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Help Clean this script plis

Please make it compatible with the SDK
now i realy confused how to make it SDK compatible
Code:
#=================================
=begin
 Syn's Upgrade Customization V4.1a (2/16/07)
 Upgrade Point Created by Synthesize & Icedmetal57
                                                Help from Raziel, Trickster
                                                Enhancement by iqbal_0k
                                                
                                                
      Enhancement :: Reset Exp upon Leveling & Multi leveling
                                   Random point distribution (Auto)
                                   Class Changing based on stats or condition you make
                    
  EDITABLE Level up system on line 96
   1 : Reset all current exp upon reach new level (No more multi level up)
   2 : Allows you to Multi Leveling like Default one But it will substract your old Exp
        with curent level exp after gaining new Level
   3 or Above : Default Level up System (Multi Leveling and not reset after reaching new level)
   
   You can change Level up mode by using call script command : $Lmode = 1 or 2 or 3
   
  @ line 96 Change the "$Lmode = 2" thing to any number you like (default 2)                              

**************************************************************************  
  EDITABLE Class Changing system
  
  ATENTION ATENTION ATENTION ATENTION !!!
  ********************STEP 1*************************
  @ line 298 you can change class requirement and graphics battler
  Just follow the instruction okay
  
  4 Example :
  if @actor.level >= 35 and @actor.int >= 140 and @actor.class_id == 9
   means : when actor / hero reach level 35 or higher and have int 140 or higher
                  and hero class 9 on database
  This require your Boolean knowledge
  
  ********************STEP 2*************************
  
  GO TO LINE 984 and change current code to your code
4 example if you edit @ step 1
 if @actor.level >= 35 and @actor.int >= 140 and @actor.class_id == 9
   simply modify it to @ step 2
 if @actor.level < 35 or @actor.int < 140 and @actor.class_id == 9
   
**************************************************************************** 
   
Plus                                   
                      100% COMPATIBLE with that amazingly Hot Cogwheel rtab
                      100% COMPATIBLE with RTAB add ons and Enhancement by Der VVulfman
                      
Minus                                   
              Not working with any version of SDK (anyway RTAB by CogWheel didnt use the SDK)
                
          Credits and Thanks
         -     Synthesize & Icedmetal57
         -     Minkoff and DerVVulfman for exotic enhancement of RTAB by CogWheel
         -     CogWheel for making Great Battle System like that
                  
    Sorry for my bad english folks o_0
                      
Don't blame me if my enhancement script is not organized and not compatible with the SDK
i'm Novice and still learning that RUBY programming

=end
#=================================

module Upgrade_Points 
  Points_Gained = 3 # Amount of points gained upon leveling.
  Hp_rise = 15 # The amount of HP to raise per point
  Sp_rise = 7 # The amount of SP to raise per point
  Default_rise = 3 # The amount of all other stats to rise per point
end

#=================================
# *Begin Script*
#=================================
#=================================
# *Create Points*
#=================================
  class Game_Actor < Game_Battler															   
  attr_accessor :upgrade_points 
  
  alias stat_point_lvlup_game_actor_setup setup
  def setup(actor_id)
	stat_point_lvlup_game_actor_setup(actor_id)
	@upgrade_points = Upgrade_Points::Points_Gained
  end
  def exp=(exp)
	@exp = [[exp, 9999999].min, 0].max

  #EDITABLE METHOD ON LEVELING
  #1 : Reset all current exp upon reach new level (No more multi level up)
  #2 : Allows you to Multi Leveling like Default one But Reset Curent Exp
  #     after gaining new Level
  #3 or Above : Default Level up System (Multi Leveling and not reset after reaching new level)
  #NOTE : when you select $Lmode = 1 or $Lmode = 3 then you must change $Resetatchangingclass = 1 to $Resetatchangingclass = 0
  #Diferent Next level exp with other actor/hero
  $Lmode = 2
  $Resetatchangingclass = 1 # 0 is off  |  1 is on (Default 1) char with class bellow cant gain level
  $class_below = 11 # id Class on database that below advanced class
  @lucky = rand(100) #Change exp on list
  @expinc = 10 # the power of exp increase rate (it means 10 * next level exp rate when you lvl up)
  if @lucky >= 70
    @power = @expinc * @level / @lucky * @level
  else
    @power = 0
  end
  
