Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Request - ATB

Ok i know there are alot of better ATB scripts out there but There is one in particular that I'm looking for. I had this one before and I liked it since it was compatible with every script I was using, but recently I lost everything that was stored on my HD. Any help is appreciated.

It was made by Sacra Tsti lives and Harmony
 
I have JUST figured out who you mean. 'Sacra Tsti Lives' is XRXS50, right? You're probably talking about the combined effort of XRXS50's battle engine combined with CYBERSAM'S ANIMATION system to create a side-view battler script. Look HERE to get to the DOWNLOAD page you want. Two versions are around, though one version may be down right now.
 

Juuhou

Sponsor

Hmm, Ill look at it and see what I can do. Ive never tried it myself...but like I said Ill put it into a blank project and see if it works.

EDIT: Well...I tried using Slant Bars to fix some error I got.

Code:
class Window_Base < Window  
 
 alias raz_bars_base_exp draw_actor_exp
 alias raz_bars_base_parameter draw_actor_parameter
 
 #--------------------------------------------------------------------------
 # * 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 / 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
 
 #--------------------------------------------------------------------------
 # * Draw HP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #--------------------------------------------------------------------------
 def draw_actor_hp(actor, x, y, width = 144)
   # Calculate if there is draw space for MaxHP
   if width - 32 >= 108
     hp_x = x + width - 108
     flag = true
   elsif width - 32 >= 48
     hp_x = x + width - 48
     flag = false
   end
   
   if $game_temp.in_battle
     bar_width = hp_x - x + 50
     else
     bar_width = hp_x - x + 100
   end

   # Draw HP
   draw_slant_bar(x, y + 18, actor.hp, actor.maxhp, bar_width, 6, bar_color = Color.new(100, 0, 0, 255), end_color = Color.new(255, 0, 0, 255))
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
   self.contents.font.color = actor.hp == 0 ? knockout_color :
     actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
   self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
   # Draw MaxHP
   if flag
     self.contents.font.color = normal_color
     self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
     self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
   end
 end
 #--------------------------------------------------------------------------
 # * Draw SP
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #     width : draw spot width
 #--------------------------------------------------------------------------
 def draw_actor_sp(actor, x, y, width = 144)
   # Calculate if there is draw space for MaxHP
   
   if width - 32 >= 108
     sp_x = x + width - 108
     flag = true
   elsif width - 32 >= 48
     sp_x = x + width - 48
     flag = false
   end
   
   if $game_temp.in_battle
     bar_width = sp_x - x + 50
     else
     bar_width = sp_x - x + 100
   end

   # Draw SP
   draw_slant_bar(x, y + 18, actor.sp, actor.maxsp, bar_width, 6, bar_color = Color.new(0, 0, 100, 255), end_color = Color.new(0, 0, 255, 255))
   # Draw "SP" text string
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
   self.contents.font.color = actor.sp == 0 ? knockout_color :
     actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
   self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
   # Draw MaxSP
   if flag
     self.contents.font.color = normal_color
     self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
     self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
   end
 end

 def draw_actor_exp(actor, x, y)
   if actor.level == 99
   draw_slant_bar(x, y + 18, 1, 1, 144, 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, 144, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
   end
   raz_bars_base_exp(actor, x, y)
 end
 

   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
end
class Game_Actor
 #--------------------------------------------------------------------------
 # * 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
#================================================= =============================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#================================================= =============================

class Window_Base < Window
#--------------------------------------------------------------------------
# * Drawing of gauge
#--------------------------------------------------------------------------
def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
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
# Framework Drawing
self.contents.fill_rect(x, y, width, height, color1)
self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
if align3 == 0
if grade1 == 2
grade1 = 3
end
if grade2 == 2
grade2 = 3
end
end
if (align3 == 1 and grade1 == 0) or grade1 > 0
color = color3
color3 = color4
color4 = color
end
if (align3 == 1 and grade2 == 0) or grade2 > 0
color = color5
color5 = color6
color6 = color
end
# Drawing of empty gauge
self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
color3, color4, grade1)
if align3 == 1
x += width - gauge
end
# Drawing of actual gauge
self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
color5, color6, grade2)
end
end

#------------------------------------------------------------------------------
# New routine added to the Bitmap class.
#================================================= =============================

class Bitmap
#--------------------------------------------------------------------------
# * Rectangle Gradation Indicator
# color1: Start color
# color2: Ending color
# align: 0: On side gradation
# 1: Vertically gradation
# 2: The gradation (intense concerning slantedly heavily note)
#--------------------------------------------------------------------------
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end

