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A code that needs a lot of help, or you can use it. Thanks

Started by Jakexxx, February 02, 2006, 12:09:01 AM

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Jakexxx

What this is is a script that for every level you gain you get a few points to add onto your skills. The name of the creatort is in the script itself, but i need help on this because..... this by what i can tell is using global variables alot. Now Im not very good scripting, but even I know this will lag alot. When you finish a fight it lags, and I was wondering if it is possible to fix it? thanks!


Quote#----------------------------------------------------------
# Level Up Point Spend System
# by Stefo aka Rogue
# LV up Point spend system
# If you like this thing and want to use it in your RPG then
# put me in your credits
#----------------------------------------------------------

#Current Spend per level when you start game

$SPLCH1 = 0
$SPLCH2 = 0
$SPLCH3 = 0
$SPLCH4 = 0

$SPLADD = 6
#This is how much you add points to abilities of selected hero
$STRBY = 1
$AGIBY = 1
$DEXBY = 1
$INTBY = 1
$HPBY = 4
$SPBY = 5

#DO NOT CHANGE LINES BELOW!
$Stradd = 1
$agiadd = 1
$dexadd = 1
$intadd = 1
$hpadd = 1
$spadd = 1


$getokay = 0

$stStrR = 1
$stAgiR = 1
$stDexR = 1
$stIntR = 1
$sthpR = 1
$stspR = 1

$actor1gotlv = 0
$actor2gotlv = 0
$actor3gotlv = 0
$actor4gotlv = 0

#------------------------------------------------------------------------------------------
# Scene_Battle
# This is put here to make that you don't have to press 'C' button.
#-------------------------------------------------------------------------------------------

class Scene_Battle
def update_phase5

if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0
@result_window.visible = true
$game_temp.battle_main_phase = false
@status_window.refresh
end
return
end
sleep(3)
battle_end(0)
end
end


class Act_Get_Spp

def initialize(dtd)
if !$BTEST
actor = $game_actors[dtd]
if dtd != 0
GET_IT(dtd)
end
end
end

def GET_IT(actids)
actor = $game_actors[actids]
$stStrR = actor.str.to_i
$stIntR = actor.int.to_i
$stDexR = actor.dex.to_i
$stAgiR = actor.agi.to_i
$sthpR = actor.maxhp.to_i
$stspR = actor.maxsp.to_i
end
end

class Act_Set_Spp

def initialize(cactnum)
if !$BTEST
actor = $game_actors[cactnum]
if cactnum != 0
SET_IT(cactnum)
end
end
end

def SET_IT(actids)
actor = $game_actors[actids]
actor.str = $stStrR
actor.int = $stIntR
actor.dex = $stDexR
actor.agi = $stAgiR
actor.maxhp = $sthpR
actor.maxsp = $stspR
actor.recover_all
end
end

class Acts_Set_Spp_Added

def initialize(currentActornum)
if !$BTEST
actor = $game_actors[currentActornum]
if currentActornum != 0
SET_IT(actor)
end
end
end

def ADD_IT
$ACTORD.str = $Stradd
$ACTORD.int = $intadd
$ACTORD.dex = $dexadd
$ACTORD.agi = $agiadd
$ACTORD.maxhp = $hpadd
$ACTORD.maxsp = $spadd
$ACTORD.recover_all
end
end

class Scene_Title

def command_new_game

# Play decision sound effect
$game_system.se_play($data_system.decision_se)

# Stop Title BGM
Audio.bgm_stop

# Initialize new game
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
$acst = Act_Set_Spp.new(0)
$acgt = Act_Get_Spp.new(0)
$acstadd = Acts_Set_Spp_Added.new(0)

# Set up hero party
$game_party.setup_starting_members

# Set up opening map
$game_map.setup($data_system.start_map_id)

# Set up hero party's beginning location
$game_player.moveto($data_system.start_x, $data_system.start_y)

# Set up lead character's map sprite graphic
$game_player.refresh

# Refresh the map
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end

def battle_test

# Load information from database into memory
$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")
$acst = Act_Set_Spp.new(0)
$acgt = Act_Get_Spp.new(0)
$acstadd = Acts_Set_Spp_Added.new(0)
Graphics.frame_count = 0

