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Topics - djskagnetti

1
When items have slots they are not equippable by characters even when they should be equippable by that class (check mark next to the item in the editor.)  I think it has something to do with Fleed's system uses and stores temporary items when the slotted items are made.  But then again, even items with no enchantments (just empty slots) aren't equippable.

Here is Fleed's system:  http://save-point.org/thread-2299.html
Here is Stormtronics:  http://forum.chaos-project.com/index.php?topic=111.0
2
Event System Database / [RMXP] BOMBERPOT!
May 22, 2012, 07:57:35 am
BOMBERPOT
Version: 1.0
Type: Destroy Pots With Bombs For Money!



Introduction

Grab those bombs and hold on to your seats - DADDY NEEDS A NEW PAIR OF SHOES!
MORE INFO
Spoiler: ShowHide

A lady asks you if you want to play BomberPot.  You say, "what the heck, let's do this."  There are 3 different wagers, Low Stakes, Medium Stakes, and High Stakes.
Low Stakes - she sets up 3 pots, you bomb 1.  If you bomb the one with a doll inside you win double your money.
Medium Stakes - 5 pots, triple your money.
High Stakes - 10 pots, 6X your money.
You choose which Stakes you prefer, you choose how much you want to wager (up to 6 digits, 0 to exit), she hands you a bomb and sets up the corresponding number of pots.  You pick one and bomb it.  If it has the doll in it, you win the wager you bet multiplied by the stakes multiplier in gold.  If it is empty, you lose your wager.  You can talk to the lady again if you want to opt out.  If you lose it will show you which pot the doll was in.  Then it resets and you can play again.  Have fun!



Features


  • Pots!
  • Bombs!
  • Bombing of Pots!
  • Hot Gambling Action!
  • Amazing Special Effects and Sound Effects!
  • A Cheat Mode!
  • Custom Artwork and Music Included!



Screenshots
Spoiler: ShowHide





Demo
BomberPot .zip (5117KB)



Instructions
The only thing that may suck is setting your own variables and switches.  If you change the variables and switches to numbers that you want, you have to change them to that number on all the pots and the girl as well.  They are all labeled well and easy to decipher, though.  The 'coding' of the pot events are a bit sloppy, but it works.  One small note:  The pots make the girl turn up when you win or lose, and that movement is attached to her event id.  Depending on the sequence you put the events into a new map, or how many events you already have on that map, her id could change, and then the pots won't make her look up when you win or lose anymore.  So you'd have to change both the winning and losing turning of upness to her new id for each pot on the map.  Not a big deal, just there for icing.


Credits and Thanks


  • DJSkagnetti



Author's Notes

Made 2 maps, one with the normal game, and the other is a cheat game.  She will tell you the number of the pot the doll is in, this is numbered from the left.  For the 10 pots, it goes 1-6 from the left on the top row and 7-10 from the left on the bottom row.  Custom title screen and music.  Title screen and music included in .zip =)
or listen to the song on my soundcloud

Don't miss out on my other stuff:
Spoiler: ShowHide

Pack 1 - Jewlery
Pack 2 - Orbs
Pack 3 - Potions
Pack 4 - They Came From Below!
Pack 5 - Armors
Event 1 - A Sexy Rainstorm
3
Like Auto-Life from Blizzard's Tons, which automatically brings a character back to life when they die, this spell goes off when a status effect is inflicted (at the start of the inflicted character's turn) and automatically cures it.

the setup would be something like

auto-remedy ids [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]

where the numbers are the status effects that would cause the spell to automatically go off and negate those status effects (and you can put as many ids as you need in between the brackets.)  When the spell goes off, it would negate All status effect ids listed, that way if more than one status effect is cast upon the character during the round it would negate all active effects (I'm assuming that the spell would go off when it's the character with Auto-Remedy cast upon them's turn.)  Once it goes off the spell will dissipate and would have to be cast again.  The spell would go off before the character's action (like how Blizzard's Tons spell Regen Status Effect will heal before the character's action) and there would also be an animation that goes off on the character that has Auto-Remedy cast on them when it dissipates all negative effects, like Remedy 2.

example:
John casts Auto-Remedy on Mary.  A group of Orc Wizards casts poison, feeble, and drain on Mary (they don't like Mary.)  But, when it's Mary's turn, Auto-Remedy automatically cures everything before her action and she's back to normal, and can then attack.  Auto-Remedy then dissipates and would have to be cast upon Mary again.

