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[RESOLVED] tiny (very easy) script edit

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****
Banned
Rep:
Level 88
I'm basically Yoda's brother
this script needs to be edited a little:
Code: [Select]
#==============================================================================
# Stat Distribution System by Blizzard
# Version: 1.1b
# Date: 25.3.2007
# Date v1.1b: 6.4.2007
#
#
# Compatibility:
#
# 99% compatibility with everything. WILL corrupt your old savegames. Might
# cause problems with custom leveling up systems.
#
#
# Features:
#
# - distribute points between different stats
# - extra scene for point distribution with confirmation window at the end
# - calls the "caller scene" automatically when finished
# - add points by easily pressing RIGHT/LEFT
# - hold Q to add 10 points at once
# - hold W to add 100 points at once
# - a Stat Distribution System that actually works like it should...
#
# new in v1.1b:
#
# - added option to call the Points Scene after a fight with level ups
# - customizable icon position and opactity
#
# Configuration:
#
# Set up the configuration below.
#
# STARTING_POINTS  - how many points should the actor have initially at level 1
# POINTS_PER_LEVEL - how many points should the actor gain per level
# DISPLAY_ICON     - displays an icon on the map if ANY character in the party
#                    has points to distribute
# ICON_DATA        - some custom options for your icon: [X_POS, Y_POS, OPACITY]
#                    the default values are [612, 452, 192]
# OWN_ICON         - use an own icon for display (the icon has to be in the
#                    Icons folder and must be named "point_notify")
# EVASION_NAME     - the name that should be displayed for "Evasion"
# STR_LIMIT        - max possible STR
# DEX_LIMIT        - max possible DEX
# AGI_LIMIT        - max possible AGI
# INT_LIMIT        - max possible INT
# WINDOW_MODE      - set to true to have the windows at the left, set to false
#                    to have them to at the right
# AUTOMATIC_CALL   - set to true to have the scene called automatically after
#                    battles if at least one character got leveled up
#
#
# You can always add stat points yourself by using following syntax:
#
# $game_party.actors[X].add_stat_points(Z)
# $game_actors[Y].add_stat_points(Z)
#
# Or you can remove them (how much sense it does is up to you...):
#
# $game_party.actors[X].remove_stat_points(Z)
# $game_actors[Y].remove_stat_points(Z)
#
# X - position of actor in the party (STARTS FROM ZERO!)
# Y - ID of actor in the database
# Z - value
#
# You can call the Scene by using a "Call script" event command. Type into the
# editor window this text:
#
# $scene = Scene_Points.new
#
#
# Side Note:
# Decreasing the level of an actor won't remove his gained stat points. You
# MUST do it manually.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr/
# or send me an e-mail:
# boris_blizzard@yahoo.de
#==============================================================================

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

STARTING_POINTS = 5
POINTS_PER_LEVEL = 2
DISPLAY_ICON = false
ICON_DATA = [612, 452, 192]
OWN_ICON = false
EVASION_NAME = "Evasion"
STR_LIMIT = 100
DEX_LIMIT = 100
AGI_LIMIT = 100
INT_LIMIT = 100
WINDOW_MODE = false
AUTOMATIC_CALL = false

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  alias init_sds_later initialize
  def initialize
    init_sds_later
    reset_levels
  end
 
  def reset_levels
    @old_levels = []
    if AUTOMATIC_CALL and $game_actors != nil
      for i in 1...$data_actors.size
        @old_levels.push($game_actors[i].level)
      end
    end
  end
 
  def test_levelup
    for i in 0...@old_levels.size
      if @old_levels[i] < $game_actors[i+1].level
        reset_levels
        return true
      end
    end
    return false
  end

end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party
 
  def any_points?
    for actor in @actors
      return true if actor.points > 0
    end
    return false
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  attr_reader :points
 
  alias setup_sds_later setup
  def setup(actor_id)
    @points = STARTING_POINTS
    setup_sds_later(actor_id)
  end
 
  alias exp_sds_later exp=
  def exp=(exp)
    old_level = @level
    exp_sds_later(exp)
    add_stat_points((@level - old_level) * POINTS_PER_LEVEL)
  end
 
  def add_stat_points(val)
    @points += val if val > 0
  end
 
  def remove_stat_points(val)
    @points -= val
    @points = 0 if @points < 0
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base < Window
 