Code:
#==============================================================================
#  ▼▲▼ Syvkal's Agility Based Battle V1.1 ▼▲▼
#-----------------------------------------------------------------
#  By Syvkal
#  Based on ▼▲▼ XRXS_BP 1. CP制導入 ver..16 ▼▲▼
#==============================================================================
#  Thanks to also to Ccoa for teaching me how to use Alias
#-----------------------------------------------------------------
# This scipt is simple and easy to use. 
# To add more commands for seperate types of skills. Search for: ADD
#==============================================================================
class Scene_Battle
DATA_SYSTEM_COMMAND_UP_SE = ""
#        Command Name            CP Cost
CP_COST_BASIC_ACTIONS = 0
CP_COST_SKILL_ACTION = 65535
CP_COST_ITEM_ACTION = 65535
CP_COST_BASIC_ATTACK = 65535
CP_COST_BASIC_GUARD = 32768
CP_COST_BASIC_NOTHING = 65535
CP_COST_BASIC_ESCAPE = 65535
CP_COST_SKILL_CLASS_SPECIAL = 40200
# ADD more commands here
end
class Scene_Battle_CP
BATTLE_SPEED = 0.4
START_CP_PERCENT = 0
end
#==============================================================================
class Scene_Battle_CP
#--------------------------------------------------------------------------
attr_accessor :stop
#----------------------------------------------------------------------------
def initialize
@battlers = []
@cancel = false
@stop = false
@agi_total = 0
count_battlers = []
for enemy in $game_troop.enemies
count_battlers.push(enemy)
end
for actor in $game_party.actors
count_battlers.push(actor)
end
for battler in count_battlers
@agi_total += battler.agi
end
for battler in count_battlers
battler.cp = [[65535 * START_CP_PERCENT * (rand(15) + 85) * 4 * battler.agi / @agi_total / 10000, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
def update
return if @stop
for battler in $game_party.actors + $game_troop.enemies
if battler.dead? == true
battler.cp = 0
next
end
battler.cp = [[battler.cp + BATTLE_SPEED * 4096 * battler.agi / @agi_total, 0].max, 65535].min
end
end
#----------------------------------------------------------------------------
def stop
@cancel = true
if @cp_thread != nil then
@cp_thread.join
@cp_thread = nil
end
end
end
#==============================================================================
class Game_Battler
attr_accessor :now_guarding
attr_accessor :cp
attr_accessor :slip_state_update_ban
#--------------------------------------------------------------------------
alias xrxs_bp1_inputable? inputable?
def inputable?
bool = xrxs_bp1_inputable?
return (bool and (@cp >= 65535))
end
#--------------------------------------------------------------------------
alias xrxs_bp1_slip_damage? slip_damage?
def slip_damage?
return false if @slip_state_update_ban
return xrxs_bp1_slip_damage?
end
#--------------------------------------------------------------------------
alias xrxs_bp1_remove_states_auto remove_states_auto
def remove_states_auto
return if @slip_state_update_ban
xrxs_bp1_remove_states_auto
end
end
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
alias xrxs_bp1_setup setup
def setup(actor_id)
xrxs_bp1_setup(actor_id)
@hate = 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize(troop_id, member_index)
xrxs_bp1_initialize(troop_id, member_index)
@hate = 100 # init-value is 100
@cp = 0
@now_guarding = false
@slip_state_update_ban = false
end
end
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
attr_accessor :update_cp_only
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
alias xrxs_bp1_refresh refresh
def refresh
unless @update_cp_only
xrxs_bp1_refresh
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actors_size = [$game_party.actors.size, 4].max
max_width = [600 / (actors_size + 1), 80].max
x_shift = max_width + (600 - max_width*actors_size)/(actors_size - 1)
actor_x = i * x_shift + 4
draw_actor_cp_meter(actor, actor_x, 96, max_width, 0)
end
end
#--------------------------------------------------------------------------



           
           
           
           
           
def draw_actor_cp_meter(actor, x, y, width = 156, type = 0)
 if actor.cp != 0
   rate = actor.cp.to_f / 65535
 else
   rate = 1
 end
 plus_x = 0
 rate_x = 0
 plus_y = 32
 plus_width = 0
 rate_width = 100
 height = 7
 align1 = 1
 align2 = 2
 align3 = 0
 grade1 = 1
 grade2 = 0
 color1 = Color.new(0, 0, 0, 192)
 color2 = Color.new(255, 255, 192, 192)
 color3 = Color.new(0, 0, 0, 192)
 color4 = Color.new(64, 0, 0, 192)
 color5 = Color.new(255 * rate, 80 * rate ** 2, 80 - 80 * rate, 192)
 color6 = Color.new(235 * rate, 255 - 10 * rate ** 2, 240 - 205 * rate, 192)
 if actor.cp != 0
   cp = (width + plus_width) * actor.cp * rate_width /
                                                       100 / 65535
 else
   cp = (width + plus_width) * rate_width / 100
 end
     gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
             width, plus_width + width * rate_width / 100,
             height, cp, align1, align2, align3,
             color1, color2, color3, color4, color5, color6, grade1, grade2)
           end
         end
         


