did you get any error that could give me a hint?
i am sorry we will figure this out sooner or later..
i am sorry we will figure this out sooner or later..
$gameMap.events()$gameMap.events() // hpgauge color
Sprite_HpGaugeSprite.prototype.refresh = function() {
this.bitmap.clear();
if (this._hp === 0) return;
this.bitmap.fillRect(0, 0, HPGaugeWidth, HPGaugeHeight, HPGaugeOutline);
var d = HPGaugeWidth - HPGaugeHeight + HPGaugeOutline;
var w = Math.floor(this._hp / this._mhp * 30);
if (!this._battler || this._battler.isActor()) {
var hpcolor = HPNumColor1; // actor
} else {
hpcolor = HPNumColor2; // enemy
}
var fill1 = 0;
var fill2 = 0;
if (!this._battler || this._battler.isActor()) {
fill1 = HPGaugeColor1;//"#4be1fe";
fill2 = HPGaugeColor3;//"#1b55c6";
this.bitmap.fillRect(1, 1, w, HPGaugeFill, this._hp === this._mhp ? fill1 : fill2);
} else {
fill1 = HPGaugeColor2//"#fe4b69";
fill2 = HPGaugeColor4//"#d02442";
this.bitmap.fillRect(1, 1, w, HPGaugeFill, this._hp === this._mhp ? fill1 : fill2);
}
};var d = HPGaugeWidth - HPGaugeHeight + HPGaugeFill; //HPGaugeOutline is wrong variable
var w = Math.floor(this._hp / this._mhp * d); // d is assumed that formula, replacing the value 30// Override!
Window_Status.prototype.drawExpInfo = function(x, y) {
var lineHeight = this.lineHeight();
var expTotal = TextManager.expTotal.format(TextManager.exp);
var expNext = TextManager.expNext.format(TextManager.level);
var value1 = this._actor.currentExp() - this._actor.currentLevelExp() ; // <-- editted
var value2 = this._actor.nextRequiredExp();
if (this._actor.isMaxLevel()) {
value1 = '-------';
value2 = '-------';
}
this.changeTextColor(this.systemColor());
this.drawText(expTotal, x, y + lineHeight * 0, 270);
this.drawText(expNext, x, y + lineHeight * 2, 270);
this.resetTextColor();
this.drawText(value1, x, y + lineHeight * 1, 270, 'right');
this.drawText(value2, x, y + lineHeight * 3, 270, 'right');
};
// Override!
var srpgEXPNeeded = 100; // assign value per level here
Game_Actor.prototype.expForLevel = function(level) {
return srpgEXPNeeded*(level-1); // <-- editted
};//ScripCall: this.addBattleEnemy(EventID, EnemyID, "UnitID");
this.addBattleEnemy(10, 2, "9");
// adds data to the Event of the new Enemy Unit//ScripCall: this.addBattleEnemy(EventID, EnemyID, "UnitID");
this.addBattleEnemy(10, 2, "9");
// adds data to the Event of the new Enemy Unit if (actor.isActor()) {
if ($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().item().damage.elementId) > 1) {
this.drawIcon(73, x - 28, y + 2);
} else if ($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().item().damage.elementId) < 1) {
this.drawIcon(74, x - 28, y + 2);
}
}