Hey, I'm using Rye's side view battle system, which can be found here.
Things were working fine, but then I decided to change the variables of my HP/SP/etc so it wouldn't be dramatically overdone. But now when I try and get into a battle I get this error:
And I have no idea how to fix it in the code so that it can show less HP/MP/etc.
Here's the code itself:
Help is greatly appreciated.
Things were working fine, but then I decided to change the variables of my HP/SP/etc so it wouldn't be dramatically overdone. But now when I try and get into a battle I get this error:
And I have no idea how to fix it in the code so that it can show less HP/MP/etc.
Here's the code itself:
Code:
#===========================================================================
# *** HP/MP/ATB/LimitBreak bar Slanted Style Compatible with RTAB ***
# *** Version 2.1
#---------------------------------------------------------------------------
# by Clive
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.
#---------------------------------------------------------------------------
# ----- GREAT THANKS to DerVVulfman for solving the lag problem
#------This is a plug and play script so it should work without any problem!
#=============================================================================
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# If using with Limit Break, must paste BELOW the Limit Break script as it re-
# writes the 'Gauge drawing' system. Â Will cause an error if not properly put.
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# If used with Trickster's STEAL SCRIPT version 6 R1 (revision 1), then the
# height of RTAB's AT Bar (Draw Actor ATG) may not be smaller than 5 pixels
# due to a float-to-float error. Â A height of 6 pixels is the smallest.
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#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Â This class handles the actor. It's used within the Game_Actors class
# Â ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
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class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * 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
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#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Â This class is for all in-game windows.
#==============================================================================
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class Window_Base < Window Â
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 #==========================================================================
 # * 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.to_f / 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
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 #==========================================================================
 # * Draw HP
 #   actor : actor
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #   width : draw spot width
 #==========================================================================
 alias :draw_actor_hp_hpsp :draw_actor_hp
 def draw_actor_hp(actor, x, y, width = 144) Â
  draw_slant_bar(x, y + 12, actor.hp, actor.maxhp, width, 6,
   bar_color = Color.new(150, 0, 0, 255),
   end_color = Color.new(255, 255, 60, 255))
  draw_actor_hp_hpsp(actor, x, y, width)
  end
 #==========================================================================
 # * Draw SP
 #   actor : actor
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #   width : draw spot width
 #==========================================================================
 alias :draw_actor_sp_hpsp :draw_actor_sp
 def draw_actor_sp(actor, x, y, width = 144)
  draw_slant_bar(x, y + 12, actor.sp, actor.maxsp, width, 6,
   bar_color = Color.new(0, 0, 155, 255),
   end_color = Color.new(255, 255, 255, 255))
  draw_actor_sp_hpsp(actor, x, y, width)
 end
 #==========================================================================
 # * Draw EXP
 #   actor : actor
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #==========================================================================
 alias raz_bars_base_exp draw_actor_exp Â
 def draw_actor_exp(actor, x, y)
  if actor.level == 99
   draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
  else
   draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255))
  end
  raz_bars_base_exp(actor, x, y)
 end
 #==========================================================================
 # * Draw Parameter
 #   actor : actor
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #   type  : parameter type (0-6)
 #==========================================================================
 alias raz_bars_base_parameter draw_actor_parameter Â
 def draw_actor_parameter(actor, x, y, type)
  case type
  when 0
   para_color1 = Color.new(100,0,0)
   para_color2 = Color.new(255,0,0)
   para_begin = actor.atk
  when 1
   para_color1 = Color.new(100,100,0)