#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
alias xrxs_bp1_update update
def update
xrxs_bp1_update
@cp_thread.update
end
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end(result)
@cp_thread.stop
xrxs_bp1_battle_end(result)
end
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
@cp_thread = Scene_Battle_CP.new
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, "Escape"])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item(4, $game_temp.battle_can_escape ? @actor_command_window.normal_color : @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
start_phase3
end
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
@cp_thread.stop = true
@active_battler.now_guarding = false
Audio.se_play(DATA_SYSTEM_COMMAND_UP_SE) if DATA_SYSTEM_COMMAND_UP_SE != ""
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
if Input.trigger?(Input::C)
case @actor_command_window.index
when 4
if $game_temp.battle_can_escape
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
phase3_next_actor
else
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
@cp_thread.stop = false
end
#--------------------------------------------------------------------------
alias xrxs_bp1_make_action_orders make_action_orders
def make_action_orders
xrxs_bp1_make_action_orders
exclude_battler = []
for battler in @action_battlers
if battler.cp < 65535
exclude_battler.push(battler)
end
end
@action_battlers -= exclude_battler
end
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
@phase4_act_continuation = 0
if judge
@cp_thread.stop
return
end
@active_battler = @action_battlers[0]
@status_window.update_cp_only = true
@active_battler.slip_state_update_ban = true if @active_battler != nil
xrxs_bp1_update_phase4_step1
if @phase4_step != 2
@status_window.refresh
Graphics.frame_reset
end
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler != nil
end
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
unless @active_battler.current_action.forcing
if @active_battler.restriction == 2 or @active_battler.restriction == 3
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
if @active_battler.restriction == 4
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp >= 65535
@active_battler.remove_states_auto
@active_battler.cp = [(@active_battler.cp - 65535),0].max
@status_window.refresh
end
@phase4_step = 1
return
end
end
case @active_battler.current_action.kind
when 0
@active_battler.cp -= CP_COST_BASIC_ACTIONS if @phase4_act_continuation == 0
when 2
@active_battler.cp -= CP_COST_ITEM_ACTION if @phase4_act_continuation == 0
end
@cp_thread.stop = true
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
alias original_make_skill_action_result make_skill_action_result
def make_skill_action_result
  original_make_skill_action_result
    if @skill.element_set.include?(ID)
      @active_battler.cp -= CP_COST_SKILL_CLASS_SPECIAL if @phase4_act_continuation == 0
# ADD more sets of skill types here
# To add more just add elsif @skill.element_set.include?(ID)
# Make ID the ID of your attribute and then change CP_COST_SKILL_CLASS_SPECIAL
# To the name of the command you added at the top
    else
      @active_battler.cp -= CP_COST_SKILL_ACTION if @phase4_act_continuation == 0
    end
  end

#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_ATTACK
end
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_GUARD
end
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_ESCAPE
end
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_NOTHING
end
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp -= CP_COST_BASIC_ESCAPE
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step3 update_phase4_step3
def update_phase4_step3
xrxs_bp1_update_phase4_step3
end
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
def update_phase4_step7
@cp_thread.stop = false
@help_window.visible = false
end
end

Just plug them above main. I had the slant bars first and then the agility based battle and it worked. This is with a clean project though, if you are using it with any other scripts, tell me and Ill see what the problem is. Well testing it alittle more, I got an error on using a skill...hmm. Ill see if I can fix it, unless you dont get this error. BTW this IS the script you are looking for...I just gotta figure out how to make it work without error.
 
well they do work in a new project, but not the one I'm working on.

Current scripts added to it :
Damage Display by Squall
Reputation System v1.2 by Kio
Individual Commands by (not sure who)
Event Names by : (Not sure of original author, modified by Seph and MeisMe)
Display Map name by Lampchop

Error line #40 in Window Command
"cannot convert nil into String"
Code:
    self.contents.draw_text(rect, @commands[index])


::EDIT::
Ok, I dont know what I did, but I fixed it.
Thanks for the help. (both of you)

:::EDIT 2::
It seems that everytime I use a custom skill ie. "ub3r 1337 k1ll" I get an error
Code:
Script 'ATB' line 329: NameError occurred.
uninitialized constant Scene_Battle::ID

Here's that line of code :
Code:
    if @skill.element_set.include?(ID)
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top