If something like paralyze or stun (with a Can't Move Restriction on the effect) is cast upon Mary, Auto-Remedy would cure it, but Mary would lose her turn.


is it possible for anybody to see if they can pretty please make this?  thanks so much in advance!
4
A SEXY RAINSTORM! (ASR!)
Version: 1.0
Type: Rainstorm Event Parallel Process



Introduction

A sexy rainstorm!  Random lightning, thunder and rain/storm changes via parallel process, random variables and conditional branches.
MORE INFO
Spoiler: ShowHide

A parallel process that runs in the background.  Every 50 frames it has a 6 in 50 chance to flash the screen (lightning.)  There are 6 types of lightning all at varying lengths, including 2 double flashes.  If it flashes a 12 frame lightning blast, it waits for 12 seconds.  If it flashes a 5 second blast, it waits 5 seconds.  This makes for nice variation.  After the lightning check, it checks thunder, a 1 in 5 chance.  If it is a yes, it chooses between 4 different thunders (all which are the same thunder sample that comes with the game, but at varying pitches.)  After that it checks the weather timer, which works like:  it starts with Rain at a power of 9.  After 200 frames it rolls a random number from 1 to 10.  If it rolls a 1, it changes to Storm for 200 frames with a power of 9, after which it rolls a random number from 1 to 10.  If it rolls a 1 again, it changes back to Rain with a power of 9.  And so forth.  This helps with the variation of the rain.  Everything is easily customizable using variables and conditional branches.



Features


  • Random Lightning!
  • Random Thunder!
  • Random Changes from Rain to Storm!
  • Custom Artwork and Music Included!



Screenshots
Spoiler: ShowHide



Spoiler: ShowHide



Spoiler: ShowHide



Spoiler: ShowHide


it's hard screen-capturing lightning  :(



Demo
A Sexy Rainstorm Download .zip (5955KB)



Instructions
First you need 3 variables:  WeatherTime, WeatherSelect, and RandomNumber.  Set them to whatever variable you wish, but for this example they are 0001, 0002, and 0003.  If you have different variable numbers, you will have to change every instance in these examples to your variable numbers.
There are 2 maps in the game, the first, SexyLand, says when you start the game, "The skies darken and a rainstorm begins in SexyLand", then gets dark, the rain starts and the fx "fade in" (rather crappily)  In SexyLand2, the map's BGS "Rain3" is already going and it's already dark and storming when you start the game.  Going by everything listed in the parallel process located in SexyLand2, as that will be the one you will most likely use, here is a step by step explanation:
Spoiler: ShowHide

