#==========================================================================
# ** RMVX Drago del Fato - PointSpendSystem
# - Type: Custom Material
# - Author: Drago del Fato
# - Version: 1.05
# - RPG Maker Version: VX
# - Implementation: Put in Materials list.
#------------------------------------------------------------------------------
# When you gain a new level in your RPG your character attributes will need to
# be manually increased instead of automatically. You can set a specified number
# of points user can spend on each level as well as how much each attribute will
# be increased. If you use this script please give credits, thx ^^
#=========================================================================
#--------------------------------------------------------------------------
# * Phase 1 - Language and Other Resources
#--------------------------------------------------------------------------
#--- Main Text Resources
PSS_TEXT = "You've got to a new level! Do you want to spend your points now?"
PSS_ANSWERS = ["Yes","No"]
PSS_ACTOR_TEXT = "[Lv +]"
PSS_DESCRIPTION = "Left - Decrease, Right - Increase, C - Confirm, B - Cancel"
PSS_B1 = "Reset Current Modifications"
PSS_B2 = "Save Modifications"
PSS_B3 = "Cancel"
PSS_RES1 = "Special Points Left - "
PSS_RES2 = "Are you sure with this?"
PSS_SEP = " "
PSS_NAME = "Name"
#--- Other Resources
$PSS_POINTS = 6
PSS_HP = 10
PSS_MP = 10
PSS_ATK = 1
PSS_DEF = 2
PSS_SPI = 3
PSS_AGI = 4
#--- Set to True if you want to be notified until that character has points left
PSS_NOTIFY_POINTS = true
#--- Global Resources (do not modify if you arent skilled in RGSS)
$PSS_ACTOR_POINTS = []
$PSS_ACTOR_LVL_UP = []
$PSS_ACTOR_ATTR = [1,1,1,1,1,1]
$PSS_ACTOR_ADD = [1,1,1,1,1,1]
$PSS_RETURN_POINTS = 0
$PSS_POINTER = [PSS_HP, PSS_MP, PSS_ATK, PSS_DEF, PSS_SPI, PSS_AGI]
#--------------------------------------------------------------------------
# * Phase 2 - Class Modifications
#--------------------------------------------------------------------------
class Game_Actor = @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up
#-- Overwrite the new level parameters with past level one.
if !$BTEST
actor.parameters[0, @level] = actor.parameters[0, @level - 1]
actor.parameters[1, @level] = actor.parameters[1, @level - 1]
actor.parameters[2, @level] = actor.parameters[2, @level - 1]
actor.parameters[3, @level] = actor.parameters[3, @level - 1]
actor.parameters[4, @level] = actor.parameters[4, @level - 1]
actor.parameters[5, @level] = actor.parameters[5, @level - 1]
end
#-- Add Points to an actor when he levels up.
$PSS_ACTOR_LVL_UP[@actor_id] = true
$PSS_ACTOR_POINTS[@actor_id] += $PSS_POINTS
end
#-- Level down is deleted.
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end
def pss_change_actor_params(param_id, new_value)
actor.parameters[param_id, @level] = new_value
end
end
class Scene_Title 0
$PSS_ACTOR_ADD[@pss_main.index] += $PSS_POINTER[@pss_main.index]
$PSS_ACTOR_POINTS[@actor.id] -= 1
end
end
def update
@pss_main.update if @pss_main.active
@pss_confirm.update if @pss_confirm.active
if Input.trigger?(Input::LEFT)
if @pss_main.active
subtract_points
@pss_main.refresh
end
elsif Input.trigger?(Input::RIGHT)
if @pss_main.active
add_points
@pss_main.refresh
end
elsif Input.trigger?(Input::C)
if @pss_main.active
@pss_main.opacity = 100
@pss_main.contents_opacity = 100
@pss_help.refresh_2
@pss_confirm.visible = true
@pss_confirm.active = true
@pss_main.active = false
elsif @pss_confirm.active
case @pss_confirm.index
when 0
for i in 0..$PSS_ACTOR_ADD.size - 1
$PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
end
$PSS_ACTOR_POINTS[@actor.id] = $PSS_RETURN_POINTS
@pss_main.refresh
pss_return_back
when 1
set_attributes
$PSS_ACTOR_LVL_UP[@actor.id] = false
if PSS_NOTIFY_POINTS
$PSS_ACTOR_LVL_UP[@actor.id] = true if $PSS_ACTOR_POINTS[@actor.id] > 0
end
$scene = Scene_Map.new
when 2
pss_return_back
end
end
elsif Input.trigger?(Input::B)
if @pss_main.active
$scene = Scene_Map.new
elsif @pss_confirm.active
pss_return_back
end
end
end
def pss_return_back
@pss_main.opacity = 255
@pss_main.contents_opacity = 255
@pss_help.refresh
@pss_confirm.visible = false
@pss_confirm.active = false
@pss_main.active = true
end
def pre_terminate
@pss_main.dispose
@pss_help.dispose
@pss_confirm.dispose
end
end