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect)
  end
 
  alias draw_actor_parameter_sds_later draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type)
    if type == 7
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, EVASION_NAME)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
    else
      draw_actor_parameter_sds_later(actor, x, y, type)
    end
  end
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Level")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
end
#==============================================================================
# Window_Distribution_Status
#==============================================================================

class Window_Distribution_Status < Window_Base
 
  attr_accessor :actor
 
  def initialize(actor)
    super(WINDOW_MODE ? 160 : 0, 0, 480, 480)
    @actor = actor
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    refresh
  end
 
  def refresh
    self.contents.clear
    unless @actor == nil
      draw_actor_battler(@actor, 280, 120)
      draw_actor_name(@actor, 4, 0)
      draw_actor_class(@actor, 4, 32)
      draw_actor_level(@actor, 4, 64)
      draw_actor_state(@actor, 4, 96)
      self.contents.font.color = system_color
      self.contents.draw_text(4, 128, 80, 32, "EXP")
      self.contents.draw_text(4, 160, 80, 32, "NEXT")
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 128, 84, 32, @actor.exp_s, 2)
      self.contents.draw_text(4, 160, 84, 32, @actor.next_rest_exp_s, 2)
      draw_actor_hp(@actor, 4, 224, 172)
      draw_actor_sp(@actor, 4, 256, 172)
      draw_actor_parameter(@actor, 4, 320, 0)
      draw_actor_parameter(@actor, 4, 352, 1)
      draw_actor_parameter(@actor, 4, 384, 2)
      draw_actor_parameter(@actor, 4, 416, 7)
      self.contents.font.color = system_color
      self.contents.draw_text(240, 240, 96, 32, "Equipment")
      draw_item_name($data_weapons[@actor.weapon_id], 240, 288)
      draw_item_name($data_armors[@actor.armor1_id], 240, 320)
      draw_item_name($data_armors[@actor.armor2_id], 240, 352)
      draw_item_name($data_armors[@actor.armor3_id], 240, 384)
      draw_item_name($data_armors[@actor.armor4_id], 240, 416)
    end
  end
 
end
 
#==============================================================================
# Window_Distribution
#==============================================================================

class Window_Distribution < Window_Selectable
 
  attr_accessor :actor
 
  def initialize(actor)
    super(WINDOW_MODE ? 0 : 480, 160, 160, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.active = false
    self.index = 0
    @item_max = 4
    @actor = actor
    @str = 0
    @dex = 0
    @agi = 0
    @int = 0
    @points = 0
    refresh
  end
 
  def set_new_attributes
    @actor.str += @str
    @actor.dex += @dex
    @actor.agi += @agi
    @actor.int += @int
    @actor.remove_stat_points(@points)
  end
 
  def actor=(actor)
    @actor = actor
    @str = @dex = @agi = @int = @points = 0
  end
 
  def refresh
    self.contents.clear
    unless @actor == nil
      self.contents.font.color = system_color
      self.contents.draw_text(52, 0, 72, 32, "DP left", 2)
      self.contents.draw_text(4, 32, 120, 32, $data_system.words.str)
      self.contents.draw_text(4, 96, 120, 32, $data_system.words.dex)
      self.contents.draw_text(4, 160, 120, 32, $data_system.words.agi)
      self.contents.draw_text(4, 224, 120, 32, $data_system.words.int)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, 48, 32, "#{actor.points-@points}", 2)
      self.contents.draw_text(36, 64, 56, 32, "#{@actor.str+@str}", 2)
      self.contents.draw_text(36, 128, 56, 32, "#{@actor.dex+@dex}", 2)
      self.contents.draw_text(36, 192, 56, 32, "#{@actor.agi+@agi}", 2)
      self.contents.draw_text(36, 256, 56, 32, "#{@actor.int+@int}", 2)
      self.contents.font.size += 8
      self.contents.font.bold = true
      for i in 0...4
        self.contents.draw_text(0, (i + 1) * 64 - 8, 32, 42, "«", 2)
        self.contents.draw_text(96, (i + 1) * 64 - 8, 32, 42, "»")
      end
      self.contents.font.bold = false
      self.contents.font.size -= 8
    end
  end
 