# CHANGE CURVE OF EXP
#USER CUSTOM EXP CURVE
if $Lmode == 1 or $Lmode == 2
    @exp_list[1] = 0
    @exp_list[2] = 6 + @power
    @exp_list[3] = 16 + @power
    @exp_list[4] = 30 + @power
    @exp_list[5] = 48 + @power
    @exp_list[6] = 62 + @power
    @exp_list[7] = 85 + @power
    @exp_list[8] = 107 + @power
    @exp_list[9] = 134 + @power
    @exp_list[10] = 136 + @power
    @exp_list[11] = 161 + @power
    @exp_list[12] = 217 + @power
    @exp_list[13] = 282 + @power
    @exp_list[14] = 358 + @power
    @exp_list[15] = 446 + @power
    @exp_list[16] = 545 + @power
    @exp_list[17] = 655 + @power
    @exp_list[18] = 779 + @power
    @exp_list[19] = 895 + @power
    @exp_list[20] = 1065 + @power
    @exp_list[21] = 1129 + @power
    @exp_list[22] = 1307 + @power
    @exp_list[23] = 1400 + @power
    @exp_list[24] = 1507 + @power
    @exp_list[25] = 1630 + @power
    @exp_list[26] = 1769 + @power
    @exp_list[27] = 1895 + @power
    @exp_list[28] = 2088 + @power
    @exp_list[29] = 2250 + @power
    @exp_list[30] = 2485 + @power
    @exp_list[31] = 2646 + @power
    @exp_list[32] = 2873 + @power
    @exp_list[33] = 3182 + @power
    @exp_list[34] = 3421 + @power
    @exp_list[35] = 3735 + @power
    @exp_list[36] = 4031 + @power
    @exp_list[37] = 4326 + @power
    @exp_list[38] = 4620 + @power
    @exp_list[39] = 4883 + @power
    @exp_list[40] = 5139 + @power
    @exp_list[41] = 5510 + @power
    @exp_list[42] = 5945 + @power
    @exp_list[43] = 6480 + @power
    @exp_list[44] = 6732 + @power
    @exp_list[45] = 7118 + @power
    @exp_list[46] = 7491 + @power
    @exp_list[47] = 7820 + @power
    @exp_list[48] = 8174 + @power
    @exp_list[49] = 8528 + @power
    @exp_list[50] = 8941 + @power
    @exp_list[51] = 9302 + @power
    @exp_list[52] = 9701 + @power
    @exp_list[53] = 10782 + @power
    @exp_list[54] = 11930 + @power
    @exp_list[55] = 12732 + @power
    @exp_list[56] = 13922 + @power
    @exp_list[57] = 14891 + @power
    @exp_list[58] = 16032 + @power
    @exp_list[59] = 18302 + @power
    @exp_list[60] = 20920 + @power
    @exp_list[61] = 23341 + @power
    @exp_list[62] = 26946 + @power
    @exp_list[63] = 29279 + @power
    @exp_list[64] = 31920 + @power
    @exp_list[65] = 33792 + @power
    @exp_list[66] = 35820 + @power
    @exp_list[67] = 37491 + @power
    @exp_list[68] = 39772 + @power
    @exp_list[69] = 41921 + @power
    @exp_list[70] = 43863 + @power
    @exp_list[71] = 45902 + @power
    @exp_list[72] = 47927 + @power
    @exp_list[73] = 49003 + @power
    @exp_list[74] = 51270 + @power
    @exp_list[75] = 53892 + @power
    @exp_list[76] = 55491 + @power
    @exp_list[77] = 57824 + @power
    @exp_list[78] = 59738 + @power
    @exp_list[79] = 61893 + @power
    @exp_list[80] = 63828 + @power
    @exp_list[81] = 65535 + @power
    @exp_list[82] = 65535 + @power
    @exp_list[83] = 65535 + @power
    @exp_list[84] = 65535 + @power
    @exp_list[85] = 65535 + @power
    @exp_list[86] = 65535 + @power
    @exp_list[87] = 65535 + @power
    @exp_list[88] = 65535 + @power
    @exp_list[90] = 65535 + @power
    @exp_list[91] = 65535 + @power
    @exp_list[92] = 65535 + @power
    @exp_list[93] = 65535 + @power
    @exp_list[94] = 65535 + @power
    @exp_list[95] = 65535 + @power
    @exp_list[96] = 65535 + @power
    @exp_list[97] = 65535 + @power
    @exp_list[98] = 65535 + @power

