bloodnashes666
Member
I have momomo's beastiary script in my new game linked to the menu. It loads the name of the monster but when i try to select the enemy in order to view it's stats and what not. I get an error saying "Script 'Game_enemy' line 19: NoMethodError occured. Undefined method 'enemy_id' for nil:NilClass".
This confuses me because the game reads the enemy id constantly... heres momomo's script if you can help me find the problem if any in it or if there is a way around it.
This confuses me because the game reads the enemy id constantly... heres momomo's script if you can help me find the problem if any in it or if there is a way around it.
#==============================================================================
# â– Bestiary
#------------------------------------------------------------------------------
# Created by Momomo
# Modified by Thousand Dragoon Link
#==============================================================================
module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = false
EVA_NAME = "Evasion"
SHOW_COMPLETE_TYPE = 2
end
class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
temp_enemy_book_data_initialize
@enemy_book_data = Data_MonsterBook.new
end
end
class Game_Party
attr_accessor :enemy_info
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
book_info_initialize
@enemy_info = {}
end
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
case type
when 0
if @enemy_info[enemy_id] == 2
return false
end
@enemy_info[enemy_id] = 1
when 1
@enemy_info[enemy_id] = 2
when -1
@enemy_info[enemy_id] = 0
end
end
#--------------------------------------------------------------------------
def enemy_book_max
return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
def enemy_book_now
now_enemy_info = @enemy_info.keys
no_add = $game_temp.enemy_book_data.no_add_element
new_enemy_info = []
for i in now_enemy_info
enemy = $data_enemies
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
new_enemy_info.push(enemy.id)
end
return new_enemy_info.size
end
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
e_max = enemy_book_max.to_f
e_now = enemy_book_now.to_f
comp = e_now / e_max * 100
return comp.truncate
end
end
class Interpreter
def enemy_book_max
return $game_party.enemy_book_max
end
def enemy_book_now
return $game_party.enemy_book_now
end
def enemy_book_comp
return $game_party.enemy_book_complete_percentage
end
end
class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
for enemy in $game_troop.enemies
unless enemy.hidden
$game_party.add_enemy_info(enemy.id, 0)
end
end
add_enemy_info_start_phase5
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
self.contents.font.color = normal_color
treasures = []
if enemy.item_id > 0
treasures.push($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
if treasures.size > 0
item = treasures[0]
bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
name = treasures[0].name
else
self.contents.font.color = disabled_color
name = "No Item"
end
self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
self.contents.font.color = normal_color
id = $game_temp.enemy_book_data.id_data.index(enemy.id)
self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)
bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = x + (cw / 2 - x) if cw / 2 > x
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, "EXP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end
class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
def initialize(enemy_id)
super(2, 1)
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
end
end
class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
def initialize
@id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
for i in 1...$data_system.elements.size
if $data_system.elements =~ /図鑑登録無効/
no_add = i
break
end
end
return no_add
end
#--------------------------------------------------------------------------
def enemy_book_id_set
data = [0]
no_add = no_add_element
for i in 1...$data_enemies.size
enemy = $data_enemies
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
data.push(enemy.id)
end
return data
end
end
class Window_MonsterBook < Window_Selectable
attr_reader :data
#--------------------------------------------------------------------------
def initialize(index=0)
super(0, 64, 640, 416)
@column_max = 2
@book_data = $game_temp.enemy_book_data
@data = @book_data.id_data.dup
@data.shift
#@data.sort!