# Initialize global classes
$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

# Set up battle
$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

# Set up music and sound
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new
end
end

#--------------------------------------------------------------------------------------------
# This is edited because when you go to new level
# you automatically gain hp,sp,agility etc.
# so it's set that you don't get automatically that attributes
#--------------------------------------------------------------------------------------------
class Game_Actor

def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$acgt.GET_IT(@actor_id)
@level += 1
$acst.SET_IT(@actor_id)
case @actor_id
when 1
$actor1gotlv = 1
@ADSP = $SPLCH1.to_i
@ADSP += $SPLADD.to_i
$SPLCH1 = @ADSP.to_i
when 2
$actor2gotlv = 1
@ADSP = $SPLCH2.to_i
@ADSP += $SPLADD.to_i
$SPLCH2 = @ADSP.to_i
when 3
$actor3gotlv = 1
@ADSP = $SPLCH3.to_i
@ADSP += $SPLADD.to_i
$SPLCH3 = @ADSP.to_i
when 4
$actor4gotlv = 1
@ADSP = $SPLCH4.to_i
@ADSP += $SPLADD.to_i
$SPLCH4 = @ADSP.to_i
end
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]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#-------------------------------------------------------------------------------
def level=(level)
$acgt.GET_IT(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$acst.SET_IT(@actor_id)

$acst.SET_IT(@actor_id)
self.exp = @exp_list[level]
$acst.SET_IT(@actor_id)
case @actor_id
when 1
$actor1gotlv = 1
$SPLCH1 += ([[level, $data_actors[@actor_id].final_level].min, 1].max - [[level, $data_actors[@actor_id].final_level].min, 1].max) + $SPLADD.to_i
when 2
$actor2gotlv = 1
$SPLCH2 += ([[level, $data_actors[@actor_id].final_level].min, 1].max - [[level, $data_actors[@actor_id].final_level].min, 1].max) + $SPLADD.to_i
when 3
$actor3gotlv = 1
$SPLCH3 += ([[level, $data_actors[@actor_id].final_level].min, 1].max - [[level, $data_actors[@actor_id].final_level].min, 1].max) + $SPLADD.to_i
when 4
$actor4gotlv = 1
$SPLCH4 += ([[level, $data_actors[@actor_id].final_level].min, 1].max - [[level, $data_actors[@actor_id].final_level].min, 1].max) + $SPLADD.to_i
end

end
end

#-----------------------------------------------------------------------------------------
# This is edited because you need extra things to save
# in this script
#------------------------------------------------------------------------------------------
class Scene_Save
def write_save_data(file)

characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
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 ($SPLCH1,file)
Marshal.dump ($SPLCH2,file)
Marshal.dump ($SPLCH3,file)
Marshal.dump ($SPLCH4,file)
Marshal.dump ($actor1gotlv ,file)
Marshal.dump ($actor2gotlv ,file)
Marshal.dump ($actor3gotlv ,file)
Marshal.dump ($actor4gotlv ,file)
Marshal.dump($acst,file)
Marshal.dump($acgt,file)
end
end

#-------------------------------------------------------------------------------------------
# This is edited because you need extra things to load
# in this script
#-------------------------------------------------------------------------------------------
class Scene_Load
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)
$SPLCH1 = Marshal.load (file)
$SPLCH2 = Marshal.load (file)
$SPLCH3 = Marshal.load (file)
$SPLCH4 = Marshal.load (file)
$actor1gotlv = Marshal.load (file)
$actor2gotlv = Marshal.load (file)
$actor3gotlv = Marshal.load (file)
$actor4gotlv = Marshal.load (file)
$acst = Marshal.load(file)
$acgt = Marshal.load(file)
$acstadd = 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

#---------------------------------------------------------------------
# A location shower ( without background window)
# You can show it by calling a script in event
# If you don't know how to do it then check mine!
#---------------------------------------------------------------------
class Window_LocationShow < Window_Base

def initialize
super(600, -10, 640, 64)
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
if key = $game_map.map_id
@mapnm = $map_infos[key].name
end
end
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = 30
self.x = x - contents.text_size(@mapnm).width
self.width = width - contents.text_size(@mapnm).width / 2
self.opacity = 0
refresh
end

def refresh
self.contents.clear
self.contents.font.color = Color.new(0,0,0)
kl = contents.text_size(@mapnm).width
self.contents.draw_text(2, 2, kl, 32,@mapnm , 2)
self.contents.font.color = normal_color
kl = contents.text_size(@mapnm).width
self.contents.draw_text(0, 0, kl, 32,@mapnm , 2)
end