@>Change Screen Color Tone: (-85, -85, -102,0), @0  #this darkens the screen.  You can change it to whatever color or degree of darkness you like.
@>Set Weather Effects: Rain, 9, @200 #this starts the rain, with a power of 9, for 200 frames.  Less power is less rain.
@>Control Variables:  [0001: WeatherTime] = 1  #this sets the weather time variable to 1.  Every 50 frames it adds 1, until it hits 4, then it resets it to 1.  This keeps the effect looping.
@>Control Variables:  [0002: WeatherSelect] = 1  #this sets it to the Rain variable.  This variable tells the event that which weather effect it currently is on.  [0002: WeatherSelect] = 2 is Storm.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below), like a GOTO in BASIC, if you're old like me =)
@>Label: three #this is the label it comes back to after checking lightning and thunder, and adding 1 to WeatherTime.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below)
@>Label: four #this is the label it comes back to after checking lightning and thunder, and adding 1 to WeatherTime.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below)
@>Label: five #this is the label it comes back to after checking lightning and thunder, and adding 1 to WeatherTime.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below)
@>Label: one #this is the "check whether it changes from Rain to Storm", or vice versa.
@>Control Variables: [0003: RandomNumber] = Random No. (1...10) #this sets the RandomNumber variable to a random number between 1 and 10.  If you set it higher, like (1...20), it will change from Rain to Storm less often.  If you set it lower, like (1...5), it will change more often.
@>Conditional Branch: Variable [0003: RandomNumber] == 1  #if the random number it picked above is 1, it makes this true.
@>Conditional Branch: Variable [0002: WeatherSelect] = 1 #if the current weather is 1 (Rain) then it changes it to Storm
 @>Set Weather Effects: Storm, 9, @200 #changes it to storm with a power of 9 for 200 frames
 @>Control Variables:  [0002: WeatherSelect] = 2  #to tell the event system that it is now on Storm.
 @>Wait 50 frames #waits 50 frames
 @>Jump to Label two #goes to label two, below.
 @>
: Else #else means [0002: WeatherSelect] did not = 1, therefore it = 2, meaning it was currently on Storm, so it's going to change it to rain.
 @>Set Weather Effects: Rain, 9, @200 #changes it to rain with a power of 9 for 200 frames
 @>Control Variables:  [0002: WeatherSelect] = 1  #to tell the event system that it is now on Rain.
 @>Wait 50 frames #waits 50 frames
 @>Jump to Label two #goes to label two, below.
 @>
: Else #this else was for the first conditional branch, which means the random number did not equal 1 and therefore the weather did not change.  So it moves on to check to see if lightning occurs.
@>Label two #this the label that the previous statements jumped to.  I'm going to truncate this because this is starting to suck typing all of this out.
>random number (1...50) #chooses a random number.  Make it higher or lower for lightning to flash less or more, resp.
>if it's 1 then lightning effect 1 # you can change the length of flash of the lightning here, then jumps to label seven, which is thunder
>2 = lightning effect 2
>3 = lightning effect 3
>4 = lightning effect 4
>5 = lightning effect 5
>6 = lightning effect 6 # if you want to add more lightning fx, make 6's Else be a conditional branch for if the random number was 7, etc, for as many as you want.
: Else # the random number did not equal 1-6 so it moves on
>Label seven #thunder chances
>chooses a random number between 1 and 5 #make this higher or lower if you want it to thunder less or more, resp.
>if random number = 1 then there will be thunder!  :haha:
>rolls a random number between 1 and 4 for the 4 types of thunder.  if you want more types of thunder, make sure this number = how many types you want.
>1 = thunder fx 1 #then jumps to label six
>2 = thunder fx 2
>3 = thunder fx 3
>4 = thunder fx 4  #if you want to add more thunder fx, make 4's Else be a conditional branch for if the random number was 5, etc, for as many as you specified in the "rolls a random number between 1 and x for the for x types of thunder" line above.
: Else = jump to label six # this means no thunder occurred and it moved on to WeatherTime
>label six #weathertime
>if it equals 1, then add 1 and then jump to label three (at the start)
>if it equals 2, then add 1 and then jump to label four (at the start)
>if it equals 3, then add 1 and then jump to label five (at the start)
>if it equals 4, then Reset to 1 so the loop starts over and then jump to label one above (which is whether or not it changes rain to storm or vice versa)
: Else #this Else does not need to be filled in because it never happens because it never goes above 4.



