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Messages - djskagnetti

41
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
42
Quote from: djskagnetti on October 08, 2011, 09:49:56 am
and
Script ' ' line 165: RangeError occurred.
float -1.#IND out of range of integer

when i start a new game and press escape to see the menu


line 165 is
      fill_rect(x + 1, y + i + 1, p * (w - 2), 1, Color.new(r, g, b))
43
Extremely, extremely, extremely, intensely love!!  Fantastic job. =)

EDIT:  except it doesn't work for my game =(  i get an error
Script ' ' line 342:  TypeError occurred.
nil can't be coerced into Fixnum

when i try to load a save file

and
Script ' ' line 165: RangeError occurred.
float -1.#IND out of range of integer

when i start a new game and press escape to see the menu

damn it worked in a fresh new game =(

i have the following addons
Variable increase
Spoiler: ShowHide
class Game_Enemy

#-------------------------------------------------------------------------------
# CONFIGURATION
#-------------------------------------------------------------------------------
#  Define the variable used for each enemy here. Follow this pattern:
#
#    when ENEMY_ID then VARIABLE_ID
#
#  If more than one eneky share the same variable, you can define multiple
#  IDs on one line. For example, say you had a Goblin whose ID was 1, and an
#  Orc whose ID was 17. You wanted both of them to be of the same "type", and
#  use the variable with ID of 6:
#
#     when 1, 17 then 6
#
#-------------------------------------------------------------------------------

 def enemy_variable(enemy_id)
   return case enemy_id
   when 2 then 201
   when 3 then 202
   when 4 then 203
   when 5 then 204
   when 6 then 205
   when 10 then 206
   when 14 then 207
   when 15 then 208
   when 16 then 209
   when 19 then 210
   when 20 then 211
   when 21 then 212
   when 28, 29 then 213
   when 40 then 214
   when 41 then 215
   when 42 then 216
   when 43 then 217
   when 45 then 218
   when 47 then 219
   when 48 then 220
   when 50 then 221
   when 51 then 222
   when 52 then 223
   when 53 then 224
   when 72 then 225
   when 74 then 226
   when 88 then 230
   when 75, 76, 77, 81 then 231
   end
 end

#-------------------------------------------------------------------------------
# END CONFIGURATION
#-------------------------------------------------------------------------------

 def increase_count(enemy_id)
   var_id = enemy_variable(enemy_id)
   if var_id != nil
     $game_variables[var_id] += 1
   end
 end

 alias zer0_enemy_type_attack attack_effect
 def attack_effect(attacker)
   result = zer0_enemy_type_attack(attacker)
   if self.dead? && @counted == nil
     increase_count(@enemy_id)
     @counted = true
   end
   return result
 end

 alias zer0_enemy_type_skill skill_effect
 def skill_effect(user, skill)
   result = zer0_enemy_type_skill(user, skill)
   if self.dead? && @counted == nil
     increase_count(@enemy_id)
     @counted = true
   end
   return result
 end

 alias zer0_enemy_type_item item_effect
 def item_effect(item)
   result = zer0_enemy_type_item(item)
   if self.dead? && @counted == nil
     increase_count(@enemy_id)
     @counted = true
   end
   return result
 end
end

under Game_Enemy

Monster Health
Spoiler: ShowHide
class Window_Base < Window  
#--------------------------------------------------------------------------
# * 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


class Window_EnemyHP < Window_Base

def initialize
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.opacity = 0
  refresh
end

def refresh
  self.contents.clear
  for i in 0...$game_troop.enemies.size
    @enemy = $game_troop.enemies
    @percent = (@enemy.hp * 100) / @enemy.maxhp
    unless @enemy.hp == 0
    draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y - 10, @enemy.hp, @enemy.maxhp, width = 75, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 22, 100, 32, "#{@percent}" + "%")
  end
end
end
end

class Scene_Battle

alias raz_update update
alias raz_update_phase5 update_phase5
alias raz_update_phase4_step1 update_phase4_step1
alias raz_update_phase4_step5 update_phase4_step5
alias raz_enemy_hp_main main

 def main
  @troop_id = $game_temp.battle_troop_id
  $game_troop.setup(@troop_id)
  @enemy_window = Window_EnemyHP.new
  @enemy_window.z = 95
  raz_enemy_hp_main
  @enemy_window.dispose
end