end

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 drawSPaddparam(actor, x, y, type,get)
if $getokay != 0
$Stradd = $ACTORD.str.to_i
$agiadd = $ACTORD.agi.to_i
$dexadd = $ACTORD.dex.to_i
$intadd = $ACTORD.int.to_i
$hpadd = $ACTORD.maxhp.to_i
$spadd = $ACTORD.maxsp.to_i
$getokay = 0
return
end
@typ = type
case @typ
when 0
param_name = "Max. " + $data_system.words.hp
param_value = $hpadd.to_i
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
self.contents.font.color = normal_color
cx = contents.text_size(param_value.to_s).width
self.contents.draw_text((x + cx) + 50, y, 70, 32, param_value.to_s, 2)
when 1
param_name = "Max. " + $data_system.words.sp
param_value = $spadd.to_i
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
self.contents.font.color = normal_color
cx = contents.text_size(param_value.to_s).width
self.contents.draw_text((x + cx) + 50, y, 70, 32, param_value.to_s, 2)
when 2
param_name = $data_system.words.str
param_value = $Stradd.to_i
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, param_value.to_s, 2)
when 3
param_name = $data_system.words.dex
param_value = $dexadd.to_i
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
self.contents.font.color = normal_color

self.contents.draw_text(x + 120, y, 36, 32, param_value.to_s, 2)
when 4
param_name = $data_system.words.agi
param_value = $agiadd.to_i
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, param_value.to_s, 2)
when 5
param_name = $data_system.words.int
param_value = $intadd.to_i
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, param_value.to_s, 2)
end
end

def drawSPADD(x,y)
actors = $ACTORIND

case actors
when 0
param_name = "Spend Points"
self.contents.draw_text(x + 120, y, 36, 32, $SPLCH1.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
when 1
param_name = "Spend Points"
self.contents.draw_text(x + 120, y, 36, 32, $SPLCH2.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
when 2
param_name = "Spend Points"
self.contents.draw_text(x + 120, y, 36, 32, $SPLCH3.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
when 3
param_name = "Spend Points"
self.contents.draw_text(x + 120, y, 36, 32, $SPLCH4.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, param_name + ":")
end
end

def retclear
if $getokay != 0
$Stradd = $ACTORD.str.to_i
$agiadd = $ACTORD.agi.to_i
$dexadd = $ACTORD.dex.to_i
$intadd = $ACTORD.int.to_i
$hpadd = $ACTORD.maxhp.to_i
$spadd = $ACTORD.maxsp.to_i
$getokay = 0
end
end
end
#--------------------------------------------------------------------------------------------
# The edited show actor status window
#--------------------------------------------------------------------------------------------
class Window_Status < Window_Base

def refresh
self.contents.clear
draw_actor_battler(@actor,55, 250)
draw_actor_name(@actor, 4, 0)
self.contents.draw_text(154,-10,50,50,"Class:")
draw_actor_class(@actor, 4 + 204, 0)
draw_actor_level(@actor, 116, 32)
draw_actor_state(@actor,116, 64)
draw_actor_hp(@actor, 116, 112, 172)
draw_actor_sp(@actor, 116, 144, 172)
draw_actor_parameter(@actor, 116, 192, 0)
draw_actor_parameter(@actor, 116, 224, 1)
draw_actor_parameter(@actor, 116, 256, 2)
draw_actor_parameter(@actor, 116, 304, 3)
draw_actor_parameter(@actor, 116, 336, 4)
draw_actor_parameter(@actor, 116, 368, 5)
draw_actor_parameter(@actor, 116, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP:")
self.contents.draw_text(320, 80, 80, 32, "NEXT:")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "Equipment")
self.contents.draw_text(320, 208, 96, 32,$data_system.words.weapon + ":")
self.contents.draw_text(320, 256, 96, 32, $data_system.words.armor1 + ":")
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor2 + ":")
self.contents.draw_text(320, 352, 96, 32, $data_system.words.armor3 + ":")
self.contents.draw_text(320, 400, 96, 32, $data_system.words.armor4 + ":")
draw_item_name($data_weapons[@actor.weapon_id], 400 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 400 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 400 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 400 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 400 + 16, 400)
end

