I have my menu mostly organized but I have a couple problems.
When I exit out of my "Stats" (stat distribution by Lettuce) it exits out the entire menu instead of going back to main menu.
I wish, after you exit out of Item/Equip/Skill/Stats, that it went back to actor selection instead of main menu selection.
I want it ordered as:
Item
Equip(moved from original position)
Skill
Stats(stat dist. by Lettuce)
Party(KGC Large Party)
Save
Game End
If anyone can help me I'd be thankful! :lol:
sorry that I can't fit the KGC script in this post
#===============================================================================
#
# Cozziekuns' Menu System
# Last Date Updated: 4/10/2010
#
# A menu system similar to that of Final Fantasy VII's.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 4/09/10 - Started Script.
# o 4/10/10 - Finished Script.
# o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
# customization.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Even more icons.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save. Also,
# feel free to change the icons towards your preference.
#===============================================================================
#BEGIN CUSTOMIZABLE REGION-----------------------------------------------------
module COZZIEKUNS
module ICONS
TIME = 188
GOLD = 194
LOCATION = 150
end
end
#END CUSTOMIZABLE REGION-------------------------------------------------------
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, -1, 430, 416)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Draw TNL (To next level)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl(actor, x, y, width = 100)
draw_actor_tnl_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2)
end
end
#--------------------------------------------------------------------------
# * Draw TNL gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl_gauge(actor, x, y, width = 100)
gw = width * actor.exp_s / actor.next_exp_s
gc1 = tnl_gauge_colour1
gc2 = tnl_gauge_colour2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96
draw_actor_name(actor, x + 30, y)
draw_actor_level(actor, x + 30, y + 21)
draw_actor_state(actor, x + 150, y)
draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * To Next Level gauge colour 1
#--------------------------------------------------------------------------
def tnl_gauge_colour1
return text_color(3)
end
#--------------------------------------------------------------------------
# * To Next Level gauge colour 2
#--------------------------------------------------------------------------
def tnl_gauge_colour2
return text_color(11)
end
#--------------------------------------------------------------------------
# * Currency Value
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, value, 2)
self.contents.font.color = system_color
draw_icon(COZZIEKUNS::ICONS::GOLD, 0, 25)
end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This window displays the location.
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize (x, y)
super (x, y, 300, WLH + 30)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
self.contents.draw_text(25, -4, 120, WLH, text, 2)
draw_icon(COZZIEKUNS::ICONS::LOCATION, 0, -1)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Window_Gold + Time
#------------------------------------------------------------------------------
# This window displays the amount of gold and playtime.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, WLH + 56)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_currency_value($game_party.gold, 3, 25, 100)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 105, WLH, text, 2)
self.contents.font.color = system_color
draw_icon(COZZIEKUNS::ICONS::TIME, 0, 1)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@status_window = Window_MenuStatus.new(0, 2)
create_command_window
@gold_window = Window_Gold.new(418, 289)
@location_window = Window_Location.new(376, 364)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@location_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@location_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
#s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
s9 = "Stats"
@command_window = Window_Command.new(130, [s1, s2, s3, s9, s5, s6])
@command_window.index = @menu_index
@command_window.x = 418
@command_window.width = 140
@command_window.height = 295
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, Stat
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Stat_Dist.new(@status_window.index)
end
end
end
end
=begin
+------------------------------------------------------------------------------+
# ** Stat points distribution system 1.71 #
# By Lettuce. #
# #
# #
#Some help: #
# - Position wasn't stored properly in mode 1 (Thanks Akin) #
# - Some sort of notification to player (Thanks Akin) #
# - Player switch now supports LEFT and RIGHT arrow (Thanks Akin) #
# - Advice on using class attr instead of global var (Thanks GoldenShadow) #
# #
#------------------------------------------------------------------------------#
# This script lets you distribute points onto your actor's stats #
# #
# Call scene using this: $scene = Scene_Stat_Dist.new(0) #
# #
# #
# You can give points to your actors by using this code #
# #
# $game_party.members[<member ID>].points += <amount of points> #
# #
# If you want your actor to get points after leveling: #
# Under Game_Actor, in def change_exp, under the line level_up; paste this #
# #
# difference = @level - last_level #
# $game_actors[@actor_id].points += <amount of points> #
# #
# OR (if you want RO mode; explained below) #
# #
# difference = @level - last_level #
# $game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference #
# #
# # It seems the game returns non 0 based array if we use game_party >.<; #
# #
# **Note** #
# This script does not stop your actors from gaining stats points defined in #
# the database. It will just add to it. #
# Set the stats to 1 all the way in the database to disable growth :0 #
# #
# **Modes** #
# 1 : Add one point to the attribute per point #
# 2 : Use RO system, attribute with value needs more points to increase. #
# Explanation: In RO, if you got high stats, you need more points to #
# increase it. So if you have 90 ATK and 5 INT...You can #
# choose to use 10 points for 1 more ATK OR use that 10 points #
# to get 6 INT #
+------------------------------------------------------------------------------+
=end
############################### Configuration ##################################
#Starting points; how many points to give to actor at the beginning of the game
StartPoints = 7
#Maximum attribute point you allowed in your game
MaxStat = 255
MaxHP = 9999
MaxMP = 999
#Max hit, eva and crit rate are all in percentage
MaxHIT = 95 # 100 means never miss
MaxEVA = 70 #100 means ALWAYS dodge; very illogical ^^. 50-70 is good rate
MaxCRIT = 40 #100 means always crit o.O
#How many points needed per increase
PointsPerHP = 1
PointsPerMP = 1
PointsPerHIT = 1
PointsPerEVA = 1
PointsPerCRIT = 1
#How many stats will increase per point?
IncreaseBy = 2
HPIncreaseBy = 25
MPIncreaseBy = 15
HITIncreaseBy = 3
EVAIncreaseBy = 1
CRITIncreaseBy = 1
#1 for normal mode, 2 or RO mode [points required calculated through formula]
Mode = 1
#You can chage font family and size here
Fontname = Font.default_name
Fontsize = 20
#Layout mode, if you use long words for atk,spi,def or agi ; set LayoutMode to 2
LayoutMode = 1
#========================== End Configuration ==================================
OFFSET = -10 #moves equipment part up and down XD
#==============================================================================
# ** Lettuce_Window_Top
#------------------------------------------------------------------------------
# This window displays Title message
#==============================================================================
class Lettuce_Window_Top < Window_Base
def initialize
super(0,0,544,70)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0,-10,544-32,32,"Stat Distribution",1)
self.contents.font.size = Fontsize-4
self.contents.draw_text(0,10,544-32,32,"Press left or right to change character",1)
end
end
#==============================================================================
# ** Lettuce_Window_Points
#------------------------------------------------------------------------------
# This window displays the attributes of a party member
#==============================================================================
class Lettuce_Window_Points < Window_Base
def initialize(member_index)
super(401,320,144,52)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
refresh(member_index)
end
def refresh(member_index)
actor = $game_party.members[member_index]
points = actor.points
self.contents.clear
self.contents.draw_text(0,0,162,20,"Points: "+points.to_s)
end
end
#==============================================================================
# ** Lettuce_Window_Info
#------------------------------------------------------------------------------
# This window displays the attributes of a party member
#==============================================================================