Credits and Thanks


  • DJSkagnetti



Author's Notes

I made 2 small maps called SexyLand and SexyLand2 to wander about in the rainstorm!  I made a title screen which is Hawt!  I made a song for it called, you guessed it, "A Sexy Rainstorm!"  Title screen and music included in .zip =)
or listen to the song on my soundcloud

Don't miss out on my other stuff:
Spoiler: ShowHide

Pack 1 - Jewlery
Pack 2 - Orbs
Pack 3 - Potions
Pack 4 - They Came From Below!
Pack 5 - Armors
5
Resources / [ICONS] Suit Up! - 75 Armors!
May 05, 2012, 10:28:57 pm
ZOMGZ ARMORZ *rageface*  FFFFFFUUUUUUU

Spoiler: ShowHide














































































Download All .zip

use if you want
a credit would be nice
thanks much to everyone
any requests?  i gots time =)

Don't miss out on my other stuff:
Pack 1 - Jewlery
Pack 2 - Orbs
Pack 3 - Potions
Pack 4 - They Came From Below!
6
12 disturbingly horrifying creatures to give your players nightmares!
(if anyone makes a Cthulu rpg, I got you covered  :haha:)

Spoiler: ShowHide















Download All .zip

use if you want
a credit would be nice
thanks much to everyone
any requests?  i gots time =)

Don't miss out on my other stuff:
Pack 1 - Jewlery
Pack 2 - Orbs
Pack 3 - Potions
Pack 5 - Armors
7
Drink up mofos!
Mmmm.... metallic purple and red potions.....

Spoiler: ShowHide











































Download All .zip

use if you want
a credit would be nice
thanks much to everyone
any requests?  i gots time =)

Don't miss out on my other stuff:
Pack 1 - Jewlery
Pack 2 - Orbs
Pack 4 - They Came From Below!
Pack 5 - Armors
8
Resource Database / [ICONS] Let me show you my Orbs!
November 06, 2011, 02:03:36 pm
I got a huge set of orbs for you to inspect  :haha:

Spoiler: ShowHide























Download All .zip

use if you want
a credit would be nice
thanks much to everyone
any requests?  i gots time =)

Don't miss out on my other stuff:
Pack 1 - Jewlery
Pack 3 - Potions
Pack 4 - They Came From Below!
Pack 5 - Armors
9
Hey
you all have helped me with so much with scripting I figured I'd help a little bit back.  i can't script worth @#$! but i can make icons!

Presenting DJSkagnetti's SuperSexy Jewelry Collection - because you all deserve a little something nice!
15 Rings
Spoiler: ShowHide


















15 Bands
Spoiler: ShowHide


















10 Charms
Spoiler: ShowHide













10 Necklaces
Spoiler: ShowHide













Download All .zip

use if you want
a credit would be nice
thanks much to everyone
any requests?  i gots time =)

Don't miss out on my other stuff:
Pack 2 - Orbs
Pack 3 - Potions
Pack 4 - They Came From Below!
Pack 5 - Armors
10
Hi I searched for this, but couldn't find it here, does it exist?

when [weapon/armor/item ID] then return [cost]

so it is easy to edit the cost if you want it over 99,999 instead of pressing the up arrow for 90324324 minutes?

so it would be like 3 sections

###########
weapons go here
##########
when 1 then return 179000

##########
armors go here
##########
when 1 then return 11000000

#########
items go here
#########
when 1 then return 288999

so weapon with an id of 1 will cost 179,000 gold
armor with an id of 1 will cost 11,000,000 gold
item with an id of 1 will cost 288,999 gold

does this exist somewhere, or can somebody make it?
11
Welcome! / Hello!
October 03, 2011, 10:29:29 pm
Hi, I'm djskagnetti and I like to make games.  I made some in BASIC years ago.  I made a pen and paper one once.  I started remaking one I made as a kid about 5 years ago in Liberty Basic just because it was easy, it got pretty massive, still never finished it, because I just found out a couple months ago about RMXP.  Lol, always late on everything.  I had the RPG Maker for ps1 years ago, which I was making a game that was based on an old game I made in BASIC.  I got pissed about the xp cap, and then a few years later decided remake the BASIC game that I was remaking on the RPG Maker for ps1 back into BASIC again.  Been working on it a few months a year over the last 5 years, just get sick of coding and would put it down for a several months and then pick it up again.  Anyways, now I'm remaking the game I made in BASIC years ago and tried to remake on RPG Maker for ps1 but got pissed and then was making in BASIC again and then I found out about RMXP in RMXP.  I hope nothing new comes along or I'll never finish this game...