def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end

end

class Scene_Status


def checkfora(actorindex)
case actorindex
when 0
if $actor1gotlv != 0
showlvupwin(actorindex)
end
when 1
if $actor2gotlv != 0
showlvupwin(actorindex)
end
when 2
if $actor3gotlv != 0
showlvupwin(actorindex)
end
when 3
if $actor4gotlv != 0
showlvupwin(actorindex)
end
end

end

def showlvupwin(acts)
@brek = 0
sleep(0.1)
Graphics.freeze
Graphics.transition(40)
sleep(0.1)
Graphics.update
sleep(0.1)
@title = Window_Help.new
@title.set_text("You got new level! Do you want to level up?", 0)
@title.y = 100
@title.z = 99998
s1 = "Level up!"
s2 = "Exit"
@lvupwin = Window_Command.new(192, [s1, s2])
@lvupwin.x = 220
@lvupwin.y = 200
@lvupwin.z = 99998
@lvupwin.back_opacity = 255

loop do
Graphics.update
Input.update
updat(acts)
if @brek != 0

break
end
end
@lvupwin.dispose
@title.dispose
end

def updat(act)

@lvupwin.update

if Input.trigger?(Input::C)

case @lvupwin.index
when 0
@brek = 1

$scene = Scene_Spend.new
Graphics.transition
when 1
@brek = 1
end

end

end

def main

@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
Graphics.transition
$ACTORD = @actor
$ACTORIND = @actor_index
checkfora(@actor_index)
loop do
$ACTORD = @actor
Graphics.update
Input.update
update
if $scene != self
break
end
end

Graphics.freeze
@status_window.dispose
end

end
class Window_NewHelp < Window_Base

def initialize(text,x,y)
super(0, 0, 200, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh(text)
end

def refresh(text)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text)
end
end

#-----------------------------------------------------------------------------------------
# Finally the main thing!
#-----------------------------------------------------------------------------------------
class Window_ActorSpp < Window_Base

def initialize(actor,x,y,width,height)
super(x, y, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = $ACTORD
refresh
end

def refresh
self.contents.clear
draw_actor_battler($ACTORD, 220, 200)
draw_actor_name($ACTORD, 150, 210)
draw_actor_level($ACTORD, 150, 230)
drawSPaddparam($ACTORD,150,250,0,0)
drawSPaddparam($ACTORD,150,270,1,0)
drawSPaddparam($ACTORD,150,290,2,0)
drawSPaddparam($ACTORD,150,310,3,0)
drawSPaddparam($ACTORD,150,330,4,0)
drawSPaddparam($ACTORD,150,350,5,0)
drawSPADD(150,400)
end
end

class Scene_Spend


def main
@sprite = Spriteset_Map.new
actsr = $ACTORD
@kill_it = 0
@clerSP = 1
@help_text = Window_NewHelp.new("Choose attribute:",0,0)
@help_text.x = 0
@help_text.y = 0
@help_text.width = 200
@help_text.z = 99999999
@help_text.height = 64
@help_text.opacity = 160
@acSpend = Window_ActorSpp.new(actsr,200,0,440,480)
@acSpend.opacity = 160
@acSpend.z = 999999
$getokay = 1
@acSpend.refresh
s1 = $data_system.words.hp
s2 = $data_system.words.sp
s3 = $data_system.words.str
s4 = $data_system.words.dex
s5 = $data_system.words.agi
s6 = $data_system.words.int
s7 = "OK"
s8 = "Clear All"
@AttrSel = Window_Command.new(200, [s1, s2,s3,s4,s5,s6,s7,s8])
@AttrSel.y = 64
@AttrSel.height = 416
@AttrSel.z = 999999
@AttrSel.opacity = 160
Graphics.transition
@clerSP = 1


loop do
Graphics.update
Input.update
@acSpend.refresh
updateATTRSEL
if @kill_it != 0
break
end
end
Graphics.freeze
@AttrSel.dispose
@acSpend.dispose
@help_text.dispose
@sprite.dispose
Graphics.transition
$acstadd.ADD_IT
$scene = Scene_Map.new

actsr = $ACTORIND
case actsr
when 0
if $actor1gotlv != 0
$actor1gotlv = 0
end
when 1
if $actor2gotlv != 0
$actor2gotlv = 0
end
when 2
if $actor3gotlv != 0
$actor3gotlv = 0
end
when 3
if $actor4gotlv != 0
$actor4gotlv = 0
end
end
end


