Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Wanting a more elaborate Stat Point lvling system

I am trying to create a custom lvling system for my game.  However, I am currently having problems getting it to work correctly.  I wanted to know if there was anything out there like this that had these following qualities: [XP version]

-The system only affects the main character (the other characters would run off the original XP lvling system) [by default, i have the main char set on position #10, starting from 1 due to other scripts]
-The system can be accessed from the main menu at any time you can bring up the main menu.
-You can upgrade the stats [HP, SP, STR, DEX, AGI, INT] with your own EXP points
=each stat has its own 'grade' or personal level
=each stat grade lvl will go up like the lvls set up as a standard, starting at 0
   -}each grade would have to have some file to get the exp table from, such as a manual table you can pull from a .txt file stored with the scrips
   -}each grade will run on its own lvl
-when you hover over each choice, it should show the EXP cost for that upgrade lvl and the stat it'll increase
-when the user inputs a choice, it should prompt the user if you wish to make that choice, and could be displayed either over the whole screen or over the help, whichever works for the scripter is fine by me.
-if the player does not have the experience required to lvl the stat, and the player selects that stat, an error message should come up, like "Not enough EXP points."
-I also would like it to be open enough to add any other stats I would like to raise, like PDEF and MDEF.

Below I have a few drawings of what I am hoping to get the system to look like.

Example of desired Menu setup
*please mind the crockedness, i dont have my own pics*

Basic Layout (no choices)
(1)               | (3)Exp   1000
Upgrade HP   |     HP    200               Lv 3
Upgrade SP   |     SP    175               Lv 2
Upgrade STR |     STR    30               Lv 2
Upgrade AGI |     AGI    34               Lv 3
Upgrade DEX |     DEX   28               Lv 1
Upgrade INT  |     INT    43               Lv 5
Cancel          |
---------------|
(2)              |
help menu    |
                    |

(1) command list
-shows the stat choices you can use to upgrade
-has a cancel option at the bottom as well

(2) help menu
-displays text to clarify to the user its effects [EX. "Increases Max HP by 25."]

(3) stat window
-shows the current stats, the experience, and the grade lvl
------------------------------------------------------------------------------------------
Basic Layout (When scrolling over choices) [scrolled over HP]
                         |     Exp   1000            150
-> Upgrade HP   |     HP    200   +25      Lv 3 -> Lv 4
     Upgrade SP   |     SP    175               Lv 2
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|
                         |
  Increases Max   |
    Health by 25.  |

[scrolled over SP]
                         |     Exp   1000           -100
     Upgrade HP   |     HP    200               Lv 3
-> Upgrade SP   |      SP    175     +25    Lv 2 -> Lv 3
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|
                         |
  Increases Max   |
    SP by 25.       |

The screen should only show the stats increase only when the cursor if over that stat, as well as the EXP cost for that grade lvl's upgrade.  Also, the +(stat) gain and the grade lvl upgrade should be colored Green, and the -exp cost should be lvled white if the player has enough exp to lvl the stat or red if the player does not.
-------------------------------------------------------------------------------------------
Basic Layout( Prompt to Player)
                         |     Exp   1000           -100
     Upgrade HP   |     HP    200               Lv 3
-> Upgrade SP   |      SP    175     +25    Lv 2 -> Lv 3
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|            ------------------
                         |            | Are you sure? |
  Increases Max   |           | Yes        No    |
    SP by 25.       |            ------------------
-------------------------------------------------------------------------------------------
Basic Layout (when stat upgraded)
                         |     Exp   900           
     Upgrade HP   |     HP    200               Lv 3
-> Upgrade SP   |      SP    200              Lv 3
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|            ------------------
                         |            | Stat Upgraded |
  Increases Max   |            ------------------
    SP by 25.       |

After upgrade, it should return to the 3rd window (i'll repost it to prevent scrolling back up)
                         |     Exp   900            -150
     Upgrade HP   |     HP    200               Lv 3
-> Upgrade SP   |      SP    200     +25    Lv 3 -> Lv 4
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|
                         |
  Increases Max   |
    SP by 25.       |
-------------------------------------------------------------------------------------------
The following shows the error checks.

