04-02-2011, 01:15 AM
I have a few questions about this:
One: Is there a way to change the CTB list into pictures? And a way to change it so that the pictures for monster show certain pictures based on a 'type' of monster.
Think like this;
Phoenix > Bird > Picture: Bird
Zombie > Undead > Picture: Undead
Boss > Boss > Picture: Boss
etc....
You can make it so there is a tag in the enemies name or something.
Two: Is there a way to make this script work with the CTB?
When the battle is over the CTB/ATB list/Bar is still on the screen at the end... over the Battle Status. Just so you know I have editted this script to work with my EXP modification script, so it might not work as is on a new project.
This the EXP script if needed.... Should work just fine as is...
Thanks in advance
Firestalker
[/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i]
One: Is there a way to change the CTB list into pictures? And a way to change it so that the pictures for monster show certain pictures based on a 'type' of monster.
Think like this;
Phoenix > Bird > Picture: Bird
Zombie > Undead > Picture: Undead
Boss > Boss > Picture: Boss
etc....
You can make it so there is a tag in the enemies name or something.
Two: Is there a way to make this script work with the CTB?
Content Hidden
Quote:#==============================================================================[i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i][i]
# ** Battle Report
#==============================================================================
# Raziel (originally by David Schooley alias Illustrationism)
# Version 1.6
# 2006-10-08
#------------------------------------------------------------------------------
# * Instructions
# ~ Place this script above main. Make a folder in the pictures folder
# and call it Faces. When using a face picture, make sure it's
# named like the character's file. To turn facesets on search for
# @face = false and set it to true to turn facesets on.
#------------------------------------------------------------------------------
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :total_exp
attr_accessor :exp_list
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
alias dargor_total_exp_setup setup
alias dargor_make_exp_list make_exp_list
def setup(actor_id)
@exp_list = @exp_list = Array.new(101)
@total_exp = 0
dargor_total_exp_setup(actor_id)
end
#--------------------------------------------------------------------------
# * Calculate EXP
#--------------------------------------------------------------------------
def make_exp_list
if FileTest.exist?("Data/Exp.rxdata")
$data_exp = load_data("Data/Exp.rxdata")
if $data_exp.actors.include?(@actor_id)
if $data_exp.list[@actor_id].nil?
dargor_make_exp_list
else
@exp_list = $data_exp.list[@actor_id]
end
else
dargor_make_exp_list
end
else
dargor_make_exp_list
end
end
#--------------------------------------------------------------------------
# * Change EXP
# exp : new EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
if not $data_exp.nil? and $data_exp.actors.include?(@actor_id)
@total_exp = @exp
# Level up
while @total_exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@exp = @exp % @exp_list[@level+1]
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
else
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
end
# Correction if exceeding current max HP and max SP
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp #- @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1]
#@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** Window_LevelUP
#==============================================================================
class Window_LevelUp < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, pos)
#change this to true to show the actor's face
@face = false
@actor = actor
y = (pos * 120)
super(280, y, 360, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
if $d_dum == false
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
self.contents.font.name = $fontface
if @face == true
draw_actor_face(@actor, 4, 0)
else
draw_actor_graphic(@actor, 50, 80)
end
draw_actor_name(@actor, 111, 0)
draw_actor_level(@actor, 186, 0)
show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
min_bar = @actor.level == 99 ? 1 : @actor.now_exp
max_bar = @actor.level == 99 ? 1 : @actor.next_exp
draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
self.contents.draw_text(115, 24, 300, 32, "Exp: #{@actor.now_exp}")
self.contents.draw_text(115, 48, 300, 32, "Level Up: #{show_next_exp}")
end
#--------------------------------------------------------------------------
# * Level UP
#--------------------------------------------------------------------------
def level_up
self.contents.font.color = system_color
self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
end
#--------------------------------------------------------------------------
# * Learn Skill
#--------------------------------------------------------------------------
def learn_skill(skill)
self.contents.font.color = normal_color
unless $d_new_skill == nil
Audio.se_play("Audio/SE/105-Heal01")
self.contents.draw_text(186, 24, 80, 32, "Learned:")
self.contents.font.color = system_color
self.contents.draw_text(261, 24, 90, 32, skill)
end
end
end
#==============================================================================
# ** Window_Exp
#==============================================================================
class Window_EXP < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(exp)
