[RESOLVED]help with a script error

Started by agju, February 03, 2009, 09:30:05 am

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agju

February 03, 2009, 09:30:05 am Last Edit: February 03, 2009, 12:29:16 pm by Starrodkirby86
Hi all,

I'm writing here because I'm getting an error with a script I found in "google".

This is the script
#===============================================================================
# Actor Customization ----   RMXP Version
#===============================================================================
#-------------------------------------------------------------------------------
# Written by Synthesize
# February 9, 2008
# Script Version 6.0.2
#===============================================================================
# * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
module ActorCustomization
  #-----------------------------------------------------------------------------
  # System Settings
  # System settings are settings you should review before trying the script.
  # Each option has its own comments, and should be straightforward
  #-----------------------------------------------------------------------------
  Points_gained_at_levelup = 10   # Points gained at level-up (0 = Disable)
  Draw_map_as_background = false   # Draw the Background as the map? False = Draw Picture::Name)
  Picture_name = 'sky'   # The picture to draw as a background ('' for Black)
  Error_sound = '004-System04'   # The sound to play if there is an error
  Use_class_id = true  # Advance characters based on the class ID
  Call_after_battle = false   # Automatically call Scene_AC at level-up
  Draw_face = false   # Draw the actors face?
  Use_help_window = false   # Use the help window?
  #-----------------------------------------------------------------------------
  # Maximum Values
  # Set these values if you are using a Maximum Statistics script (Go over the
  # stat limits). If not, leave these values as is.
  #-----------------------------------------------------------------------------
  Max_hp = 9999
  Max_sp = 9999
  Max_str = 999
  Max_dex = 999
  Max_agi = 999
  Max_int = 999
  #-----------------------------------------------------------------------------
  # Point Options
  # These are all new settings. They directly control point options and allow
  # you the option of turning ON/OFF features and customizing how many points
  # are needed to upgrade one stat.
  #-----------------------------------------------------------------------------
  Draw_point_in_menu = false   # Draw the amount of points on MenuStatus?
  Draw_levelup_notice_in_menu = true   # Draw levelup notice on MenuStatus?
  Point_name = "Puntos:"   # Point name
  Levelup_text = "(+)" # Level Up text
  Raise_hp_with_strength = false   # HP raises as Strength raises
  Amount_to_raise = 0.15 # As a decimal
  Raise_sp_with_intelligence = false   # SP raises as Intelligence raises
  Amount_to_raise2 = 0.15 # As a decimal
  Remove_points = true   # Allow the player to remove used points
  Points_needed = [1, 1, 1, 1, 1, 1]   # The amount of points needed to upgrade
  # Health, SP, STR, DEX, AGI, INT respectively.
  #-----------------------------------------------------------------------------
  # Statistical Growth Rate
  # This section allows you to customize how many numerical stats an attribute
  # rises based on the Actor.id or the Class_id.
  #-----------------------------------------------------------------------------
  # Format = {Actor.id (or class_id) => Amount to raise}
  Actor_HP = {001 => 5, 002 => 5}
  # The default value. If a value is not specified, use the below.
  Actor_HP.default = 1
  # Format = {Actor.id (or class_id) => amount to raise)
  Actor_SP = {001 => 5, 002 => 3}
  Actor_SP.default = 1
  # Format = {Actor.id (or class_id) => amount to raise)
  Actor_STR = {001 => 2, 002 => 6}
