Distribuindo Pontos De Status No RPG Maker XP

5 de outubro de 2012

Level Up Point Spend System v2.4 é um script para o RPG Maker XP, desenvolvido por Drago del Fato, que ao ser instalado no game ou projeto desta ferramenta, permite que o jogador distribua pontos que aumentam os status dos heróis, quando eles passam de nível.

Quando um herói passa de level, ao abrir o menu do game, você fica com uma mensagem avisando que ele acabou de upar. Daí ele pergunta se você quer passar de nível. Se sim, você pode distribuir pontos para os seguintes stats/atributos: Força, Agilidade, Destreza, Inteligencia, HP e HP.

Veja a demo, disponível para download nesta publicação, para ter uma ideia melhor.

É de fácil instalação, basta inserir acima do Main, o seguinte script:

#===================================================== 
# 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...","Finnish Editing...."] 
PSPEND_B1 = "Reset" 
PSPEND_B2 = "Done!" 
LVUP_TEXT = "(Lv Up!)" 
DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit" 

#-- Other Res 
SPADD = 6 

AGILITY_ADD = 1 
DEXTERITY_ADD = 1 
INTELIGENCE_ADD = 1 
STRENGTH_ADD = 1 
HP_ADD = 4 
SP_ADD = 3 



#-- 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 - Telling Scene Title that it's time to go to shop (just kidding...). 
# 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 = $fontface 
self.contents.font.size = $fontsize 
@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 
$PSPEND_ADD[2] = @actor.agi 
$PSPEND_ADD[3] = @actor.dex 
$PSPEND_ADD[4] = @actor.int 
$PSPEND_ADD[5] = @actor.maxhp 
$PSPEND_ADD[6] = @actor.maxsp 
$PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET 
ret = false 
end 
draw_actor_battler(@actor,20 + 100,@y + 200) 
draw_actor_name(@actor,20 + 32,@y + 220) 
cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width 
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s) 
cx = self.contents.text_size(DESC_TEXT).width 
self.contents.draw_text(52,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 
#=======================

Download e ficha técnica

  • Download (clique com o botão esquerdo do mouse ou toque no link)
  • Desenvolvedor, publisher e/ou distribuidor: Drago del Fato
  • SO: Windows 98/98SE/Me/2000/XP/Vista/7
  • Tamanho: 917KB (pacote de instalação e/ou espaço em disco)
  • Licença: Grátis
  • Categoria: Programação XP
  • Tag: RPG Maker XP
  • Adicionado por: LichKing
  • Acessos: 116

Observação: se você gostou deste post ou ele lhe foi útil de alguma forma, por favor considere apoiar financeiramente a Gaming Room. Fico feliz só de ajudar, mas a contribuição do visitante é muito importante para que este site continua existindo e para que eu possa continuar provendo este tipo de conteúdo e melhorar cada vez mais. Acesse aqui e saiba como. Obrigado!

Deixe um comentário

Inscreva-se na nossa newsletter!