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- if true # << Make true to use this script, false to disable.
- #===============================================================================
- #
- # ☆ $D13x - Insane Stat Point Distribution System
- # -- Author : Dekita
- # -- Version : 1.1
- # -- Level : Hard / Insane
- # -- Requires : $D13x Core v2.0+
- # : You, To Read ALL Instructions CAREFULLY !!
- # -- Engine : RPG Maker VX Ace.
- #
- #===============================================================================
- # ☆ Import
- #-------------------------------------------------------------------------------
- $D13x={}if$D13x==nil
- $D13x[:ISPDS] = true
- #===============================================================================
- # ☆ Updates
- #-------------------------------------------------------------------------------
- # D /M /Y
- # 31/o5/2o13 - Added More Help Info For Script Calls,
- # - Added .reset_some_points(STAT_ID, VALUE) Script Call,
- # 29/o5/2o13 - Finished Script, (v1.0)
- # - Slight Reposition of HP/MP/TP/EXP Gauges,
- # - Added Menu Customisation,
- # 28/o5/2o13 - Bugfix, (Changing Class Not Re-Calculating Stat Values)
- # - Compatibility, (WindowSkins && Scene BGs)
- # - Added IBox Window,
- # 22/o5/2o13 - Added Max Limit For Each Stat,
- # - Improved Windows Display,
- # - Compatibility, (TP Control)
- # 21/o5/2o13 - Finished Advanced Features,
- # - Compatibility, (Atk/Def Lv)
- # 19/o5/2o13 - Beta Phase Begin, (v0.9)
- # - Finished Script Base,
- # 1o/o4/2o13 - Started,
- #
- #===============================================================================
- # ☆ Instructions !!
- #-------------------------------------------------------------------------------
- # Place Below >>
- # " ▼ Materials "
- # " $D13x Statistic Control "
- # " $D13x Elements Control "
- # " $D13x Max TP Control "
- # " $D13x Atk | Def Lvls "
- # Place Above >>
- # " ▼ Main "
- # " $D13x Equipment Sets "
- # " $D13x Learn Skill Reqs "
- # " $D13x Equip Reqs "
- #
- # Placing these script in this order will prevent bugs / faults / FPS drop.
- #
- # This script will NOT work without at least 1 of the following scripts...
- # $D13x - Statistic Control v1.5+ - Enables Param/s-Param/x-Param's Distribution
- # $D13x - Elements Control v1.0+ - Enables Atk/Def Elements Distribution
- # $D13x - Max TP Control v1.0+ - Enables Max TP Distribution.
- # $D13x - Atk | Def Levels v1.0+ - Enables Atk/Def Level Distribution
- # You can use all of the above scripts in conjunction with each other
- #
- # Please Note : This list could be updated at any time !!
- #
- #===============================================================================
- # ☆ Introduction
- #-------------------------------------------------------------------------------
- # I have a dream...
- # I dream of a game where my characters growth is in my control...
- # A game where my choices mean everything...
- # Where a slight mistake can mean the end of all life...
- # I dream of a game that i can design my own character, while playing...
- # A game that i can customize my character to suit my playing style...
- # That not only allows creativity, but rewards it...
- # I dream...
- # Of a game...
- # Made by this script...
- #
- # This script allows the creation of MULTIPLE HIGHLY UNIQUE && DYNAMIC
- # Stat Distribution Systems...
- # It not only provides you with new "parent" stats, that control ANY other
- # statistics, it actually allows you to then distribute them !!
- #
- # EASILY set up a basic distribution system.
- # ELEMENT DISTRIBUTION SYSTEM ? Look No Further !!
- # Distribute Maximum TP with ease..
- # Set up your very own unique distribution system with no scripting knowledge !!
- # ( Requires ability to read instructions )
- #
- #===============================================================================
- # ☆ Features
- #-------------------------------------------------------------------------------
- # - UNLIMITED New Parent Stats that give you control over ALL other stats.
- # - Multiple ways to modify ALL of your newly created stats.
- # - Use your new stats in SKILL FORMULA's and CONDITIONAL BRANCHES.
- # - HIGHLY Informative Distribution Screen (Fully Customisable).
- # - Multiple Growth Set-ups (each actor can grow differently).
- # ^- Each Growth Set-up can have a completetly unique setup
- # Than an other, things like name, cost, stat changes...
- # - Highly Complex && Unique Stat Handling System (FULLY LAG FREE)
- # - Easily Distribute All Statistics (listed below)
- # ^- Params << Requires $D13x Statistic Control.
- # ^- x-Params << Requires $D13x Statistic Control.
- # ^- s-Params << Requires $D13x Statistic Control.
- # ^- Attack Elements << Requires $D13x Elements Control.
- # ^- Defence Elements << Requires $D13x Elements Control.
- # ^- Atk | Def Levels << Requires $D13x Atk | Def Level.
- # ^- Max TP Limit << Requires $D13x Max TP Control.
- # - Spend DP (distribution points), Gold and even Exp to gain stats.
- # - A Smile On Your Face ( Money Back Guarantee !! )
- #
- # And If That Was'nt Enough...
