#---------------------------------------------------------- # Level Up Point Spend System # by Stefo # 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 = 25 #This is how much you add points to abilities of selected hero $STRBY = 1 $AGIBY = 1 $DEXBY = 1 $INTBY = 1 $HPBY = 10 $SPBY = 10 #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[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($game_player, file) Marshal.dump ($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!! #-------------------------------------------------------------------------------------------- # End of the Script! # made by Drago del Fato! # Last two words : SCREW FLANDERS! #--------------------------------------------------------------------------------------------