  def any_changes?
    return (@points != 0)
  end
 
  def add_point
    case self.index
    when 0
      if @points < @actor.points and @actor.str + @str <= STR_LIMIT
        @points += 1
        @str += 1
        return true
      end
    when 1
      if @points < @actor.points and @actor.dex + @dex <= DEX_LIMIT
        @points += 1
        @dex += 1
        return true
      end
    when 2
      if @points < @actor.points and @actor.agi + @agi <= AGI_LIMIT
        @points += 1
        @agi += 1
        return true
      end
    when 3
      if @points < @actor.points and @actor.int + @int <= INT_LIMIT
        @points += 1
        @int += 1
        return true
      end
    end
    return false
  end
 
  def remove_point
    case self.index
    when 0
      if @points > 0 and @str > 0
        @points -= 1
        @str -= 1
        return true
      end
    when 1
      if @points > 0 and @dex > 0
        @points -= 1
        @dex -= 1
        return true
      end
    when 2
      if @points > 0 and @agi > 0
        @points -= 1
        @agi -= 1
        return true
      end
    when 3
      if @points > 0 and @int > 0
        @points -= 1
        @int -= 1
        return true
      end
    end
    return false
  end
 
  def add_10_points
    result = add_point
    9.times{add_point} if result
    return result
  end
 
  def remove_10_points
    result = remove_point
    9.times{remove_point} if result
    return result
  end
 
  def add_100_points
    result = add_10_points
    9.times{add_10_points} if result
    return result
  end
 
  def remove_100_points
    result = remove_10_points
    9.times{remove_10_points} if result
    return result
  end
 
  def update
    super
    return unless self.active
    if Input.press?(Input::R)
      if Input.repeat?(Input::RIGHT)
        if add_100_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_100_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    elsif Input.press?(Input::L)
      if Input.repeat?(Input::RIGHT)
        if add_10_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_10_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    else
      if Input.repeat?(Input::RIGHT)
        if add_point
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_point
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    end
  end
 
  def update_cursor_rect
    if @index < 0 or not self.active
      self.cursor_rect.empty
    else
      self.cursor_rect.set(32, (@index+1)*64, 64, 32)
    end
  end
 
end
 
#==============================================================================
# Window_Sure
#==============================================================================

class Window_Sure < Window_Command
 
  attr_accessor :actor
 
  def initialize(width, commands)
    commands.push("")
    super
    @item_max = 3
    refresh
  end
 
  def refresh
    super
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 224, 32, "Are you sure?", 1)
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * (index+1), self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(32, (@index+1)*32, 160, 32)
    end
  end
 
end
 
#==============================================================================
# Scene_Points
#==============================================================================

class Scene_Points
 
  def initialize
    @scene = $scene.class
  end
 
  def main
    @actor = $game_party.actors[0]
    commands = ["Distribute", "Change", "Finish"]
    @main_command_window = Window_Command.new(160, commands)
    @main_command_window.x = WINDOW_MODE ? 0 : 480
    @status = Window_Distribution_Status.new(@actor)
    @distro_window = Window_Distribution.new(@actor)
    commands = ["Cancel", "Accept changes", "Discard changes"]
    @sure_window = Window_Sure.new(256, commands)
    @sure_window.x = 320 - @sure_window.width / 2
    @sure_window.y = 240 - @sure_window.height / 2
    @sure_window.z = 500
    @sure_window.active = @sure_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @main_command_window.dispose
    @status.dispose
    @distro_window.dispose
    @sure_window.dispose
  end
 