if @exp_list[@level] > 65535
  @exp_list[@level] = 65535
end

end  

  #END EDITABLE
  
  #DoNtChAnGeThIsUnLeSsYoUkNoWwHaTyOu'VeDoNe 
      while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      if $Lmode == 2
        @exp -= @exp_list[@level+1]
        if @exp <= 0
          @exp = 0
        end
          @level += 1
      else
        @level += 1
      end
      
if $Lmode == 1
    @exp = 0
end
  
	  @upgrade_points += Upgrade_Points::Points_Gained
	  # Learn skill
	  for j in $data_classes[@class_id].learnings
		if j.level == @level
		  learn_skill(j.skill_id)
		end
	  end
	end      
  
  if $Resetatchangingclass >= 1
    while @class_id <= $class_below
        @level -= 1
        @exp = 0
      if @upgrade_points > 0
         @upgrade_points -= Upgrade_Points::Points_Gained
        end
        if @level <= 35
          break
      end
    end
  end

if $Lmode >= 3
	while @exp < @exp_list[@level]
	  @level -= 1
	end
end

	@hp = [@hp, self.maxhp].min
	@sp = [@sp, self.maxsp].min
  end
end
# ^^^^ Thanks Icedmetal ^^^^

#=================================
# Begin Upgrade Code
#=================================

class Scene_Upgrade
  #--------------------------------------------------------------------------
  # Object Initalize
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, command_index = 0)
	@actor_index = actor_index
	@command_index = command_index
  end
  
  def main
	s1 = "Auto Increase Stats   "
	s2 = "Increase Health by #{Upgrade_Points::Hp_rise} "
	s3 = "Increase Magic by #{Upgrade_Points::Sp_rise} "
	s4 = "Increase Strength by #{Upgrade_Points::Default_rise} "
  s5 = "Increase Vitality by #{Upgrade_Points::Default_rise} "
	s6 = "Increase Agility by 1 "
  s7 = "Increase Intellegence by #{Upgrade_Points::Default_rise} "
  s8 = ""
  s9 = "Next Character"
  s10 = "Previous Character"
  s11= ""
  s12 = "Change Current Class"

  $a = 0
  $b = 0
  $c = 0
  $d = 0
  $e = 0
  $f = 0
  $g = 0
  $h = 0
  $x = 0
  $y = 0
  
  #CLASS CHANGING AND GRAPHICS CHANGING
  #RESET LEVEL when changing class
  def resetlevel
    exp_list = @exp_list
    if $Lmode == 2
      @actor.hp = @actor.maxhp
      @actor.sp = @actor.maxsp
    else
      @actor.level -= 98
      if @actor.level > 35
         @actor.level -= 98  
         @actor.level += 34
         @upgrade_points = 0
      end
      @actor.hp = @actor.maxhp
      @actor.sp = @actor.maxsp
    end
  end

  def changeclass
  #change Battle Graphic and Char Graphics,
   #Syntax := @actor.set_graphic("Charcter name", character hue, "Battler name", Battler hue)
   #U can call common event with this syntax "$game_temp.common_event_id = id" where id = your common event id
   #with common event u can change weapon, remove skill etc
   
   # Lord Knight And Ark Knight
   if $a = 0
        if @actor.level >= 35 and @actor.str >= 80 and @actor.int >= 100 and @actor.dex >= 60 and @actor.class_id == 1
     		$game_system.se_play($data_system.decision_se)
        @actor.set_graphic("Sieg", 0, "Hero_Paladin", 0)
        @actor.maxhp += 1628
        @actor.maxsp += 245
        @actor.class_id = 13
        @actor.int += 60
        @actor.str += 20
        resetlevel
        $a == 1
        @status_window.update
      end
      
   if @actor.level >= 35 and @actor.class_id ==1
     		$game_system.se_play($data_system.decision_se)        
        @actor.set_graphic("Sieg", 0, "Hero_Lord Knight", 0)
        @actor.maxhp += 1900
        @actor.maxsp += 190
        resetlevel
        @actor.class_id = 12
        @actor.str += 20
        @actor.dex += 60
        $a == 1
        @status_window.update #refresh Windows
      end
    end

      if @actor.level < 35 or $a == 1 or @actor.str < 80 or @actor.int < 100 or @actor.dex < 60 and @actor.class_id == 1
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
      end

