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Cansome one fix this script?

Everytime I try to change the level this error pops up:

Script line "Level up" line 700 Type error ocurred.

no implicit conversion from nil to integer.

Here's the script.

Code:
#----------------------------------------------------------
# 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!
#-------------------------------------
 

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