grimreaper1357
Member
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.
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!
#-------------------------------------