[spoiler]#==============================================================================
# Beastairy System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.18.05)
# Last Updated: 11.18.05
#==============================================================================
#==============================================================================
# ** Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Beastairy Game Variables
#--------------------------------------------------------------------------
def command_new_game
# Sets Up Smithery List
$game_beastairy = Game_Beastairy.new
new_game
end
end
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :beastairy_return
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias beastairy_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
beastairy_initialize
@beastairy_return = false
end
end
#==============================================================================
# ** Class Game Beastairy
#==============================================================================
class Game_Beastairy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :monster_groups
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@monster_groups = []
for i in 1...$data_enemies.size
$data_enemies[i].beastairy_setup
unless @monster_groups.include?($data_enemies[i].group)
@monster_groups.push($data_enemies[i].group)
end
end
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#=========================================================================
# ** Class Enemy
#=========================================================================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Detectors
attr_accessor :seen, :defeated, :group
# Counters
attr_accessor :seen_times, :defeated_times
#--------------------------------------------------------------------------
# * Setup Beastairy
#--------------------------------------------------------------------------
def beastairy_setup
@seen_times, @defeated_times = 0, 0
@seen, @defeated = false, false
if @name.include?('(')
a, b = @name.index('('), @name.index(')')
@group = @name.slice!(a..b)
@group.delete!('(')
@group.delete!(')')
else
@group = "Unclassified"
end
end
#--------------------------------------------------------------------------
# * See Enemy
#--------------------------------------------------------------------------
def see
@seen = true
@seen_times += 1
end
#--------------------------------------------------------------------------
# * Defeat Enemy
#--------------------------------------------------------------------------
def defeat
@defeated = true
@defeated_times += 1
end
end
end
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($game_beastairy, file)
end
end
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$game_beastairy = Marshal.load(file)
end
end
#==============================================================================
# ** Class Window Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Enemy Sprite
#--------------------------------------------------------------------------
def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
bitmap = RPG::Cache.character(enemy_name, enemy_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh(0, 0, 0)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of Group From Game_Beastairy.Groups
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Sets Up Group Name
group_name = $game_beastairy.monster_groups[index]
# Sets Up Enemies In Group
enemies = []
for i in 1...$data_enemies.size
if $data_enemies[i].group == group_name
enemies.push($data_enemies[i])
end
end
group_name = "Exit" if index == $game_beastairy.monster_groups.size
# Draws Enemy Group Name
contents.font.color = system_color
contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
unless index == $game_beastairy.monster_groups.size
# Offsets Graphics X Position
graphics_offset = contents.width / (enemies.size + 1)
# Draws Enemies Graphics
for i in 0...enemies.size
draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
end
# HP, SP, and Gold Word
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
gold_word = $data_system.words.gold
# Draws Table Headings
contents.draw_text(4, 128, width, 24, "Name")
contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2)
contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2)
contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2)
# Draws Enemies Stats
contents.font.color = normal_color
for i in 0...enemies.size
# Sets Enemy Stats
name, hp, sp, gold = "??????????", "???", "???", "?????"
name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
gold = enemies[i].gold if enemies[i].defeated
# Draws Stats
contents.draw_text(4, 152 + (i * 24), width, 24, name)
contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2)
contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2)
contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2)
end
end
end
end
#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of enemy From $data_enemies
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Enemy
enemy = $data_enemies[index]
# Graphic Image
draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
# Default Stats Set
name = "??????????"
maxhp = maxsp = str = dex = agi = int = atk = pdef = mdef = eva = "???"
exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????"
