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error in Battle Report script by Raziel

I've been using Raziel's Battle Report script for a while in my game but when the player gets further in the game (where they get a lot of exp, and there are four players in the party, etc), I sometimes get the following error after a battle. I'm not sure exactly what triggers it.

http://i38.photobucket.com/albums/e127/ ... terror.jpg[/img]

The line it errors on is: 
Code:
@lvup_window[i] = Window_LevelUp.new(actor, i)

Additionally, I get the following error when the player wins a battle but at least one party member is at the maximum level. I'm more concerned about the above problem than this though.

http://i38.photobucket.com/albums/e127/ ... error2.jpg[/img]

The line that error occurs is:   
Code:
for i in 1..( (min / max.to_f) * width - 1)

I have some programming knowledge but I have hardly any experience with Ruby so I really can't figure out what's going wrong here. Any help would be appreciated.

Here is the full script, with a couple small changes I've made:

Code:
#==============================================================================
# ** Battle Report v 1.6 by Illustrationism
#  * Posted & Edited by Raziel
#==============================================================================
#  A script that shows the battle result like in the Final Fantasy games.
#
#  Features
#  * Scrolling down Exp
#
#   Edits:
#  * Exp Bars filling up
#  * Possible displaying of Facesets instead of Charactersets
#  * Exp scrolling down faster, depending on how much exp you gain after battle.
#  * Play a ME as long as you want in the result window.
#==============================================================================

# EDIT
# Enlist here actor IDs who you do not wish to display on level-up window.
# Example as follows: (separate by commas)
TEMPORARY_ACTORS = [9, 10, 11]

class Game_Actor < Game_Battler
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      
      # NEW - David
      $d_new_skill = nil
      
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
      
          # NEW - David
          skill = $data_skills[j.skill_id]
          $d_new_skill = skill.name
      
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end

end

class Window_LevelUp < Window_Base2

  #----------------------------------------------------------------
  def initialize(actor, pos)
    #change this to false to show the actor's graphic
    @face = true
    @actor = actor
    y = (pos * 120)
    super(280, y, 360, 120)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255    
    if $d_dum == false
      refresh
    end
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh
    return unless @actor.is_a?(Game_Actor)
    self.contents.clear
    self.contents.font.size = 18
    if @face == true
    draw_actor_face(@actor, 4, 0)
    else
    draw_actor_graphic(@actor, 50, 80)
    end
    draw_actor_name(@actor, 111, 0)
    draw_actor_level(@actor, 186, 0)
    show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
    min_bar = @actor.level == 99 ? 1 : @actor.now_exp
    max_bar = @actor.level == 99 ? 1 : @actor.next_exp
    draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
    self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
    self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
  end

  
  #----------------------------------------------------------------
  def level_up
    self.contents.font.color = system_color
    self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
  end
  #-----------------------------------------------------------------
   def learn_skill(skill)
    self.contents.font.color = normal_color
    unless $d_new_skill == nil
      Audio.se_play("Audio/SE/105-Heal01")
      self.contents.draw_text(186, 24, 80, 32, "Learned:")
      self.contents.font.color = system_color
      self.contents.draw_text(261, 24, 90, 32, skill)
    end
  end


  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_LevelUp

#=================================
#Window_EXP
# Written by: David Schooley
#=================================

class Window_EXP < Window_Base2

  #----------------------------------------------------------------
  def initialize(exp)
    super(0, 0, 280, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(exp)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(exp)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
    self.contents.font.color = normal_color
    self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
  end
  
  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_EXP

#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================

class Window_Money_Items < Window_Base2

  #----------------------------------------------------------------
  def initialize(money, treasures)
    @treasures = treasures
    super(0, 60, 280, 420)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(money)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(money)
    @money = money
    self.contents.clear
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 4, 100, 32, "Items Found:")
    self.contents.font.color = normal_color
    
    y = 32
    for item in @treasures
      draw_item_name(item, 4, y)
      y += 32
    end
    
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
  end

  def update
    super
  end
  
end # of Window_Money_Items


class Scene_Battle
  alias raz_battle_report_main main
  alias raz_battle_report_be battle_end

  def main
    # NEW - David
    #$battle_end = false
    @lvup_window = []
    @show_dummies = true # Show dummy windows or not?
    raz_battle_report_main
    # NEW - David
    @lvup_window = nil
    @level_up = nil
    @ch_stats = nil
    @ch_compare_stats = nil
    Audio.me_stop
  end

  def battle_end(result)
    raz_battle_report_be(result)
    # NEW - David
    @status_window.visible = false
    @spriteset.dispose

=begin    
    # Added for RTAB Patch version
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    # End of RTAB Patch Version
=end                   

    Graphics.transition
    if result == 0
      display_lv_up(@exp, @gold, @treasures)
      loop do
        Graphics.update
        Input.update
        if Input.trigger?(Input::C)
          break
        end
      end
      trash_lv_up
    end

  end
    
  def start_phase5
    @phase = 5
    if $game_switches[12] == false #switch 12 is "don't play ME" (this line added by ImmuneEntity)
      $game_system.me_play($game_system.battle_end_me)
    end
    #$game_system.bgm_play($game_temp.map_bgm) commented out by ImmuneEntity
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($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
    treasures = treasures[0..5]

    # NEW - David
    @treasures = treasures
    @exp  = exp
    @gold = gold

    
    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
    @phase5_wait_count = 10
  end

  def update_phase5
    if @phase5_wait_count > 0
      @phase5_wait_count -= 1
      if @phase5_wait_count == 0
        
        # NEW - David
        $game_temp.battle_main_phase = false        
      end
      return
    end

    # NEW - David
      battle_end(0)

  end

  def display_lv_up(exp, gold, treasures)
    
