Hi,
I've got ring menu (which works great on its own)
but i also have the levelling up point system (which uses the stats screen when levelling up)
but they don't work together, i don't know where to start, is there anyone who would be able to merge the two scripts ? i would credit you on the game i'm working on.
Thanks.
here is the ring menu script
and here is the levelling up script
I've got ring menu (which works great on its own)
but i also have the levelling up point system (which uses the stats screen when levelling up)
but they don't work together, i don't know where to start, is there anyone who would be able to merge the two scripts ? i would credit you on the game i'm working on.
Thanks.
here is the ring menu script
Code:
#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$location_text[0]=Tahoma" # Font Type
$location_text[1]=24 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Text
$gold_text[0]="Tahoma" # Font Type
$gold_text[1]=24 # Font Size
$gold_text[2]=0 # Gold Title Color
$gold_text[3]=0 # Gold Color
$gold_text[4]="Gold" # Text
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="001-Blue01" # Location Windowskin
$window_gold_skin="001-Blue01" # Gold Windowskin
@window_position[0]=0 # X Axis Position
@window_position[1]=0 # Location Y Axis Position
@window_position[2]=384 # Gold Y Axis Position
$window_size[0]=160 # Length
$window_size[1]=96 # Height
$ring_menu_text[0]="Tahoma" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=24 # Font Size
$ring_menu_text[1]="Items"
$ring_menu_text[2]="Skills"
$ring_menu_text[3]="Equip"
$ring_menu_text[4]="Stats"
$ring_menu_text[5]="Save"
$ring_menu_text[6]="Quit"
@chara_select[0]=408 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Tahoma" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=24 # Font Size
$chara_select[2]=255 # Border Opacity
$chara_select[3]=130 # Background Opacity
$chara_select[4]="001-Blue01" # Windowskin
end
#------------------------------------------------------------------------------
# Main
#------------------------------------------------------------------------------
def main
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
@window_gold = Window_MenuGold.new
@window_gold.x = @window_position[0]
@window_gold.y = @window_position[2]
@window_gold.opacity = @window_opacity[0]
@window_gold.back_opacity = @window_opacity[1]
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@window_location.dispose
@window_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
@window_location.update
@window_gold.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#------------------------------------------------------------------------------
# Update Comman
#------------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#------------------------------------------------------------------------------
# Update Status
#------------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("034-Item03")
ICON_SKILL = RPG::Cache.icon("044-Skill01")
ICON_EQUIP = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE = RPG::Cache.icon("038-Item07")
ICON_EXIT = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
super
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#------------------------------------------------------------------------------
# Refresh Start
#------------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Refresh Wait
#------------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#------------------------------------------------------------------------------
# Refresh Move
#------------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Draw Item
#------------------------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#------------------------------------------------------------------------------
# Disable Item
#------------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#------------------------------------------------------------------------------
# Setup Move Start
#------------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#------------------------------------------------------------------------------
# Setup Move Move
#------------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#------------------------------------------------------------------------------
# Animation
#------------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 60, y + 65)
draw_actor_name(actor, x, y + 2)
draw_actor_hp(actor, x - 40, y + 26)
draw_actor_sp(actor, x - 40, y + 50)
end
end
#------------------------------------------------------------------------------
# Update Cursor Rect
#------------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#------------------------------------------------------------------------------
# Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $gold_text[0]
self.contents.font.size = $gold_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_gold_skin)
self.contents.font.color = text_color($gold_text[2])
self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
self.contents.font.color = text_color($gold_text[3])
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
end
end
and here is the levelling up script
Code:
#================================================= ====
# Drago del fato's Level Up Point Spend System
# ---------------------------------------------
# Written by Drago del Fato
# Version 2.4
# Just insert a new script above main and call it whatever you want.
#================================================= ====
#--Res Text
PSPEND_LVUPTEXT = "New Level! Do you want to Level up?"
PSPEND_SPTEXT = "Special Points Left:"
PSPEND_ANSWERS = ["Yes!","No]
PSPEND_HELP_TEXT = ["Change Strength...","Change Agility...",
"Change Dexterity...","Change Inteligence...","Change Maximum Health Points...",
"Change Maximum Skill Points...","Reset all Values to Normal...","Finish Editing...."]