item_icon = weapon_icon = armor_icon = "049-Skill06"
armor_type = 2
# If the Enemy has been seen
if enemy.seen
name = enemy.name
maxhp = enemy.maxhp.to_s
maxsp = enemy.maxsp.to_s
str = enemy.str.to_s
dex = enemy.dex.to_s
agi = enemy.agi.to_s
int = enemy.int.to_s
atk = enemy.atk.to_s
pdef = enemy.pdef.to_s
mdef = enemy.mdef.to_s
eva = enemy.eva.to_s
end
# If the Enemy has been Defeated
if enemy.defeated
exp = enemy.exp.to_s
gold = enemy.gold.to_s
if enemy.item_id == 0
item_id = "Nothing"
item_icon = "032-Item01"
else
item_id = $data_items[enemy.item_id].name
item_icon = $data_items[enemy.item_id].icon_name
end
if enemy.weapon_id == 0
weapon_id = "Nothing"
weapon_icon = "032-Item01"
else
weapon_id = $data_weapons[enemy.weapon_id].name
weapon_icon = $data_weapons[enemy.weapon_id].icon_name
end
if enemy.armor_id == 0
armor_id = "Nothing"
armor_icon = "032-Item01"
else
armor_id = $data_armors[enemy.armor_id].name
armor_icon = $data_armors[enemy.armor_id].icon_name
armor_type = $data_armors[enemy.armor_id].type
end
treasure_prob = enemy.treasure_prob.to_s
end
# System Words
g_word = $data_system.words.gold
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
str_word = $data_system.words.str
dex_word = $data_system.words.dex
agi_word = $data_system.words.agi
int_word = $data_system.words.int
atk_word = $data_system.words.atk
pdef_word = $data_system.words.pdef
mdef_word = $data_system.words.mdef
weapon_word = $data_system.words.weapon
case armor_type
when 0 ;armor_type = $data_system.words.armor1
when 1 ;armor_type = $data_system.words.armor2
when 2 ;armor_type = $data_system.words.armor3
when 3 ;armor_type = $data_system.words.armor4
end
item_word = $data_system.words.item
# Draws Name
contents.font.color = normal_color
contents.draw_text(116, 0, contents.width - 116, 32, name)
# Draws Times Seen & Defeated
contents.font.color = system_color
contents.draw_text(116, 32, contents.width - 116, 32, "Times Seen:")
contents.draw_text(116, 64, contents.width - 116, 32, "Times Defeated:")
contents.font.color = normal_color
contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2)
contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2)
# Organizes Stats
colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word,
agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"]
colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
# Organized Victory Settings
column_b_left = ["Experience Given:", "#{g_word} Dropped:", "#{item_word} Dropped:", "",
"#{weapon_word} Dropped:", "", "#{armor_type} Dropped:", "", "Drop Pobabilty:"]
column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob]
# Draws Stats
for i in 0...colomn_a_left.size
contents.font.color = system_color
contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i])
contents.font.color = normal_color
contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2)
end
# Draws Victory Settings
for i in 0...column_b_left.size
contents.font.color = system_color
contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i])
x = -4
x = -30 if i == 3 or i == 5 or i == 7
contents.font.color = normal_color
contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2)
end
# Draws Item Icons
bitmap = RPG::Cache.icon(item_icon)
self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(weapon_icon)
self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(armor_icon)
self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
end
end
#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 288, 200, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
refresh(0)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(phase)
# Clears Window
contents.clear
disabled_system_color = Color.new(192, 224, 255, 128)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, 24, "L / R : Change Pose")
# Main Phase Controls
contents.font.color = phase == 0 ? system_color : disabled_system_color
contents.draw_text(4, 24, contents.width, 24, "Main")
contents.font.color = phase == 0 ? normal_color : disabled_color
contents.draw_text(8, 48, contents.width, 24, "B : Return to Map")
contents.draw_text(8, 72, contents.width, 24, "C : Select Group")
# Enemy Select Controls
contents.font.color = phase == 1 ? system_color : disabled_system_color
contents.draw_text(4, 96, contents.width, 24, "Enemy Select")
contents.font.color = phase == 1 ? normal_color : disabled_color
contents.draw_text(8, 120, contents.width, 24, "B : Return to Main")
contents.draw_text(8, 140, contents.width, 24, "C : Test Battle")
end
end
#==============================================================================
# ** Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Sets Main Phase
@phase = 0
# Enemies Graphic Animation
@pose, @frame, @counting_frame= 0, 0, 0
# Current Phase Window
@phase_window = Window_Base.new(0, 0, width = 200, height = 64)
@phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Main Window (Enemy Groups)
commands = $game_beastairy.monster_groups.dup
commands.push("Exit")
@enemy_groups = Window_Command.new(200, commands)
@enemy_groups.y = 64
@enemy_groups.height = 224
# Controls Window
@controls = Window_Beastairy_Controls.new
# Monster Group Information Window
@monster_window = Window_Monster_Group_Info.new
@monster_window.refresh(0, 0, 0)
# Enemy Information Window
@enemy_window = Window_Monster_Info.new
@enemy_window.visible = false
# Scene Objects
@objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Update Objects Information
@objects.each {|x| x.update}
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of Objects
@objects.each {|x| x.dispose unless x.disposed?}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Visiblity Changes Between Methods
case @phase
# Main Phase
when 0
[@enemy_window].each {|x| x.visible = false if x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible}
@enemy_groups.active = true
when 1
[@enemy_window].each {|x| x.visible = true unless x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible}
@enemy_groups.active = false
end
# Updates Enemy Animation
@counting_frame += 1
if @counting_frame == 8
@counting_frame = 0
@frame += 1
@frame = 0 if @frame == 4
if @phase == 0
@monster_window.refresh(@enemy_groups.index, @pose, @frame)
else
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
end
end
# Current Phase Update
case @phase
when 0; main_update
when 1; enemy_select
end
end