      #Assassin Cross and Ninja
    if $c = 0
      if @actor.level >= 35 and @actor.str >= 60 and @actor.agi >= 30 and @actor.int >= 110 and @actor.class_id == 3
        $game_system.se_play($data_system.decision_se)
        @actor.set_graphic("Tetsuya", 0, "Hero_Ninja", 0)
        @actor.maxhp += 1631
        @actor.maxsp += 214
        resetlevel
        @actor.class_id = 22
        @actor.int += 40
        @actor.agi += 10
        $c == 1
        @status_window.update
      end
      
        if @actor.level >= 35 and @actor.class_id == 3
     		$game_system.se_play($data_system.decision_se)
        @actor.set_graphic("Tetsuya", 0, "Hero_CrossAssassin", 0)
        @actor.maxhp += 1273
        @actor.maxsp += 137
        resetlevel
        @actor.dex += 30
        @actor.str += 20
        @actor.class_id = 14
        $c == 1
        @status_window.update
      end
    end

      if @actor.level < 35 or $c == 1 or @actor.str < 60 or @actor.agi < 30 or @actor.int < 110 and @actor.class_id == 3
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
      end
      
      #Champion & Rush Fighter
    if $d = 0
       if @actor.level >= 35 and @actor.str >= 100 and @actor.agi >= 25 and @actor.dex >= 80 and @actor.class_id == 4
        $game_system.se_play($data_system.decision_se)
        @actor.set_graphic("Lloyd", 0, "Hero_RushFighter", 0)
        @actor.maxhp += 1463
        @actor.maxsp += 147
        resetlevel
        @actor.class_id = 19
        @actor.dex += 30
        @actor.agi += 10
        @actor.str += 20
        $d == 1
        @status_window.update
      end
      
      if @actor.level >= 35 and @actor.class_id == 4
     		$game_system.se_play($data_system.decision_se)
        @actor.set_graphic("Lloyd", 0, "Hero_Champions", 0)
        @actor.maxhp += 1947
        @actor.maxsp += 67
        resetlevel
        @actor.class_id = 15
        @actor.dex += 30
        @actor.agi += 10
        @actor.str += 15
        $d == 1
        @status_window.update
      end
    end
    
      if @actor.level < 35 or $d == 1 or @actor.str < 130 or @actor.agi < 25 or @actor.dex < 80 and @actor.class_id == 4
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
      end
      
          end
end
    
#END CHARACTER CLASS CHANGING

	# Set Player Data
	@actor = $game_party.actors[@actor_index]
	@status_window = Window_Upgrade.new(@actor)
	@status_window.opacity= 255
	@status_window.x = 304
	@status_window.y = 0
  
  
if @actor.upgrade_points <= 1
  @decommand_window = Window_Decommand.new
  @command_window = Window_Command.new(306, [s9, s10, s11, s12])
  @command_window.active = true
  @command_window.visible = true
	@command_window.x = 0 #46
	@command_window.y = 320 #88
	@command_window.z = 350 #350
	@command_window.opacity = 255
  @decommand_window.visible = true
	@decommand_window.x = 0
	@decommand_window.y = 65
	@decommand_window.opacity = 255
end#end If  
  
if @actor.upgrade_points != 0
  @decommand_window = Window_Decommand.new
  @command_window = Window_Command.new(306, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12])
  @command_window.active = true
  @command_window.visible = true
	@command_window.x = 0 #46
	@command_window.y = 65 #88
	@command_window.z = 350 #350
	@command_window.opacity = 255
  @decommand_window.visible = false
  @decommand_window.x = 0
	@decommand_window.y = 65
	@decommand_window.opacity = 255
end
  