  def update
    @main_command_window.update
    @distro_window.update
    @sure_window.update
    if @main_command_window.active
      update_main_command
    elsif @distro_window.active
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @main_command_window.active = true
        @distro_window.active = false
      end
    elsif @sure_window.active
      update_sure
    end
  end
 
  def update_main_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if @distro_window.any_changes?
        @main_command_window.index = 3
        @main_command_window.active = false
        @sure_window.active = @sure_window.visible = true
      else
        $scene = @scene.new
      end
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 0
        @main_command_window.active = false
        @distro_window.active = true
      when 1
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 2
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          $scene = @scene.new
        end
      end
      return
    end
  end
 
  def update_sure
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @main_command_window.active = true
      @sure_window.active = @sure_window.visible = false
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 1
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      when 2
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+$game_party.actors.size-1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      when 3
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          $scene = @scene.new
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      end
      return
    end
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias main_sds_later main
  def main
    main_sds_later
    $scene = Scene_Points.new if $game_system.test_levelup
  end
 
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map
 
  alias main_sds_later main
  def main
    main_sds_later
    @notify.dispose if @notify != nil
  end
 
  alias upd_sds_later update
  def update
    check_icon if DISPLAY_ICON
    upd_sds_later
    $game_system.test_levelup
  end
 
  def check_icon
    if $game_party.any_points?
      if @notify == nil
        @notify = RPG::Sprite.new
        if OWN_ICON
          @notify.bitmap = RPG::Cache.icon("point_notify")
        else
          @notify.bitmap = Bitmap.new(24, 24)
          @notify.bitmap.fill_rect(0, 0, 24, 24, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(22, 1, 2, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(1, 22, 23, 2, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(23, 0, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(0, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(2, 2, 20, 20, Color.new(224, 0, 0))
          @notify.bitmap.fill_rect(4, 10, 16, 4, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(10, 4, 4, 16, Color.new(255, 255, 255))
          @notify.opacity = ICON_DATA[2]
        end
        @notify.x = ICON_DATA[0]
        @notify.y = ICON_DATA[1]
        @notify.z = 5000
      end
    elsif @notify != nil
      @notify.dispose
      @notify = nil
    end
  end
 
end

screen shots:
Spoiler for:


i need it so:
when you select the finish button, after you select 1 of the three options (cancel, accept changes, discard changes), it goes to the main menu (instead of just going back to the stat changing screen)

thanks in advance!
« Last Edit: May 29, 2007, 08:01:22 AM by Zeriab »

just so everyone knows, im 15 years old.

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Hmm :-\ Gimme some time to look at this... nowhere in there does it say $scene = Scene_Map.new
Sincerely,
Your conscience.

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just so everyone knows, im 15 years old.

****
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I'm basically Yoda's brother
is it that hard? of course, i shouldnt be talking becasue i cant do it at all

just so everyone knows, im 15 years old.

****
Banned
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I'm basically Yoda's brother
Hmm :-\ Gimme some time to look at this... nowhere in there does it say $scene = Scene_Map.new
did you give up on it? because you haven't said anything. next time you say you will do a request, and then you give up on it, tell me, so im not just hanging here without a clue of what's going on. :)

just so everyone knows, im 15 years old.

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I have tried but i'm not sure how to do it... sorry :-\
I'll keep trying but if anyone wants to try for themselves, then feel free :)
Sincerely,
Your conscience.

****
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Rep:
Level 88
I'm basically Yoda's brother
I have tried but i'm not sure how to do it... sorry :-\
I'll keep trying but if anyone wants to try for themselves, then feel free :)
oh, i thought you gave up, just becasue you felt like it. knowing that you actualy tried makes me happy ;)

hopfully you or someone else wil be able to do it though. ;)

just so everyone knows, im 15 years old.

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Why not ask the creator himself?
http://z3.invisionfree.com/ChaosProject/index.php?act=idx

He probably understands it the most, since he made it.