  Actor_STR.default = 1
  # Format = {Actor.id (or class_id) => amount to raise) 
  Actor_DEX = {001 =>2, 002 => 2}
  Actor_DEX.default = 1
  # Format = {Actor.id (or class_id) => amount to raise) 
  Actor_AGI = {001 =>2, 002 => 1}
  Actor_AGI.default = 1 
  # Format = {Actor.id (or class_id) => amount to raise)
  Actor_INT = {001 => 2, 002 => 1}
  Actor_INT.default = 1
  #-----------------------------------------------------------------------------
  # Equipment Boost Settings
  # Another new feature. Equipment boosts 'boost' statistics while an accessory
  # is equipped that possess one of the system attributes defined in the
  # equipment_id array. The equipment_amount array tells the script how much
  # an individual (or many) stats are boosted.
  #-----------------------------------------------------------------------------
  # Use Equipment boosts?
  Use_equipment_boosts = true
  # Format = {System_attribute => Amount to boost}
  Equipment_amount = {17 => 5, 18 => 3, 19 => 6, 20 => 7, 21 => 8, 22 => 9}
  # The default Value. Should be 0 for best effect.
  Equipment_amount.default = 0
  # The system attributes.
  Equipment_id = [17, 18, 19, 20, 21, 22]
  # Equipment_id = [HP Boost, SP Boost, STR Boost, DEX Boost, AGI Boost,
  # INT Boost]
  #-----------------------------------------------------------------------------
  # Skin Settings
  # Another new section. This area allows you to adjust the placement of the
  # windows without having to go and dig around in the script. It should be
  # useful for beginners who want to make their own layout with the script, but
  # don't want to go and try to find the values to do it.
  #-----------------------------------------------------------------------------
  Actor_window_horizontal = 0   # Adjust the Actor window ( -# =left, +# =right)
  Actor_window_vertical = 0   # Adjust the Actor Window ( -# =up, +# =down)
  Actor_window_opacity = 250   # The opacity of the window
  Actor_window_width = 275 # The width of the Actor window
  Actor_window_height = 85   # The height of the actor window
  #-----------------------------------------------------------------------------
  Main_command_horizontal = 0   # Adjust the Command window ( -# =left, +# =right)
  Main_command_vertical = 0   # Adjust the Command Window ( -# =up, +# =down)
  Main_command_opacity = 250   # Adjsut the opacity
  Main_command_width = 275   # The width of the main command window
  #-----------------------------------------------------------------------------
  Main_status_horizontal = 0   # Adjust the Actor Status window
  Main_status_vertical = 0 # Adjust the main-status window
  Main_status_opacity = 250   # Adjust the Main_Status opacity
  Main_status_width = 329 # The width of the Main Status
  Main_status_height = 305   # The height of the Main Status
  #-----------------------------------------------------------------------------
  Main_confirm_horizontal = 0   # Adjust the confirm window
  Main_confirm_vertical = 0 # Adjust the confirm window
  Main_confirm_opacity = 250   # Adjust the opacity
  #-----------------------------------------------------------------------------
  Main_help_horizontal = 0   # Adjust the help window
  Main_help_vertical = 0   # Adjust the help window
  Main_help_opacity = 250   # Adjust the opacity
  Main_help_width = 500   # The Confirm window width
  Main_help_height = 200   # The confirm window height
end
#===============================================================================
# What else is new?
#===============================================================================
=begin
  New in ACV6 is an internal class called Data_Points that makes the management
  of points significantly easier with Call Script commands. Currently, you can
  use the following syntaxes in a call script command. More will be added at a
  later time.
 