Basic Layout(player does not have enough EXP to upgrade stat)
                         |     Exp   100            -150
     Upgrade HP   |     HP    200               Lv 3
-> Upgrade SP   |      SP    200     +25    Lv 3 -> Lv 4
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|
                         |
  Increases Max   |
    SP by 25.       |

Basic Layout(player does not have enough EXP to upgrade stat and selects the choice)
                         |     Exp   100            -150
     Upgrade HP   |     HP    200               Lv 3
-> Upgrade SP   |      SP    200     +25    Lv 3 -> Lv 4
     Upgrade STR |     STR    30               Lv 2
     Upgrade AGI |     AGI    34               Lv 3
     Upgrade DEX |     DEX   28               Lv 1
     Upgrade INT  |     INT    43               Lv 5
     Cancel          |
-------------------|      ------------------------
                         |      | Not enough EXP...   |
  Increases Max   |     -------------------------
    SP by 25.       |
-------------------------------------------------------------------------------------------
I am trying to work on this myself, so I'll update this every once in a while if I get any major breakthrough.  Any comments, ideas, further questions are greatly appreciated.  I am trying to be as detailed with what I am aiming for here.  Sorry for the lengthly post, but it is necessary to get it all out the first time.

*Edit*
Sorry about posting in the wrong section, thought I was actually in the request part... must have been a longer day tahn I expected when I first put up this post.

Also, something I forgot to add, this may not affect this system, but if it does, I am currently using Cogwheel's RTAB as well as Animated Battlers for this project.
 
This is a system that i'm using for my game it's not exactly what you are asking for but you can use it if you want.

http://i17.photobucket.com/albums/b76/G ... shot05.png[/img]

Note:

- This system uses something called Battle Points instead of experience points. Those Battle Points are stored in a global variables $game_variables[226].

- Everytime a stat is leveled up, it's value increases the same ammount, it's not a table from an external file.

If you want I can work on this and try to do your system or something better than this.
 
That would be awesome, I am kinda working on this myself but posted this just incase someone had almost the same idea or if they were able to complete such a task faster than I can.

I am trying to aim for a system that eliminates the level of a character, not many games to reference that method...but the best bet for one would by the 2nd Zelda game, where you were using the points you earned towards 1 of 3 stats.

I could definitely use this though to review the script for anything major I might be overlooking for sure though. :thumb:
 
http://i17.photobucket.com/albums/b76/G ... pgrade.png[/img]

I tink it's finished, test it and tell me if this what you want.

Insert a new script above main and put this code. To call the new scene, put wherever you want the sentence $scene = Scene_CustomStats.new

Code:
# *****************************************************************************
#  Changes to Game_System.  This allows any changes made to be saved when the
#     game is saved.
# *****************************************************************************
class Game_System
  attr_accessor :maxhp_lvl          # MaxHP upgrade level
  attr_accessor :maxsp_lvl          # MaxSP upgrade level
  attr_accessor :str_lvl            # Strength upgrade level
  attr_accessor :agi_lvl            # Agility upgrade level
  attr_accessor :dex_lvl            # Dexterity upgrade level
  attr_accessor :int_lvl            # Intelligence upgrade level
  attr_accessor :maxhp_cost         # Experience needed to upgrade MAXHP one level
  attr_accessor :maxsp_cost         # Experience needed to upgrade MAXSP one level
  attr_accessor :str_cost           # Experience needed to upgrade STR one level
  attr_accessor :agi_cost           # Experience needed to upgrade AGI one level
  attr_accessor :dex_cost           # Experience needed to upgrade DEX one level
  attr_accessor :int_cost           # Experience needed to upgrade INT one level
  attr_accessor :maxhp_plus         # How much the MAXHP will increase
  attr_accessor :maxsp_plus         # How much the MAXSP will increase
  attr_accessor :str_plus           # How much the STR will increase
  attr_accessor :agi_plus           # How much the AGI will increase
  attr_accessor :dex_plus           # How much the DEX will increase
  attr_accessor :int_plus           # How much the INT will increase
  