Anyways I like nerd humor and have a super dark sense of humor.  I played Anarchy Online for 6 years and logged probably 700-800 days worth of game time over several characters.  I make electronica, websites, graphic design, zazzle store stuff, blog about stuff, and am in a band.  Plus Skyrim is coming out in little over a month, so we'll just see how much of this gets done.  Actually, I'm pretty far along with it, 150ish maps or so so far.  Been pretty dedicated the last month or so.  I don't know how to script in RUBY, but I got some of the basics down and am a quick learner.  It's nice having the BASIC experience over the last few years, I can think like a computer, if A=1 then switch is on, if A=0 then switch is off.  They are very similar.  A lot of things like difficulty curves and how your stats work and how much gold to give and where to place a magic item comes pretty easy to me because of my past experience.  And when it comes down to it, almost anyone can make a game, but not everyone can make a good game.  It's the little nuances, the polish, that make anything that's just ok into great! 
12
Can anyone help me modify this script?  I know how to set the limits, but would like to set the rates that stats increase to those limits.

I currently have in my game max level 99, 9999 HPs and SPs, and STR, INT, DEX, AGI at 100.  I have it set up as follows:
at level 1 you have 20 HPs, no SPs (you gain 5 at level 6 and then it goes up from there), and 5 in each stat STR, INT, AGI, DEX.
at 25 you have 619 HPs, 600 SPs, and 11 in each stat.
at 50 you have 2515 HPs, 2500 SPs, and 29 in each stat.
at 75 you have 5710 HPs, 5702 SPs, and 60 in each stat.
and at 99 you have 9999 HPs, 9999 SPs, and 100 in each stat.

All rates are set with the slider to the far right, for the slowest gain in all stats.  The EXP needed bar is set for 13 Basis (13 XP to reach level 2) and Inflation 50 (you need 2175991 XP to reach level 99.)  Unfortunately, with the kind of game I'm making I believe this will not be high enough and the characters will reach level 99 far before the end of the game.

What I would like is to have it set for level 999, max HPs and SPs at 99,999, and max stats STR, INT, DEX and AGI at 999 - with the EXP needed to reach that level raising at the same pace (Inflation 50), so it would be:
at level 1 you have 20 HPs, no SPs (you gain 5 at level 6 and then it goes up from there (i would still like to do this if possible)), and 5 in each stat STR, INT, AGI, DEX.
at 25 you have 619 HPs, 600 SPs, and 11 in each stat.
at 50 you have 2515 HPs, 2500 SPs, and 29 in each stat.
at 75 you have 5710 HPs, 5702 SPs, and 60 in each stat.
at level 99 you have 9999 HPs, 9999 SPs, and 100 in each stat.
at level 250 (guesstimating) you have 25000 HPs, 25000 SPs, and 250 in each stat.
at level 500 - 50000 HPs and SPs, 500 in stats.
at level 999 - 99999 HPs and SPs, 999 in stats.

This way the player does not necessarily have to keep leveling past 99, but if they hit it way before the end of the game, they're not just cut off.  Or if they have a lot of time on their hands they can see if they can get to 999.  From testing the script below out, I used max lvl 999, max hps and sps 99,999, and max stats 999.  I then made a ghost have max XP in a new game and 1 hp and made 8 of them in an battle process event, so killing 8 gave me 799992 XP.  And it did indeed break lvl 99, I shot to 118 after the first battle, but the HPs and MPs increased to 96000, along with all of the stats hitting 999 as well.  I want it to be around 11800 HPs and MPs and stats at 118 (so generally 100 HPs and MPs and 1 point added to stats for every level past 99.)

