RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.
Stat Distribution System

0 Members and 1 Guest are viewing this topic.

**
Rep:
Level 85
ah! thank you very much :3

user3k: here is how you can integrate it into your menu (someone asked me the same thing 2 weeks ago, and here is what I told him~)

In class Scene_Menu < Scene_Base under def create_command_window method, you can see variables called s1, s2, s3 etc. Just under those, you need to add s9 = "WhatYouWantItToShowUpAs".

Then right under that, you will see @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) This line defines which menu items are displayed in which order~ (s1 will be items and s8 is end game etc.)
You need to put your s9 somewhere in there, so that it will look something like this:
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s9, s5, s6])
This will make the stat dist. appear just under status

now comes the confusing bit :P You must remember that the index (or order) of these menu starts from 0 (just like everything else in programming) so the index of s1 (or item menu) is 0, index of s2 (skill menu) is 1. So in the above example, the stat dist. menu is in the 5th position so its index is 4. What you must not forget is that the index of s5 and s6 has shifted because you put s9 in front of them.

Then under def update_command_selection, you have to edit this bit

      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      end


That code will check the position of the cursor in the command_window box (which corresponds to the index of your menu items) What it does is then check if the position is at 0 index (when 0), if it is, open item page ($scene = Scene_Item.new) etc.
I assume that when you select the stat dist menu, you want the player to be able to select which player you should open the stat dist page for. So with the stat dist. in the menu, your code should look something like this:

case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3,4  # Skill, equipment, status, stat_dist
        start_actor_selection
      when 5      # Save <-- index of "save" shifted~
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game <-- so is the index of "end game"
        $scene = Scene_End.new
      end


In def update_actor_selection, it will let player select the character which the command will execute for. After that it will open the scene, depending on the position of the cursor in command box. So you have to edit:

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)
      end


and change it to:

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 4
        $scene = Scene_Stat_Dist.new(@status_window.index)
      end

and that should do it XD
"The pinata is full of shaving cream!"
My scripts:

My skins:


**
Rep:
Level 84
NecroKing
 ;9 hay lettuce.... i love the script i realy do.. but the menu part isnt workin for me....

ive been sittin here for half an hour tryin to get it right im wantin to bash my screen in..  :mad:

..... well here is my setup so you can see what im doin wrong... im not seein it...

Code: [Select]
#------------------------------------------------------------------------------
#  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
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_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
    s9 = Vocab::stats
    @command_window = Window_Command.new(160, [s1, s2, s3, s9, s4])
    @command_window.index = @menu_index
    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)
    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 1,2,3,4  # Skill, equipment, status, stat_dist
        start_actor_selection
      when 5      # Save <-- index of "save" shifted~
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game <-- so is the index of "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 4
        $scene = Scene_Stat_Dist.new(@status_window.index)
      end
    end
  end
end



Line 58: s9 = Vocab::stats

if that helps....

EDIT: well i think ihave officialy found a bug... lol. im sorry i must be annoying right about now arnt i? i dont mean to be... but neways if a stat is set to a negative do to an item if you try to add pluses to the stat it will give you points and drop the stat even further instead of raising it and loosing points. ill post a screenshot shortly..

EDIT2: sorry screenshot will halfto wait.... not at my comp... wont be till sunday...
« Last Edit: February 17, 2009, 03:54:15 PM by nevious »

*
Rep: +0/-0Level 83
this mod is great!
one thing is missing, the sound when you switch between characters pages... nothing important, but i miss it...

**
Rep: +0/-0Level 84
Hey,

I really love this script. However, I have a slight problem. It seems that when I cycle to a certain character of mine (it doesn't matter what order he's in) the test play crashes because apparently, it tried to divide by zero. Has anyone else encountered this?

**
Rep:
Level 84
NecroKing
have you made sure to update the characters class? if you dont have anything for what class he will advance too it may crash... it did a few times for me same problem deviding by zero.... idk what else it may be....

**
Rep: +0/-0Level 83
Hey, I used this and just wanted to say thanks.

**
Rep: +0/-0Level 82
Ok so I love this script and I do want to use it. Unfortunately I can't seem to figure out how the hell to add stat points to my characters.
I have tryied to use the command you put at the start of this post.

#$game_party.members[0].points += 5 

If someone could post an event that can help me or knows what I am doing wrong I would be grateful.

**
Rep:
Level 83
"Stop staring and focus!"
Project of the Month winner for January 2010
Kill the #. The # makes it a comment and tells the game to ignore that line.

**
Rep: +0/-0Level 82
Wow I feel really stupied. Would of thought that you would help me with this too choas lol. Thanks that fixed it.

**
Rep: +0/-0Level 82
I can't seem to get this script to show in my menu. I want it to be between Skill and Equip.
When I try to follow the instructions above I get the same error that nevious had:
;9 hay lettuce.... i love the script i realy do.. but the menu part isnt workin for me....

ive been sittin here for half an hour tryin to get it right im wantin to bash my screen in..  :mad:

..... well here is my setup so you can see what im doin wrong... im not seein it...