def updateATTRSEL
@AttrSel.update

csa = $ACTORIND
if @clerSP != 0
@clerSP = 0
case csa
when 0
$SPLRET = $SPLCH1.to_i
when 1
$SPLRET = $SPLCH2.to_i
when 2
$SPLRET = $SPLCH3.to_i
when 3
$SPLRET = $SPLCH4.to_i
end
end


if Input.repeat?(Input::C)
case @AttrSel.index
when 0
acselt = $ACTORIND
case acselt
when 0
unless $SPLCH1 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$hpadd = $hpadd + $HPBY
@acSpend.refresh
@ackill = $SPLCH1
@ackill -= 1
$SPLCH1 = @ackill
unless $SPLCH1 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end

when 1
unless $SPLCH2 > 0
$game_system.se_play($data_system.buzzer_se)
return
end

$hpadd = $hpadd + $HPBY
@acSpend.refresh
@ackill = $SPLCH2
@ackill -= 1
$SPLCH2 = @ackill

unless $SPLCH2 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 2
unless $SPLCH3 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$hpadd = $hpadd + $HPBY
@acSpend.refresh
@ackill = $SPLCH3
@ackill -= 1
$SPLCH3 = @ackill
unless $SPLCH3 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 3
unless $SPLCH4 > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$hpadd = $hpadd + $HPBY
@acSpend.refresh
@ackill = $SPLCH4
@ackill -= 1
$SPLCH4 = @ackill
unless $SPLCH4 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
end

when 1


acselt = $ACTORIND
case acselt
when 0
unless $SPLCH1 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$spadd = $spadd + $SPBY
@acSpend.refresh
@ackill = $SPLCH1
@ackill -= 1
$SPLCH1 = @ackill
unless $SPLCH1 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 1
unless $SPLCH2 > 0
$game_system.se_play($data_system.buzzer_se)
return
end

$spadd = $spadd + $SPBY
@acSpend.refresh
@ackill = $SPLCH2
@ackill -= 1
$SPLCH2 = @ackill

unless $SPLCH2 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 2
unless $SPLCH3 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$spadd = $spadd + $SPBY
@acSpend.refresh
@ackill = $SPLCH3
@ackill -= 1
$SPLCH3 = @ackill
unless $SPLCH3 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 3
unless $SPLCH4 > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$spadd = $spadd + $SPBY
@acSpend.refresh
@ackill = $SPLCH4
@ackill -= 1
$SPLCH4 = @ackill
unless $SPLCH4 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
end

when 2


acselt = $ACTORIND
case acselt
when 0
unless $SPLCH1 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$Stradd = $Stradd + $STRBY
@acSpend.refresh
@ackill = $SPLCH1
@ackill -= 1
$SPLCH1 = @ackill
unless $SPLCH1 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 1
unless $SPLCH2 > 0
$game_system.se_play($data_system.buzzer_se)
return
end

$Stradd = $Stradd + $STRBY
@acSpend.refresh
@ackill = $SPLCH2
@ackill -= 1
$SPLCH2 = @ackill

unless $SPLCH2 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 2
unless $SPLCH3 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$Stradd = $Stradd + $STRBY
@acSpend.refresh
@ackill = $SPLCH3
@ackill -= 1
$SPLCH3 = @ackill
unless $SPLCH3 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 3
unless $SPLCH4 > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$Stradd = $Stradd + $STRBY
@acSpend.refresh
@ackill = $SPLCH4
@ackill -= 1
$SPLCH4 = @ackill
unless $SPLCH4 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
end

when 3



acselt = $ACTORIND
case acselt
when 0
unless $SPLCH1 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$dexadd = $dexadd + $DEXBY
@acSpend.refresh
@ackill = $SPLCH1
@ackill -= 1
$SPLCH1 = @ackill
unless $SPLCH1 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 1
unless $SPLCH2 > 0
$game_system.se_play($data_system.buzzer_se)
return
end

