ZericCallavis
Member
So I'm using the Enu Side View Battle System for XP (the XP version of the SBS created for VX), and I'm attempting to use the Level Up Window script that's posted in the Script archives on this forum.
I think there's a clash between the two, because while testing, the Level up Window script acts like it begins to work (it's supposed to play one of the victory MEs when it begins). I hear the ME begin, but then it abruptly exits the battle screen and returns to the map.
Both scripts incorporated the start_phase_5 and update_phase_5 of Scene_Battle, so I'm thinking there's a clash somewhere in there.
Below I will post both scripts, maybe someone who knows a bit more than I can maybe point out what needs to done so that they both work together?
(since the battle system script is....long...I'll just paste the portion of the code I think is relevant)
and
and....before anyone makes this suggestion:
I've already thought of removing the windows_dispose of the ATB Scene_Battle. That did not work.
Thanks in advance to anyone who takes the time with this
I think there's a clash between the two, because while testing, the Level up Window script acts like it begins to work (it's supposed to play one of the victory MEs when it begins). I hear the ME begin, but then it abruptly exits the battle screen and returns to the map.
Both scripts incorporated the start_phase_5 and update_phase_5 of Scene_Battle, so I'm thinking there's a clash somewhere in there.
Below I will post both scripts, maybe someone who knows a bit more than I can maybe point out what needs to done so that they both work together?
(since the battle system script is....long...I'll just paste the portion of the code I think is relevant)
Code:
alias start_phase5_atb_n01 start_phase5
def start_phase5
  if @input_battler != nil
   @help_window.visible = false if @help_window != nil
   windows_dispose
   @input_battler.blink = false if @input_battler != nil
  end
  @atb_meters.opacity = 0 if METER_POS_TYPE == 3
  update_meters
  start_phase5_atb_n01
 end
 #--------------------------------------------------------------------------
 alias update_phase5_atb_n01 update_phase5
 def update_phase5
  windows_dispose
  update_phase5_atb_n01
 end
and
Code:
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
xrxs_bp10_start_phase5
@exp_gained = battle_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_gained
if actor.level < last_level
@status_window.level_up_flags[i] = false
end
end
end
@exp_gain_actor = -1
@result_window.visible = true
end
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
@level_up_phase_done = false if @level_up_phase_done != true
if Input.trigger?(Input::C)
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
@level_up_phase_done = phase5_next_levelup
end
if @level_up_phase_done
if @phase5_wait_count < 2
@result_window.opacity = 0
@result_window.back_opacity = 0
@result_window.contents_opacity = 0
end
xrxs_bp10_update_phase5
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
and....before anyone makes this suggestion:
I've already thought of removing the windows_dispose of the ATB Scene_Battle. That did not work.
Thanks in advance to anyone who takes the time with this