Code: [Select]
#------------------------------------------------------------------------------
#  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
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_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
    s9 = Vocab::stats
    @command_window = Window_Command.new(160, [s1, s2, s3, s9, s4])
    @command_window.index = @menu_index
    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)
    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 1,2,3,4  # Skill, equipment, status, stat_dist
        start_actor_selection
      when 5      # Save <-- index of "save" shifted~
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game <-- so is the index of "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 4
        $scene = Scene_Stat_Dist.new(@status_window.index)
      end
    end
  end
end



Line 58: s9 = Vocab::stats


I attempted to add a line to the Vocab area but I, apparently, don't know how to. =(

Any help would be appriceated!

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Best RPG Maker User (Scripting)2010 Most Mature Member
Well, don't put Vocab:stats, just put what you want it to be. So try:

s9 = "Stats"

**
Rep: +0/-0Level 82
When I try that I get another error

"
Script "Scene_Menu' line 60: NameError occured.

undefined local variable or method 'stats' for
#<Scene_Menu:0x44eba28>
"

Which from I can tell means that I have to define 'stats' in the Vocab but I don't know how.

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Best RPG Maker User (Scripting)2010 Most Mature Member
Well, you have to put quotes around it - "Stats", not stats.

**
Rep: +0/-0Level 82
Thank you, I don't know why I missed that. It is showing up in the menu now, but it won't pull up a new scene.

I'm sorry if I'm annoying you, I am new to this.

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Best RPG Maker User (Scripting)2010 Most Mature Member
Can you post the exact modifications you've made, because the script nevious posted has a bunch of other problems.

Yours should look more like this:

Code: [Select]
#==============================================================================
# ** 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
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_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(160, [s1, s2, s3, s9, s4, s5, s6])
    @command_window.index = @menu_index
    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 1,2,3,4  # Skill, equipment, status, stat dist
        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  # Stat Distribution
        $scene = Scene_Stat_Dist.new(@status_window.index)
      when 4  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

**
Rep: +0/-0Level 82
I actually just got it working right before I read your response. My Scene_Menu code look like this:
Code: [Select]
#==============================================================================
# ** 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
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_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 = "Level Up"
    @command_window = Window_Command.new(160, [s1, s9, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    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 1,2,3,4  # Skill, equipment, status, stat_dist
        start_actor_selection
      when 5      # Save <-- index of "save" shifted~
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game <-- so is the index of "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
        $scene = Scene_Stat_Dist.new(@status_window.index)
      when 2  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 3  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 4  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end
I hope this helps anyone else who wants to use this script but is having trouble with it. It is a VERY good script.

Thank you MA.

**
Rep: +0/-0Level 69
RMRK Junior
umm, sorry for my bad english but.. i already follow your instruction
like this
Code: [Select]
  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
      difference = @level - last_level
  $game_actors[@actor_id].points += [5]
    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
but everytime i level up, it won't give any stats, help please  :tpg:

****
Rep:
Level 69
umm, sorry for my bad english but.. i already follow your instruction
like this
Code: [Select]
  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
      difference = @level - last_level
  $game_actors[@actor_id].points += [5]
    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
but everytime i level up, it won't give any stats, help please  :tpg:
I couldn't find the def change_exp so I inserted this entire thing into line 1117 under ( alias Lettuce_Game_Actor_Ini initialize ) and it worked for me
Code: [Select]
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
I also have a question, when my actor's hp is in 4 digits it juts into the (HP) character on the left, how do I move the HP digits to the right?
« Last Edit: February 12, 2012, 03:37:29 AM by Pacman »

**
Rep:
Level 71
RMRK Junior
It won't give me points when I level up.... ;-;

here's my def change_exp

Code: [Select]
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
      $game_actors[@actor_id].points += 10
    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

*
<o>_<o>
Rep:
Level 72
2014 Best Artist2013 Best ArtistFor taking arms in the name of your breakfast.Gold - GIAW 10Contestant - GIAW 9
I really hate to necropost or bump this, but I've got a huge issue while trying to use this script. I see a few other people with this problem, as well.

I can't seem to get the points to come to me as my actors level... I've tried everything I see on this post to make it happen, but to no avail (I did get the menu part to work though!)... It's really making me sad... :( So, if anyone could pretty please share their success story (a specific code would make my day xD) or help clarify this, I would be really, really grateful. It's been bothering me for hours now. Perhaps I have the used the wrong spacing, but I usually don't have problems following script instructions... maybe I missed something??

Once again, sorry for the necropost, but I really urgently need help on this...