Can anyone look at the code below and see if they can change the rate of the increases to be accordance to what I need?  I would really appreciate it!!  Thanks much in advance!

Spoiler: ShowHide

   #==============================================================================
   #  Unlimit Levels v1                                            by: cybersam
   #                                                               date: 14.09.06
   #------------------------------------------------------------------------------
   #  here is a full working scripts for you to this... (i think there is
   #  already one like this somewhere in the in the community...
   #  i did one back then when i started in RPG Maker XP
   #  some other guys did a few other script like this
   #==============================================================================
   #----------------------------------------------------------------------------
   # here you can set the max hp,sp,,str,dex,agi and int
   #----------------------------------------------------------------------------
     $FINAL_LVL  = 100
     $MAX_HP     = 99999
     $MAX_SP     = 99999
     $MAX_STR    = 9999
     $MAX_DEX    = 9999
     $MAX_AGI    = 9999
     $MAX_INT    = 9999
   
   class Game_Actor
   
     #--------------------------------------------------------------------------
     # setting the levels...
     #--------------------------------------------------------------------------
     def final_level
     
       # here you can set the max level for your characters based on their ID's...
       # i set it so that 3 characters have different levels and the rest
       # have max lvl of 9999
       #
       # this settings is only to show you how to change the max setting for your
       # characters... same thing is for the parameters -> hp,sp,str,dex.agi,int
     
       case self.id
       when 1
         level = 100
       when 2
         level = 100
       when 8
         level = 100
       else
         level = $FINAL_LVL
       end
       return level
     end
   
   
     #--------------------------------------------------------------------------
     # setting max hp...
     #--------------------------------------------------------------------------
     def max_hp
   
       case self.id
       when 1
         hp = 99999
       when 2
         hp = 99999
       when 8
         hp = 99999
       else
         hp = $MAX_HP
       end
       return hp
     end
     #--------------------------------------------------------------------------
     # setting max sp...
     #--------------------------------------------------------------------------
     def max_sp
   
       case self.id
       when 1
         sp = 99999
       when 2
         sp = 99999
       when 8
         sp = 99999
       else
         sp = $MAX_SP
       end
       return sp
     end
     #--------------------------------------------------------------------------
     # setting max str...
     #--------------------------------------------------------------------------
     def max_str
       case self.id
       when 1
         str = 9999
       when 2
         str = 9999
       when 8
         str = 9999
       else
         str = $MAX_STR
       end
       return str
     end
     #--------------------------------------------------------------------------
     # setting max dex...
     #--------------------------------------------------------------------------
     def max_dex
       case self.id
       when 1
         dex = 9999
       when 2
         dex = 9999
       when 8
         dex = 9999
       else
         dex = $MAX_DEX
       end
       return dex
     end
     #--------------------------------------------------------------------------
     # setting max agi...
     #--------------------------------------------------------------------------
     def max_agi
       case self.id
       when 1
         agi = 9999
       when 2
         agi = 9999
       when 8
         agi = 9999
       else
         agi = $MAX_AGI
       end
       return agi
     end  
     #--------------------------------------------------------------------------
     # setting max int...
     #--------------------------------------------------------------------------
     def max_int
       case self.id
       when 1
         int = 9999
       when 2
         int = 9999
       when 8
         int = 9999
       else
         int = $MAX_INT
       end
       return int
     end
   
     #--------------------------------------------------------------------------
     # Creating the new EXP list
     # dont change anything from here on... (only if you know what you're doing)
     #--------------------------------------------------------------------------
     def make_exp_list
       actor = $data_actors[@actor_id]
       @exp_list = Array.new(final_level + 2)
       @exp_list[1] = 0
       pow_i = 2.4 + actor.exp_inflation / 1000.0
       for i in 2..final_level + 1
         if i > final_level
           @exp_list[i] = 0
         else
           n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
           @exp_list[i] = @exp_list[i-1] + Integer(n)
         end
       end
     end
   
