Please make it compatible with the SDK
now i realy confused how to make it SDK compatible
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
#=================================