class Lettuce_Window_Info < Window_Base
def initialize(member_index)
super(0,71,400,346)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
@exo = 25 #equipment section X coordinate offset
@exo2 = 35 #equipment section X coordinate offset
@eyo = -10 #equipment section Y coordinate offset
refresh(member_index)
end
def refresh(member_index)
actor = $game_party.members[member_index]
self.contents.clear
self.contents.font.size = Fontsize
draw_actor_face(actor,10,10,92)
draw_actor_name(actor,120,10)
self.contents.font.size = Fontsize
self.contents.draw_text(190,30,200,20,"Class: "+actor.class.name)
self.contents.draw_text(120,30,200,20,"Lv. "+actor.level.to_s)
if LayoutMode == 1
draw_actor_state(actor,200,280,168)
elsif LayoutMode == 2
draw_actor_state(actor,220,10)
end
s1 = actor.exp_s #total exp
s2 = actor.current_lvl_exp #exp to get to this level
if s1.is_a?(Numeric)
s3 = s1-s2 #progress in this level
s4 = actor.next_lvl_exp #exp needed for next level
self.contents.font.size = Fontsize - 5
self.contents.draw_text(250,74,90,20,"EXP: "+s3.to_s+"/"+s4.to_s,0)
self.contents.font.size = Fontsize
else
self.contents.draw_text(250,74,85,20,"-----/-----",2)
end
#Preparing bar colours
back_color = Color.new(39, 58, 83, 255)
str_color1 = Color.new(229, 153, 73, 255)
str_color2 = Color.new(255, 72, 0, 255)
def_color1 = Color.new(210, 255, 0, 255)
def_color2 = Color.new(85, 129, 9, 255)
spi_color1 = Color.new(99, 133, 161, 255)
spi_color2 = Color.new(10, 60,107, 255)
agi_color1 = Color.new(167, 125, 180, 255)
agi_color2 = Color.new(90, 11, 107, 255)
hp_color1 = Color.new(66, 114, 164, 255)
hp_color2 = Color.new(122, 175, 229, 255)
mp_color1 = Color.new(93, 50, 158, 255)
mp_color2 = Color.new(145, 122, 229, 255)
exp_color1 = Color.new(246, 243, 224, 255)
exp_color2 = Color.new(255, 182, 0, 255)
if s1.is_a?(Numeric)
self.contents.fill_rect(250,90,89,7,back_color)
self.contents.gradient_fill_rect(232,92,(85*s3)/s4,3,exp_color1,exp_color2)
else
self.contents.fill_rect(250,60,89,7,back_color)
end
self.contents.fill_rect(120,67,104,7,back_color)
self.contents.gradient_fill_rect(122,69,100*actor.hp/actor.maxhp,3,hp_color1,hp_color2)
self.contents.draw_text(120,44,100,30,"HP",0)
self.contents.draw_text(120,44,120,30,actor.hp.to_s + "/" + actor.maxhp.to_s,2)
self.contents.fill_rect(120,90,104,7,back_color)
self.contents.gradient_fill_rect(122,92,100*actor.mp/actor.maxmp,3,mp_color1,mp_color2)
self.contents.draw_text(120,67,100,30,"MP",0)
self.contents.draw_text(120,67,120,30,actor.mp.to_s + "/" + actor.maxmp.to_s,2)
##weapons
dual_w = true if actor.two_swords_style == true
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
shield = dual_w ? $data_weapons[actor.armor1_id] : $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]
bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
evasion = 0
crit = 4
if $data_actors[actor.id].critical_bonus
crit +=4
end
if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
if weapon.critical_bonus
crit += 4
end
end
if dual_w && shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
if weapon.critical_bonus
crit += 4
end
end
if shield && !dual_w
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
evasion += shield.eva
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
evasion += helm.eva
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
evasion += body.eva
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
evasion += accessory.eva
end
if LayoutMode == 1
draw_item_name(weapon,160+@exo,125+@eyo,true)
if weapon
two_hand = true if weapon.two_handed == true
end
if two_hand
draw_item_name(weapon,160+@exo,155+@eyo,true)
elsif dual_w
dweapon = $data_weapons[actor.armor1_id]
draw_item_name(dweapon,160+@exo,155+@eyo,true)
else
draw_item_name(shield,160+@exo,155+@eyo,true)
end
draw_item_name(helm,160+@exo,185+@eyo,true)
draw_item_name(body,160+@exo,215+@eyo,true)
draw_item_name(accessory,160+@exo,245+@eyo,true)
#Testing area for Weapon upgrade script
#self.contents.font.size = Fontsize - 7
#self.contents.draw_text(160+@exo,135,30,20,"[+"+weapon.level.to_s+"]",0)
self.contents.font.color = Color.new(87,87,87,255)
if !weapon
#draw_icon(216,160+@exo,125+@eyo,true)
self.contents.draw_text(184+@exo,127+@eyo,200,20,"Unequipped")
end
if !shield
#draw_icon(217,160+@exo,155+@eyo,true)
if !two_hand
self.contents.draw_text(184+@exo,157+@eyo,200,20,"Unequipped")
end
end
if !helm
#draw_icon(218,160+@exo,185+@eyo,true)
self.contents.draw_text(184+@exo,187+@eyo,200,20,"Unequipped")
end
if !body
#draw_icon(219,160+@exo,215+@eyo,true)
self.contents.draw_text(184+@exo,217+@eyo,200,20,"Unequipped")
end
if !accessory
#draw_icon(220,160+@exo,245+@eyo,true)
self.contents.draw_text(184+@exo,247+@eyo,200,20,"Unequipped")
end
self.contents.font.color = Color.new(255,255,255,255)
elsif LayoutMode == 2
draw_item_name(weapon,160+@exo2,125+OFFSET+@eyo,true)
#if weapon
if weapon
two_hand = true if weapon.two_handed
end
if two_hand
draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
else
draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
end
#end
=begin
if weapon.two_handed == true
draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
else
draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
end
=end
draw_item_name(helm,160+@exo2,205+OFFSET+@eyo,true)
draw_item_name(body,160+@exo2,245+OFFSET+@eyo,true)
draw_item_name(accessory,160+@exo2,285+OFFSET+@eyo,true)
self.contents.font.color = Color.new(87,87,87,255)
if !weapon
#draw_icon(216,160+@exo2,125+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,127+OFFSET+@eyo,200,20,"Unequipped")
end
if weapon
if !shield and weapon.two_handed == false
#draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Unequipped")
end
else
if !shield
#draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Unequipped")
end
end
if !helm
#draw_icon(218,160+@exo2,205+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,207+OFFSET+@eyo,200,20,"Unequipped")
end
if !body
#draw_icon(219,160+@exo2,245+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,247+OFFSET+@eyo,200,20,"Unequipped")
end
if !accessory
#draw_icon(220,160+@exo2,285+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,287+OFFSET+@eyo,200,20,"Unequipped")
end
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.font.size = Fontsize - 5
self.contents.draw_text(10,120,100,20,Vocab::atk+": ")
self.contents.draw_text(10,120,100,20,(actor.atk-bonus_atk).to_s+" + "+bonus_atk.to_s,2)
self.contents.fill_rect(10,140,104,7,back_color)
self.contents.gradient_fill_rect(12,142,((actor.atk-bonus_atk)*100)/MaxStat,3,str_color1,str_color2)
self.contents.draw_text(10,150,100,20,Vocab::def+": ")
self.contents.draw_text(10,150,100,20,(actor.def-bonus_def).to_s+" + "+bonus_def.to_s,2)
self.contents.fill_rect(10,170,104,7,back_color)
self.contents.gradient_fill_rect(12,172,((actor.def-bonus_def)*100)/MaxStat,3,def_color1,def_color2)
self.contents.draw_text(10,180,100,20,Vocab::spi+": ")
self.contents.draw_text(10,180,100,20,(actor.spi-bonus_spi).to_s+" + "+bonus_spi.to_s,2)
self.contents.fill_rect(10,200,104,7,back_color)
self.contents.gradient_fill_rect(12,202,((actor.spi-bonus_spi)*100)/MaxStat,3,spi_color1,spi_color2)
self.contents.draw_text(10,210,100,20,Vocab::agi+": ")
self.contents.draw_text(10,210,100,20,(actor.agi-bonus_agi).to_s+" + "+bonus_agi.to_s,2)
self.contents.fill_rect(10,230,104,7,back_color)
self.contents.gradient_fill_rect(12,232,((actor.agi-bonus_agi)*100)/MaxStat,3,agi_color1,agi_color2)
if weapon
hit_rate = weapon.hit
else
hit_rate = 95
end
self.contents.font.size = Fontsize - 5
self.contents.font.color = Color.new(162,212,98,255)
self.contents.draw_text(1,245,100,20,"Maximum ATK :",2)
self.contents.draw_text(1,260,100,20,"Hit rate (%) :",2)
self.contents.draw_text(1,275,100,20,"Evasion rate (%) :",2)
self.contents.draw_text(1,290,100,20,"Critical Rate (%) :",2)
self.contents.draw_text(105,245,60,20,(actor.atk*4).to_s,0)
self.contents.draw_text(105,260,60,20,actor.base_hit.to_s + "+" + actor.hitr.to_s,0)
self.contents.draw_text(105,275,60,20,actor.base_eva.to_s + "+" +actor.evar.to_s,0)
self.contents.draw_text(105,290,60,20,actor.base_cri.to_s + "+" + actor.crir.to_s,0)
self.contents.font.size = Fontsize-6
self.contents.font.color = text_color(16)
self.contents.draw_text(135,260,60,20,"[Req:"+PointsPerHIT.to_s+"pt.]",2)
self.contents.draw_text(135,275,60,20,"[Req:"+PointsPerEVA.to_s+"pt.]",2)
self.contents.draw_text(135,290,60,20,"[Req:"+PointsPerCRIT.to_s+"pt.]",2)
#self.contents.draw_text(120,260,60,20,(hit_rate+actor.hit_bonus).to_s,0)
#self.contents.draw_text(120,275,60,20,(evasion+actor.eva).to_s,0)
#self.contents.draw_text(120,290,60,20,(crit+actor.cri_bonus).to_s,0)
if LayoutMode == 1
self.contents.font.color = Color.new(155,199,206,255)
self.contents.font.size = Fontsize - 8
if weapon
self.contents.draw_text(185+@exo,140+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
self.contents.draw_text(219+@exo,140+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
self.contents.draw_text(253+@exo,140+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
self.contents.draw_text(287+@exo,140+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
end
if shield