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this script needs to be edited a little:
Code: [Select]
#==============================================================================
# Stat Distribution System by Blizzard
# Version: 1.1b
# Date: 25.3.2007
# Date v1.1b: 6.4.2007
#
#
# Compatibility:
#
# 99% compatibility with everything. WILL corrupt your old savegames. Might
# cause problems with custom leveling up systems.
#
#
# Features:
#
# - distribute points between different stats
# - extra scene for point distribution with confirmation window at the end
# - calls the "caller scene" automatically when finished
# - add points by easily pressing RIGHT/LEFT
# - hold Q to add 10 points at once
# - hold W to add 100 points at once
# - a Stat Distribution System that actually works like it should...
#
# new in v1.1b:
#
# - added option to call the Points Scene after a fight with level ups
# - customizable icon position and opactity
#
# Configuration:
#
# Set up the configuration below.
#
# STARTING_POINTS  - how many points should the actor have initially at level 1
# POINTS_PER_LEVEL - how many points should the actor gain per level
# DISPLAY_ICON     - displays an icon on the map if ANY character in the party
#                    has points to distribute
# ICON_DATA        - some custom options for your icon: [X_POS, Y_POS, OPACITY]
#                    the default values are [612, 452, 192]
# OWN_ICON         - use an own icon for display (the icon has to be in the
#                    Icons folder and must be named "point_notify")
# EVASION_NAME     - the name that should be displayed for "Evasion"
# STR_LIMIT        - max possible STR
# DEX_LIMIT        - max possible DEX
# AGI_LIMIT        - max possible AGI
# INT_LIMIT        - max possible INT
# WINDOW_MODE      - set to true to have the windows at the left, set to false
#                    to have them to at the right
# AUTOMATIC_CALL   - set to true to have the scene called automatically after
#                    battles if at least one character got leveled up
#
#
# You can always add stat points yourself by using following syntax:
#
# $game_party.actors[X].add_stat_points(Z)
# $game_actors[Y].add_stat_points(Z)
#
# Or you can remove them (how much sense it does is up to you...):
#
# $game_party.actors[X].remove_stat_points(Z)
# $game_actors[Y].remove_stat_points(Z)
#
# X - position of actor in the party (STARTS FROM ZERO!)
# Y - ID of actor in the database
# Z - value
#
# You can call the Scene by using a "Call script" event command. Type into the
# editor window this text:
#
# $scene = Scene_Points.new
#
#
# Side Note:
# Decreasing the level of an actor won't remove his gained stat points. You
# MUST do it manually.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr/
# or send me an e-mail:
# boris_blizzard@yahoo.de
#==============================================================================

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

STARTING_POINTS = 5
POINTS_PER_LEVEL = 2
DISPLAY_ICON = false
ICON_DATA = [612, 452, 192]
OWN_ICON = false
EVASION_NAME = "Evasion"
STR_LIMIT = 100
DEX_LIMIT = 100
AGI_LIMIT = 100
INT_LIMIT = 100
WINDOW_MODE = false
AUTOMATIC_CALL = false

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  alias init_sds_later initialize
  def initialize
    init_sds_later
    reset_levels
  end
 
  def reset_levels
    @old_levels = []
    if AUTOMATIC_CALL and $game_actors != nil
      for i in 1...$data_actors.size
        @old_levels.push($game_actors[i].level)
      end
    end
  end
 
  def test_levelup
    for i in 0...@old_levels.size
      if @old_levels[i] < $game_actors[i+1].level
        reset_levels
        return true
      end
    end
    return false
  end

end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party
 
  def any_points?
    for actor in @actors
      return true if actor.points > 0
    end
    return false
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  attr_reader :points
 
  alias setup_sds_later setup
  def setup(actor_id)
    @points = STARTING_POINTS
    setup_sds_later(actor_id)
  end
 
  alias exp_sds_later exp=
  def exp=(exp)
    old_level = @level
    exp_sds_later(exp)
    add_stat_points((@level - old_level) * POINTS_PER_LEVEL)
  end
 
  def add_stat_points(val)
    @points += val if val > 0
  end
 
  def remove_stat_points(val)
    @points -= val
    @points = 0 if @points < 0
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base < Window
 