  alias stats_initialize initialize
  def initialize
    stats_initialize
    # stats starting level
    @maxhp_lvl = 0
    @maxsp_lvl = 0
    @str_lvl = 0
    @agi_lvl = 0
    @dex_lvl = 0
    @int_lvl = 0
    # upgrade cost 
    @maxhp_cost = 100
    @maxsp_cost = 50
    @str_cost = 25
    @agi_cost = 25
    @dex_cost = 25
    @int_cost = 25
    # upgrade 
    @maxhp_plus = 50
    @maxsp_plus = 1
    @str_plus = 5
    @agi_plus = 5
    @dex_plus = 5
    @int_plus = 5
  end
end
#==============================================================================
# ** Scene_CustomStats
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_CustomStats
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    @actor = $game_party.actors[0]
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @backmap = Spriteset_Map.new
    # Make help window
    @help_window = Window_Help.new
    @help_window.back_opacity = 200
    # Make command window
    s1 = "Upgrade HP"
    s2 = "Upgrade SP"
    s3 = "Upgrade STR"
    s4 = "Upgrade AGI"
    s5 = "Upgrade DEX"
    s6 = "Upgrade INT"
    s7 = "Cancel"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.y = 64
    @command_window.back_opacity = 200
    # Make stats window
    @stats_window = Window_Stats.new
    @stats_window.back_opacity = 200
    # Make confirmation window
    @confirm_window = Window_Command.new(160, ["No", "Yes"])
    @confirm_window.back_opacity = 200
    @confirm_window.x = 320 - (@confirm_window.width / 2)
    @confirm_window.y = 320
    @confirm_window.active = false
    @confirm_window.visible = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @command_window.dispose
    @stats_window.dispose
    @confirm_window.dispose
    if @backmap != nil
      @backmap.dispose
      @backmap = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @command_window.update
    @confirm_window.update
    @stats_window.refresh
    # If command window is active: call update_command
    if @command_window.active
      case @command_window.index
      when 0
        @help_window.set_text("Increases Max HP by 25.")
        @stats_window.selected_stat(0)
      when 1
        @help_window.set_text("Increases Max SP by 25.")
        @stats_window.selected_stat(1)
      when 2
        @help_window.set_text("Increases STR by 25.")
        @stats_window.selected_stat(2)
      when 3
        @help_window.set_text("Increases AGI by 25.")
        @stats_window.selected_stat(3)
      when 4
        @help_window.set_text("Increases DEX by 25.")
        @stats_window.selected_stat(4)
      when 5
        @help_window.set_text("Increases INT by 25.")
        @stats_window.selected_stat(5)
      when 6
        @help_window.set_text("Return to main menu.")
        @stats_window.selected_stat(10)
      end
      update_command
      return
    end
    # If confirm window is active: call update_confirmation
    if @confirm_window.active
      update_confirmation
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_CustomMenu.new(3)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 6  # cancel
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to map screen
        $scene = Scene_CustomMenu.new(3)
        return
      else
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Confirm decision
        @command_window.active = false
        @confirm_window.visible = true
        @confirm_window.active = true
        @confirm_window.index = 0
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when confirmation window is active)
  #--------------------------------------------------------------------------
  def update_confirmation
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to previous menu
      @confirm_window.active = false
      @confirm_window.visible = false
      @command_window.active = true
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
        
      # Branch by confirm window cursor position
      case @confirm_window.index
      when 0  # NO
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to previous menu
        @confirm_window.active = false
        @confirm_window.visible = false
        @command_window.active = true
        return
      when 1  # YES
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Upgrade stat
        case @command_window.index
        when 0  #HP
          if @actor.exp >= $game_system.maxhp_cost
            @actor.maxhp = @actor.maxhp + $game_system.maxhp_plus
            @actor.exp = @actor.exp - $game_system.maxhp_cost
            $game_system.maxhp_lvl += 1
            # uncomment the line below if you want to increase the cost
            # of the upgrade everytime this stat is upgraded
            #$game_system.maxhp_cost += $game_system.maxhp_lvl * 25 
          else
            @help_window.set_text("You don't have enough experience points.")
          end
        when 1  #SP
          if @actor.exp >= $game_system.maxsp_cost
            @actor.maxsp = @actor.maxsp + $game_system.maxsp_plus
            @actor.exp = @actor.exp - $game_system.maxsp_cost
            $game_system.maxsp_lvl += 1 
            # uncomment the line below if you want to increase the cost
            # of the upgrade everytime this stat is upgraded
            #$game_system.maxsp_cost += $game_system.maxsp_lvl * 25
          else
            @help_window.set_text("You don't have enough experience points.")
          end
        when 2  #STR
          if @actor.exp >= $game_system.str_cost
            @actor.str = @actor.str + $game_system.str_plus
            @actor.exp = @actor.exp - $game_system.str_cost
            $game_system.str_lvl += 1 
            # uncomment the line below if you want to increase the cost
            # of the upgrade everytime this stat is upgraded
            #$game_system.str_cost += $game_system.str_lvl * 25 
          else
            @help_window.set_text("You don't have enough experience points.")
          end
        when 3  #AGI
         if @actor.exp >= $game_system.agi_cost
            @actor.agi = @actor.agi + $game_system.agi_plus
            @actor.exp = @actor.exp - $game_system.agi_cost
            $game_system.agi_lvl += 1 
            # uncomment the line below if you want to increase the cost
            # of the upgrade everytime this stat is upgraded
            #$game_system.agi_cost += $game_system.agi_lvl * 25 
          else
            @help_window.set_text("You don't have enough experience points.")
          end
        when 4  #DEX
          if @actor.exp >= $game_system.dex_cost
            @actor.dex = @actor.dex + $game_system.dex_plus
            @actor.exp = @actor.exp - $game_system.dex_cost
            $game_system.dex_lvl += 1 
            # uncomment the line below if you want to increase the cost
            # of the upgrade everytime this stat is upgraded
            #$game_system.dex_cost += $game_system.dex_lvl * 25 
          else
            @help_window.set_text("You don't have enough experience points.")
          end
        when 5  #INT
          if @actor.exp >= $game_system.int_cost
            @actor.int = @actor.int + $game_system.int_plus
            @actor.exp = @actor.exp - $game_system.int_cost
            $game_system.int_lvl += 1 
            # uncomment the line below if you want to increase the cost
            # of the upgrade everytime this stat is upgraded
            #$game_system.int_cost += $game_system.int_lvl * 25 
          else
            @help_window.set_text("You don't have enough experience points.")
          end
        end        
      end
      return
    end
  end
end