self.contents.draw_text(185+@exo,170+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
self.contents.draw_text(219+@exo,170+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
self.contents.draw_text(253+@exo,170+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
self.contents.draw_text(287+@exo,170+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
end
if helm
self.contents.draw_text(185+@exo,200+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
self.contents.draw_text(219+@exo,200+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
self.contents.draw_text(253+@exo,200+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
self.contents.draw_text(287+@exo,200+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
end
if body
self.contents.draw_text(185+@exo,230+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
self.contents.draw_text(219+@exo,230+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
self.contents.draw_text(253+@exo,230+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
self.contents.draw_text(287+@exo,230+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
end
if accessory
self.contents.draw_text(185+@exo,260+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
self.contents.draw_text(219+@exo,260+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
self.contents.draw_text(253+@exo,260+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
self.contents.draw_text(287+@exo,260+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
end
end
if Mode == 2
self.contents.font.size = Fontsize - 8
self.contents.font.color = Color.new(155,199,206,255)
self.contents.draw_text(23,100,125,20,"POINTS",2)
self.contents.draw_text(29,110,125,20,"REQUIRED",2)
self.contents.font.size = Fontsize - 4
self.contents.draw_text(20,125,115,20,required(actor.atk-bonus_atk).to_s,2)
self.contents.draw_text(20,155,115,20,required(actor.def-bonus_def).to_s,2)
self.contents.draw_text(20,185,115,20,required(actor.spi-bonus_spi).to_s,2)
self.contents.draw_text(20,215,115,20,required(actor.agi-bonus_agi).to_s,2)
end
if LayoutMode == 2
self.contents.font.color = Color.new(155,199,206,255)
self.contents.font.size = Fontsize - 8
if weapon
self.contents.draw_text(185+@exo2,140+OFFSET+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
self.contents.draw_text(185+@exo2,150+OFFSET+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
self.contents.draw_text(253+@exo2,140+OFFSET+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
self.contents.draw_text(253+@exo2,150+OFFSET+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
end
if shield
self.contents.draw_text(185+@exo2,180+OFFSET+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
self.contents.draw_text(185+@exo2,190+OFFSET+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
self.contents.draw_text(253+@exo2,180+OFFSET+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
self.contents.draw_text(253+@exo2,190+OFFSET+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
end
if helm
self.contents.draw_text(185+@exo2,220+OFFSET+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
self.contents.draw_text(185+@exo2,230+OFFSET+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
self.contents.draw_text(253+@exo2,220+OFFSET+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
self.contents.draw_text(253+@exo2,230+OFFSET+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
end
if body
self.contents.draw_text(185+@exo2,260+OFFSET+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
self.contents.draw_text(185+@exo2,270+OFFSET+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
self.contents.draw_text(253+@exo2,260+OFFSET+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
self.contents.draw_text(253+@exo2,270+OFFSET+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
end
if accessory
self.contents.draw_text(185+@exo2,300+OFFSET+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
self.contents.draw_text(185+@exo2,310+OFFSET+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
self.contents.draw_text(253+@exo2,300+OFFSET+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
self.contents.draw_text(253+@exo2,310+OFFSET+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
end
end
end
def required(base)
return (((base-1)/10)+2).floor
end
end
#==============================================================================
# ** Lettuce_Window_Help
#------------------------------------------------------------------------------
# This window displays property of each attribute
#==============================================================================
class Lettuce_Window_Help < Window_Base
def initialize(index)
super(401,372,144,44)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.size = Fontsize - 6
refresh(index)
end
def refresh(index)
self.contents.clear
self.contents.font.color = text_color(16)
case index
when 0
self.contents.draw_text(0,-5,112,20,"HP + "+HPIncreaseBy.to_s)
when 1
self.contents.draw_text(0,-5,112,20,"MP + "+MPIncreaseBy.to_s)
when 2
self.contents.draw_text(0,-5,112,20,Vocab::atk+" + "+IncreaseBy.to_s)
when 3
self.contents.draw_text(0,-5,112,20,Vocab::def+" + "+IncreaseBy.to_s)
when 4
self.contents.draw_text(0,-5,112,20,Vocab::spi+" + "+IncreaseBy.to_s)
when 5
self.contents.draw_text(0,-5,112,20,Vocab::agi+" + "+IncreaseBy.to_s)
when 6
self.contents.draw_text(0,-5,112,20,"HIT + "+HITIncreaseBy.to_s)
when 7
self.contents.draw_text(0,-5,112,20,"EVA + "+EVAIncreaseBy.to_s)
when 8
self.contents.draw_text(0,-5,112,20,"CRIT + "+CRITIncreaseBy.to_s)
end
end
end
#==============================================================================
# ** Scene_Stat_Dist
#------------------------------------------------------------------------------
# Performs stat distribution process :)
#==============================================================================
class Scene_Stat_Dist < Scene_Base
def initialize(menu_index)
@menu_index = menu_index
end
def start
super
create_menu_background
ihp = Vocab::hp
imp = Vocab::mp
i1 = Vocab::atk
i2 = Vocab::def
i3 = Vocab::spi
i4 = Vocab::agi
i5 = "HIT"
i6 = "EVA"
i7 = "CRIT"
@window_select = Window_Command.new(144,[ihp,imp,i1,i2,i3,i4,i5,i6,i7])
if $position
@window_select.index = $position - 1
else
@window_select.index = 0
end
@window_select.active = true
@window_select.x = 401
@window_select.y = 71
@window_top = Lettuce_Window_Top.new
@window_points = Lettuce_Window_Points.new(@menu_index)
@window_info = Lettuce_Window_Info.new(@menu_index)
@window_help = Lettuce_Window_Help.new(@window_select.index)
end
def terminate
super
dispose_menu_background
@window_top.dispose
@window_points.dispose
@window_info.dispose
@window_help.dispose
@window_select.dispose
end
def update
update_menu_background
#@window_points.refresh(@menu_index)
@window_select.update
#@window_help.refresh(@window_select.index)
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@window_help.refresh(@window_select.index)
end
@changes = 0
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
@menu_index += 1
@menu_index %= $game_party.members.size
$scene = Scene_Stat_Dist.new(@menu_index)
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
@menu_index += $game_party.members.size - 1
@menu_index %= $game_party.members.size
$scene = Scene_Stat_Dist.new(@menu_index)
elsif Input.trigger?(Input::C)
#Points addition begins
#which attribute
if Mode == 1
do_point_reg
elsif Mode == 2
do_point_rag
end
end
end
def do_point_reg
@att = @window_select.index
actor = $game_party.members[@menu_index]
##weapons
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]
bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
end
if shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
end
case @att
when 0 #HP
if actor.points < PointsPerHP
Sound.play_cancel
elsif actor.maxhp >= MaxHP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxhp += HPIncreaseBy
if $game_party.members[@menu_index].maxhp > MaxHP
$game_party.members[@menu_index].maxhp = MaxHP
end
actor.points -= PointsPerHP
@changes += 1
$position = 1
end
when 1 #MP
if actor.points < PointsPerMP
Sound.play_cancel
elsif actor.maxmp >= MaxMP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxmp += MPIncreaseBy
if $game_party.members[@menu_index].maxmp > MaxMP
$game_party.members[@menu_index].maxmp = MaxMP
end
actor.points -= PointsPerMP
@changes += 1
$position = 1
end
when 2 #ATK
if actor.points < 1
Sound.play_cancel
elsif (actor.atk-bonus_atk) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].atk += IncreaseBy
if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
$game_party.members[@menu_index].atk = MaxStat+bonus_atk
end
actor.points -= 1
@changes += 1
$position = 1
end
when 3 #DEF
if actor.points < 1
Sound.play_cancel
elsif (actor.def-bonus_def) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].def += IncreaseBy
if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
$game_party.members[@menu_index].def = MaxStat+bonus_def
end
actor.points -= 1
@changes += 1
$position = 2
end
when 4 #SPI
if actor.points < 1
Sound.play_cancel
elsif (actor.spi-bonus_spi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].spi += IncreaseBy
if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