def update
  @enemy_window.update
  raz_update
end

def update_phase5
  # If wait count is larger than 0
  if @phase5_wait_count > 0
    # Decrease wait count
    @phase5_wait_count -= 1
    # If wait count reaches 0
    if @phase5_wait_count == 0
      @enemy_window.visible = false
      # Show result window
      @result_window.visible = true
      # Clear main phase flag
      $game_temp.battle_main_phase = false
      # Refresh status window
      @status_window.refresh
      @enemy_window.refresh
    end
    return
  end
 raz_update_phase5
end

def update_phase4_step1
raz_update_phase4_step1
@enemy_window.refresh
end

def update_phase4_step5
  # Hide help window
  @help_window.visible = false
  # Refresh status window
  @status_window.refresh
  @enemy_window.refresh
  raz_update_phase4_step5
end
end

Skill Shop
Tons of Addons
EasyLVL
44
RMXP Script Database / Re: [XP] Gold and Exp Plus
October 08, 2011, 09:19:23 am
sorry for necropost

i've only tried the Demo

i've changed the gold and xp % to 10, 50, 100, 5000, 5000000 and i get 5 xp and 33 gold every time no matter what.
45
i double backed up my data, ran your program, just didn't close it when it said it had to be closed, edited a price and saved it, then opened my game and the price was changed.  LOL.  just like my life, everything that works for everyone else is broken for me, but somehow works out in the end when every sign points to it will not.
46
i tried and it wont go past 5 digits =(

but thanks very much for the link, that should do it =)

EDIT:

sorry to reopen, but whenever i choose my project, it loads all the stuff and then says 'Sorry, QuickFixPrice had encountered a problem and needs to close' and does so each time i reopen until i delete the path file it created.  but then if i try to reload it says it again and does the same thing...

EDIT:

i tried on a new game and got this error

Spoiler: ShowHide
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.MissingMethodException: undefined method `size' for nil:NilClass
   at Microsoft.Scripting.Interpreter.ThrowInstruction.Run(InterpretedFrame frame)
   at Microsoft.Scripting.Interpreter.Interpreter.Run(InterpretedFrame frame)
   at Microsoft.Scripting.Interpreter.LightLambda.Run2[T0,T1,TRet](T0 arg0, T1 arg1)
   at IronRuby.Runtime.RubyScriptCode.Run(Scope scope, Boolean bindGlobals)
   at IronRuby.Runtime.RubyScriptCode.Run()
   at Microsoft.Scripting.Hosting.ScriptSource.Execute()
   at Microsoft.Scripting.Hosting.ScriptEngine.Execute(String expression)
   at c.a()
   at c.q(Object A_0, EventArgs A_1)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
QuickFixPrice
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0
    CodeBase: file:///C:/Documents%20and%20Settings/Skagnetti/Desktop/RMXP%20Resources/Quick%20Fix%20Price/QuickFixPrice.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
IronRuby
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/Skagnetti/Desktop/RMXP%20Resources/Quick%20Fix%20Price/IronRuby.DLL
----------------------------------------
Microsoft.Scripting
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.1.00
    CodeBase: file:///C:/Documents%20and%20Settings/Skagnetti/Desktop/RMXP%20Resources/Quick%20Fix%20Price/Microsoft.Scripting.DLL
----------------------------------------
Microsoft.Dynamic
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.1.00
    CodeBase: file:///C:/Documents%20and%20Settings/Skagnetti/Desktop/RMXP%20Resources/Quick%20Fix%20Price/Microsoft.Dynamic.DLL
----------------------------------------
Microsoft.Scripting.Core
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.1.00
    CodeBase: file:///C:/Documents%20and%20Settings/Skagnetti/Desktop/RMXP%20Resources/Quick%20Fix%20Price/Microsoft.Scripting.Core.DLL
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
IronRuby.Libraries
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/Skagnetti/Desktop/RMXP%20Resources/Quick%20Fix%20Price/IronRuby.Libraries.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


47
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?
48
Ok, i'll google how to do that when i get home.  Thanks!
49
Welcome! / Re: I'm Back... Again
October 05, 2011, 07:15:56 pm
wb
50
Ohhhh!  I apologize I didn't think that you could edit stats like that!