#--------------------------------------------------------------------------
# * DEVELOPMENT WINDOW
#--------------------------------------------------------------------------
class Window_Stats < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(160, 64, 480, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = $game_party.actors[0]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
        
    maxhp_flag = @maxhp_flag
    maxsp_flag = @maxsp_flag
    str_flag = @str_flag
    agi_flag = @agi_flag
    dex_flag = @dex_flag
    int_flag = @int_flag
    
    maxhp_cost = $game_system.maxhp_cost
    maxsp_cost = $game_system.maxsp_cost
    str_cost = $game_system.str_cost
    agi_cost = $game_system.agi_cost
    dex_cost = $game_system.dex_cost
    int_cost = $game_system.int_cost
    
    maxhp_plus = $game_system.maxhp_plus
    maxsp_plus = $game_system.maxsp_plus
    str_plus = $game_system.str_plus
    agi_plus = $game_system.agi_plus
    dex_plus = $game_system.dex_plus
    int_plus = $game_system.int_plus
        
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.font.bold = true
    # Draw MAX HP Points Data
    self.contents.draw_text(  0, 0, 32, 32, "Lv:")
    self.contents.draw_text(128, 0, 64, 32, "Max HP:")
    # Draw MAX SP Points Data
    self.contents.draw_text(  0, 32, 32, 32, "Lv:")
    self.contents.draw_text(128, 32, 64, 32, "Max SP:")
    # Draw STR Points Data
    self.contents.draw_text(  0, 64, 32, 32, "Lv:")
    self.contents.draw_text(128, 64, 64, 32, "STR:")
    # Draw AGI Points Data
    self.contents.draw_text(  0, 96, 32, 32, "Lv:")
    self.contents.draw_text(128, 96, 64, 32, "AGI:")
    # Draw DEX Points Data
    self.contents.draw_text(  0, 128, 32, 32, "Lv:")
    self.contents.draw_text(128, 128, 64, 32, "DEX:")
    # Draw INT Points Data
    self.contents.draw_text(  0, 160, 32, 32, "Lv:")
    self.contents.draw_text(128, 160, 64, 32, "INT:")
    
    self.contents.font.color = normal_color
    
    # MAX HP
    self.contents.draw_text(64, 0, 32, 32, $game_system.maxhp_lvl.to_s)
    self.contents.draw_text(128, 0, 128, 32, @actor.maxhp.to_s, 2)
    if maxhp_flag
      self.contents.font.color = Color.new(150, 200, 100, 255)
      self.contents.draw_text(256, 0, 64, 32, "+ " + maxhp_plus.to_s, 2)
      self.contents.font.color = normal_color
      result = @actor.maxhp + maxhp_plus
      self.contents.draw_text(288, 0, 128, 32, result.to_s, 2)
      cost = maxhp_cost
    end
    