$game_party.members[@menu_index].spi = MaxStat+bonus_spi
end
actor.points -= 1
@changes += 1
$position = 3
end
when 5 #AGI
if actor.points < 1
Sound.play_cancel
elsif (actor.agi-bonus_agi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].agi += IncreaseBy
if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
$game_party.members[@menu_index].agi = MaxStat+bonus_agi
end
actor.points -= 1
@changes += 1
$position = 4
end
when 6 #HIT
if actor.points < PointsPerHIT
Sound.play_cancel
elsif actor.hitr >= MaxHIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].hitr += HITIncreaseBy
if $game_party.members[@menu_index].hitr > MaxHIT
$game_party.members[@menu_index].hitr = MaxHIT
end
actor.points -= PointsPerHIT
@changes += 1
$position = 1
end
when 7 #EVA
if actor.points < PointsPerEVA
Sound.play_cancel
elsif actor.evar >= MaxEVA
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].evar += EVAIncreaseBy
if $game_party.members[@menu_index].evar > MaxEVA
$game_party.members[@menu_index].evar = MaxEVA
end
actor.points -= PointsPerEVA
@changes += 1
$position = 1
end
when 8 #CRIT
if actor.points < PointsPerCRIT
Sound.play_cancel
elsif actor.crir >= MaxCRIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].crir += CRITIncreaseBy
if $game_party.members[@menu_index].crir > MaxCRIT
$game_party.members[@menu_index].crir = MaxCRIT
end
actor.points -= PointsPerCRIT
@changes += 1
$position = 1
end
end
if @changes > 0
@window_info.refresh(@menu_index)
@window_points.refresh(@menu_index)
#$scene = Scene_Stat_Dist.new(@menu_index)
end
end
def do_point_rag
@att = @window_select.index
actor = $game_party.members[@menu_index]
##weapons
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]
bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
end
if shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
end
case @att
when 0 #HP
if actor.points < PointsPerHP
Sound.play_cancel
elsif actor.maxhp >= MaxHP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxhp += HPIncreaseBy
if $game_party.members[@menu_index].maxhp > MaxHP
$game_party.members[@menu_index].maxhp = MaxHP
end
actor.points -= PointsPerHP
@changes += 1
$position = 1
end
when 1 #MP
if actor.points < PointsPerMP
Sound.play_cancel
elsif actor.maxmp >= MaxMP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxmp += MPIncreaseBy
if $game_party.members[@menu_index].maxmp > MaxMP
$game_party.members[@menu_index].maxmp = MaxMP
end
actor.points -= PointsPerMP
@changes += 1
$position = 1
end
when 2 #ATK
base_value = actor.atk-bonus_atk
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.atk-bonus_atk) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].atk += IncreaseBy
if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
$game_party.members[@menu_index].atk = MaxStat+bonus_atk
end
actor.points -= required(base_value)
@changes += 1
$position = 1
end
when 3 #DEF
base_value = actor.def-bonus_def
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.def-bonus_def) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].def += IncreaseBy
if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
$game_party.members[@menu_index].def = MaxStat+bonus_def
end
actor.points -= required(base_value)
@changes += 1
$position = 2
end
when 4 #SPI
base_value = actor.spi-bonus_spi
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.spi-bonus_spi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].spi += IncreaseBy
if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
$game_party.members[@menu_index].spi = MaxStat+bonus_spi
end
actor.points -= required(base_value)
@changes += 1
$position = 3
end
when 5 #AGI
base_value = actor.agi-bonus_agi
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.agi-bonus_agi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].agi += IncreaseBy
if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
$game_party.members[@menu_index].agi = MaxStat+bonus_agi
end
actor.points -= required(base_value)
@changes += 1
$position = 4
end
when 6 #HIT
if actor.points < PointsPerHIT
Sound.play_cancel
elsif actor.hitr >= MaxHIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].hitr += HITIncreaseBy
if $game_party.members[@menu_index].hitr > MaxHIT
$game_party.members[@menu_index].hitr = MaxHIT
end
actor.points -= PointsPerHIT
@changes += 1
$position = 1
end
when 7 #EVA
if actor.points < PointsPerEVA
Sound.play_cancel
elsif actor.evar >= MaxEVA
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].evar += EVAIncreaseBy
if $game_party.members[@menu_index].evar > MaxEVA
$game_party.members[@menu_index].evar = MaxEVA
end
actor.points -= PointsPerEVA
@changes += 1
$position = 1
end
when 8 #CRIT
if actor.points < PointsPerCRIT
Sound.play_cancel
elsif actor.crir >= MaxCRIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].crir += CRITIncreaseBy
if $game_party.members[@menu_index].crir > MaxCRIT
$game_party.members[@menu_index].crir = MaxCRIT
end
actor.points -= PointsPerCRIT
@changes += 1
$position = 1
end
end
if @changes > 0
@window_points.refresh(@menu_index)
@window_info.refresh(@menu_index)
#$scene = Scene_Stat_Dist.new(@menu_index)
end
end
def enough_point(base,points)
required = (((base-1)/10)+2).floor
if required > points
return true
elsif required <= points
return false
end
end
def required(base)
return (((base-1)/10)+2).floor
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Giving game actor a point attribute
# -> $game_party.member[x].points
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :points
attr_accessor :hit_bonus
attr_accessor :eva_bonus
attr_accessor :cri_bonus
attr_accessor :hitr
attr_accessor :evar
attr_accessor :crir
#attr_accessor :current_lvl_exp
#attr_accessor :next_lvl_exp
alias Lettuce_Game_Actor_Ini initialize
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up
#---------------------add the code here
difference = @level - last_level
$game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference
#----------------------- :D
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end
def initialize(actor_id)
Lettuce_Game_Actor_Ini(actor_id)
@points = StartPoints
@hitr = 0
@evar = 0
@crir = 0
#@current_lvl_exp = @exp_list[@level-1]
#@next_lvl_exp = @exp_list[@level]
end
def points
return @points
end
#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
if n+@hitr <= MaxHIT
return n+@hitr
else return MaxHIT
end
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def eva
n = 5
for item in armors.compact do n += item.eva end
if n+@evar <= MaxEVA
return n+@evar
else return MaxEVA
end
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
if n+@crir <= MaxCRIT
return n+@crir
else return MaxCRIT
end
end
#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def base_hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
return n
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def base_eva
n = 5
for item in armors.compact do n += item.eva end
return n
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def base_cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
return n
end
#--------------------------------------------------------------------------
# * bonus rates
#--------------------------------------------------------------------------
def hitr
return @hitr
end
def evar
return @evar
end
def crir
return @crir
end
def current_lvl_exp
return @exp_list[@level]
end
def next_lvl_exp
return @exp_list[@level+1]-@exp_list[@level]
end
end
Link to the KGC script please, or upload it in a .txt file. Shouldn't be that difficult.
sorry to respond so late, here's the link to a project I put the KGC Large pty on.
http://dl.dropbox.com/u/33252047/Project1.zip
Kind of forgot about this (which is understandable, it was a month ago), but since, I've released my own CMS which is basically built for ordering the menu and fixing the index problems for-seen in custom menu options.
http://rmrk.net/index.php/topic,43352.0.html (http://rmrk.net/index.php/topic,43352.0.html)
So, unless you were already using a CMS, it would be a breeze to put things in order. But you seem to have that under control.
As for the wanting things to return to actor selection, that would be a pretty nifty edit to do. I'll do it as soon as I finish the other request ^_^
thx, I changed values in the script to fit my menu but it didn't change it, how do I use it with my menu? xD
edit: nvm I got it, only problem is I don't know how to call the KGC party script because it gives me nothing to call it with and how would I move and stretch the menu?
You need the actual script (http://rmrk.net/index.php/topic,43352.0.html) for that process to work. But it won't return to the actor selection.
Paste this snippet anywhere above main.
class Scene_Menu < Scene_Base
alias actor_selection_ini initialize
def initialize(menu_index = 0, start = 0)
start = [[0, start].max, 1].min
menu_index = $imported["PAC_Menu 1.7"] ? $game_system.menu_index : menu_index
actor_selection_ini(menu_index)
@start = start
end
alias actor_selection_start start
def start
actor_selection_start
if @start == 1
start_actor_selection
end
end
endAnd in any script that has a custom scene that returns to the menu, there should be a method called return_scene. If not, look for a line that says $scene = Scene_Menu.new.