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect)
  end
 
  alias draw_actor_parameter_sds_later draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type)
    if type == 7
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, EVASION_NAME)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
    else
      draw_actor_parameter_sds_later(actor, x, y, type)
    end
  end
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Level")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
end
#==============================================================================
# Window_Distribution_Status
#==============================================================================

class Window_Distribution_Status < Window_Base
 
  attr_accessor :actor
 
  def initialize(actor)
    super(WINDOW_MODE ? 160 : 0, 0, 480, 480)
    @actor = actor
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    refresh
  end
 
  def refresh
    self.contents.clear
    unless @actor == nil
      draw_actor_battler(@actor, 280, 120)
      draw_actor_name(@actor, 4, 0)
      draw_actor_class(@actor, 4, 32)
      draw_actor_level(@actor, 4, 64)
      draw_actor_state(@actor, 4, 96)
      self.contents.font.color = system_color
      self.contents.draw_text(4, 128, 80, 32, "EXP")
      self.contents.draw_text(4, 160, 80, 32, "NEXT")
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 128, 84, 32, @actor.exp_s, 2)
      self.contents.draw_text(4, 160, 84, 32, @actor.next_rest_exp_s, 2)
      draw_actor_hp(@actor, 4, 224, 172)
      draw_actor_sp(@actor, 4, 256, 172)
      draw_actor_parameter(@actor, 4, 320, 0)
      draw_actor_parameter(@actor, 4, 352, 1)
      draw_actor_parameter(@actor, 4, 384, 2)
      draw_actor_parameter(@actor, 4, 416, 7)
      self.contents.font.color = system_color
      self.contents.draw_text(240, 240, 96, 32, "Equipment")
      draw_item_name($data_weapons[@actor.weapon_id], 240, 288)
      draw_item_name($data_armors[@actor.armor1_id], 240, 320)
      draw_item_name($data_armors[@actor.armor2_id], 240, 352)
      draw_item_name($data_armors[@actor.armor3_id], 240, 384)
      draw_item_name($data_armors[@actor.armor4_id], 240, 416)
    end
  end
 
end
 
#==============================================================================
# Window_Distribution
#==============================================================================

class Window_Distribution < Window_Selectable
 
  attr_accessor :actor
 
  def initialize(actor)
    super(WINDOW_MODE ? 0 : 480, 160, 160, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.active = false
    self.index = 0
    @item_max = 4
    @actor = actor
    @str = 0
    @dex = 0
    @agi = 0
    @int = 0
    @points = 0
    refresh
  end
 
  def set_new_attributes
    @actor.str += @str
    @actor.dex += @dex
    @actor.agi += @agi
    @actor.int += @int
    @actor.remove_stat_points(@points)
  end
 
  def actor=(actor)
    @actor = actor
    @str = @dex = @agi = @int = @points = 0
  end
 
  def refresh
    self.contents.clear
    unless @actor == nil
      self.contents.font.color = system_color
      self.contents.draw_text(52, 0, 72, 32, "DP left", 2)
      self.contents.draw_text(4, 32, 120, 32, $data_system.words.str)
      self.contents.draw_text(4, 96, 120, 32, $data_system.words.dex)
      self.contents.draw_text(4, 160, 120, 32, $data_system.words.agi)
      self.contents.draw_text(4, 224, 120, 32, $data_system.words.int)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, 48, 32, "#{actor.points-@points}", 2)
      self.contents.draw_text(36, 64, 56, 32, "#{@actor.str+@str}", 2)
      self.contents.draw_text(36, 128, 56, 32, "#{@actor.dex+@dex}", 2)
      self.contents.draw_text(36, 192, 56, 32, "#{@actor.agi+@agi}", 2)
      self.contents.draw_text(36, 256, 56, 32, "#{@actor.int+@int}", 2)
      self.contents.font.size += 8
      self.contents.font.bold = true
      for i in 0...4
        self.contents.draw_text(0, (i + 1) * 64 - 8, 32, 42, "«", 2)
        self.contents.draw_text(96, (i + 1) * 64 - 8, 32, 42, "»")
      end
      self.contents.font.bold = false
      self.contents.font.size -= 8
    end
  end
 
