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noMethod error after porting my game to V12

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Old July 11th, 2013 (8:17 AM). Edited July 24th, 2013 by BlackWaltz3.
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BlackWaltz3 BlackWaltz3 is offline
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Posts: 188
It seems that error has resolved itself in the two days since I posted about it. Not sure why, since I haven't touched the thing since then. Oh well. I've left it below for posterity.

It's back, with a vengeance.

Exception: NoMethodError

Message: undefined method `*' for nil:NilClass

Game_Character_1:198:in `screen_z'

Sprite_Character:148:in `update_or'

PerspectiveTilemap:429:in `shadow_update'

Shadow:179:in `update'

Sprite_Character:37:in `perspectivetilemap_initialize'

PerspectiveTilemap:423:in `shadow_initialize'

Shadow:152:in `initialize'

Spriteset_Map:162:in `new'

Spriteset_Map:162:in `_animationSprite_initialize'

Spriteset_Map:161:in `each'
So I have no idea what this means. I gather it has something to do with drawing shadows on events, and it's encountering a problem doing so. Why, though, escapes me, as I haven't modified any of the script classes named in the stack call in the error message. I will note this only occurs when attempting to warp to outdoor maps. I was not able to reproduce the error in a clean Essentials.

Why is it throwing this error? I remember there being something in an older version that drew shadows when there were light events, but I haven't made any of those... And since I can't find what the call is from, I can't isolate the problem. Bleh, I should be better at this considering I've been studying programming for 3 semesters now.
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Old July 24th, 2013 (7:52 PM).
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BlackWaltz3 BlackWaltz3 is offline
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Okay, so, it's back. I don't know why. I still haven't touched any scripts. This time, the error occurs on only one map, and it seems to do so when the player is close enough on a connected map for the map in question to load. The only things I did leading up to the re-occurance of the error were to change the tileset and the layout of the map, neither of which I should suspect would be the root of this problem. Since I have no idea what the stack call is doing, I really am at a loss as to how to fix this.

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Old July 25th, 2013 (4:22 AM).
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Maruno Maruno is offline
Lead Dev of Pokémon Essentials
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Location: England
Posts: 5,171
It seems that the game is trying to find the priority of a tile which doesn't exist. This could happen if you switched from a longer tileset to a shorter one.

Make sure all the tiles on your map actually exist in the tileset. I suggest that you fill in any blank-looking areas with a "junk" tile and them fill them in with the real blank tile.
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Old July 25th, 2013 (7:21 AM).
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BlackWaltz3 BlackWaltz3 is offline
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Yep, that did the trick. Thanks a bunch, man. I'm not sure what part of the map exactly was causing that problem, but thorough replacement fixed it, so I guess it had to be at least one tile somewhere.
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