Then, add a , 1 to the brackets, so the equip one would read$scene = Scene_Menu.new(2, 1)
I'm probably getting this error since I'm using a different party script right? So what should I modify in the script?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FMenu.png&hash=5022764ce49cc5c40dce82d18ad22b762fe4e272)
When I use $scene = Scene_Map.new(4, 1) in line 655 in stat script to return to menu I get this
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FMenu2.png&hash=1368a8cdcdb4f04e6a7fd54f8251013902e6ef69)
Then I tryed $scene = Scene_PartyForm.new(current_menu_index) from line 1587 in party script with a new project using only ff7 menu and KGC to see if I could call the party option normally and got this one
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2FMenu3.png&hash=e303556c1f21fcd838606530e4563a1a74f2ed16)
Okay, I've decided it would be easier if I just gave you the edited scripts. Copy the three custom scripts from the attached project, and follow this instruction:
In the default scenes that return to the menu that require actor selection, i.e. Skill, Equip and Status, go to the line of the return_scene method, and add
, trueinside the brackets.
So line 48 of Scene_Skill would read $scene = Scene_Menu.new(1, true)
Line 50 of Scene_Equip would read $scene = Scene_Menu.new(2, true)
Line 38 of Scene_Status would read $scene = Scene_Menu.new(3, true), except you're not even using that scene.
thx!
so is there any way to move the party option or is it stuck at the bottom? xD
Oh, that. Where in the menu do you want it?
Party
Save
Game End
third from the bottom
Go to Party Form and set USE_MENU_PARTYFORM_COMMAND to false.
Then replace your menu with this.
#===============================================================================
#
# Cozziekuns' Menu System
# Last Date Updated: 4/10/2010
#
# A menu system similar to that of Final Fantasy VII's.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 4/09/10 - Started Script.
# o 4/10/10 - Finished Script.
# o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
# customization.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Even more icons.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save. Also,
# feel free to change the icons towards your preference.
#===============================================================================
#BEGIN CUSTOMIZABLE REGION-----------------------------------------------------
module COZZIEKUNS
module ICONS
TIME = 188
GOLD = 194
LOCATION = 150
end
end
#END CUSTOMIZABLE REGION-------------------------------------------------------
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, -1, 430, 416)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Draw TNL (To next level)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl(actor, x, y, width = 100)
draw_actor_tnl_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2)
end
end
#--------------------------------------------------------------------------
# * Draw TNL gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl_gauge(actor, x, y, width = 100)
gw = width * actor.exp_s / actor.next_exp_s
gc1 = tnl_gauge_colour1
gc2 = tnl_gauge_colour2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96
draw_actor_name(actor, x + 30, y)
draw_actor_level(actor, x + 30, y + 21)
draw_actor_state(actor, x + 150, y)
draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * To Next Level gauge colour 1
#--------------------------------------------------------------------------
def tnl_gauge_colour1
return text_color(3)
end
#--------------------------------------------------------------------------
# * To Next Level gauge colour 2
#--------------------------------------------------------------------------
def tnl_gauge_colour2
return text_color(11)
end
#--------------------------------------------------------------------------
# * Currency Value
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, value, 2)
self.contents.font.color = system_color
draw_icon(COZZIEKUNS::ICONS::GOLD, 0, 25)
end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This window displays the location.
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize (x, y)
super (x, y, 300, WLH + 30)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id].name
self.contents.draw_text(25, -4, 120, WLH, text, 2)
draw_icon(COZZIEKUNS::ICONS::LOCATION, 0, -1)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Window_Gold + Time
#------------------------------------------------------------------------------
# This window displays the amount of gold and playtime.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, WLH + 56)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_currency_value($game_party.gold, 3, 25, 100)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 105, WLH, text, 2)
self.contents.font.color = system_color
draw_icon(COZZIEKUNS::ICONS::TIME, 0, 1)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0, start = false)
@menu_index = menu_index
@start = start
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@status_window = Window_MenuStatus.new(0, 2)
create_command_window
@gold_window = Window_Gold.new(418, 289)
@location_window = Window_Location.new(376, 364)
if @start
start_actor_selection
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@location_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@location_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
#s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
s9 = "Stats"
s7 = Vocab.partyform
@command_window = Window_Command.new(130, [s1, s2, s3, s9, s7, s5, s6])
@command_window.index = @menu_index
@command_window.x = 418
@command_window.width = 140
@command_window.height = 295
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
@command_window.draw_item(4, false) # Disable party
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(5, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status, Stat
start_actor_selection
when 4
$scene = Scene_PartyForm.new(@command_window.index)
when 5 # Save
$scene = Scene_File.new(true, false, false)
when 6 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
#when 3 # status
#$scene = Scene_Status.new(@status_window.index)
when 3 # status
$scene = Scene_Stat_Dist.new(@status_window.index, false)
end
end
end
end
And change the return_scene methods of Scene_File and Scene_End to return to the menu with one higher index than before, i.e. for File, line 54 is $scene = Scene_Menu.new(5) and for End, line 42 is $scene = Scene_Menu.new(6)
It all works except when I go to Stat after actor selection it does this,
but it should be a quick fix right?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1188.photobucket.com%2Falbums%2Fz415%2FScalinger2%2Fmenu6.png&hash=f4111268053362c3328701fdfa63904af7df06e0)
Oh, I forgot to post the edited stat script.
=begin
+------------------------------------------------------------------------------+
# ** Stat points distribution system 1.71 #
# By Lettuce. #
# #
# #
#Some help: #
# - Position wasn't stored properly in mode 1 (Thanks Akin) #
# - Some sort of notification to player (Thanks Akin) #
# - Player switch now supports LEFT and RIGHT arrow (Thanks Akin) #
# - Advice on using class attr instead of global var (Thanks GoldenShadow) #
# #
#------------------------------------------------------------------------------#
# This script lets you distribute points onto your actor's stats #
# #
# Call scene using this: $scene = Scene_Stat_Dist.new(0) #
# #
# #
# You can give points to your actors by using this code #
# #
# $game_party.members[<member ID>].points += <amount of points> #
# #
# If you want your actor to get points after leveling: #
# Under Game_Actor, in def change_exp, under the line level_up; paste this #
# #
# difference = @level - last_level #
# $game_actors[@actor_id].points += <amount of points> #
# #
# OR (if you want RO mode; explained below) #
# #
# difference = @level - last_level #
# $game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference #
# #
# # It seems the game returns non 0 based array if we use game_party >.<; #
# #
# **Note** #
# This script does not stop your actors from gaining stats points defined in #
# the database. It will just add to it. #
# Set the stats to 1 all the way in the database to disable growth :0 #
# #
# **Modes** #
# 1 : Add one point to the attribute per point #
# 2 : Use RO system, attribute with value needs more points to increase. #
# Explanation: In RO, if you got high stats, you need more points to #
# increase it. So if you have 90 ATK and 5 INT...You can #
# choose to use 10 points for 1 more ATK OR use that 10 points #
# to get 6 INT #
+------------------------------------------------------------------------------+
=end
############################### Configuration ##################################
#Starting points; how many points to give to actor at the beginning of the game
StartPoints = 1800
#Maximum attribute point you allowed in your game
MaxStat = 255
MaxHP = 9999
MaxMP = 999
#Max hit, eva and crit rate are all in percentage
MaxHIT = 95 # 100 means never miss
MaxEVA = 70 #100 means ALWAYS dodge; very illogical ^^. 50-70 is good rate
MaxCRIT = 92 #100 means always crit o.O
#How many points needed per increase
PointsPerHP = 1
PointsPerMP = 1
PointsPerHIT = 1
PointsPerEVA = 1
PointsPerCRIT = 1
#How many stats will increase per point?