super(0, 0, 280, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(exp)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(exp)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
end
end
#==============================================================================
# ** Window_Money_Items
#==============================================================================
class Window_Money_Items < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(money, treasures)
@treasures = treasures
super(0, 60, 280, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(money)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(money)
@money = money
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 4, 100, 32, "Items Found:")
self.contents.font.color = normal_color
y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias raz_battle_report_main main
alias raz_battle_report_be battle_end
#--------------------------------------------------------------------------
# * Game Temp Variable Setup
#--------------------------------------------------------------------------
def main
@lvup_window = []
@show_dummies = true
raz_battle_report_main
@lvup_window = nil
@level_up = nil
@ch_stats = nil
@ch_compare_stats = nil
Audio.me_stop
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
raz_battle_report_be(result)
@status_window.visible = false
@spriteset.dispose
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
break
end
end
trash_lv_up
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
@treasures = treasures
@exp = exp
@gold = gold
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@phase5_wait_count = 10
end
#--------------------------------------------------------------------------
# * Frame Update (after battle phase)
#--------------------------------------------------------------------------
def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0
$game_temp.battle_main_phase = false
end
return
end
battle_end(0)
end
#--------------------------------------------------------------------------
# * Display Level UP
#--------------------------------------------------------------------------
def display_lv_up(exp, gold, treasures)
$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
# Fill up the Lv up windows
@lvup_window = Window_LevelUp.new($game_party.actors[i], i)
i += 1
end
# Make Dummies
if @show_dummies == true
$d_dum = true
for m in i..3
@lvup_window[m] = Window_LevelUp.new(m, m)
end
end
@exp_window = Window_EXP.new(exp)
@m_i_window = Window_Money_Items.new(gold, treasures)
@press_enter = nil
gainedexp = exp
@level_up = [0, 0, 0, 0]
@d_new_skill = ["", "", "", ""]
@d_breakout = false
@m_i_window.refresh(gold)
wait_for_OK
@d_remember = $game_system.bgs_memorize
Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
max_exp = exp
value = 28
if exp < value
value = exp
end
if value == 0
value = 1
end
for n in 0..gainedexp - (max_exp / value)
exp -= (max_exp / value)
if @d_breakout == false
Input.update
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += (max_exp / value)
# Fill up the Lv up windows
if @d_breakout == false
@lvup_window[i].refresh
@exp_window.refresh(exp)
end
if actor.level > last_level
@level_up[i] = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
actor.recover_all
if $d_new_skill
@d_new_skill[i] = $d_new_skill
end
end
if @level_up[i] == 0
@d_new_skill[i] = ""
end
if @level_up[i] > 0
@lvup_window[i].level_up
if @d_new_skill[i] != ""
@lvup_window[i].learn_skill(@d_new_skill[i])
end
end
if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end
if @d_breakout == false
if @level_up[i] > 0
@level_up[i] -= 1
end
Graphics.update
end
end
if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
exp = 0
break
end
end
Audio.bgs_stop
@d_remember = $game_system.bgs_restore
for i in 0...$game_party.actors.size
@lvup_window[i].refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
$game_party.gain_gold(gold)
@m_i_window.refresh(0)
Graphics.update
end
#--------------------------------------------------------------------------
# * Trash Level UP
#--------------------------------------------------------------------------
def trash_lv_up
for i in 0...4
@lvup_window[i].visible = false
end
@exp_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@m_i_window = nil
end
# Wait until OK key is pressed
def wait_for_OK
loop do
Input.update
Graphics.update
if Input.trigger?(Input::C)
break
end
end
end
end
#--------------------------------------------------------------------------
# * Module RPG::Cache
#--------------------------------------------------------------------------
module RPG::Cache
def self.face(filename, hue = 0)
self.load_bitmap("Graphics/Faces/", filename, hue)
end
end
#--------------------------------------------------------------------------
# * Window_Base
#--------------------------------------------------------------------------
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Actor Face
#--------------------------------------------------------------------------
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.face(actor.character_name, actor.character_hue)
self.contents.blt(x, y, bitmap, Rect.new(0,0,bitmap.width, bitmap.height))
end
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end[/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i][/i]
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Quote:#==============================================================================[i][i]