    $d_dum = false
    d_extra = 0
    i = 0
    for actor in $game_party.actors
        # Fill up the Lv up windows
        # NEW - ONLY if s/he joins permanently
        next if TEMPORARY_ACTORS.include?(actor.id)
        @lvup_window[i] = Window_LevelUp.new(actor, i)
        i += 1
    end
    
    # Make Dummies
    if @show_dummies == true
      $d_dum = true
      for m in i..3
        @lvup_window[m] = Window_LevelUp.new(m, m)
      end
    end
    
    @exp_window = Window_EXP.new(exp)
    @m_i_window = Window_Money_Items.new(gold, treasures)
    @press_enter = nil
    gainedexp = exp
    @level_up = [0, 0, 0, 0]
    @d_new_skill = ["", "", "", ""]
    @d_breakout = false
    @m_i_window.refresh(gold)
    wait_for_OK

    #@d_remember = $game_system.bgs_memorize (commented out by ImmuneEntity)
    Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
    
    # NEW - David
    max_exp = exp
    value = 28
    if exp < value
      value = exp
    end
    if value == 0
      value = 1
    end
    for n in 0..gainedexp - (max_exp / value)
      exp -= (max_exp / value)
      if @d_breakout == false
        Input.update
      end
      
      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 += (max_exp / value)
          # Fill up the Lv up windows
          if @d_breakout == false
            @lvup_window[i].refresh unless @lvup_window[i] == nil
            @exp_window.refresh(exp)
          end
          
          if actor.level > last_level
            @level_up[i] = 5
            Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
            if $d_new_skill
              @d_new_skill[i] = $d_new_skill
            end
          end
          
          if @level_up[i] == 0
            @d_new_skill[i] = ""
          end
          
          if @level_up[i] > 0
            @lvup_window[i].level_up
            if @d_new_skill[i] != ""
              @lvup_window[i].learn_skill(@d_new_skill[i])
            end
          end
          
          if Input.trigger?(Input::C) or exp <= 0
            @d_breakout = true
          end
        end
        
        if @d_breakout == false
          if @level_up[i] >0
            @level_up[i] -= 1
          end
          Graphics.update
        end
      end
      
      if @d_breakout == true
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.cant_get_exp? == false
            actor.exp += exp
          end
        end
        exp = 0
        break
      end
    end
    Audio.bgs_stop
    #@d_remember = $game_system.bgs_restore (commented out by ImmuneEntity)
    
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      @lvup_window[i].refresh unless @lvup_window[i] == nil
    end
    @exp_window.refresh(exp)
    Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
    $game_party.gain_gold(gold)
    @m_i_window.refresh(0)
    Graphics.update
  end
  
  def trash_lv_up
    # NEW - David
    i=0
    
    for i in 0 ... 4
      @lvup_window[i].visible = false unless @lvup_window[i] == nil
    end
    @exp_window.visible = false
    @m_i_window.visible = false
    @lvup_window = nil
    @exp_window = nil
    @m_i_window = nil
  end

  # Wait until OK key is pressed
  def wait_for_OK
    loop do
      Input.update
      Graphics.update
      if Input.trigger?(Input::C)
        break
      end
    end
  end

end

class Window_Base2 < Window
  def draw_actor_face(actor, x, y)
    bitmap = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
    self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
  end  
  #--------------------------------------------------------------------------
  # * Draw Slant Bar(by SephirothSpawn)
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end
 
You gave the answer to your second question by yourself... just encircle the conditional branch starting with the error line with a conditional asking for the level. This should look somewhat like this:
Code:
if l < @actor.max_level # I'm not sure about that variable, though, might wanna replace it with 99
  for i in 1..( (min / max.to_f) * width - 1)
    ...
  end
end

I dunno about your other issue, but my guess is that there's something wrong with the next expression on the line directly above...
 
Oh, yeah I guess that makes sense now that I understand more what the problem was. Thanks!

I still need help with the first error if possible though. This is the one that appears to happen randomly and is therefore difficult to work around.

EDIT: Sorry, I just noticed something that probably affects this. It looks like a while back when I was trying to get the Battle Report, KGC's Active Time Battle System, and the menu system to all work together, I added in another class that appeared to fix it at the time. This obviously isn't good programming design but I didn't really understand the system at all and this appeared to fix it.

I added in another slot in the list of scripts:

Code:
class Window_LevelUp < Window_Base2 #edit: 2 added by ImmuneEntity
  alias initialize_fix_buger1 initialize
  def initialize(actor, pos)
    initialize_fix_buger1(actor, pos)
    self.z=2000
  end
end

class Window_EXP < Window_Base2 #edit: 2 added by ImmuneEntity
  alias initialize_fix_buger2 initialize
  def initialize(exp)
    initialize_fix_buger2(exp)
    self.z=2000
  end
end

class Window_Money_Items < Window_Base2 #edit: 2 added by ImmuneEntity
  alias initialize_fix_buger3 initialize
  def initialize(money, treasures)
    initialize_fix_buger3(money, treasures)
    self.z=2000
  end
end

I also added another Window_Base script called Window_Base2. Window_Base2 appears to be an exact copy of Window_Base.

So if anyone can see any obvious problems that would arise from this please let me know. Otherwise I may have to do away with whatever I tried to do and just request someone to merge those scripts for me.
 
For the first error, I don't see why a NilClass should be thrown. Could you try adding:
Code:
if !@lvup_window.is_a?(Array)
  @lvup_window = []
end
Right above the line where it happens? If the problem no longer occurs, somehow the 'main' method refuses the initialization of the array. I can't seem to figure out why, though.
 

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