IncreaseBy = 2
HPIncreaseBy = 25
MPIncreaseBy = 15
HITIncreaseBy = 3
EVAIncreaseBy = 1
CRITIncreaseBy = 1
#1 for normal mode, 2 or RO mode [points required calculated through formula]
Mode = 1
#You can chage font family and size here
Fontname = Font.default_name
Fontsize = 20
#Layout mode, if you use long words for atk,spi,def or agi ; set LayoutMode to 2
LayoutMode = 1
#========================== End Configuration ==================================
OFFSET = -10 #moves equipment part up and down XD
#==============================================================================
# ** Lettuce_Window_Top
#------------------------------------------------------------------------------
# This window displays Title message
#==============================================================================
class Lettuce_Window_Top < Window_Base
def initialize
super(0,0,544,70)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0,-10,544-32,32,"Stat Distribution",1)
self.contents.font.size = Fontsize-4
self.contents.draw_text(0,10,544-32,32,"Press left or right to change character",1)
end
end
#==============================================================================
# ** Lettuce_Window_Points
#------------------------------------------------------------------------------
# This window displays the attributes of a party member
#==============================================================================
class Lettuce_Window_Points < Window_Base
def initialize(member_index)
super(401,320,144,52)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
refresh(member_index)
end
def refresh(member_index)
actor = $game_party.members[member_index]
points = actor.points
self.contents.clear
self.contents.draw_text(0,0,162,20,"Points: "+points.to_s)
end
end
#==============================================================================
# ** Lettuce_Window_Info
#------------------------------------------------------------------------------
# This window displays the attributes of a party member
#==============================================================================
class Lettuce_Window_Info < Window_Base
def initialize(member_index)
super(0,71,400,346)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
@exo = 25 #equipment section X coordinate offset
@exo2 = 35 #equipment section X coordinate offset
@eyo = -10 #equipment section Y coordinate offset
refresh(member_index)
end
def refresh(member_index)
actor = $game_party.members[member_index]
self.contents.clear
self.contents.font.size = Fontsize
draw_actor_face(actor,10,10,92)
draw_actor_name(actor,120,10)
self.contents.font.size = Fontsize
self.contents.draw_text(190,30,200,20,"Class: "+actor.class.name)
self.contents.draw_text(120,30,200,20,"Lv. "+actor.level.to_s)
if LayoutMode == 1
draw_actor_state(actor,200,280,168)
elsif LayoutMode == 2
draw_actor_state(actor,220,10)
end
s1 = actor.exp_s #total exp
s2 = actor.current_lvl_exp #exp to get to this level
if s1.is_a?(Numeric)
s3 = s1-s2 #progress in this level
s4 = actor.next_lvl_exp #exp needed for next level
self.contents.font.size = Fontsize - 5
self.contents.draw_text(250,74,90,20,"EXP: "+s3.to_s+"/"+s4.to_s,0)
self.contents.font.size = Fontsize
else
self.contents.draw_text(250,74,85,20,"-----/-----",2)
end
#Preparing bar colours
back_color = Color.new(39, 58, 83, 255)
str_color1 = Color.new(229, 153, 73, 255)
str_color2 = Color.new(255, 72, 0, 255)
def_color1 = Color.new(210, 255, 0, 255)
def_color2 = Color.new(85, 129, 9, 255)
spi_color1 = Color.new(99, 133, 161, 255)
spi_color2 = Color.new(10, 60,107, 255)
agi_color1 = Color.new(167, 125, 180, 255)
agi_color2 = Color.new(90, 11, 107, 255)
hp_color1 = Color.new(66, 114, 164, 255)
hp_color2 = Color.new(122, 175, 229, 255)
mp_color1 = Color.new(93, 50, 158, 255)
mp_color2 = Color.new(145, 122, 229, 255)
exp_color1 = Color.new(246, 243, 224, 255)
exp_color2 = Color.new(255, 182, 0, 255)
if s1.is_a?(Numeric)
self.contents.fill_rect(250,90,89,7,back_color)
self.contents.gradient_fill_rect(232,92,(85*s3)/s4,3,exp_color1,exp_color2)
else
self.contents.fill_rect(250,60,89,7,back_color)
end
self.contents.fill_rect(120,67,104,7,back_color)
self.contents.gradient_fill_rect(122,69,100*actor.hp/actor.maxhp,3,hp_color1,hp_color2)
self.contents.draw_text(120,44,100,30,"HP",0)
self.contents.draw_text(120,44,120,30,actor.hp.to_s + "/" + actor.maxhp.to_s,2)
self.contents.fill_rect(120,90,104,7,back_color)
self.contents.gradient_fill_rect(122,92,100*actor.mp/actor.maxmp,3,mp_color1,mp_color2)
self.contents.draw_text(120,67,100,30,"MP",0)
self.contents.draw_text(120,67,120,30,actor.mp.to_s + "/" + actor.maxmp.to_s,2)
##weapons
dual_w = true if actor.two_swords_style == true
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
shield = dual_w ? $data_weapons[actor.armor1_id] : $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]
bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
evasion = 0
crit = 4
if $data_actors[actor.id].critical_bonus
crit +=4
end
if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
if weapon.critical_bonus
crit += 4
end
end
if dual_w && shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
if weapon.critical_bonus
crit += 4
end
end
if shield && !dual_w
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
evasion += shield.eva
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
evasion += helm.eva
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
evasion += body.eva
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
evasion += accessory.eva
end
if LayoutMode == 1
draw_item_name(weapon,160+@exo,125+@eyo,true)
if weapon
two_hand = true if weapon.two_handed == true
end
if two_hand
draw_item_name(weapon,160+@exo,155+@eyo,true)
elsif dual_w
dweapon = $data_weapons[actor.armor1_id]
draw_item_name(dweapon,160+@exo,155+@eyo,true)
else
draw_item_name(shield,160+@exo,155+@eyo,true)
end
draw_item_name(helm,160+@exo,185+@eyo,true)
draw_item_name(body,160+@exo,215+@eyo,true)
draw_item_name(accessory,160+@exo,245+@eyo,true)
#Testing area for Weapon upgrade script
#self.contents.font.size = Fontsize - 7
#self.contents.draw_text(160+@exo,135,30,20,"[+"+weapon.level.to_s+"]",0)
self.contents.font.color = Color.new(87,87,87,255)
if !weapon
#draw_icon(216,160+@exo,125+@eyo,true)
self.contents.draw_text(184+@exo,127+@eyo,200,20,"Unequipped")
end
if !shield
#draw_icon(217,160+@exo,155+@eyo,true)
if !two_hand
self.contents.draw_text(184+@exo,157+@eyo,200,20,"Unequipped")
end
end
if !helm
#draw_icon(218,160+@exo,185+@eyo,true)
self.contents.draw_text(184+@exo,187+@eyo,200,20,"Unequipped")
end
if !body
#draw_icon(219,160+@exo,215+@eyo,true)
self.contents.draw_text(184+@exo,217+@eyo,200,20,"Unequipped")
end
if !accessory
#draw_icon(220,160+@exo,245+@eyo,true)
self.contents.draw_text(184+@exo,247+@eyo,200,20,"Unequipped")
end
self.contents.font.color = Color.new(255,255,255,255)
elsif LayoutMode == 2
draw_item_name(weapon,160+@exo2,125+OFFSET+@eyo,true)
#if weapon
if weapon
two_hand = true if weapon.two_handed
end
if two_hand
draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
else
draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
end
#end
=begin
if weapon.two_handed == true
draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
else
draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
end
=end
draw_item_name(helm,160+@exo2,205+OFFSET+@eyo,true)
draw_item_name(body,160+@exo2,245+OFFSET+@eyo,true)
draw_item_name(accessory,160+@exo2,285+OFFSET+@eyo,true)
self.contents.font.color = Color.new(87,87,87,255)
if !weapon
#draw_icon(216,160+@exo2,125+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,127+OFFSET+@eyo,200,20,"Unequipped")
end
if weapon
if !shield and weapon.two_handed == false
#draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Unequipped")
end
else
if !shield
#draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Unequipped")
end
end
if !helm
#draw_icon(218,160+@exo2,205+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,207+OFFSET+@eyo,200,20,"Unequipped")
end
if !body
#draw_icon(219,160+@exo2,245+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,247+OFFSET+@eyo,200,20,"Unequipped")
end
if !accessory
#draw_icon(220,160+@exo2,285+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,287+OFFSET+@eyo,200,20,"Unequipped")
end
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.font.size = Fontsize - 5
self.contents.draw_text(10,120,100,20,Vocab::atk+": ")
self.contents.draw_text(10,120,100,20,(actor.atk-bonus_atk).to_s+" + "+bonus_atk.to_s,2)
self.contents.fill_rect(10,140,104,7,back_color)
self.contents.gradient_fill_rect(12,142,((actor.atk-bonus_atk)*100)/MaxStat,3,str_color1,str_color2)
self.contents.draw_text(10,150,100,20,Vocab::def+": ")
self.contents.draw_text(10,150,100,20,(actor.def-bonus_def).to_s+" + "+bonus_def.to_s,2)
self.contents.fill_rect(10,170,104,7,back_color)
self.contents.gradient_fill_rect(12,172,((actor.def-bonus_def)*100)/MaxStat,3,def_color1,def_color2)
self.contents.draw_text(10,180,100,20,Vocab::spi+": ")
self.contents.draw_text(10,180,100,20,(actor.spi-bonus_spi).to_s+" + "+bonus_spi.to_s,2)
self.contents.fill_rect(10,200,104,7,back_color)
self.contents.gradient_fill_rect(12,202,((actor.spi-bonus_spi)*100)/MaxStat,3,spi_color1,spi_color2)
self.contents.draw_text(10,210,100,20,Vocab::agi+": ")
self.contents.draw_text(10,210,100,20,(actor.agi-bonus_agi).to_s+" + "+bonus_agi.to_s,2)