  $data_points.
add(amount, member) Add the 'amount' of upgrade points to 'member'
remove(amount, member)   Remove the 'amount' of upgrade points from 'member'
view(member)    Return 'member' upgrade_points
checksum(amount, member)  Check if 'member' points are within 'amount' range
add_maxhp(amount, member)  Add max_hp 'amount' to 'member'
add_hp(amount, member)   Add hp 'amount' to 'member'
add_sp(amount, member)   Add sp 'amount' to 'member'
add_maxsp(amount, member)  Add maxsp 'amount' to 'member'
add_str(amount, member) Add str 'amount' to 'member'
add_dex(amount, member) Add dex 'amount' to 'member'
add_agi(amount, member) Add agi 'amount' to 'member'
add_int(amount, member) Add int 'amount' to 'member'
restore(member)   Fully heal 'member'

#===============================================================================
# My goal when I decided to make this script:
#===============================================================================
  My goal for this script was to make a powerful custom level up procedure
  but make everything user friendly and allow those without technical/rgss
  history to customize the script to their liking while utilizing the full
  capabilities of this script.

#===============================================================================
# This script is compatible with the following battle systems:
#===============================================================================
- UCoders NeoABS
- Blizzard ABS
- XRXS Zoom Battle System
- MrMo ABS and SDK 2.2
- Caldaron's ABS
- Prexus' ABS
- The RTAB
- May work with others. The above is what I tested with.
=end
#-------------------------------------------------------------------------------
# ActorCustomization:: Main
# This handles all window calls, math and everything else related to the script
# in general. Editing is not advised.
#-------------------------------------------------------------------------------
class Scene_AC
  #-----------------------------------------------------------------------------
  # Initialize variables
  #-----------------------------------------------------------------------------
  def start(actor_index)
    @actor_index = actor_index
    @actor = $game_party.actors[@actor_index]
    if ActorCustomization::Use_class_id == false
      @hp = ActorCustomization::Actor_HP[@actor.id]
      @sp = ActorCustomization::Actor_SP[@actor.id]
      @str = ActorCustomization::Actor_STR[@actor.id]
      @dex = ActorCustomization::Actor_DEX[@actor.id]
      @agi = ActorCustomization::Actor_AGI[@actor.id]
      @int = ActorCustomization::Actor_INT[@actor.id]
    else
      @hp = ActorCustomization::Actor_HP[@actor.class_id]
      @sp = ActorCustomization::Actor_SP[@actor.class_id]
      @str = ActorCustomization::Actor_STR[@actor.class_id]
      @dex = ActorCustomization::Actor_DEX[@actor.class_id]
      @agi = ActorCustomization::Actor_AGI[@actor.class_id]
      @int = ActorCustomization::Actor_INT[@actor.class_id]
      return
    end
    unless $data_armors[@actor.armor4_id]== nil and ActorCustomization::Use_equipment_boosts == true
      @hp += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[0]]
      @sp += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[1]]
      @str += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[2]]
      @dex += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[3]]
      @agi += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[4]]
      @int += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[5]]
    end
    @hp_spent = 0
    @sp_spent = 0
    @str_spent = 0
    @dex_spent = 0
    @agi_spent = 0
    @int_spent = 0
  end
  #-----------------------------------------------------------------------------
  # Main:: Calls all of the windows
  #-----------------------------------------------------------------------------
  def main
    start(0)
    main_spriteset
    main_actor
    main_command
    main_status
    main_confirm
    main_help
    @main_command.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    dispose_windows
  end
  #-----------------------------------------------------------------------------
  # Main_Spriteset:: Calls the background
  #-----------------------------------------------------------------------------
  def main_spriteset
    if ActorCustomization::Draw_map_as_background == true
      @background = Spriteset_Map.new
    else
      @background = Sprite.new
      @background.bitmap = RPG::Cache.picture(ActorCustomization::Picture_name)
    end
  end
  #-----------------------------------------------------------------------------
  # Main_Confirm:: Confirm Changes?
  #-----------------------------------------------------------------------------
  def main_confirm
    c1 = "Si"
    c2 = "No"
    @main_confirm_window = Window_Command.new(100, [c1, c2])
    @main_confirm_window.x = 320 + ActorCustomization::Main_confirm_horizontal
    @main_confirm_window.y = 150 + ActorCustomization::Main_confirm_vertical
    @main_confirm_window.opacity = ActorCustomization::Main_confirm_opacity