	# Set Raise Window Data
	@raise_window = Window_Raise.new
	@raise_window.x = 0
	@raise_window.y = 0
	@raise_window.opacity = 255
	#@raise_window.visible = false	
  @raise_window.visible = true

	 # Graphics Transition
	Graphics.transition
	# Main Loop
	loop do
	# Update Graphics
	  Graphics.update
	# Update Input
	  Input.update
	# Renew
	  update
	# Discontinue Loop
	  if $scene != self
		break
	  end
	end
	# Prepare Transition
	Graphics.freeze
	# Dispose Windows
	@command_window.dispose
  @decommand_window.dispose
	@status_window.dispose
	@raise_window.dispose
	#@spriteset.dispose
  end
end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
  @command_window.update
	@status_window.update
	@raise_window.update

	if Input.trigger?(Input::R)
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_Upgrade.new(@actor_index)
	  return
	end
	if Input.trigger?(Input::L)
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += $game_party.actors.size - 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_Upgrade.new(@actor_index)
	  return
	end
  	if Input.trigger?(Input::B)
	  # Play Cancel SE
	  $game_system.se_play($data_system.cancel_se)
	  # Load Map
	  $scene = Scene_Menu.new(4)
	  return
	end
  
	# If command window is active: call update_command
	if @command_window.active
	  update_command
	  return
	  # End IF
	end
	# End Def
  end
#=================================
# *Update Command*
#=================================
  def update_command
		@status_window.update
		@raise_window.update
		if Input.trigger?(Input::B)
	  # Play Cancel SE
	  $game_system.se_play($data_system.cancel_se)
	  # Load Map
	  $scene = Scene_Menu.new(5)
	  return
	end
	if Input.trigger?(Input::C)
	  # Branch by command window cursor position
        if @actor.upgrade_points > 0
          @command_window.update
	  case @command_window.index
    when 0
          #AUTO SPEND POINT
          # using Random number generator, Syntax := rand(value) [condition] [variable or value]
      if @actor.upgrade_points > 0
        $game_system.se_play($data_system.decision_se)
          for i in 1 .. @actor.upgrade_points * 10
          
          if @actor.upgrade_points > 0
            if rand(6) == rand = 1
            @actor.str += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
          elsif #end if rand
          
          if rand(6) == rand = 2
            if @actor.agi < 99
            @actor.agi += 1#Upgrade_Points::Default_rise
            @actor.upgrade_points -= 1
          elsif
            if rand(3) == rand = 1
            @actor.dex += Upgrade_Points::Default_rise
            @actor.upgrade_points -= 1
          else
            if rand(3) == rand = 2
            @actor.str += Upgrade_Points::Default_rise
            @actor.upgrade_points -= 1
          else
            if rand(3) == rand = 3
            @actor.int += Upgrade_Points::Default_rise
            @actor.upgrade_points -= 1
            end
            end
            end
            end
          else#end if rand
          
          if rand(6) == rand = 3
            @actor.dex += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
          elsif #end if rand
          
          if rand(6) == rand = 4
            @actor.int += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
          elsif #end if rand
          
          if rand(6) == rand = 5
            if @actor.maxsp < 999
            @actor.maxsp += Upgrade_Points::Sp_rise
            @actor.sp += Upgrade_Points::Sp_rise
            @actor.upgrade_points -= 1
          else
            @actor.int += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
            end
          elsif
            
          if rand(6) == rand = 6
            if @actor.maxhp < 9999
            @actor.maxhp += Upgrade_Points::Hp_rise
            @actor.hp += Upgrade_Points::Hp_rise
            @actor.upgrade_points -= 1
          else
            if rand(3) == rand = 1
            @actor.str += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
          else
            if rand(3) == rand = 2
            @actor.int += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
          else
            if rand(3) == rand = 3
            @actor.dex += Upgrade_Points::Default_rise	
            @actor.upgrade_points -= 1
          end
        end
      end
      
            end
          end
        end
      end
    end
  end#end For
end#end if random generator    
end #end if
$scene = Scene_Upgrade.new(@actor_index)
           end #end for
         
        else
          
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
    end  #end if actor.upgrade point
        
