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Guest Drago del fato

Level Up Point Spend System

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Guest Drago del fato

Introduction

This script gives the party members the ability to increase their stats(HP/SP, Integrity, Strength, Speed etc.) with points gained each time the player levels up. The script integrates a system where you can use these points once you enter the status window and a player has leveled up(see screenshots belows)

 

Screenshots

post-1-0-51752300-1331856057_thumb.jpg post-1-0-36821500-1331856059_thumb.jpg

 

Video

http://www.youtube.com/watch?v=iwceyODc1ks&feature=player_embedded

 

The Script

Level_Up_Points.txt

 

 

#=====================================================
# Drago del fato's Level Up Point Spend System
# ---------------------------------------------
# Written by Drago del Fato
# Version 2.4
# Just insert a new script above main and call it whatever you want.
#=====================================================

#--Res Text
PSPEND_LVUPTEXT = "New Level! Do you want to Level up?"
PSPEND_SPTEXT = "Special Points Left:"
PSPEND_ANSWERS = ["Yes!","No"]
PSPEND_HELP_TEXT = ["Change Strength...","Change Agility...",
"Change Dexterity...","Change Inteligence...","Change Maximum Health Points...",
"Change Maximum Skill Points...","Reset all Values to Normal...","Finnish Editing...."]
PSPEND_B1 = "Reset"
PSPEND_B2 = "Done!"
LVUP_TEXT = "(Lv Up!)"
DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit"

#-- Other Res
SPADD = 6

AGILITY_ADD = 1
DEXTERITY_ADD = 1
INTELIGENCE_ADD = 1
STRENGTH_ADD = 1
HP_ADD = 4
SP_ADD = 3



#-- If you aren't experienced scripter then don't change lines below!!!

#--Global Variables
$PSPEND_POINTS = []
$PSPEND_ACTORS = []
$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0

#== Part One - Class for Setting and Getting Attributes from Actors

class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end

def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end

def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end

end

#-- End of Part One

#-- Part Two - Disabling actor attributes so that they have same attributes at the next level!

class Game_Actor

def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$actor_attr.get_attributes(@actor_id)
@level += 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
$actor_attr.get_attributes(@actor_id)
@level -= 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

def level=(level)
if level < self.level
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end

#-- End of Part Two

#-- Part Three
# Changing the code so that some other variables will be added...

class Scene_Title

def command_new_game
$game_system.se_play($data_system.decision_se)

Audio.bgm_stop

Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh


$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end

def battle_test


$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")

Graphics.frame_count = 0


$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name


$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new
end
end

#End of Part Three

#Mid Part - Adding Draw Actor Battler

class Window_Base < Window

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $PSPEND_ACTORS[actor.id - 1]
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end

end

#End of Mid Part

#Part Four - The Hard one! Making Custom Windows

class PSPEND_CUSTOM_WINDOW < Window_Selectable

def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end

def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260

for i in 0...@item_max
draw_item(i, normal_color)
end
end

def draw_item(index, color)
if $PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)

when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)

when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)

when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)

when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end

def disable_item(index)
draw_item(index, disabled_color)
end

def update_cursor_rect

if @index < 0
self.cursor_rect.empty
return
end

row = @index / @column_max

if row < self.top_row
self.top_row = row
end

if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end

cursor_width = self.width / @column_max - 32

x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy

self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end

#End of Part Four

#Part Five - Making Scene_Status to show level up window when character
#get's a new level

class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end

def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 100
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 170
@c.x = 200
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win

if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end

def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
end
end
end

#End of Part Five

#Part Six - Hell is coming...AAAAAAAAH!

class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end

def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end

def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$PSPEND_ACTORS[@actor_ind] = false
return
end
if Input.repeat?(Input::RIGHT)
unless $PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] += 1
when 7
$PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end


if Input.repeat?(Input::LEFT)
unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] -= 1
when 7
$PSPEND_POINTS[@actor_ind] -= 1
end
$PSPEND_POINTS[@actor_ind] += 1
@spend.refresh

return
end


if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$PSPEND_ACTORS[@actor_ind] = false
return
end
end
end
end

#End of Part Six - Yipee!!! I made it!

#Part Seven - Save Load part!

class Scene_Save < Scene_File

def write_save_data(file)

characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end

Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number

Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($PSPEND_POINTS,file)
Marshal.dump($PSPEND_ACTORS,file)
Marshal.dump($actor_attr,file)
end
end

# -- And now for the load screen

class Scene_Load < Scene_File

def read_save_data(file)

characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)

$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$PSPEND_POINTS = Marshal.load(file)
$PSPEND_ACTORS = Marshal.load(file)
$actor_attr = Marshal.load(file)

if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end

$game_party.refresh
end
end

#-- END OF SAVE AND LOAD SCREEN

#-- END OF THE SCRIPT

#=======================
# Written by Drago del fato
#=======================

 

 

Instructions

Copy and Paste this script above the "Main" script in RPG Maker XP's Script editor.

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So you did. Sorry about that.