    @main_confirm_window.active = false
    @main_confirm_window.visible = false
    @main_confirm_window.z = 9999
  end
  #-----------------------------------------------------------------------------
  # Main_Status:: Creates the main status window
  #-----------------------------------------------------------------------------
  def main_status
    @status_window = Window_AC_Status.new(@actor)
    @status_window.x = 18 + ActorCustomization::Main_status_horizontal
    @status_window.y = 56 + ActorCustomization::Main_status_vertical
    @status_window.opacity = ActorCustomization::Main_status_opacity
  end
  #-----------------------------------------------------------------------------
  # Main_Actor
  #-----------------------------------------------------------------------------
  def main_actor
    @main_actor_window = Window_AC_Actor.new
    @main_actor_window.x = 344 + ActorCustomization::Actor_window_horizontal
    @main_actor_window.y = 277 + ActorCustomization::Actor_window_vertical
    @main_actor_window.opacity = ActorCustomization::Actor_window_opacity
    @main_actor_window.active = true
    @main_actor_window.z = 9998
  end
  #-----------------------------------------------------------------------------
  # Main_Help:: The Help Window
  #-----------------------------------------------------------------------------
  def main_help
    @main_help = Window_AC_Help.new
    @main_help.x = 75 + ActorCustomization::Main_help_horizontal
    @main_help.y = 150 + ActorCustomization::Main_help_vertical
    @main_help.opacity = ActorCustomization::Main_help_opacity
    @main_help.visible = false
    @main_help.active = false
    @main_help.z = 10000
  end
  #-----------------------------------------------------------------------------
  # Main_Command:: This handles all progression
  #-----------------------------------------------------------------------------
  def main_command
    s1 = "<<  Cambiar #{$data_system.words.hp} en #{@hp}  >>"
    s2 = "<<  Cambiar #{$data_system.words.sp} en #{@sp}  >>"
    s3 = "<<  Cambiar #{$data_system.words.str} en #{@str} >>"
    s4 = "<<  Cambiar #{$data_system.words.dex} en #{@dex} >>"
    s5 = "<<  Cambiar #{$data_system.words.agi} en #{@agi} >>"
    s6 = "<<  Cambiar #{$data_system.words.int} en #{@int} >>"
    @main_command = Window_Command.new(ActorCustomization::Main_command_width, [s1, s2, s3, s4, s5, s6])
    @main_command.x = 343 + ActorCustomization::Main_command_horizontal
    @main_command.y = 56 + ActorCustomization::Main_command_vertical
    @main_command.opacity = ActorCustomization::Main_command_opacity
  end
  #-----------------------------------------------------------------------------
  # Dispose_Windows:: Clears all of the sprites that AC uses
  #-----------------------------------------------------------------------------
  def dispose_windows
    @background.dispose
    @main_actor_window.dispose
    @status_window.clear_face if ActorCustomization::Draw_face == true
    @status_window.dispose
    @main_command.dispose
    @main_confirm_window.dispose
    @main_help.dispose
  end
  #-----------------------------------------------------------------------------
  # Call_refresh:: Refreshes the Screen
  #-----------------------------------------------------------------------------
  def call_refresh(value)
    @status_window.refresh(@actor)
    if value == 1
      @main_command.dispose
      main_command
    end
  end
  #-----------------------------------------------------------------------------
  # Update:: Updates Actor Customization
  #-----------------------------------------------------------------------------
  def update
    @main_actor_window.update
    if @main_actor_window.active
      update_actor
      return
    end
    if @main_command.active
      update_commands
      return
    end
    if @main_confirm_window.active
      update_confirm
      return
    end
    if @main_help.active
      update_help
      return
    end
  end
  #-----------------------------------------------------------------------------
  # Update_Actor:: Updates the actor screen
  #-----------------------------------------------------------------------------
  def update_actor
    total_point_spent = (@hp_spent + @sp_spent + @str_spent + @dex_spent + @agi_spent + @int_spent)
if Input.trigger?(Input::B)
  if total_point_spent == 0
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
  else
@main_confirm_window.active = true
@main_confirm_window.visible = true
@main_actor_window.active = false
  end
  return
end
if Input.trigger?(Input::C)
  if total_point_spent == 0
$game_system.se_play($data_system.decision_se)
@actor_index = @main_actor_window.index
@actor = $game_party.actors[@actor_index]
@main_command.active = true
@main_actor_window.active = false
start(@actor_index)
call_refresh(1)
  else
@main_confirm_window.active = true
@main_confirm_window.visible = true
@main_actor_window.active = false
  return
  end
end
  end
  #-----------------------------------------------------------------------------