    # MAX SP
    self.contents.draw_text(64, 32, 32, 32, $game_system.maxsp_lvl.to_s)
    self.contents.draw_text(128, 32, 128, 32, @actor.maxsp.to_s, 2)
    if maxsp_flag
      self.contents.font.color = Color.new(150, 200, 100, 255)
      self.contents.draw_text(256, 32, 64, 32, "+ " + maxsp_plus.to_s, 2)
      self.contents.font.color = normal_color
      result = @actor.maxsp + maxsp_plus
      self.contents.draw_text(288, 32, 128, 32, result.to_s, 2)
      cost = maxsp_cost
    end
    
    # STR
    self.contents.draw_text(64, 64, 32, 32, $game_system.str_lvl.to_s)
    self.contents.draw_text(128, 64, 128, 32, @actor.str.to_s, 2)
    if str_flag
      self.contents.font.color = Color.new(150, 200, 100, 255)
      self.contents.draw_text(256, 64, 64, 32, "+ " + str_plus.to_s, 2)
      self.contents.font.color = normal_color
      result = @actor.str + str_plus
      self.contents.draw_text(288, 64, 128, 32, result.to_s, 2)
      cost = str_cost
    end
    
    # AGI
    self.contents.draw_text(64, 96, 32, 32, $game_system.agi_lvl.to_s)
    self.contents.draw_text(128, 96, 128, 32, @actor.agi.to_s, 2)
    if agi_flag
      self.contents.font.color = Color.new(150, 200, 100, 255)
      self.contents.draw_text(256, 96, 64, 32, "+ " + agi_plus.to_s, 2)
      self.contents.font.color = normal_color
      result = @actor.agi + agi_plus
      self.contents.draw_text(288, 96, 128, 32, result.to_s, 2)
      cost = agi_cost
    end
    
    # DEX
    self.contents.draw_text(64, 128, 32, 32, $game_system.dex_lvl.to_s)
    self.contents.draw_text(128,128, 128, 32, @actor.dex.to_s, 2)
    if dex_flag
      self.contents.font.color = Color.new(150, 200, 100, 255)
      self.contents.draw_text(256, 128, 64, 32, "+ " + dex_plus.to_s, 2)
      self.contents.font.color = normal_color
      result = @actor.dex + dex_plus
      self.contents.draw_text(288, 128, 128, 32, result.to_s, 2)
      cost = dex_cost
    end
    
    # INT
    self.contents.draw_text(64, 160, 32, 32, $game_system.int_lvl.to_s)
    self.contents.draw_text(128,160, 128, 32, @actor.int.to_s, 2)
    if int_flag
      self.contents.font.color = Color.new(150, 200, 100, 255)
      self.contents.draw_text(256, 160, 64, 32, "+ " + int_plus.to_s, 2)
      self.contents.font.color = normal_color
      result = @actor.int + int_plus
      self.contents.draw_text(288, 160, 128, 32, result.to_s, 2)
      cost = int_cost
    end
    
    self.contents.font.color = system_color
    self.contents.draw_text(0, 192, 128, 32, "Experience:")
    self.contents.draw_text(224, 192, 64, 32, "Cost:")
    self.contents.font.color = normal_color
    self.contents.draw_text(96, 192, 96, 32, @actor.exp.to_s, 2)
    self.contents.draw_text(288, 192, 96, 32, cost.to_s, 2)
    
    self.contents.font.bold = false
  
  end
  #--------------------------------------------------------------------------
  # * upgrade every stat information
  #--------------------------------------------------------------------------
  def selected_stat(stat)
    @maxhp_flag = false
    @maxsp_flag = false
    @str_flag = false
    @agi_flag = false
    @dex_flag = false
    @int_flag = false
    case stat
    when 0  #HP
      @maxhp_flag = true
    when 1  #SP
      @maxsp_flag = true
    when 2  #STR
      @str_flag = true
    when 3  #AGI
      @agi_flag = true
    when 4  #DEX
      @dex_flag = true
    when 5  #INT
      @int_flag = true
    end
    return
  end
end
 
Thank you, when I get the chance to test this out later today, I will.  I am currently away from my laptop at class. :down:  It looks like exactly what I was hoping for.

*Edit*
Sorry it took so long to get back, I like it.  I changed the commented EXP increments to be more around what I want.

This topic is solved.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top