self.contents.fill_rect(10,230,104,7,back_color)
self.contents.gradient_fill_rect(12,232,((actor.agi-bonus_agi)*100)/MaxStat,3,agi_color1,agi_color2)
if weapon
hit_rate = weapon.hit
else
hit_rate = 95
end
self.contents.font.size = Fontsize - 5
self.contents.font.color = Color.new(162,212,98,255)
self.contents.draw_text(1,245,100,20,"Maximum ATK :",2)
self.contents.draw_text(1,260,100,20,"Hit rate (%) :",2)
self.contents.draw_text(1,275,100,20,"Evasion rate (%) :",2)
self.contents.draw_text(1,290,100,20,"Critical Rate (%) :",2)
self.contents.draw_text(105,245,60,20,(actor.atk*4).to_s,0)
self.contents.draw_text(105,260,60,20,actor.base_hit.to_s + "+" + actor.hitr.to_s,0)
self.contents.draw_text(105,275,60,20,actor.base_eva.to_s + "+" +actor.evar.to_s,0)
self.contents.draw_text(105,290,60,20,actor.base_cri.to_s + "+" + actor.crir.to_s,0)
self.contents.font.size = Fontsize-6
self.contents.font.color = text_color(16)
self.contents.draw_text(135,260,60,20,"[Req:"+PointsPerHIT.to_s+"pt.]",2)
self.contents.draw_text(135,275,60,20,"[Req:"+PointsPerEVA.to_s+"pt.]",2)
self.contents.draw_text(135,290,60,20,"[Req:"+PointsPerCRIT.to_s+"pt.]",2)
#self.contents.draw_text(120,260,60,20,(hit_rate+actor.hit_bonus).to_s,0)
#self.contents.draw_text(120,275,60,20,(evasion+actor.eva).to_s,0)
#self.contents.draw_text(120,290,60,20,(crit+actor.cri_bonus).to_s,0)
if LayoutMode == 1
self.contents.font.color = Color.new(155,199,206,255)
self.contents.font.size = Fontsize - 8
if weapon
self.contents.draw_text(185+@exo,140+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
self.contents.draw_text(219+@exo,140+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
self.contents.draw_text(253+@exo,140+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
self.contents.draw_text(287+@exo,140+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
end
if shield
self.contents.draw_text(185+@exo,170+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
self.contents.draw_text(219+@exo,170+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
self.contents.draw_text(253+@exo,170+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
self.contents.draw_text(287+@exo,170+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
end
if helm
self.contents.draw_text(185+@exo,200+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
self.contents.draw_text(219+@exo,200+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
self.contents.draw_text(253+@exo,200+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
self.contents.draw_text(287+@exo,200+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
end
if body
self.contents.draw_text(185+@exo,230+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
self.contents.draw_text(219+@exo,230+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
self.contents.draw_text(253+@exo,230+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
self.contents.draw_text(287+@exo,230+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
end
if accessory
self.contents.draw_text(185+@exo,260+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
self.contents.draw_text(219+@exo,260+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
self.contents.draw_text(253+@exo,260+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
self.contents.draw_text(287+@exo,260+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
end
end
if Mode == 2
self.contents.font.size = Fontsize - 8
self.contents.font.color = Color.new(155,199,206,255)
self.contents.draw_text(23,100,125,20,"POINTS",2)
self.contents.draw_text(29,110,125,20,"REQUIRED",2)
self.contents.font.size = Fontsize - 4
self.contents.draw_text(20,125,115,20,required(actor.atk-bonus_atk).to_s,2)
self.contents.draw_text(20,155,115,20,required(actor.def-bonus_def).to_s,2)
self.contents.draw_text(20,185,115,20,required(actor.spi-bonus_spi).to_s,2)
self.contents.draw_text(20,215,115,20,required(actor.agi-bonus_agi).to_s,2)
end
if LayoutMode == 2
self.contents.font.color = Color.new(155,199,206,255)
self.contents.font.size = Fontsize - 8
if weapon
self.contents.draw_text(185+@exo2,140+OFFSET+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
self.contents.draw_text(185+@exo2,150+OFFSET+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
self.contents.draw_text(253+@exo2,140+OFFSET+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
self.contents.draw_text(253+@exo2,150+OFFSET+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
end
if shield
self.contents.draw_text(185+@exo2,180+OFFSET+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
self.contents.draw_text(185+@exo2,190+OFFSET+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
self.contents.draw_text(253+@exo2,180+OFFSET+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
self.contents.draw_text(253+@exo2,190+OFFSET+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
end
if helm
self.contents.draw_text(185+@exo2,220+OFFSET+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
self.contents.draw_text(185+@exo2,230+OFFSET+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
self.contents.draw_text(253+@exo2,220+OFFSET+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
self.contents.draw_text(253+@exo2,230+OFFSET+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
end
if body
self.contents.draw_text(185+@exo2,260+OFFSET+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
self.contents.draw_text(185+@exo2,270+OFFSET+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
self.contents.draw_text(253+@exo2,260+OFFSET+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
self.contents.draw_text(253+@exo2,270+OFFSET+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
end
if accessory
self.contents.draw_text(185+@exo2,300+OFFSET+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
self.contents.draw_text(185+@exo2,310+OFFSET+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
self.contents.draw_text(253+@exo2,300+OFFSET+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
self.contents.draw_text(253+@exo2,310+OFFSET+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
end
end
end
def required(base)
return (((base-1)/10)+2).floor
end
end
#==============================================================================
# ** Lettuce_Window_Help
#------------------------------------------------------------------------------
# This window displays property of each attribute
#==============================================================================
class Lettuce_Window_Help < Window_Base
def initialize(index)
super(401,372,144,44)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.size = Fontsize - 6
refresh(index)
end
def refresh(index)
self.contents.clear
self.contents.font.color = text_color(16)
case index
when 0
self.contents.draw_text(0,-5,112,20,"HP + "+HPIncreaseBy.to_s)
when 1
self.contents.draw_text(0,-5,112,20,"MP + "+MPIncreaseBy.to_s)
when 2
self.contents.draw_text(0,-5,112,20,Vocab::atk+" + "+IncreaseBy.to_s)
when 3
self.contents.draw_text(0,-5,112,20,Vocab::def+" + "+IncreaseBy.to_s)
when 4
self.contents.draw_text(0,-5,112,20,Vocab::spi+" + "+IncreaseBy.to_s)
when 5
self.contents.draw_text(0,-5,112,20,Vocab::agi+" + "+IncreaseBy.to_s)
when 6
self.contents.draw_text(0,-5,112,20,"HIT + "+HITIncreaseBy.to_s)
when 7
self.contents.draw_text(0,-5,112,20,"EVA + "+EVAIncreaseBy.to_s)
when 8
self.contents.draw_text(0,-5,112,20,"CRIT + "+CRITIncreaseBy.to_s)
end
end
end
#==============================================================================
# ** Scene_Stat_Dist
#------------------------------------------------------------------------------
# Performs stat distribution process :)
#==============================================================================
class Scene_Stat_Dist < Scene_Base
def initialize(menu_index, from_map = true)
@menu_index = menu_index
@from_map = from_map
end
def start
super
create_menu_background
ihp = Vocab::hp
imp = Vocab::mp
i1 = Vocab::atk
i2 = Vocab::def
i3 = Vocab::spi
i4 = Vocab::agi
i5 = "HIT"
i6 = "EVA"
i7 = "CRIT"
@window_select = Window_Command.new(144,[ihp,imp,i1,i2,i3,i4,i5,i6,i7])
if $position
@window_select.index = $position - 1
else
@window_select.index = 0
end
@window_select.active = true
@window_select.x = 401
@window_select.y = 71
@window_top = Lettuce_Window_Top.new
@window_points = Lettuce_Window_Points.new(@menu_index)
@window_info = Lettuce_Window_Info.new(@menu_index)
@window_help = Lettuce_Window_Help.new(@window_select.index)
end
def terminate
super
dispose_menu_background
@window_top.dispose
@window_points.dispose
@window_info.dispose
@window_help.dispose
@window_select.dispose
end
def update
update_menu_background
#@window_points.refresh(@menu_index)
@window_select.update
#@window_help.refresh(@window_select.index)
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@window_help.refresh(@window_select.index)
end
@changes = 0
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = case @from_map
when true then Scene_Map.new
when false then Scene_Menu.new(3, true)
end
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
@menu_index += 1
@menu_index %= $game_party.members.size
$scene = Scene_Stat_Dist.new(@menu_index)
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
@menu_index += $game_party.members.size - 1
@menu_index %= $game_party.members.size
$scene = Scene_Stat_Dist.new(@menu_index)
elsif Input.trigger?(Input::C)
#Points addition begins
#which attribute
if Mode == 1
