Can someone fix this please?
Here is the whole code just incase :
Yup if someone can help please!
Code:
$game_battler.exp += $game_troop.enemies[0].exp
$game_battler.actor_in_battle.push($game_party.actors[0].ident)
$game_battler.make_level_enemy($game_battler.lv_poke_selv)
Here is the whole code just incase :
Code:
==============================================================================
# â– Scene_Battle
#------------------------------------------------------------------------------
class Scene_Battle
#--------------------------------------------------------------------------
# â—
#--------------------------------------------------------------------------
def main
#Variavel que guarda o party
@map_party = []
#Metodo para retirar os personagens do party e deixar so o primeiro
make_party
#Determina qual foi a ultima skill usada
@last_skill = 0
#Determina se o inimigo desmaiou
@inimigo_desmaia = false
#Determina se o personagem desmaiou
@actor_desmaia = false
#Determina o fundo do menu de batalha
@background=Sprite.new
@background.bitmap=RPG::Cache.picture("Batalha/Fundo_Batalha")
@background.z = 3
#Variavel que determina se esta em batalha
$game_temp.in_battle = true
#Variavel que determina em que turno esta na batalha
$game_temp.battle_turn = 0
#
$game_temp.battle_event_flags.clear
#Determina se a batalha pode ser abortada
$game_temp.battle_abort = false
#Determina se a batalha esta na faze principal
$game_temp.battle_main_phase = false
#Determina o nome da batteback
$game_temp.battleback_name = $game_map.battleback_name
#Determina se o ator esta forcado a executar uma acao
$game_temp.forcing_battler = nil
$game_system.battle_interpreter.setup(nil, 0)
#Determina o id daturma de inimigos
@troop_id = $game_temp.battle_troop_id
#Coloca os inimigos em batalha
$game_troop.setup(@troop_id)
#Adiciona a exp do inimigo a variavel
$game_Battler.exp += $game_troop.enemies[0].exp
#Adiciona o ident do actor ao contados de exp
$game_Battler.actor_in_battle.push($game_party.actors[0].ident)
#Determina o level dos pokemons na batalha
$game_Battler.make_level_enemy($game_batalha.lv_poke_selv)
#Comandos de batalha
s1 = ""
s2 = ""
s3 = ""
s4 = ""
#Chama a janela de comandos e determina suas propriedades
@actor_command_window = Window_Command_Battle.new([s1, s2, s3, s4])
@actor_command_window.x = 320 - 16
@actor_command_window.y = 336 - 14
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
#Chama a janela de status dos personagens e determina suas propriedades
@status_window = Window_ActorStatus.new
@status_window.x = 310
@status_window.y = 205
@status_window.visible = false
#Chama a janela de status dos inimigos e determina suas propriedades
@status_enemy_window = Window_EnemyStatus.new($game_troop.enemies[0])
@status_enemy_window.visible = false
#Chama a janela de mensagens
@message_window = Window_Message.new
#Chama a janela de texto (ao lado da de comandos)
@window_text = Window_Set_Text.new
#Coloca uma picture como fundo de batalha
@picture1 = Sprite.new
@picture1.bitmap = RPG::Cache.battleback($game_temp.battleback_name + "_F")
@picture1.z = 0
#Cria os sprites da batalha (inimigos, personagens, battleback)
@spriteset = Spriteset_Battle.new
#Coloca o viewport dos inimigos e battleback todo a esquerda
@spriteset.viewport1.ox = 640
#Variavel que determina se a introducao terminou
@finish_intro = false
#Contador de loops da batalha
@wait_count = 0
#Trnsicao da batalha
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
#Chama a animacao de inicio da batalha
inicializacao
#Inicia a fase 1
start_phase1
#Loop de acontecimentos da batalha
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
#Fim da batalha (retirando as janelas e atualizando o mapa)
$game_map.refresh
Graphics.freeze
#@teste.dispose
@actor_command_window.dispose
@status_window.dispose
@status_enemy_window.dispose
@message_window.dispose
@background.dispose
@window_text.dispose
if @picture1 != nil
@picture1.dispose
end
if @picture2 != nil
@picture2.dispose
end
if @skill_window != nil
@skill_window.dispose
@skill_status.dispose
end
if @item_window != nil
@item_window.dispose
end
if @troca_party != nil
@troca_party.dispose
end
@spriteset.dispose
#Se oscene for o titulo
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
#Se o scene for o battle test e nao for o game over