	when 1
			if @actor.upgrade_points > 0 and @actor.maxhp <= 9998
        if @actor.maxhp > 9999
          @actor.maxhp == 9999
          end
		$game_system.se_play($data_system.decision_se)
		@actor.maxhp += Upgrade_Points::Hp_rise
		@actor.hp += Upgrade_Points::Hp_rise
		@actor.upgrade_points -= 1  	  
		@status_window.update
    @command_window.update
    if @actor.upgrade_points < 1
    $scene = Scene_Upgrade.new(@actor_index)
  end
	  else
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
		  end
	when 2
    if @actor.upgrade_points > 0 and @actor.maxsp <= 998
          if @actor.maxsp > 999
          @actor.maxsp == 999
          end
		$game_system.se_play($data_system.decision_se)
		@actor.maxsp += Upgrade_Points::Sp_rise
		@actor.sp += Upgrade_Points::Sp_rise
		@actor.upgrade_points -= 1	
		@status_window.update
    if @actor.upgrade_points < 1
    $scene = Scene_Upgrade.new(@actor_index)
  end
	  else
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
		  end	 
	when 3  
				  if @actor.upgrade_points > 0 and @actor.str <= 998
		$game_system.se_play($data_system.decision_se)
		@actor.str += Upgrade_Points::Default_rise	 
		@actor.upgrade_points -= 1	
		@status_window.update
    if @actor.upgrade_points < 1
    $scene = Scene_Upgrade.new(@actor_index)
  end
	  else         
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
		  end
	when 4 
	   if @actor.upgrade_points > 0 and @actor.dex <= 998
		$game_system.se_play($data_system.decision_se)
		@actor.dex += Upgrade_Points::Default_rise   
		@actor.upgrade_points -= 1	
		@status_window.update
    if @actor.upgrade_points < 1
    $scene = Scene_Upgrade.new(@actor_index)
  end
	  else       
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
		  end
	when 5  
	   if @actor.upgrade_points > 0 and @actor.agi < 99
		$game_system.se_play($data_system.decision_se)
		   @actor.agi += 1
		@actor.upgrade_points -= 1	
		@status_window.update
    if @actor.upgrade_points < 1
    $scene = Scene_Upgrade.new(@actor_index)
  end
	  else 
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
      @command_window.update
    end
  
 when 6
	   if @actor.upgrade_points > 0 and @actor.int <= 998
		$game_system.se_play($data_system.decision_se)
		@actor.int += Upgrade_Points::Default_rise	 
		@actor.upgrade_points -= 1	
		@status_window.update
    if @actor.upgrade_points < 1
    $scene = Scene_Upgrade.new(@actor_index)
  end
	  else
		  name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
		end

    when 8 
	 if $game_party.actors.size > 1    
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_Upgrade.new(@actor_index)
	  return
  else
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
  end

    
    when 9
      if $game_party.actors.size > 1      
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += $game_party.actors.size - 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_Upgrade.new(@actor_index)
    return
  else
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
    end

 when 11
   # CLASS SYSTEM And battler graphic / battle graphic  Changing
changeclass
      #FOR ELSE COMMAND
      
    end
  else  
    
  if @actor.upgrade_points = 0
    @command_window.update
case @command_window.index
      
when 0  
	 if $game_party.actors.size > 1    
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_Upgrade.new(@actor_index)
	  return
  else
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
  end

    
    when 1
      if $game_party.actors.size > 1      
	  $game_system.se_play($data_system.cursor_se)
	  @actor_index += $game_party.actors.size - 1
	  @actor_index %= $game_party.actors.size
	  $scene = Scene_Upgrade.new(@actor_index)
    return
  else
      name = '057-Wrong01'
		  volume = 100
		  pitch = 100
		  Audio.se_play("Audio/SE/" + name, volume, pitch)
  end

    
 when 3 
changeclass
		 end
    end
   end
  end
end
#============================================================
# Begin Windows
#============================================================


#=================================
# *Status Window*
#=================================

  class Window_Upgrade < Window_Base
 
#CHARACTER STATUS new Class pop ups and name
def popups
  self.contents.font.color = crisis_color
  #CHANGE NEW CLASS WORD POP UPS
  self.contents.draw_text(96, 0, 160, 30, "NEW CLASS NOW AVAILABLE !")
end

def nameclassbefore
  self.contents.font.color = system_color
 	draw_actor_name(@actor, 4, 3)
  draw_actor_class(@actor, 4 + 144, 0)
end
      