 

There is an error in script however. I think you may have posted from another forum and caught a smilie in there perhaps.. I get a syntax error and in the script it has "cool.gif".

 

Here's a copy that works:

#=====================================================
# Drago del fato's Level Up Point Spend System
# ---------------------------------------------
# Written by Drago del Fato
# Version 2.4
# Just insert a new script above main and call it whatever you want.
#=====================================================

#--Res Text
PSPEND_LVUPTEXT = "New Level! Do you want to Level up?"
PSPEND_SPTEXT = "Special Points Left:"
PSPEND_ANSWERS = ["Yes!","No"]
PSPEND_HELP_TEXT = ["Change Strength...","Change Agility...",
"Change Dexterity...","Change Inteligence...","Change Maximum Health Points...",
"Change Maximum Skill Points...","Reset all Values to Normal...","Finnish Editing...."]
PSPEND_B1 = "Reset"
PSPEND_B2 = "Done!"
LVUP_TEXT = "(Lv Up!)"
DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit"

#-- Other Res
SPADD = 6

AGILITY_ADD = 1
DEXTERITY_ADD = 1
INTELIGENCE_ADD = 1
STRENGTH_ADD = 1
HP_ADD = 4
SP_ADD = 3



#-- If you aren't experienced scripter then don't change lines below!!!

#--Global Variables
$PSPEND_POINTS = []
$PSPEND_ACTORS = []
$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0

#== Part One - Class for Setting and Getting Attributes from Actors

class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end

def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end

def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end

end

#-- End of Part One

#-- Part Two - Disabling actor attributes so that they have same attributes at the next level!

class Game_Actor

def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$actor_attr.get_attributes(@actor_id)
@level += 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
$actor_attr.get_attributes(@actor_id)
@level -= 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

def level=(level)
if level < self.level
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end

#-- End of Part Two

#-- Part Three
# Changing the code so that some other variables will be added...

class Scene_Title

def command_new_game
$game_system.se_play($data_system.decision_se)

Audio.bgm_stop

Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh


$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end

def battle_test


$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")

Graphics.frame_count = 0


$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name


$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new
end
end

#End of Part Three

#Mid Part - Adding Draw Actor Battler

class Window_Base < Window

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $PSPEND_ACTORS[actor.id - 1]
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end

end

#End of Mid Part

#Part Four - The Hard one! Making Custom Windows

class PSPEND_CUSTOM_WINDOW < Window_Selectable

def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end

def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260

for i in 0...@item_max
draw_item(i, normal_color)
end
end

def draw_item(index, color)
if $PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)

when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)

when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)

when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)

when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end

def disable_item(index)
draw_item(index, disabled_color)
end

def update_cursor_rect

if @index < 0
self.cursor_rect.empty
return
end

row = @index / @column_max

if row < self.top_row
self.top_row = row
end

if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end

cursor_width = self.width / @column_max - 32

x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy

self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end

#End of Part Four

#Part Five - Making Scene_Status to show level up window when character
#get's a new level

class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end

def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 100
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 170
@c.x = 200
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win

if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end

def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
end
end
end

#End of Part Five

#Part Six - Hell is coming...AAAAAAAAH!

class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end

def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end

def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$PSPEND_ACTORS[@actor_ind] = false
return
end
if Input.repeat?(Input::RIGHT)
unless $PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] += 1
when 7
$PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end


if Input.repeat?(Input::LEFT)
unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] -= 1
when 7
$PSPEND_POINTS[@actor_ind] -= 1
end
$PSPEND_POINTS[@actor_ind] += 1
@spend.refresh

return
end


if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$PSPEND_ACTORS[@actor_ind] = false
return
end
end
end
end

#End of Part Six - Yipee!!! I made it!

#Part Seven - Save Load part!

class Scene_Save < Scene_File

def write_save_data(file)

characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end

Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number

Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($PSPEND_POINTS,file)
Marshal.dump($PSPEND_ACTORS,file)
Marshal.dump($actor_attr,file)
end
end

# -- And now for the load screen

class Scene_Load < Scene_File

def read_save_data(file)

characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)

$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$PSPEND_POINTS = Marshal.load(file)
$PSPEND_ACTORS = Marshal.load(file)
$actor_attr = Marshal.load(file)

if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end

$game_party.refresh
end
end

#-- END OF SAVE AND LOAD SCREEN

#-- END OF THE SCRIPT

#=======================
# Written by Drago del fato
#=======================

 

I quite liked this script so I published it to the site. You can see it Here. That page has some screenshots for those who are interested. Thanks for posting this Cheshire.

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Few questions.

1. What were you doing when the script had an error?

2. Where did you insert the script?

3. Are you using other scripts that may clash?

4. Did you make any edits to the script?

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I find something in that scripit, as not good o-o!

the fact that when u lvl up, you go to menu, it says LVL up. so you go to stats and then your character

and then it asks if you wanna lvl stats up, if you say no, your screwed until next lvl xD!

I mean, "accedently I chose no, how do I lvl my stats now? the window that asks me if I wanna lvl stats up wont appear until next lvl :(" is there a way to make it appear everytime you go to the stats window?

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