KPartyActors XP
#1
KPartyActors XP

by Kyonides

Introduction

Usually RMXP lets you upgrade your heroes by leveling them up. Gamer This script completely changes that reality by introducing a party level handicap of sorts. You can't keep leveling up if the party as a whole doesn't do the same. Tongue sticking out

It also sports the custom skills and battle skills features. Now your heroes can only use their preselected battle skills Wizard during those tough battles! Laughing

Happy with a sweat I guess that adds some level of complexity Mad Scientist and promotes the development of strategies and tactics in game.

Warning!

I have overwritten a few default methods so please read the embedded comments first.

The FixedArray script is now required by the script posted below.

The Script

Code:
# * KPartyActors XP
#   Scripter : Kyonides Arkanthes
#   2022-01-01

# Requires: FixedArray

# Leveling up an actor will depend on your current party's level.
# EXP does not affect an actor's level so it can be used as a
# secondary ingame currency now.

# This script also features the kustom_skills and battle_skills!
# kustom_skills are skills the player have purchased that were not supposed
# to be learned by a given actor.
# battle_skills are a subset of all of the skills learned by any actor.

# * Overwritten Methods * #
# - Game_Actor class
# exp= level= skills skill_learn?
# - Window_Skill class
# refresh

# * Script Calls * #

# - Change current Party's Level

# $game_party.level = NewLevel
# $game_party.level += Levels
# $game_party.level -= Levels

# - Change Party's Maximum Level

# $game_party.level_max = NewLevelMax
# $game_party.level_max += MoreLevels
# $game_party.level_max -= LessLevels

# - Toggle Freezing of Level Up feature
#   Default Value: false
# $game_party.freeze_level_up = true  or  false

# - Get a Party Member - Prerequisite
# actor = $game_party.actors[Index]

# - Get Current Maximum Number of Kustom Skills or Battle Skills
# actor.kustom_skills_max
# actor.battle_skills_max

# - Set New Maximum Number of Kustom Skills or Battle Skills
# actor.kustom_skills.maxsize = +Number
# actor.battle_skills.maxsize = +Number

# - Add New Kustom Skill or Battle Skill
# Returns either a new array or the old one if it remained the same.
# actor.add_kustom_skill(SkillID)
# actor.add_battle_skill(SkillID)

module KParty
  LEVEL_MAX = 20
  LVLS_PER_PARTY_LVL = 3
  KUSTOM_SKILL_MAX = 1
  BATTLE_SKILL_MAX = 5
end

class Game_Party
  alias :kyon_party_lvl_gm_pty_init :initialize
  def initialize
    kyon_party_lvl_gm_pty_init
    @freeze_level_up = false
    @level_max = KParty::LEVEL_MAX
    @level = 0
  end

  def level=(n)
    return @level if @freeze_level_up and @level < n
    @level = [[0, @level].max, @level_max].min
  end
  def actor_level_max() KParty::LVLS_PER_PARTY_LVL * (@level + 1) end
  attr_reader :level
  attr_accessor :level_max, :freeze_level_up
end

class Game_Actor
  alias :kyon_party_lvl_gm_actor_setup :setup
  def setup(actor_id)
    @kustom_skills = FixedArray.new(KParty::KUSTOM_SKILL_MAX)
    @battle_skills = FixedArray.new(KParty::BATTLE_SKILL_MAX)
    kyon_party_lvl_gm_actor_setup(actor_id)
  end

  def level=(n)
    n = [[n, db_actor.final_level].min, 1].max
    @level = $game_party.actor_level_max < n ? @level : n
  end
  def db_actor() $data_actors[@actor_id] end
  def exp=(n) @exp = [n, 0].max end
  def skills() @skills + @kustom_skills end
  def skillset() $game_temp.in_battle ? @battle_skills : self.skills end
  def skill_learn?(skill_id) self.skills.include?(skill_id) end
  def add_kustom_skill(skill_id) @kustom_skills << skill_id end
  def add_battle_skill(skill_id) @battle_skills << skill_id end
  def kustom_skills_max() @kustom_skills.maxsize end
  def battle_skills_max() @battle_skills.maxsize end
  def class_learnings() $data_classes[@class_id].learnings end
  attr_reader :kustom_skills, :battle_skills
end

class Window_Skill
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    @actor.skillset.each{|s| @data << $data_skills[s] }
    @data = @data.compact
    @item_max = @data.size
    return if @item_max == 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    @item_max.each{|i| draw_item(i) }
  end
end

FAQ

This script does not include any full fledged custom menu of my own. Happy with a sweat


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Messages In This Thread
KPartyActors XP - by kyonides - 12-30-2021, 04:34 AM
RE: KPartyActors XP - by kyonides - 01-01-2022, 04:32 AM
RE: KPartyActors XP - by kyonides - 01-02-2022, 08:17 AM



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