PSPEND_B1 = "Reset"
PSPEND_B2 = "Done!"
LVUP_TEXT = "(Lv Up!)"
DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit"
#-- Other Res
SPADD = 20
AGILITY_ADD = 1
DEXTERITY_ADD = 1
INTELIGENCE_ADD = 1
STRENGTH_ADD = 1
HP_ADD = 5
SP_ADD = 1
#-- If you aren't experienced scripter then don't change lines below!!!
#--Global Variables
$PSPEND_POINTS = []
$PSPEND_ACTORS = []
$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0
#== Part One - Class for Setting and Getting Attributes from Actors
class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end
def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end
def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end
end
#-- End of Part One
#-- Part Two - Disabling actor attributes so that they have same attributes at the next level!
class Game_Actor
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$actor_attr.get_attributes(@actor_id)
@level += 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
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]
$actor_attr.get_attributes(@actor_id)
@level -= 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
def level=(level)
if level < self.level
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end
#-- End of Part Two
#-- Part Three
# Changing the code so that some other variables will be added...
class Scene_Title
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
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
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
def battle_test
$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")
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
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$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
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end
#End of Part Three
#Mid Part - Adding Draw Actor Battler
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 draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $PSPEND_ACTORS[actor.id - 1]
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end
end
#End of Mid Part
#Part Four - The Hard one! Making Custom Windows
class PSPEND_CUSTOM_WINDOW < Window_Selectable
def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = "Lucida Sans Unicode"
self.contents.font.size = 20
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end
def refresh(ret = false)
#self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
self.contents.draw_text(0,0,250,32,"(physical wellbeing and power)")
$PSPEND_ADD[2] = @actor.agi
self.contents.draw_text(0,32,250,32,"(speed, reflexes and guile)")
$PSPEND_ADD[3] = @actor.dex
self.contents.draw_text(0,64,250,32,"(capability of actions)")
$PSPEND_ADD[4] = @actor.int
self.contents.draw_text(0,96,250,32,"(power of mind and magic)")
$PSPEND_ADD[5] = @actor.maxhp
self.contents.draw_text(0,128,250,32,"(maximum hit points)")
$PSPEND_ADD[6] = @actor.maxsp
self.contents.draw_text(0,160,250,32,"(maximum mana points)")
$PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,1 + 72,@y + 365)
draw_actor_name(@actor,20 + 132,@y + 270)
cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(152,@y + 297,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(152,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
if $PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)
when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)
when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)
when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)
when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end
def disable_item(index)
draw_item(index, disabled_color)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end
#End of Part Four
#Part Five - Making Scene_Status to show level up window when character
#get's a new level
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 100
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 170
@c.x = 200
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win
if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end
def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
end
end
end
#End of Part Five
#Part Six - Hell is coming...AAAAAAAAH!
class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end
def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end
def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$PSPEND_ACTORS[@actor_ind] = false
return
end
if Input.repeat?(Input::RIGHT)
unless $PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] += 1
when 7
$PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end
if Input.repeat?(Input::LEFT)
unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] -= 1
when 7
$PSPEND_POINTS[@actor_ind] -= 1
end
$PSPEND_POINTS[@actor_ind] += 1
@spend.refresh
return
end
if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$PSPEND_ACTORS[@actor_ind] = false
return
end
end
end
end
#End of Part Six - Yipee!!! I made it!
#Part Seven - Save Load part!
class Scene_Save < Scene_File
def write_save_data(file)
characters = []
for i in 0...$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($game_player, file)
Marshal.dump($PSPEND_POINTS,file)
Marshal.dump($PSPEND_ACTORS,file)
Marshal.dump($actor_attr,file)
end
end
# -- And now for the load screen
class Scene_Load < Scene_File
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)
$PSPEND_POINTS = Marshal.load(file)
$PSPEND_ACTORS = Marshal.load(file)
$actor_attr = 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
#-- END OF SAVE AND LOAD SCREEN
#-- END OF THE SCRIPT
#=======================
# Written by Drago del fato
#=======================