@item_max = @data.size
self.index = 0
refresh if @item_max > 0
end
#--------------------------------------------------------------------------
def data_set
data = $game_party.enemy_info.keys
data.sort!
newdata = []
for i in data
next if $game_party.enemy_info == 0
if book_id(i) != nil
newdata.push(i)
end
end
return newdata
end
#--------------------------------------------------------------------------
def show?(id)
if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
return false
else
return true
end
end
#--------------------------------------------------------------------------
def book_id(id)
return @book_data.index(id)
end
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, row_max * 32)
if @item_max > 0
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def draw_item(index)
enemy = $data_enemies[@data[index]]
return if enemy == nil
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
draw_enemy_book_id(enemy, x, y)
if show?(enemy.id)
self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
else
self.contents.draw_text(x + 28+16, y, 212, 32, "ï¼
# â– Bestiary
#------------------------------------------------------------------------------
# Created by Momomo
# Modified by Thousand Dragoon Link
#==============================================================================
module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = false
EVA_NAME = "Evasion"
SHOW_COMPLETE_TYPE = 2
end
class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
temp_enemy_book_data_initialize
@enemy_book_data = Data_MonsterBook.new
end
end
class Game_Party
attr_accessor :enemy_info
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
book_info_initialize
@enemy_info = {}
end
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
case type
when 0
if @enemy_info[enemy_id] == 2
return false
end
@enemy_info[enemy_id] = 1
when 1
@enemy_info[enemy_id] = 2
when -1
@enemy_info[enemy_id] = 0
end
end
#--------------------------------------------------------------------------
def enemy_book_max
return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
def enemy_book_now
now_enemy_info = @enemy_info.keys
no_add = $game_temp.enemy_book_data.no_add_element
new_enemy_info = []
for i in now_enemy_info
enemy = $data_enemies
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
new_enemy_info.push(enemy.id)
end
return new_enemy_info.size
end
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
e_max = enemy_book_max.to_f
e_now = enemy_book_now.to_f
comp = e_now / e_max * 100
return comp.truncate
end
end
class Interpreter
def enemy_book_max
return $game_party.enemy_book_max
end
def enemy_book_now
return $game_party.enemy_book_now
end
def enemy_book_comp
return $game_party.enemy_book_complete_percentage
end
end
class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
for enemy in $game_troop.enemies
unless enemy.hidden
$game_party.add_enemy_info(enemy.id, 0)
end
end
add_enemy_info_start_phase5
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
self.contents.font.color = normal_color
treasures = []
if enemy.item_id > 0
treasures.push($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
if treasures.size > 0
item = treasures[0]
bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
name = treasures[0].name
else
self.contents.font.color = disabled_color
name = "No Item"
end
self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
self.contents.font.color = normal_color
id = $game_temp.enemy_book_data.id_data.index(enemy.id)
self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)
bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = x + (cw / 2 - x) if cw / 2 > x
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, "EXP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end
class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
def initialize(enemy_id)
super(2, 1)
@enemy_id = enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
end
end
class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
def initialize
@id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
for i in 1...$data_system.elements.size
if $data_system.elements =~ /図鑑登録無効/
no_add = i
break
end
end
return no_add
end
#--------------------------------------------------------------------------
def enemy_book_id_set
data = [0]
no_add = no_add_element
for i in 1...$data_enemies.size
enemy = $data_enemies
next if enemy.name == ""
if enemy.element_ranks[no_add] == 1
next
end
data.push(enemy.id)
end
return data
end
end
class Window_MonsterBook < Window_Selectable
attr_reader :data
#--------------------------------------------------------------------------
def initialize(index=0)
super(0, 64, 640, 416)
@column_max = 2
@book_data = $game_temp.enemy_book_data
@data = @book_data.id_data.dup
@data.shift
#@data.sort!
@item_max = @data.size
self.index = 0
refresh if @item_max > 0
end
#--------------------------------------------------------------------------
def data_set
data = $game_party.enemy_info.keys
data.sort!
newdata = []
for i in data
next if $game_party.enemy_info == 0
if book_id(i) != nil
newdata.push(i)
end
end
return newdata
end
#--------------------------------------------------------------------------
def show?(id)
if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
return false
else
return true
end
end
#--------------------------------------------------------------------------
def book_id(id)
return @book_data.index(id)
end
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, row_max * 32)
if @item_max > 0
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def draw_item(index)
enemy = $data_enemies[@data[index]]
return if enemy == nil
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
draw_enemy_book_id(enemy, x, y)
if show?(enemy.id)
self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
else
self.contents.draw_text(x + 28+16, y, 212, 32, "ï¼