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# â—
#--------------------------------------------------------------------------
def make_party
if $game_party.actors.size > 1
for i in 1 ... $game_party.actors.size
@map_party.push( $game_party.actors[i].id )
end
for i in @map_party
$game_party.remove_actor(i)
end
end
end
#--------------------------------------------------------------------------
# â—
#--------------------------------------------------------------------------
def judge
if $game_party.actors[0].hp == 0 and @map_party.size > 0
@actor_desmaia = true
@status_window.visible = false
loop do
Graphics.update
@spriteset.update
Input.update
@window_text.clear
text = $game_party.actors[0].name + " Fainted"
@window_text.set_text(20, 20, text, 0)
if Input.trigger?(Input::C)
break
end
end
make_party_select(true)
end
if $game_troop.enemies[0].hp == 0
@inimigo_desmaia = true
@status_enemy_window.visible = false
loop do
Graphics.update
@spriteset.update
Input.update
@window_text.clear
text = $game_troop.enemies[0].name + " Fainted"
@window_text.set_text(20, 20, text, 0)
if Input.trigger?(Input::C)
break
end
end
end
=begin
if $game_party.all_dead? or $game_party.actors.size == 0
if $game_temp.battle_can_lose
$game_system.bgm_play($game_temp.map_bgm)
battle_end(2)
return true
end
return false
end
=end
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
start_phase5
return true
end
#--------------------------------------------------------------------------
# â—
#--------------------------------------------------------------------------
def battle_end(result)
$game_temp.in_battle = false
$game_party.clear_actions
for actor in $game_party.actors
actor.remove_states_battle
end
$game_troop.enemies.clear
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
$scene = Scene_Map.new
$game_batalha.clear
end
#--------------------------------------------------------------------------
# â—
#--------------------------------------------------------------------------
def setup_battle_event
if $game_system.battle_interpreter.running?
return
end
for index in 0...$data_troops[@troop_id].pages.size
page = $data_troops[@troop_id].pages[index]
c = page.condition
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
if $game_temp.battle_event_flags[index]
next
end
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
$game_system.battle_interpreter.setup(page.list, 0)
if page.span <= 1
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# â—
#--------------------------------------------------------------------------
def update
if $game_system.battle_interpreter.running?
$game_system.battle_interpreter.update
if $game_temp.forcing_battler == nil
unless $game_system.battle_interpreter.running?
unless judge
setup_battle_event
end
end
if @phase != 5
@status_window.refresh
@status_enemy_window.refresh
end
end
end
$game_system.update
$game_screen.update
if $game_system.timer_working and $game_system.timer == 0
$game_temp.battle_abort = true
end
if @skill_window != nil and @skill_window.visible
@skill_window.refresh
@skill_status.refresh(@active_battler, @skill_window.skill, @skill_window.index)
end
if @actor_command_window != nil and @actor_command_window.visible
@actor_command_window.update
@actor_command_window.refresh
end
if @troca_party != nil and @troca_party.active
@troca_party.update_troca_party
@troca_party.refresh
elsif @troca_party != nil and @troca_party.visible
@troca_party.refresh
end
if @sub_troca_party != nil and @sub_troca_party.active
@sub_troca_party.update
@sub_troca_party.refresh
end
@message_window.update
@spriteset.viewport2.visible = true
@spriteset.update
if !@inimigo_desmaia
@status_enemy_window.visible = true
end
if !@actor_desmaia
@status_window.visible = true
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if @spriteset.effect?
return
end
if $game_temp.gameover
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
return
end
if $game_temp.battle_abort
$game_system.bgm_play($game_temp.map_bgm)
battle_end(1)
return
end
if @wait_count > 0
@wait_count -= 1
return
end
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
case @phase
when 1
update_phase1
when 2
update_phase2
when 3
update_phase3
when 4
update_phase4
when 5
update_phase5
end
end
end
Yup if someone can help please!