This is my script
And it makes line 17 in scene_WindowBase not work, which reads like this:
Why?
Code:
#==============================================================================
# ** Scene_Party_Init
#------------------------------------------------------------------------------
# This class performs game begin screen processing.
#==============================================================================
class Window_MenuStatus < Window_Selectable
def initialize
super(0, 0, 230, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 75)
draw_actor_name(actor, x - 60, y - 5)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
class Scene_Party_Init
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "New Character"
s2 = "Edit Character"
s3 = "Done"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
@command_window.x = 480
@command_window.height = 32 * 3 + 1
if $game_party.actors.size == 0
end
end
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@steps_window.dispose
@status_window.dispose
end
def update
@command_window.update
@steps_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
if $game_party.actors.size == 0
add_actor (1)
return
else
if $game_party.actors.size == 1
add_actor (2)
return
else
if $game_party.actors.size == 2
add_actor (3)
return
else
if $game_party.actors.size == 3
add_actor (4)
return
else
if $game_party.actors.size == 4
$game_system.se_play($data_system.buzzer_se)
return
end
end
end
end
end
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
end
return
end
end
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Edit_Char.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Done.new(@status_window.index)
end
return
end
end
And it makes line 17 in scene_WindowBase not work, which reads like this:
Code:
@windowskin_name = $game_system.windowskin_name
Why?