     #--------------------------------------------------------------------------
     # setting parameters like hp, sp, str, dex, agi and int
     #--------------------------------------------------------------------------
     def maxhp
       n = [[base_maxhp + @maxhp_plus, 1].max, $MAX_HP].min
       for i in @states
         n *= $data_states[i].maxhp_rate / 100.0
       end
       n = [[Integer(n), 1].max, $MAX_HP].min
       return n
     end
   
     def base_maxhp
       maxhp = $data_actors[@actor_id].parameters[0, 1]
       maxhp += $data_actors[@actor_id].parameters[0, 2] * @level
       return maxhp
     end
   
     def base_maxsp
       maxsp = $data_actors[@actor_id].parameters[1, 1]
       maxsp += $data_actors[@actor_id].parameters[1, 2] * @level
       return maxsp
     end
   
     def base_str
       n = $data_actors[@actor_id].parameters[2, 1]
       n += $data_actors[@actor_id].parameters[2, 2] * @level
       weapon = $data_weapons[@weapon_id]
       armor1 = $data_armors[@armor1_id]
       armor2 = $data_armors[@armor2_id]
       armor3 = $data_armors[@armor3_id]
       armor4 = $data_armors[@armor4_id]
       n += weapon != nil ? weapon.str_plus : 0
       n += armor1 != nil ? armor1.str_plus : 0
       n += armor2 != nil ? armor2.str_plus : 0
       n += armor3 != nil ? armor3.str_plus : 0
       n += armor4 != nil ? armor4.str_plus : 0
       return [[n, 1].max, $MAX_STR].min
     end
   
     def base_dex
       n = $data_actors[@actor_id].parameters[3, 1]
       n += $data_actors[@actor_id].parameters[3, 2] * @level
       weapon = $data_weapons[@weapon_id]
       armor1 = $data_armors[@armor1_id]
       armor2 = $data_armors[@armor2_id]
       armor3 = $data_armors[@armor3_id]
       armor4 = $data_armors[@armor4_id]
       n += weapon != nil ? weapon.dex_plus : 0
       n += armor1 != nil ? armor1.dex_plus : 0
       n += armor2 != nil ? armor2.dex_plus : 0
       n += armor3 != nil ? armor3.dex_plus : 0
       n += armor4 != nil ? armor4.dex_plus : 0
       return [[n, 1].max, $MAX_DEX].min
     end
   
     def base_agi
       n = $data_actors[@actor_id].parameters[4, 1]
       n += $data_actors[@actor_id].parameters[4, 2] * @level
       weapon = $data_weapons[@weapon_id]
       armor1 = $data_armors[@armor1_id]
       armor2 = $data_armors[@armor2_id]
       armor3 = $data_armors[@armor3_id]
       armor4 = $data_armors[@armor4_id]
       n += weapon != nil ? weapon.agi_plus : 0
       n += armor1 != nil ? armor1.agi_plus : 0
       n += armor2 != nil ? armor2.agi_plus : 0
       n += armor3 != nil ? armor3.agi_plus : 0
       n += armor4 != nil ? armor4.agi_plus : 0
       return [[n, 1].max, $MAX_AGI].min
     end
   
     def base_int
       n = $data_actors[@actor_id].parameters[5, 1]
       n += $data_actors[@actor_id].parameters[5, 2] * @level
       weapon = $data_weapons[@weapon_id]
       armor1 = $data_armors[@armor1_id]
       armor2 = $data_armors[@armor2_id]
       armor3 = $data_armors[@armor3_id]
       armor4 = $data_armors[@armor4_id]
       n += weapon != nil ? weapon.int_plus : 0
       n += armor1 != nil ? armor1.int_plus : 0
       n += armor2 != nil ? armor2.int_plus : 0
       n += armor3 != nil ? armor3.int_plus : 0
       n += armor4 != nil ? armor4.int_plus : 0
       return [[n, 1].max, $MAX_INT].min
     end
   
     def exp=(exp)
       @exp = [exp, 0].max
       while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
         @level += 1
         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]
         @level -= 1
       end
       @hp = [@hp, self.maxhp].min
       @sp = [@sp, self.maxsp].min
     end
   
     def level=(level)
       level = [[level, final_level].min, 1].max
       self.exp = @exp_list[level]
     end
   end
   