When I put it at 50 for inflation in the game editor and level 999 as the max lvl in your script it seems the XP limit is 9,999,999 and it caps at lvl 148.  Also the HPs and SPs do not go over 9,999 and I have it
when 1 then [20, 15000, -10]
but it stops at 9,999 =(

i was thinking i could do level 150 instead of 999, and set inflation a bit less  - 9,999,999 XP is a ridiculous amount of XP to get (in my game anyways) - but i'd like it to hit 9,999 at level 99 and 100 in stats and then go to 15,000 at level 150 and 150 in stats.  maybe this is just futile?
51
Quote from: Blizzard on October 05, 2011, 02:39:09 am
Yeah, I couldn't find any of them myself to be honest.

Technically the EXP curve is already done in such a way.
As for the stats, yeah, you can make that work. I mean, you can calculate the stats also based on the level, but unless you edit some specific scripts, there will be still the 999 limit. The Unlimited Levels script can calculate the stats, but it doesn't break the 999 limit.


If xp is already calculated based on the already existing curves, awesome!  then just +100 HPs and SPs, and +1 agi, dex, str, int a level.  i don't mind a 999 limit on dex, agi, int, str, as long as they don't hit it until lvl 999.  with the script above i was hitting 999 at lvl 118.  if anyone could please help me that would be so awesome and i will of course give full credit in credits!
52
Welcome! / Re: Hello!
October 05, 2011, 02:44:02 am
Quote from: SBR* on October 05, 2011, 02:41:17 am
Welcome to CP! Lol, I like your pictures XD.

Anyway, I'm sure you'll enjoy your stay here. Just keep in mind that we are always sarcastic, especially when we use the :V or :V: smileys :).


love me some good sarcasm!  don't worry, i'm unoffendable =P
53
Welcome! / Re: Hello!
October 04, 2011, 10:37:56 pm
thanks everybody!

Awesome music and awesome nerd humor!  ME LIKE

Quote from: UltaFlame on October 04, 2011, 01:22:04 pm
A new soul! /o/ Eats!

*noms*

Welcome to CP newfish.

*looks about nervously, sweats*

here is an example of stuff i make =P
Spoiler: ShowHide








54
Hahaha, great stuff!
55
Great work =)!
56
I know - I was gonna use yours!  but then i could not find the stat breaker for just characters stats Anywhere.  off this page - http://www.chaos-project.com/index.php?option=com_scriptdatabase&view=scriptdatabase&Itemid=29 - i cntrl-f'd 'breaker' and found Database Limit Breaker, Enemy Stat Breaker, Equipment Stat Breaker, Skill Stat Breaker, and Database Limit Breaker for VX.  I also googled a bunch as well, couldn't find the KGC_LimitBreak script, and nothing else for characters HPs, SPs, AGI, DEX, STR, INT - otherwise I would of totally used yours! =)

is there any way to put into a script
if level > 99 then HPs=HPs+100, SPs=SPs+100, AGI=AGI+1, DEX=DEX+1, STR=STR+1, INT=INT+1, and (experience needed for next level)=(experience curve)*(lvl)

that's how I would of done it in BASIC (although i didn't put much thought into the experience needed for next level bit, it may be a bit more complicated than that)
57
Welcome! / Re: Hello!
October 04, 2011, 06:36:47 am
Quote from: Ryex on October 04, 2011, 01:22:50 am
is the High 5 for knowing VB or because I'm awesome? I'll accept either answer.


LOL, y'know - it's a lil bit of both =P

@Blizzard  Hi and I'll check it out when i get home =)

@Twb6543  Hiya!
58
Welcome! / Re: Hello!
October 04, 2011, 01:10:27 am
@ForeverZer0 you already helped me last week on another forum making the variable script when you killed a certain monster then return monster's variable adds 1 (unless that was a different ForeverZero?)  Thanks again!  And then I needed help with a Exp and Gold Plus script.  And then there's the most current script I need help with, lol!, you moved it to script troubleshooting, if anyone gets a chance to take a look that would be awesome!

@Ryex  HIGH-5!!

nice to meet you both =)
59
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! 
60
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!