   para_color2 = Color.new(255,255,0)
   para_begin = actor.pdef
  when 2
   para_color1 = Color.new(100,0,100)
   para_color2 = Color.new(255,0,255)
   para_begin = actor.mdef
  when 3
   para_color1 = Color.new(50,0,100)
   para_color2 = Color.new(50,0,255)
   para_begin = actor.str
  when 4
   para_color1 = Color.new(0,100,0)
   para_color2 = Color.new(0,255,0)
   para_begin = actor.dex
  when 5
   para_color1 = Color.new(50,0,50)
   para_color2 = Color.new(255,0,255)
   para_begin = actor.agi
  when 6
   para_color1 = Color.new(0,100,100)
   para_color2 = Color.new(0,255,255)
   para_begin = actor.int
  end
  draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1,
   end_color = para_color2)
  raz_bars_base_parameter(actor, x, y, type)
 end
 #=========================================================================
 # * Draw Actor ATG
 #   actor : Actor
 #   x   : draw spot x-coordinate
 #   y   : draw spot y-coordinate
 #   width : draw spot width
 #=========================================================================
 def draw_actor_atg(actor, x, y, width = 144, height = 6)
  if @at_gauge == nil
   # plus_x:   revised x-coordinate
   # rate_x:   revised X-coordinate as (%)
   # plus_y:   revised y-coordinate
   # plus_width: revised width
   # rate_width: revised width as (%)
   # height:   Vertical width
   # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
   # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
   # align3: Gauge type 0:Left justify 1: Right justify
   @plus_x = 0
   @rate_x = 0
   @plus_y = 16
   @plus_width = 0
   @rate_width = 100
   @width = @plus_width + width * @rate_width / 100
   @height = 6
   @align1 = 0
   @align2 = 1
   @align3 = 0
   # Gradation settings:  grade1: Empty gauge  grade2:Actual gauge
   # (0:On side gradation  1:Vertically gradation   2: Slantedly gradation)
   grade1 = 1
   grade2 = 0
   # Color setting. color1: Outermost framework, color2: Medium framework
   # color3: Empty framework dark color, color4: Empty framework light/write color
   color1 = Color.new(0, 0, 0)
   color2 = Color.new(255, 255, 192)
   color3 = Color.new(0, 0, 0, 192)
   color4 = Color.new(0, 0, 64, 192)
   # Color setting of gauge
   # Usually color setting of the time
   color5 = Color.new(0, 64, 80)
   color6 = Color.new(255, 255, 255)#(0, 128, 160)
   # When gauge is MAX, color setting
   color7 = Color.new(80, 0, 0)
   color8 = Color.new(255, 255,255) #(240,0,0)
   # Color setting at time of cooperation skill use
   color9 = Color.new(80, 64, 32)
   color10 = Color.new(255, 255, 255) #(240, 192, 96)
   # Color setting at time of skill permanent residence
   color11 = Color.new(80, 0, 64)
   color12 = Color.new(255,255, 255) #(240, 0, 192)
   # Drawing of gauge
   gauge_rect_at(@width, @height, @align3, color1, color2, color3, color4,
     color5, color6, color7, color8, color9, color10, color11, color12,
     grade1, grade2)
  end
  # Variable at substituting the width of the gauge which is drawn
  if actor.rtp == 0
   at = (width + @plus_width) * actor.atp * @rate_width / 10000
  else
   at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
  end
  # AT Width Check
  if at > width
   at = width
  end
  # Revision such as the left stuffing central posture of gauge
  case @align1
  when 1
   x += (@rect_width - width) / 2
  when 2
   x += @rect_width - width
  end
  case @align2
  when 1
   y -= @height / 2
  when 2
   y -= @height
  end
  # Draw Border
  for i in 0..height
   self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 2 , 3,
    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 + 1.5 + i, y + 12 + height - i, width - 3, 3,
    Color.new(r, b, g, a))
  end
  # Rect_X control
  if @align3 == 0
   rect_x = 0
  else
   x += @width - at - 1
   rect_x = @width - at - 1
  end
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  # Color setting of gauge
  if at == width
  #Gauge drawing at the time of MAX
   for i in 0..height
    self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y -i +
    @plus_y, @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
   end
  else
   if actor.rtp == 0
    for i in 0..height
     # Usually gauge drawing of the time
     self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i +
      @plus_y, @at_gauge,Rect.new(rect_x, @height, at, @height))
    end
   else
    if actor.spell == true
     for i in 0..height
      #Gauge drawing at time of cooperation skill use
      self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
       @plus_y, @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
     end
    else
     for i in 0..height       Â
      # Gauge drawing at time of skill permanent residence
      self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
       @plus_y, @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
     end
    end
   end
  end
 end
end
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Help is greatly appreciated.