*
The Hero of Rhyme
Rep:
Level 83
( ͡° ͜ʖ ͡°)
2014 Best RPG Maker User - Story2014 Queen of RMRKProject of the Year 20142011 Best Newbie2014 Best RPG Maker User - Creativity2014 Kindest Member2013 Queen of RMRKBronze SS AuthorBronze Writing ReviewerSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.GOOD!For frequently finding and reporting spam and spam bots2012 Best Yuyubabe Smiley2012 Best RPG Maker User (Creativity);o
How to make your actors gain points by leveling

Sorry 'bout that. Me and my sister (Dr. MC) got it working, we tried Scalinger2's idea. Originally, I tried it and didn't think it worked because I copied the spacing wrong... ^^; So, I went back and copied one of the older posts to get the right spacing and everything for the script. Scalinger2 was totally right xD So, thank you for the help! :) (Even though I'm very late to say that lol) The answer was right before us the whole time we just messed up the spacing lol :) Anyways, for anyone else who ever has this problem, I've got that part of the code with the spacing and such. Just copy & paste this starting at line 1097 on this awesome script :)

Code: [Select]
#==============================================================================
# ** 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
 

Thanks again everyone & Lettuce for the awesome script!
« Last Edit: November 22, 2011, 02:45:26 AM by yuyubabe »
Spoiler for My Games and Art:
ℒℴѵℯ❤


My Artwork Thread

The Lhuvia Tales [Current]

Ambassador [Complete]

The Postman [Complete]

The Wyvern [Complete]

Phoenix Wright: Haunted Turnabout [Complete]

Major Arcana [Cancelled]


***
Rep:
Level 74
I'm baaack!
[sse]I like your script, but I made some edits that make it more user freindly. I tested these and they work. Now you can change some of the text in the Stat Distribution Menu.
Spoiler for:
Code: [Select]
=begin
+------------------------------------------------------------------------------+
# ** Stat points distribution system 1.71                                      #
#                  By Lettuce.                                                 #
#                  Edits by InfinateX                                          #
#                                                                              #
#                                                                              #
#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 = 100
#Maximum attribute point you allowed in your game
MaxStat = 100
MaxHP = 40
MaxMP = 0
     #Max hit, eva and crit rate are all in percentage
MaxHIT = 0 # 100 means never miss
MaxEVA = 0 #100 means ALWAYS dodge; very illogical ^^. 50-70 is good rate
MaxCRIT = 0 #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 = 1
HPIncreaseBy = 4
MPIncreaseBy = 0
HITIncreaseBy = 0
EVAIncreaseBy = 0
CRITIncreaseBy = 0


#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 = 2

#------------------------------------------------------------------------
# These are the phrases/Abrv. used in the Stat Distribution menu.
#------------------------------------------------------------------------
DIST_NAME = "Stat Distribution Menu"
CHAR_CHANGE_TEXT = "Press left or right to change character"
POINT_TEXT = "Points: "
CLASS_TEXT = "Class: "
LVL_TEXT = "Lv. "

#========================== 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,DIST_NAME,1)
self.contents.font.size = Fontsize-4
self.contents.draw_text(0,10,544-32,32,CHAR_CHANGE_TEXT,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,POINT_TEXT+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_TEXT+actor.class.name)
self.contents.draw_text(120,30,200,20,LVL_TEXT+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(230,74,90,20,"EXP: "+s3.to_s+"/"+s4.to_s,0)
    self.contents.font.size = Fontsize
  else
    self.contents.draw_text(230,74,85,20,"-----/-----",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(230,90,89,7,back_color)
    self.contents.gradient_fill_rect(232,92,(85*s3)/s4,3,exp_color1,exp_color2)

  else
    self.contents.fill_rect(230,60,89,7,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(120,44,100,30,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(120,67,100,30,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 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
[/sse]

*
The Hero of Rhyme
Rep:
Level 83
( ͡° ͜ʖ ͡°)
2014 Best RPG Maker User - Story2014 Queen of RMRKProject of the Year 20142011 Best Newbie2014 Best RPG Maker User - Creativity2014 Kindest Member2013 Queen of RMRKBronze SS AuthorBronze Writing ReviewerSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.GOOD!For frequently finding and reporting spam and spam bots2012 Best Yuyubabe Smiley2012 Best RPG Maker User (Creativity);o
Are you allowed to edit someone else's script :o? I think it's fine, but I'm not sure...

In any case, I'm sure they will be helpful, I'll test them out, too.

EDIT: I saw another post do it, so I'm sure it's fine. Just don't take my word for anything script related ^^;

EDIT (Again): Okay, it works perfectly. Good job :)
« Last Edit: December 01, 2011, 04:49:24 AM by yuyubabe »
Spoiler for My Games and Art:
ℒℴѵℯ❤


My Artwork Thread

The Lhuvia Tales [Current]

Ambassador [Complete]

The Postman [Complete]

The Wyvern [Complete]

Phoenix Wright: Haunted Turnabout [Complete]

Major Arcana [Cancelled]