#--------------------------------------------------------------------------
# * Main Frame Update
#--------------------------------------------------------------------------
def main_update
# Exit Scene
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_temp.beastairy_return = false
$scene = Scene_Map.new
# Enemy Select
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @enemy_groups.index == $game_beastairy.monster_groups.size
$game_temp.beastairy_return = false
$scene = Scene_Map.new
else
commands, @enemies = [], []
group = $game_beastairy.monster_groups[@enemy_groups.index]
for i in 1...$data_enemies.size
if $data_enemies[i].group == group
commands.push($data_enemies[i].name)
@enemies.push($data_enemies[i])
end
end
@groups_enemies = Window_Command.new(200, commands)
@groups_enemies.y = 64
@groups_enemies.height = 224
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Enemy Select", 1)
# Adds Object (For Updating)
@objects.push(@groups_enemies)
# Updates Controls Window
@controls.refresh(1)
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
# Changes Phase
@phase = 1
end
# Changes Pose
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
#--------------------------------------------------------------------------
# * Enemy Frame Update
#--------------------------------------------------------------------------
def enemy_select
# Exit Phase
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@groups_enemies.dispose
@objects.delete(@groups_enemies)
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Updates Controls Window
@controls.refresh(0)
# Changes Phase
@phase = 0
# Enemy Select
elsif Input.trigger?(Input::C)
enemy = @enemies[@groups_enemies.index]
if enemy.seen
$game_system.se_play($data_system.decision_se)
enemy_name = enemy.name
for i in 1...$data_troops.size
if $data_troops[i].name == enemy_name
$game_temp.beastairy_return = true
$game_temp.battle_troop_id = i
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
end
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Main Processing
#--------------------------------------------------------------------------
alias beastairy_main main
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
unless $game_temp.beastairy_return
@beastairy_troop = []
troop = $data_troops[$game_temp.battle_troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
@beastairy_troop.push(enemy)
enemy.see
end
else
@beastairy_troop = []
end
beastairy_main
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
if result == 0
for enemy in @beastairy_troop
enemy.defeat
end
end
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
$scene = Scene_Gameover.new
end
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
unless $game_temp.beastairy_return
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# Obtaining gold
$game_party.gain_gold(gold)
# Obtaining treasure
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# Make battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Set wait count
@phase5_wait_count = 100
end
end
[/spoiler]
Okay, I'm using a Bestiary script, but when my character is gonna do battle.
An error apearred noting that this part is the problem :
#--------------------------------------------------------------------------
# * See Enemy
#--------------------------------------------------------------------------
def see
@seen = true
@seen_times += 1
end
#--------------------------------------------------------------------------
# * Defeat Enemy
#--------------------------------------------------------------------------
def defeat
@defeated = true
@defeated_times += 1
end
What's the error? uninitialized variable?
It says the part + is the error.
The error message :
?????'Categorized Bestiary'?104???NoMethodError????????
undefined method'+' for nil:NilClass
Hmm... Does this happen in an old savegame?
Yeah, it sounds to me like @seen_times hasn't been initialized as an integer. If it is initialized through the command_new_game method of Scene_Title, then it will corrupt old savefiles.
Quote from: Zeriab on August 07, 2007, 04:52:44 PM
Hmm... Does this happen in an old savegame?
New game.
I always test play in a new game with each new script.
Quote from: modern algebra on August 07, 2007, 04:58:02 PM
Yeah, it sounds to me like @seen_times hasn't been initialized as an integer. If it is initialized through the command_new_game method of Scene_Title, then it will corrupt old savefiles.
I haven't made any old saves.
Try pasting this below the script:
class Module
def attr_sec_reader(sym, default = 0)
sym = sym.id2name
string = "def #{sym} ;" +
" @#{sym} = #{default} if @#{sym}.nil? ;" +
" @#{sym} ;" +
"end ;"
module_eval(string)
end
end
module RPG
class Enemy
# Detectors
attr_sec_reader :seen
attr_sec_reader :defeated
attr_sec_reader :group
# Counters
attr_sec_reader :seen_times
attr_sec_reader :defeated_times
end
end
:tpg:It didn't work either.
But battle works fine now.
Bestiary no.
?????'Categorized Bestiary'?438???NoMethodError???
undefined method'monster_groups' or nil:NilClass
It's a No Method Error.
Hmm... Maybe the script requires the SDK.
It's a guess but try pasting the SDK above that script. (It can be found at hbgames.org)
Quote from: Zeriab on August 09, 2007, 08:52:24 AM
Hmm... Maybe the script requires the SDK.
It's a guess but try pasting the SDK above that script. (It can be found at hbgames.org)
It's SephirothSpawn, no wonder. Probably does need SDK. >_> You could also try getting Blizzard's, which is probably a jillion times better and is non-SDK and yes-SDK compatible, lol.
Of course, Blizzard's does require you to be competent person who realizes the stupidity of hbgames.org scripters, but I'm sure that this script makes you realize that.
I see no reason why hbgames.org scripters are stupid. That's kind of mean and disrespectful, considering that some of them are really quite good. In any case, yeah, Blizzard's is a good option. Once I get my computer on the internet again, I may also modify my Catalogue Script to make it so that it can work for any type of item, like Monsters, Skills, etc... (Though I'd probably just make it easy to add any of them, rather then do all the work required to create the classes necessary to hold them). But use Blizzard's, it's good.
I hate to sound like a fanboy, but Blizzard's scripts are usually top-notch, if not the best
I'd run over to ChaosProject and grab his bestiary if you want