#CHANGE CONDITION WHEN NEW CLASS IS OCCURED
def classstatus
if $a = 0 or $b = 0 or $c = 0 or $d=0 or $e = 0 or $f = 0 or $g = 0 or $h = 0 or $x = 0 or $y = 0
   
if @actor.level >= 35 and @actor.str >= 80 and @actor.int >= 100 and @actor.dex >= 60 and @actor.class_id == 1
    popups
  end
     
if @actor.level >= 35 and @actor.str >= 60 and @actor.agi >= 30 and @actor.int >= 110 and @actor.class_id == 3    
    popups
  end
    
if @actor.level >= 35 and @actor.str >= 100 and @actor.agi >= 25 and @actor.dex >= 80 and @actor.class_id == 4
    popups
  end

    
if @actor.level >= 35 and  @actor.class_id == 1 or @actor.class_id == 3 or @actor.class_id == 4
    popups
  end
    
    if @actor.level < 35
           nameclassbefore
    end
         
    if @actor.class_id > $class_below.to_i
           nameclassbefore
    end  
         
end
  end    
  
  def initialize(actor)
	super(32, 32, 340, 480)
	self.contents = Bitmap.new(width - 32, height - 32)
	@actor = actor
  $actor = actor
	self.contents.font.size = 18
	self.opacity = 255
	refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
	self.contents.clear
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 150, 150))
  end
classstatus
	draw_actor_battler(@actor, -24, 285)
	draw_actor_level(@actor, 96, 24)
	draw_actor_state(@actor, 176, 24)
	draw_actor_hp(@actor, 0, 40, 172)
	draw_actor_sp(@actor, 0, 64, 172)
  draw_actor_exp(@actor, 0, 88, 172)
	draw_actor_parameter(@actor, 96, 112, 0)
	draw_actor_parameter(@actor, 96, 136, 1)
	draw_actor_parameter(@actor, 96, 160, 2)
	draw_actor_parameter(@actor, 96, 184, 3)
	draw_actor_parameter(@actor, 96, 208, 4)
	draw_actor_parameter(@actor, 96, 232, 5)
	draw_actor_parameter(@actor, 96, 256, 6)
  draw_actor_parameter(@actor, 96, 280, 7)
  
    draw_item_name($data_weapons[@actor.weapon_id], 120, 304)
    draw_item_name($data_armors[@actor.armor1_id], 120, 328)
    draw_item_name($data_armors[@actor.armor2_id], 120, 352)
    draw_item_name($data_armors[@actor.armor3_id], 120, 376)
    draw_item_name($data_armors[@actor.armor4_id], 120, 400)
  
	x = contents.text_size("Points:").width
	text = "Points:"
	text2 = "#{@actor.upgrade_points.to_s}"
	self.contents.font.color = system_color
	self.contents.draw_text(3, 24, x, 32, text)
	self.contents.font.color = normal_color
	self.contents.draw_text(5+x+5, 24, (self.width/2), 32, text2.to_s)
  end
  def update
	refresh
  end
end

#--------------------------------------------------------------------------
# Raise Window
#-------------------------------------------------------------------------- 
class Window_Raise< Window_Base
  def initialize
	super(0, 0, 306, 68)
	self.contents = Bitmap.new(width - 48, height - 48)
	self.contents.font.size = 20 # Font Size in Raise Window
	refresh
  end
  def refresh
	self.contents.clear
	self.contents.font.color = crisis_color
  self.contents.draw_text(92, 0, 270, 20, $actor.name + " Status")
  end 
end
#=================================

#--------------------------------------------------------------------------
# Decommand
#-------------------------------------------------------------------------- 
class Window_Decommand< Window_Base
  def initialize
	super(0, 0, 306, 280)
	self.contents = Bitmap.new(width - 48, height - 48)
	self.contents.font.size = 36 # Font Size in Raise Window
	refres
  end
  def refres
	self.contents.clear
	self.contents.font.color = system_color
	self.contents.draw_text(48, 100, 160, 30, "No Status Point Left")
end 
end

#=================================
 

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