# ** Custom EXP Script
#------------------------------------------------------------------------------
# Author: Dargor
# Version 2.2
# 24/11/2007
#==============================================================================
#==============================================================================
# ** RPG::Exp
#------------------------------------------------------------------------------
# This class handles EXP list for all actors.
#==============================================================================
module RPG
class Exp
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@list = [] # Exp list
@actors = [1,2,7,8] # Actors affected by this EXP system
end
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :list
attr_accessor :actors
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
=begin
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :total_exp
attr_accessor :exp_list
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
alias dargor_total_exp_setup setup
alias dargor_make_exp_list make_exp_list
def setup(actor_id)
@exp_list = @exp_list = Array.new(101)
@total_exp = 0
dargor_total_exp_setup(actor_id)
end
#--------------------------------------------------------------------------
# * Calculate EXP
#--------------------------------------------------------------------------
def make_exp_list
if FileTest.exist?("Data/Exp.rxdata")
$data_exp = load_data("Data/Exp.rxdata")
if $data_exp.actors.include?(@actor_id)
if $data_exp.list[@actor_id].nil?
dargor_make_exp_list
else
@exp_list = $data_exp.list[@actor_id]
end
else
dargor_make_exp_list
end
else
dargor_make_exp_list
end
end
#--------------------------------------------------------------------------
# * Change EXP
# exp : new EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
if not $data_exp.nil? and $data_exp.actors.include?(@actor_id)
@total_exp = @exp
# Level up
while @total_exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@exp = @exp % @exp_list[@level+1]
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
else
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# Level down
end
# Correction if exceeding current max HP and max SP
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
=end
#==============================================================================
# ** Window_ExpEditor
#------------------------------------------------------------------------------
# This window displays EXP needed for a specific level.
#==============================================================================
class Window_ExpEditor < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(320,128,320,160)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = nil
@level = 1
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0,0,320,32,'Current EXP')
self.contents.draw_text(0,64,320,32,'New EXP')
unless @actor.nil?
self.contents.font.color = normal_color
self.contents.draw_text(32,32,160,32,"#{@actor.exp_list[@level]}")
draw_actor_graphic(@actor,188,80)
draw_actor_name(@actor,172,0)
end
end
#--------------------------------------------------------------------------
# * Set
#--------------------------------------------------------------------------
def set(actor_id, level)
@actor = $game_actors[actor_id]