  # Update_Commands:: Updates the Commands
  #-----------------------------------------------------------------------------
  def update_commands
@main_command.update
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  @main_command.active = false
  @main_actor_window.active = true
  return
end
if Input.trigger?(Input::C) && ActorCustomization::Use_help_window == true
  @main_command.active = false
  @main_help.active = true
  @main_help.visible = true
  return
end
if Input.trigger?(Input::LEFT)
  decrease_points if ActorCustomization::Remove_points == true
  return
end
if Input.trigger?(Input::RIGHT)
  increase_points
  return
end
  end
  #-----------------------------------------------------------------------------
  # Update_Confirm:: This asks for confirmation.
  #-----------------------------------------------------------------------------
  def update_confirm
@main_confirm_window.update
if Input.trigger?(Input::C)
  case @main_confirm_window.index
  when 0 # Yes
@hp_spent = 0
@sp_spent = 0
@str_spent = 0
@dex_spent = 0
@agi_spent = 0
@int_spent = 0
$game_system.se_play($data_system.decision_se)
@actor_index = @main_actor_window.index
@actor = $game_party.actors[@actor_index]
@main_command.active = true
@main_actor_window.active = false
start(@actor_index)
call_refresh(1)
@main_confirm_window.active = false
@main_confirm_window.visible = false
  when 1 # No
$game_system.se_play($data_system.cancel_se)
@main_confirm_window.active = false
@main_confirm_window.visible = false
@main_command.active = true
  end
end
  end
  #-----------------------------------------------------------------------------
  # Update Help:: This is the help window
  #-----------------------------------------------------------------------------
  def update_help
if Input.trigger?(Input::C)
  @main_help.active = false
  @main_help.visible = false
  @main_command.active = true
end
  end
  #-----------------------------------------------------------------------------
  # Increase Points:: This adds/removes points
  #-----------------------------------------------------------------------------
  def increase_points
case @main_command.index
when 0
  if @actor.upgrade_points >= ActorCustomization::Points_needed[0] && @actor.maxhp <= ActorCustomization::Max_hp
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[0]
@actor.hp += @hp
@actor.maxhp += @hp
@hp_spent += 1
@actor.used_hp_points += 1
call_refresh(0)
  else
call_sound
  end
when 1
  if @actor.upgrade_points >= ActorCustomization::Points_needed[1] && @actor.maxsp <= ActorCustomization::Max_sp
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[1]
@actor.sp += @sp
@actor.maxsp += @sp
@sp_spent += 1
@actor.used_sp_points += 1
call_refresh(0)
  else
call_sound
  end
when 2
  if @actor.upgrade_points >= ActorCustomization::Points_needed[2] && @actor.str <= ActorCustomization::Max_str
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[2]
@actor.str += @str
@actor.hp += (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
@str_spent += 1
@actor.used_str_points += 1
call_refresh(0)
  else
call_sound
  end
when 3
  if @actor.upgrade_points >= ActorCustomization::Points_needed[3] && @actor.dex <= ActorCustomization::Max_dex
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[3]
@actor.dex += @dex
@dex_spent += 1
@actor.used_dex_points += 1
call_refresh(0)
  else
call_sound
  end
when 4
  if @actor.upgrade_points >= ActorCustomization::Points_needed[4] && @actor.agi <= ActorCustomization::Max_agi
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[4]
@actor.agi += @agi
@agi_spent += 1
@actor.used_agi_points += 1
call_refresh(0)
  else
call_sound
  end
when 5
  if @actor.upgrade_points >= ActorCustomization::Points_needed[5] && @actor.int <= ActorCustomization::Max_int
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[5]
@actor.int += @int
@actor.maxsp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.sp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@int_spent += 1
@actor.used_int_points += 1
call_refresh(0)
  else
call_sound
  end
end
  end
  #-----------------------------------------------------------------------------
  # Decrease Points:: This is where points are removed
  #-----------------------------------------------------------------------------
  def decrease_points
case @main_command.index
when 0
  if @actor.used_hp_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[0]
@actor.hp -= @hp
@actor.maxhp -= @hp
@hp_spent -= 1
@actor.used_hp_points -= 1
call_refresh(0)
  else
call_sound
  end
when 1
  if @actor.used_sp_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[1]
@actor.sp -= @sp
@actor.maxsp -= @sp
@sp_spent -= 1
@actor.used_sp_points -= 1
call_refresh(0)
  else
call_sound
  end
when 2
  if @actor.used_str_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[2]
@actor.hp -= (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
@actor.str -= @str
@str_spent -= 1
@actor.used_str_points -= 1
call_refresh(0)
  else
call_sound
  end
when 3
  if @actor.used_dex_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[3]