   
   
   #==============================================================================
   # ** Game_Battler
   #==============================================================================
   
   class Game_Battler
   
     def maxhp
       n = [[base_maxhp + @maxhp_plus, 1].max, $MAX_HP].min
       for i in @states
         n *= $data_states[i].maxhp_rate / 100.0
       end
       n = [[Integer(n), 1].max, $MAX_HP].min
       return n
     end
   
     def maxsp
       n = [[base_maxsp + @maxsp_plus, 0].max, $MAX_SP].min
       for i in @states
         n *= $data_states[i].maxsp_rate / 100.0
       end
       n = [[Integer(n), 0].max, $MAX_SP].min
       return n
     end
   
     def str
       n = [[base_str + @str_plus, 1].max, $MAX_STR].min
       for i in @states
         n *= $data_states[i].str_rate / 100.0
       end
       n = [[Integer(n), 1].max, $MAX_STR].min
       return n
     end
   
     def dex
       n = [[base_dex + @dex_plus, 1].max, $MAX_DEX].min
       for i in @states
         n *= $data_states[i].dex_rate / 100.0
       end
       n = [[Integer(n), 1].max, $MAX_DEX].min
       return n
     end
   
     def agi
       n = [[base_agi + @agi_plus, 1].max, $MAX_AGI].min
       for i in @states
         n *= $data_states[i].agi_rate / 100.0
       end
       n = [[Integer(n), 1].max, $MAX_AGI].min
       return n
     end
   
     def int
       n = [[base_int + @int_plus, 1].max, $MAX_INT].min
       for i in @states
         n *= $data_states[i].int_rate / 100.0
       end
       n = [[Integer(n), 1].max, $MAX_INT].min
       return n
     end
   
     def maxhp=(maxhp)
       @maxhp_plus += maxhp - self.maxhp
       @maxhp_plus = [[@maxhp_plus, -$MAX_HP].max, $MAX_HP].min
       @hp = [@hp, self.maxhp].min
     end
   
     def maxsp=(maxsp)
       @maxsp_plus += maxsp - self.maxsp
       @maxsp_plus = [[@maxsp_plus, -$MAX_SP].max, $MAX_SP].min
       @sp = [@sp, self.maxsp].min
     end
   
     def str=(str)
       @str_plus += str - self.str
       @str_plus = [[@str_plus, -$MAX_STR].max, $MAX_STR].min
     end
   
     def dex=(dex)
       @dex_plus += dex - self.dex
       @dex_plus = [[@dex_plus, -$MAX_DEX].max, $MAX_DEX].min
     end
   
     def agi=(agi)
       @agi_plus += agi - self.agi
       @agi_plus = [[@agi_plus, -$MAX_AGI].max, $MAX_AGI].min
     end
   
     def int=(int)
       @int_plus += int - self.int
       @int_plus = [[@int_plus, -$MAX_INT].max, $MAX_INT].min
     end
   end


I tried the ghost with max XP scenario in a brand new game.  In my game I will be using Tons of Addons, an enemy health bar script, Easy Level Addon, Skill Shop addon, and a small script that adds "when X return Y" which means when monster ID is X then return Variable ID which adds 1 to that specific variable - it's for monster hunting jobs - go out and kill X amount of a specific monsters kind of thing - each kill of a specific kind of monster adds 1 to that monster's specific variable.

EDIT:  A simpler way to put it would be:  use whatever settings I have in RMXP up until lvl 99, and for each level after 99, simply add 100 HPs, 100 SPs, 1 to STR, AGI, DEX, INT, and continue using inflation 50 for the XP curve.  Thanks!