@level = level
refresh
end
end
#==============================================================================
# ** Scene_ExpEditor
#------------------------------------------------------------------------------
# This class performs EXP Editor screen processing.
#==============================================================================
class Scene_ExpEditor
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Initialize EXP object
if FileTest.exist?("Data/Exp.rxdata")
$data_exp = load_data("Data/Exp.rxdata")
else
$data_exp = RPG::Exp.new
end
# Make system object
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# Make actor object
$data_actors = load_data("Data/Actors.rxdata")
$game_actors = Game_Actors.new
# Make classes and armors object
$data_classes = load_data("Data/Classes.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# Make command window
commands = ['Initialize', 'Save', 'Quit']
@command_window = Window_Command.new(320, commands)
@command_window.active = false
@command_window.x = 320
@command_window.y = 64
@command_window.back_opacity = 160
# Make help window
@help_window = Window_Help.new
@help_window.back_opacity = 160
# Make actor window
actors = []
for i in 1...$data_actors.size
case i
when 0...10
id = "00#{i}:"
when 10...99
id = "0#{i}:"
else
id = "#{i}:"
end
actors << id + $data_actors[i].name
end
@actor_window = Window_Command.new(160,actors)
@actor_window.y = 64
@actor_window.height = 12 * 32 + 32
@actor_window.back_opacity = 160
# Make level window
levels = []
for i in 1..99
levels << "Level #{i}"
end
@level_window = Window_Command.new(160,levels)
@level_window.active = false
@level_window.x = 160
@level_window.y = 64
@level_window.height = 12 * 32 + 32
@level_window.back_opacity = 160
# Make exp window
@exp_window = Window_InputNumber.new(7)
@exp_window.active = false
@exp_window.x = 348
@exp_window.y = 288
@exp_window.back_opacity = 160
# Make editor window
@editor_window = Window_ExpEditor.new
@editor_window.y = 192
@editor_window.back_opacity = 160
# 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 sprites
@sprite.bitmap.dispose
@sprite.dispose
# Dispose of windows
@command_window.dispose
@actor_window.dispose
@level_window.dispose
@exp_window.dispose
@editor_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@command_window.update
@actor_window.update
@level_window.update
@help_window.update
if @command_window.active
update_command
return
end
if @actor_window.active
update_actor
return
end
if @level_window.active
update_level
return
end
if @exp_window.active
update_exp
return
end
end
#--------------------------------------------------------------------------
# * Load actors data
#--------------------------------------------------------------------------
def load_actors_data
$data_actors = load_data("Data/Actors.rxdata")
$game_actors = Game_Actors.new
level = @level_window.index + 1
actor = @actor_window.index + 1
@editor_window.set(actor, level)
exp = $game_actors[actor].exp_list[level]
@exp_window.number = exp
@exp_window.refresh
end
#--------------------------------------------------------------------------
# * Frame Update (Command Window)
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
@actor_window.active = true
@command_window.active = false
end
case @command_window.index
when 0
@help_window.set_text("Reset modifications")
when 1
@help_window.set_text("Save modifications")
when 2
@help_window.set_text("Quit the editor")
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
load_actors_data
when 1
save_exp
Audio.se_play("Audio/SE/056-Right02", 80, 110)
when 2
$scene = nil
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (Actor Window)
#--------------------------------------------------------------------------
def update_actor
level = @level_window.index + 1
actor_id = @actor_window.index + 1
actor = $game_actors[actor_id]
@help_window.set_text("Change #{actor.name}'s EXP list.")
if Input.trigger?(Input::B)
@actor_window.active = false
@command_window.active = true
elsif Input.trigger?(Input::C)
@actor_window.active = false
@level_window.active = true
end
@editor_window.set(actor_id, level)
end
#--------------------------------------------------------------------------
# * Frame Update (Level Window)
#--------------------------------------------------------------------------
def update_level
level = @level_window.index + 1
actor_id = @actor_window.index + 1
actor = $game_actors[actor_id]
@help_window.set_text("Change #{actor.name}'s EXP list for level #{level}.")
if Input.trigger?(Input::B)
@level_window.active = false
@actor_window.active = true
elsif Input.trigger?(Input::C)
@level_window.active = false
@exp_window.active = true
end
actor = @actor_window.index + 1
@editor_window.set(actor_id, level)
exp = $game_actors[actor].exp_list[level]
@exp_window.number = exp
end
#--------------------------------------------------------------------------
# * Frame Update (Exp Window)
#--------------------------------------------------------------------------
def update_exp
level = @level_window.index + 1
actor_id = @actor_window.index + 1
actor = $game_actors[actor_id]
@help_window.set_text("Choose the amount of EXP needed for #{actor.name} to reach level #{level}")
@exp_window.update
if Input.trigger?(Input::B)
@exp_window.active = false
@level_window.active = true
elsif Input.trigger?(Input::C)
level = @level_window.index + 1
actor = @actor_window.index + 1
$game_actors[actor].exp_list[level] = @exp_window.number
@exp_window.active = false
@level_window.active = true
end
end
#--------------------------------------------------------------------------
# * Save EXP object
#--------------------------------------------------------------------------
def save_exp
for i in 1...$data_actors.size
if $data_exp.actors.include?(i)
for j in 1..99
$data_exp.list[i] = $game_actors[i].exp_list
end
end
end
save_data($data_exp, "Data/Exp.rxdata")
end
end[/i][/i]
Thanks in advance
Firestalker
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