@actor.dex -= @dex
@dex_spent -= 1
@actor.used_dex_points -= 1
call_refresh(0)
  else
call_sound
  end
when 4
  if @actor.used_agi_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[4]
@actor.agi -= @agi
@agi_spent -= 1
@actor.used_agi_points -= 1
call_refresh(0)
  else
call_sound
  end
when 5
  if @actor.used_int_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[5]
@actor.sp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.maxsp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.int -= @int
@int_spent -= 1
@actor.used_int_points -= 1
call_refresh(0)
  else
call_sound
  end
end
  end
  #-----------------------------------------------------------------------------
  # Call Sound:: Play the error sound
  #-----------------------------------------------------------------------------
  def call_sound
$game_system.se_play(RPG::AudioFile.new(ActorCustomization::Error_sound))
  end
end 
#-------------------------------------------------------------------------------
# End Main ActorCustomization Section.
# Below you will find the method used to add points at level-up
# as well as all of the windows that are needed.
#-------------------------------------------------------------------------------
# Game_Actor:: Alias methods
# Create points for actors and add points at level_up
#-------------------------------------------------------------------------------
class Game_Actor < Game_Battler
  attr_accessor :upgrade_points
  attr_accessor :used_hp_points
  attr_accessor :used_sp_points
  attr_accessor :used_str_points
  attr_accessor :used_dex_points
  attr_accessor :used_agi_points
  attr_accessor :used_int_points
  # Aliases
  alias synthesize_ac_setup setup
  alias synthesize_ac_battle exp=
  #-----------------------------------------------------------------------------
  # Setup
  #-----------------------------------------------------------------------------
  def setup(actor_id)
synthesize_ac_setup(actor_id)
@upgrade_points = 0
@used_hp_points = 0
@used_sp_points = 0
@used_str_points = 0
@used_dex_points = 0
@used_agi_points = 0
@used_int_points = 0
  end
  #-----------------------------------------------------------------------------
  # Add Points
  #-----------------------------------------------------------------------------
  def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
  @level += 1
    @upgrade_points += ActorCustomization::Points_gained_at_levelup
  # Learn skill
  for j in $data_classes[@class_id].learnings
  if j.level == @level
  learn_skill(j.skill_id)
end
  end
  recover_all
end
synthesize_ac_battle(exp)
$scene = Scene_AC.new if ActorCustomization::Call_after_battle == true
  end
end
#-------------------------------------------------------------------------------
# Begin AC windows
#   Here you will find all of the contents that make up AC.
#-------------------------------------------------------------------------------
# Actor Window
#-------------------------------------------------------------------------------
class Window_AC_Actor < Window_Selectable
  #-----------------------------------------------------------------------------
  # Initialize
  #-----------------------------------------------------------------------------
  def initialize
super(0, 0, ActorCustomization::Actor_window_width, ActorCustomization::Actor_window_height)
self.contents = Bitmap.new(width - 32, height - 32)
self.active = false
self.index = -1
@item_max = $game_party.actors.size
@column_max = 2
draw_actor
self.active = false
self.index = 0
  end
  #-----------------------------------------------------------------------------
  # Draw_Actor
  #-----------------------------------------------------------------------------
  def draw_actor
for i in 0...$game_party.actors.size
  actor = $game_party.actors[i]
  self.contents.draw_text(65, 50, 100, 100, $game_party.item_number(1).to_s)
  x = i * 65
  y = 50
  draw_actor_graphic(actor, x + 20, y)
end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
self.cursor_rect.set(0 + index * 65, 0, 40, 54)
  end
end
#-------------------------------------------------------------------------------
# Window_AC_Status
#-------------------------------------------------------------------------------
class Window_AC_Status < Window_Base
  #-----------------------------------------------------------------------------
  # Initialize
  #-----------------------------------------------------------------------------
  def initialize(actor)
super(32, 32, ActorCustomization::Main_status_width, ActorCustomization::Main_status_height)
self.contents = Bitmap.new(width - 32, height- 32)
refresh(actor)
  end
  #-----------------------------------------------------------------------------
  # Refresh
  #-----------------------------------------------------------------------------
  def refresh(actor)
self.contents.clear
draw_actor_graphic(actor, 35, 50) if ActorCustomization::Draw_face == false
draw_actor_face(actor, 35, 50) if ActorCustomization::Draw_face == true
draw_actor_class(actor, 85, 20)
draw_actor_name(actor, 80, 0)