  def any_changes?
    return (@points != 0)
  end
 
  def add_point
    case self.index
    when 0
      if @points < @actor.points and @actor.str + @str <= STR_LIMIT
        @points += 1
        @str += 1
        return true
      end
    when 1
      if @points < @actor.points and @actor.dex + @dex <= DEX_LIMIT
        @points += 1
        @dex += 1
        return true
      end
    when 2
      if @points < @actor.points and @actor.agi + @agi <= AGI_LIMIT
        @points += 1
        @agi += 1
        return true
      end
    when 3
      if @points < @actor.points and @actor.int + @int <= INT_LIMIT
        @points += 1
        @int += 1
        return true
      end
    end
    return false
  end
 
  def remove_point
    case self.index
    when 0
      if @points > 0 and @str > 0
        @points -= 1
        @str -= 1
        return true
      end
    when 1
      if @points > 0 and @dex > 0
        @points -= 1
        @dex -= 1
        return true
      end
    when 2
      if @points > 0 and @agi > 0
        @points -= 1
        @agi -= 1
        return true
      end
    when 3
      if @points > 0 and @int > 0
        @points -= 1
        @int -= 1
        return true
      end
    end
    return false
  end
 
  def add_10_points
    result = add_point
    9.times{add_point} if result
    return result
  end
 
  def remove_10_points
    result = remove_point
    9.times{remove_point} if result
    return result
  end
 
  def add_100_points
    result = add_10_points
    9.times{add_10_points} if result
    return result
  end
 
  def remove_100_points
    result = remove_10_points
    9.times{remove_10_points} if result
    return result
  end
 
  def update
    super
    return unless self.active
    if Input.press?(Input::R)
      if Input.repeat?(Input::RIGHT)
        if add_100_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_100_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    elsif Input.press?(Input::L)
      if Input.repeat?(Input::RIGHT)
        if add_10_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_10_points
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    else
      if Input.repeat?(Input::RIGHT)
        if add_point
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
      if Input.repeat?(Input::LEFT)
        if remove_point
          $game_system.se_play($data_system.cursor_se)
          refresh
        else
          $game_system.se_play($data_system.buzzer_se)
        end
        return
      end
    end
  end
 
  def update_cursor_rect
    if @index < 0 or not self.active
      self.cursor_rect.empty
    else
      self.cursor_rect.set(32, (@index+1)*64, 64, 32)
    end
  end
 
end
 
#==============================================================================
# Window_Sure
#==============================================================================

class Window_Sure < Window_Command
 
  attr_accessor :actor
 
  def initialize(width, commands)
    commands.push("")
    super
    @item_max = 3
    refresh
  end
 
  def refresh
    super
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 224, 32, "Are you sure?", 1)
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * (index+1), self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(32, (@index+1)*32, 160, 32)
    end
  end
 
end
 
#==============================================================================
# Scene_Points
#==============================================================================

class Scene_Points
 
  def initialize
    @scene = $scene.class
  end
 
  def main
    @actor = $game_party.actors[0]
    commands = ["Distribute", "Change", "Finish"]
    @main_command_window = Window_Command.new(160, commands)
    @main_command_window.x = WINDOW_MODE ? 0 : 480
    @status = Window_Distribution_Status.new(@actor)
    @distro_window = Window_Distribution.new(@actor)
    commands = ["Cancel", "Accept changes", "Discard changes"]
    @sure_window = Window_Sure.new(256, commands)
    @sure_window.x = 320 - @sure_window.width / 2
    @sure_window.y = 240 - @sure_window.height / 2
    @sure_window.z = 500
    @sure_window.active = @sure_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @main_command_window.dispose
    @status.dispose
    @distro_window.dispose
    @sure_window.dispose
  end
 