$dexadd = $dexadd + $DEXBY
@acSpend.refresh
@ackill = $SPLCH2
@ackill -= 1
$SPLCH2 = @ackill

unless $SPLCH2 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 2
unless $SPLCH3 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$dexadd = $dexadd + $DEXBY
@acSpend.refresh
@ackill = $SPLCH3
@ackill -= 1
$SPLCH3 = @ackill
unless $SPLCH3 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 3
unless $SPLCH4 > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$dexadd = $dexadd + $DEXBY
@acSpend.refresh
@ackill = $SPLCH4
@ackill -= 1
$SPLCH4 = @ackill
unless $SPLCH4 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
end

when 4


acselt = $ACTORIND
case acselt
when 0
unless $SPLCH1 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$agiadd = $agiadd + $AGIBY
@acSpend.refresh
@ackill = $SPLCH1
@ackill -= 1
$SPLCH1 = @ackill
unless $SPLCH1 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 1
unless $SPLCH2 > 0
$game_system.se_play($data_system.buzzer_se)
return
end

$agiadd = $agiadd + $AGIBY
@acSpend.refresh
@ackill = $SPLCH2
@ackill -= 1
$SPLCH2 = @ackill

unless $SPLCH2 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 2
unless $SPLCH3 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$agiadd = $agiadd + $AGIBY
@acSpend.refresh
@ackill = $SPLCH3
@ackill -= 1
$SPLCH3 = @ackill
unless $SPLCH3 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 3
unless $SPLCH4 > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$agiadd = $agiadd + $AGIBY
@acSpend.refresh
@ackill = $SPLCH4
@ackill -= 1
$SPLCH4 = @ackill
unless $SPLCH4 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
end

when 5

acselt = $ACTORIND
case acselt
when 0
unless $SPLCH1 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$intadd = $intadd + $INTBY
@acSpend.refresh
@ackill = $SPLCH1
@ackill -= 1
$SPLCH1 = @ackill
unless $SPLCH1 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 1
unless $SPLCH2 > 0
$game_system.se_play($data_system.buzzer_se)
return
end

$intadd = $intadd + $INTBY
@acSpend.refresh
@ackill = $SPLCH2
@ackill -= 1
$SPLCH2 = @ackill

unless $SPLCH2 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 2
unless $SPLCH3 > 0
$game_system.se_play($data_system.buzzer_se)
@AttrSel.disable_item(0)
return
end
$intadd = $intadd + $INTBY
@acSpend.refresh
@ackill = $SPLCH3
@ackill -= 1
$SPLCH3 = @ackill
unless $SPLCH3 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
when 3
unless $SPLCH4 > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$intadd = $intadd + $INTBY
@acSpend.refresh
@ackill = $SPLCH4
@ackill -= 1
$SPLCH4 = @ackill
unless $SPLCH4 > 0
@AttrSel.disable_item(0)
@AttrSel.disable_item(1)
@AttrSel.disable_item(2)
@AttrSel.disable_item(3)
@AttrSel.disable_item(4)
@AttrSel.disable_item(5)
return
end
end

when 6
@kill_it = 1
when 7
clear
end
end
end
end


def clear
$getokay = 1
@acSpend.refresh
@AttrSel.enable_item(0)
@AttrSel.enable_item(1)
@AttrSel.enable_item(2)
@AttrSel.enable_item(3)
@AttrSel.enable_item(4)
@AttrSel.enable_item(5)
amp = $ACTORIND
case amp
when 0
$SPLCH1 = $SPLRET
when 1
$SPLCH2 = $SPLRET
when 2
$SPLCH3 = $SPLRET
when 3
$SPLCH4 = $SPLRET
return
end
end

class Window_Command < Window_Selectable

def enable_item(index)
draw_item(index, normal_color)
end
end

#THIS IS ALL!!

Majestic Wolf

Basically it is like the Diablo 2 system where you level up and get attribute/skill points? Sounds pretty neat, although I'm not quite sure how to work it. I'll wait till someone posts, because this is a really great idea

Also Known As:
Nec - Tactics Arena Online / MysticNec - Maple Story / [opiate] Mystic - Counter-Strike

Jakexxx

it all works.. the only thing is they coded it poorly. and thus it runs very poorly.

Zeriab

So you basically want the algorithms optimized? (Clarifying question, I won't do it though)

Jakexxx



Soul


Krypton

yer, its not good...... LOL!

and how would i apply this to my game?
>>>Jesse Graham<<<

Jakexxx

k sorry - to make work you put it above main thats it.

thatsmypie

Quote from: Kryptonyer, its not good...... LOL!

and how would i apply this to my game?

Well you copy and paste the script stupid  :whoa:
What else would you do?

Jakexxx