, and player_perform_explode methods only called when you fire a missile of some sort. Likewise, the Ballistics Script only called the $game_map.terrain_tag(x, y) in the update methods of the Range_Base, Game_Ranged_Explode, and Game_Ranged_Kaboom class. Likewise, none of those become active unless you fire a missile.
However, the MiniMap DVV script calls forth the $game_map.terrain_tag(x, y) call in Spriteset_Minimap's draw_map method. Perhaps it involves something misconfigured in the Minimap script. And if you're not using that particular minimap, you need to go into the MrMo ABS config script to turn 'off' the minimap switch.