draw_actor_level(actor, 176, 0)
draw_actor_hp(actor, 4, 68, 172)
self.contents.font.color = system_color
self.contents.draw_text(165, 12, 100, 100, "Puntos usados:")
self.contents.draw_text(165, 60, 100, 50, "#{$data_system.words.hp}:   #{actor.used_hp_points}", 2)
self.contents.draw_text(165, 84, 100, 50, "#{$data_system.words.sp}: #{actor.used_sp_points}", 2)
self.contents.draw_text(165, 120, 100, 50, "#{$data_system.words.str}: #{actor.used_str_points}", 2)
self.contents.draw_text(165, 144, 100, 50, "#{$data_system.words.dex}: #{actor.used_dex_points}", 2)
self.contents.draw_text(165, 168, 100, 50, "#{$data_system.words.agi}: #{actor.used_agi_points}", 2)
self.contents.draw_text(165, 192, 100, 50, "#{$data_system.words.int}: #{actor.used_int_points}", 2)
draw_actor_sp(actor, 4, 90, 172)
draw_actor_parameter(actor, 4, 132, 3)
draw_actor_parameter(actor, 4, 156, 4)
draw_actor_parameter(actor, 4, 180, 5)
draw_actor_parameter(actor, 4, 204, 6)
self.contents.font.color = system_color
self.contents.draw_text(175, 205, 100, 100, "Puntos:")
self.contents.font.color = normal_color
self.contents.draw_text(165, 205, 100, 100, actor.upgrade_points.to_s, 2)
  end
  #-----------------------------------------------------------------------------
  # Draw_Face
  #-----------------------------------------------------------------------------
  def draw_actor_face(actor, x, y)
@face = Sprite.new
@face.bitmap = RPG::Cache.picture(actor.character_name + "_face")
@face.x = x
@face.y = y
@face.z = 9999
  end
  #-----------------------------------------------------------------------------
  # Clear Face
  #-----------------------------------------------------------------------------
  def clear_face
@face.dispose
  end
end
#-------------------------------------------------------------------------------
# Window_Main_Help::  This draws the help contents
#-------------------------------------------------------------------------------
class Window_AC_Help < Window_Base
  def initialize
super(0, 0, ActorCustomization::Main_help_width, ActorCustomization::Main_help_height)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
  def refresh
self.contents.draw_text(0, 0, 350, 30, "1.) Select the character to edit", 1)
self.contents.draw_text(0, 24, 350, 30, "2.) Use the arrow keys to add/remove points", 1)
self.contents.draw_text(0, 48, 400, 30, "3.) The characters stats will increase depending on the stat chosen.", 1)
self.contents.draw_text(0, 72, 450, 30, "4.) You can see how many points are in each stat with the display window.", 1)
self.contents.draw_text(0, 96, 450, 30, "5.) Always use up all of your stat points.", 1)
self.contents.draw_text(0, 120, 450, 30, "6.) Once complete, press the cancel key to return to your adventure.", 1)
self.contents.draw_text(0, 144, 450, 30, "Press the ENTER key to close this window.", 2)
  end
end
#-------------------------------------------------------------------------------
# MenuStatus:: Draw points/level-up display in the menu
# Note: This feature may/may not work with a CMS
#-------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
  alias synthesize_menu_refresh refresh
  def refresh
synthesize_menu_refresh
for i in 0...$game_party.actors.size
  x = 64
  y = i * 116
  actor = $game_party.actors[i]
  if actor.upgrade_points != 0 && ActorCustomization::Draw_levelup_notice_in_menu == true
self.contents.font.color = system_color
w = contents.text_size(actor.name).width
self.contents.draw_text(x + w, y, 100, 30, "#{ActorCustomization::Levelup_text}")
  end
  self.contents.font.color = system_color
  self.contents.draw_text(x + 225, y, 100, 30, "#{ActorCustomization::Point_name}") if ActorCustomization::Draw_point_in_menu == true
  self.contents.font.color = normal_color
  self.contents.draw_text(x + 346, y, 50, 30, "#{actor.upgrade_points}") if ActorCustomization::Draw_point_in_menu == true
end
  end
end
#-------------------------------------------------------------------------------
# Data_Points:: This class is designed to make it easier to add/remove points
# with a call script command.
#-------------------------------------------------------------------------------
class Data_Points
  #-----------------------------------------------------------------------------
  # Add points to target member
  #-----------------------------------------------------------------------------
  def add(amount, member)
$game_party.actors[member].upgrade_points += amount
  end
  #-----------------------------------------------------------------------------
  # Remove target member points
  #-----------------------------------------------------------------------------
  def remove(amount, member)
add(-amount, member)
  end
  #-----------------------------------------------------------------------------
  # Return target member points
  #-----------------------------------------------------------------------------
  def view(member)
return $game_party.actors[member].upgrade_points
  end
  #-----------------------------------------------------------------------------