do_point_reg
elsif Mode == 2
do_point_rag
end
end
end
def do_point_reg
@att = @window_select.index
actor = $game_party.members[@menu_index]
##weapons
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]
bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
end
if shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
end
case @att
when 0 #HP
if actor.points < PointsPerHP
Sound.play_cancel
elsif actor.maxhp >= MaxHP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxhp += HPIncreaseBy
if $game_party.members[@menu_index].maxhp > MaxHP
$game_party.members[@menu_index].maxhp = MaxHP
end
actor.points -= PointsPerHP
@changes += 1
$position = 1
end
when 1 #MP
if actor.points < PointsPerMP
Sound.play_cancel
elsif actor.maxmp >= MaxMP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxmp += MPIncreaseBy
if $game_party.members[@menu_index].maxmp > MaxMP
$game_party.members[@menu_index].maxmp = MaxMP
end
actor.points -= PointsPerMP
@changes += 1
$position = 1
end
when 2 #ATK
if actor.points < 1
Sound.play_cancel
elsif (actor.atk-bonus_atk) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].atk += IncreaseBy
if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
$game_party.members[@menu_index].atk = MaxStat+bonus_atk
end
actor.points -= 1
@changes += 1
$position = 1
end
when 3 #DEF
if actor.points < 1
Sound.play_cancel
elsif (actor.def-bonus_def) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].def += IncreaseBy
if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
$game_party.members[@menu_index].def = MaxStat+bonus_def
end
actor.points -= 1
@changes += 1
$position = 2
end
when 4 #SPI
if actor.points < 1
Sound.play_cancel
elsif (actor.spi-bonus_spi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].spi += IncreaseBy
if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
$game_party.members[@menu_index].spi = MaxStat+bonus_spi
end
actor.points -= 1
@changes += 1
$position = 3
end
when 5 #AGI
if actor.points < 1
Sound.play_cancel
elsif (actor.agi-bonus_agi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].agi += IncreaseBy
if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
$game_party.members[@menu_index].agi = MaxStat+bonus_agi
end
actor.points -= 1
@changes += 1
$position = 4
end
when 6 #HIT
if actor.points < PointsPerHIT
Sound.play_cancel
elsif actor.hitr >= MaxHIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].hitr += HITIncreaseBy
if $game_party.members[@menu_index].hitr > MaxHIT
$game_party.members[@menu_index].hitr = MaxHIT
end
actor.points -= PointsPerHIT
@changes += 1
$position = 1
end
when 7 #EVA
if actor.points < PointsPerEVA
Sound.play_cancel
elsif actor.evar >= MaxEVA
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].evar += EVAIncreaseBy
if $game_party.members[@menu_index].evar > MaxEVA
$game_party.members[@menu_index].evar = MaxEVA
end
actor.points -= PointsPerEVA
@changes += 1
$position = 1
end
when 8 #CRIT
if actor.points < PointsPerCRIT
Sound.play_cancel
elsif actor.crir >= MaxCRIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].crir += CRITIncreaseBy
if $game_party.members[@menu_index].crir > MaxCRIT
$game_party.members[@menu_index].crir = MaxCRIT
end
actor.points -= PointsPerCRIT
@changes += 1
$position = 1
end
end
if @changes > 0
@window_info.refresh(@menu_index)
@window_points.refresh(@menu_index)
#$scene = Scene_Stat_Dist.new(@menu_index)
end
end
def do_point_rag
@att = @window_select.index
actor = $game_party.members[@menu_index]
##weapons
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]
bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
end
if shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
end
case @att
when 0 #HP
if actor.points < PointsPerHP
Sound.play_cancel
elsif actor.maxhp >= MaxHP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxhp += HPIncreaseBy
if $game_party.members[@menu_index].maxhp > MaxHP
$game_party.members[@menu_index].maxhp = MaxHP
end
actor.points -= PointsPerHP
@changes += 1
$position = 1
end
when 1 #MP
if actor.points < PointsPerMP
Sound.play_cancel
elsif actor.maxmp >= MaxMP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxmp += MPIncreaseBy
if $game_party.members[@menu_index].maxmp > MaxMP
$game_party.members[@menu_index].maxmp = MaxMP
end
actor.points -= PointsPerMP
@changes += 1
$position = 1
end
when 2 #ATK
base_value = actor.atk-bonus_atk
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.atk-bonus_atk) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].atk += IncreaseBy
if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
$game_party.members[@menu_index].atk = MaxStat+bonus_atk
end
actor.points -= required(base_value)
@changes += 1
$position = 1
end
when 3 #DEF
base_value = actor.def-bonus_def
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.def-bonus_def) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].def += IncreaseBy
if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
$game_party.members[@menu_index].def = MaxStat+bonus_def
end
actor.points -= required(base_value)
@changes += 1
$position = 2
end
when 4 #SPI
base_value = actor.spi-bonus_spi
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.spi-bonus_spi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].spi += IncreaseBy
if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
$game_party.members[@menu_index].spi = MaxStat+bonus_spi
end
actor.points -= required(base_value)
@changes += 1
$position = 3
end
when 5 #AGI
base_value = actor.agi-bonus_agi
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.agi-bonus_agi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].agi += IncreaseBy
if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
$game_party.members[@menu_index].agi = MaxStat+bonus_agi
end
actor.points -= required(base_value)
@changes += 1
$position = 4
end
when 6 #HIT
if actor.points < PointsPerHIT
Sound.play_cancel
elsif actor.hitr >= MaxHIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].hitr += HITIncreaseBy
if $game_party.members[@menu_index].hitr > MaxHIT
$game_party.members[@menu_index].hitr = MaxHIT
end
actor.points -= PointsPerHIT
@changes += 1
$position = 1
end
when 7 #EVA
if actor.points < PointsPerEVA
Sound.play_cancel
elsif actor.evar >= MaxEVA
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].evar += EVAIncreaseBy
if $game_party.members[@menu_index].evar > MaxEVA
$game_party.members[@menu_index].evar = MaxEVA
end
actor.points -= PointsPerEVA
@changes += 1
$position = 1
end
when 8 #CRIT
if actor.points < PointsPerCRIT
Sound.play_cancel
elsif actor.crir >= MaxCRIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].crir += CRITIncreaseBy
if $game_party.members[@menu_index].crir > MaxCRIT
$game_party.members[@menu_index].crir = MaxCRIT
end
actor.points -= PointsPerCRIT
@changes += 1
$position = 1
end
end
if @changes > 0
@window_points.refresh(@menu_index)
@window_info.refresh(@menu_index)
#$scene = Scene_Stat_Dist.new(@menu_index)
end
end
def enough_point(base,points)
required = (((base-1)/10)+2).floor
if required > points
return true
elsif required <= points
return false
end
end
def required(base)
return (((base-1)/10)+2).floor
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Giving game actor a point attribute
# -> $game_party.member[x].points
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :points
attr_accessor :hit_bonus
attr_accessor :eva_bonus
attr_accessor :cri_bonus
attr_accessor :hitr
attr_accessor :evar
attr_accessor :crir
#attr_accessor :current_lvl_exp
#attr_accessor :next_lvl_exp
alias Lettuce_Game_Actor_Ini initialize
def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
level_up
#---------------------add the code here
difference = @level - last_level
$game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference
#----------------------- :D
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end
def initialize(actor_id)
Lettuce_Game_Actor_Ini(actor_id)
@points = StartPoints
@hitr = 0
@evar = 0
@crir = 0
#@current_lvl_exp = @exp_list[@level-1]
#@next_lvl_exp = @exp_list[@level]
end
def points
return @points
end
#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
if n+@hitr <= MaxHIT
return n+@hitr
else return MaxHIT
end
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def eva
n = 5
for item in armors.compact do n += item.eva end
if n+@evar <= MaxEVA
return n+@evar
else return MaxEVA
end
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
if n+@crir <= MaxCRIT
return n+@crir
else return MaxCRIT
end
end
#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def base_hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
return n
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def base_eva
n = 5
for item in armors.compact do n += item.eva end
return n
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def base_cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
return n
end
#--------------------------------------------------------------------------
# * bonus rates
#--------------------------------------------------------------------------
def hitr
return @hitr
end
def evar
return @evar
end
def crir
return @crir
end
def current_lvl_exp
return @exp_list[@level]
end
def next_lvl_exp
return @exp_list[@level+1]-@exp_list[@level]
end
end
thx
maybe I should start learning scripting so I dont have to bother you guys all the time lol
Not at all. As long as you tell us what to do, we'll probably do it. Scripters generally hate guesswork.
alright