  def update
    @main_command_window.update
    @distro_window.update
    @sure_window.update
    if @main_command_window.active
      update_main_command
    elsif @distro_window.active
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @main_command_window.active = true
        @distro_window.active = false
      end
    elsif @sure_window.active
      update_sure
    end
  end
 
  def update_main_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if @distro_window.any_changes?
        @main_command_window.index = 3
        @main_command_window.active = false
        @sure_window.active = @sure_window.visible = true
      else
        $scene = @scene.new
      end
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 0
        @main_command_window.active = false
        @distro_window.active = true
      when 1
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @distro_window.index = 0
          @status.refresh
        end
      when 2
        if @distro_window.any_changes?
          @main_command_window.active = false
          @sure_window.active = @sure_window.visible = true
          @sure_window.index = 0
        else
          $scene = @scene.new
        end
      end
      return
    end
  end
 
  def update_sure
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @main_command_window.active = true
      @sure_window.active = @sure_window.visible = false
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command_window.index
      when 1
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      when 2
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+$game_party.actors.size-1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      when 3
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          $scene = @scene.new
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
      end
      return
    end
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias main_sds_later main
  def main
    main_sds_later
    $scene = Scene_Points.new if $game_system.test_levelup
  end
 
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map
 
  alias main_sds_later main
  def main
    main_sds_later
    @notify.dispose if @notify != nil
  end
 
  alias upd_sds_later update
  def update
    check_icon if DISPLAY_ICON
    upd_sds_later
    $game_system.test_levelup
  end
 
  def check_icon
    if $game_party.any_points?
      if @notify == nil
        @notify = RPG::Sprite.new
        if OWN_ICON
          @notify.bitmap = RPG::Cache.icon("point_notify")
        else
          @notify.bitmap = Bitmap.new(24, 24)
          @notify.bitmap.fill_rect(0, 0, 24, 24, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(22, 1, 2, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(1, 22, 23, 2, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(23, 0, Color.new(0, 0, 0))
          @notify.bitmap.set_pixel(0, 23, Color.new(0, 0, 0))
          @notify.bitmap.fill_rect(2, 2, 20, 20, Color.new(224, 0, 0))
          @notify.bitmap.fill_rect(4, 10, 16, 4, Color.new(255, 255, 255))
          @notify.bitmap.fill_rect(10, 4, 4, 16, Color.new(255, 255, 255))
          @notify.opacity = ICON_DATA[2]
        end
        @notify.x = ICON_DATA[0]
        @notify.y = ICON_DATA[1]
        @notify.z = 5000
      end
    elsif @notify != nil
      @notify.dispose
      @notify = nil
    end
  end
 
end

screen shots:
Spoiler for:


i need it so:
when you select the finish button, after you select 1 of the three options (cancel, accept changes, discard changes), it goes to the main menu (instead of just going back to the stat changing screen)

thanks in advance!

I haven't looked at the script, so what I am posting is just a guess, but what you need to do is add a
Code: [Select]
$scene = Scene_Menu.new
in the script under the option to finish:

I only browsed quickly through the script, but I am guessing it would go here, under the update_sure method:

Code: [Select]
      when 2
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          i = (@actor.index+$game_party.actors.size-1) % $game_party.actors.size
          @actor = @status.actor = @distro_window.actor = $game_party.actors[i]
          @distro_window.refresh
          @status.refresh
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
        # here #$scene = Scene_Menu.new[/glow]
      when 3
        if @sure_window.index > 0
          @distro_window.set_new_attributes if @sure_window.index == 1
          $scene = @scene.new
        end
        @main_command_window.active = true
        @sure_window.active = @sure_window.visible = false
        # and here # $scene = Scene_Menu.new[/glow]
      end
      return
    end
  end

Remove the # here # and the # and here # tags because they will corrupt it otherwise. If that doesn't work, tell me and I will actually look through the script and find the solution.
« Last Edit: May 28, 2007, 11:22:14 PM by Seamus »

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yay! thanks! it works great now! thanks! ;D

just so everyone knows, im 15 years old.