  # Check if member has X points. Return result
  #-----------------------------------------------------------------------------
  def checksum(amount, member)
if $game_party.actors[member].upgrade_points >= amount
  return true
else
  return false
end
  end
  #-----------------------------------------------------------------------------
  # Add max HP to target member
  #-----------------------------------------------------------------------------
  def add_maxhp(amount, member)
$game_party.actors[member].maxhp += amount
  end
  #-----------------------------------------------------------------------------
  # Add HP to target member
  #-----------------------------------------------------------------------------
  def add_hp(amount, member)
$game_party.actors[member].hp += amount
  end
  #-----------------------------------------------------------------------------
  # Add MaxSP to target member
  #-----------------------------------------------------------------------------
  def add_maxsp(amount, member)
$game_party.actors[member].maxsp += amount
  end
  #-----------------------------------------------------------------------------
  # Add SP to target member
  #-----------------------------------------------------------------------------
  def add_sp(amount, member)
$game_party.actors[member].sp += amount
  end
  #-----------------------------------------------------------------------------
  # Add str to target member
  #-----------------------------------------------------------------------------
  def add_str(amount, member)
$game_party.actors[member].str += amount
  end
  #-----------------------------------------------------------------------------
  # Add dex to target member
  #-----------------------------------------------------------------------------
  def add_dex(amount, member)
$game_party.actors[member].dex += amount
  end
  #-----------------------------------------------------------------------------
  # Add Int to target member
  #-----------------------------------------------------------------------------
  def add_int(amount, member)
$game_party.actors[member].int += amount
  end
  #-----------------------------------------------------------------------------
  # Restore Target members HP and SP
  #-----------------------------------------------------------------------------
  def restore(member)
$game_party.actors[member].hp = $game_party.actors[member].maxhp
$game_party.actors[member].sp = $game_party.actors[member].maxsp
  end
end
#-------------------------------------------------------------------------------
# Command_New_Game:: Store Data_Points into a variable
#-------------------------------------------------------------------------------
class Scene_Title
  alias synthesize_commandnewgame_ac command_new_game
  def command_new_game
synthesize_commandnewgame_ac
$data_points = Data_Points.new
  end
end
#===============================================================================
#   * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
# Written by Synthesize
# Version 6.0.1
# January 21, 2008
#===============================================================================
# Actor Customization!   ----  RMXP Version
#===============================================================================


This script makes than the actors gain points each time they level up, and you can distribute them the way you want. I like this script because it has an option I think is interesting:

You can configure how many points of a stat (hp, str, dex, etc) will be increased when you use one points that you get when level up.
And you have to ways to configure it:
   1) using the actor ID of the database
   2) using the class ID of the database.

It's all correct till here, because the default script is configured to use the actor ID. But in line 21
Use_class_id = (true/false)
you can choose between option 1) or 2). When I choose 2), this error appears


I'd like to know if someone can solve it, because I want to use it in my project.

EDIT:I forgot to mention that there's no conflict with other scripts, because the error also appears in a new project.

Blizzard

That's weird. The error looks like a typical error where you use it with an older savegame. But if you're using it with a  completely new project, then I don't know what the problem is. It's probably a script related error. Have you tried finding a newer version of the script yet? Maybe the bug has been fixed.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

agju

Thanks for your answer. I looked for a new version in google, and found version 6.0.2.1, while I had version 6.0.2.

For now, I don't get that error.

I should have looked for before posting it, but I didn't realised that my version was "outdated".

Agju


Blizzard

Don't worry about it, it happens. Next time simply remember to first check if there is a newer version. :)
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Calintz

Have you ever considering at least checking out Blizzard's Stat Distribution system?