- # you can pair this script with multiple scripts from the $D13x Engine...
- #
- # - Skill Levels
- # ^- Give a parent stat to a skill and the value will increase
- # using the skill levels DMG Multi.
- #
- # - Dev Stat Lv Up Distribution
- # ^- ability to distribute your new parent stats via level up
- # (could be used for actors who cannot access distribution screen)
- #
- # - Equipment Sets
- # ^- Control new parent stats as a set bonus for an equipment set.
- #
- # - Learn Skill Requirements
- # ^- Use new parent stats as skill learning requirements.
- #
- # - Equipment Requirements
- # ^- Use new parent stats as requirements for equipping equipment.
- #
- # NOTE:
- # If using Exp to increase statistics, you are only able to use the actors
- # "spare exp", spare exp is the exp you have gained above the required
- # exp for your current level, but is still below the required exp for next level.
- # This means that your actor cannot decrease their level distributing stats.
- #
- #===============================================================================
- # ★☆★☆★☆★☆★☆★☆★☆★ TERMS AND CONDITIONS: ☆★☆★☆★☆★☆★☆★☆★☆★☆
- #===============================================================================
- # 1. You MUST give credit to "Dekita" !!
- # 2. You are NOT allowed to repost this script.(or modified versions)
- # 3. You are NOT allowed to convert this script.
- # 4. You are NOT allowed to use this script for Commercial games.
- # 5. ENJOY!
- #
- # "FINE PRINT"
- # By using this script you hereby agree to the above terms and conditions,
- # if any violation of the above terms occurs "legal action" may be taken.
- # Not understanding the above terms and conditions does NOT mean that
- # they do not apply to you.
- # If you wish to discuss the terms and conditions in further detail you can
- # contact me at http://dekitarpg.wordpress.com/
- #
- #===============================================================================
- # ☆ Script Calls
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].add_spds_stats(STAT_ID, VALUE)
- # $game_actors[ACTOR_ID].sub_spds_stats(STAT_ID, VALUE)
- # $game_actors[ACTOR_ID].div_spds_stats(STAT_ID, VALUE)
- # $game_actors[ACTOR_ID].mul_spds_stats(STAT_ID, VALUE)
- # $game_actors[ACTOR_ID].mod_spds_stats(STAT_ID, VALUE)
- # ^- Script calls to change parent stat values
- #
- # There is also a third arguement for all the above script calls,
- # it is a boolean arguement to determine if the player should be refreshed.
- # eg.. $game_actors[1].add_spds_stats(0, 5, false)
- # this is very helpfull for maintaining FPS when adding LOTS of stats..
- # The default to this arguemet is true.
- # If you don't understand what this mean, just disregard this information :)
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].parent_stat(STAT_ID)
- # ^- Script call to check the value of a parent stat.
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].get_total_spds_stats
- # ^- Script call to check the total value of all parent stats.
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].gain_points(VALUE)
- # $game_actors[ACTOR_ID].reduce_points(VALUE)
- # ^- Script calls to change available distribution points
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].points
- # ^- Script call to check the value of available distribution points.
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].reset_all_points(false)
- # $game_actors[ACTOR_ID].reset_all_points(true)
- # $game_actors[ACTOR_ID].reset_all_points
- # ^- Script calls to reset all used distribution points,
- # if arguement is false points will not be returned.
- # if true then all spent points will be returned.
- # Default arguement is true.
- # NOTE: Does Not Support Gold && Exp Cost Formulas.
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].reset_some_points(STAT_ID, VALUE)
- # ^- Same as above but only reduces points from STAT_ID by VALUE and then
- # returns the spent points.
- # NOTE: Does Not Support Gold && Exp Cost Formulas.
- #
- #-------------------------------------------------------------------------------
- # $game_actors[ACTOR_ID].change_spds_set_id_to(STAT_SET_ID)
- # ^- Script call to change Distribution Set ID
- #
- #-------------------------------------------------------------------------------
- # ACTOR_ID = The database id for the actor
- # STAT_ID = The id of the parent stat you wish to increase
- # VALUE = The value to change this stat
- # STAT_SET_ID = The id of the distribution stat set to change to.
- #
- #===============================================================================
- # ☆ Notetags ( default )
- #-------------------------------------------------------------------------------
- # <SPDS: X>
- # Replace X with the SPDS::Stat_Set id for that actor / class / enemy
- #
- #-------------------------------------------------------------------------------
- # <DPts: X>
- # Replace X with the value for an actors initial available distribution points.
- # Alternativley, give this notetag to enemies and X distribution points
- # will be evenly devided between each alive battle member :)
- #
- #-------------------------------------------------------------------------------
- # <no spds>
- # Give this notetag to actors who should not be taken to distribution screen
- # on level up.. eg, actor's that the player has no control over...
- # Temporary party members and the like..
- #
- #-------------------------------------------------------------------------------
- # <spds stat: STAT_ID, VALUE>
- # Use this notetag to increase parent stats.
- # give to actors, classes, enemies, equipment, skills, states...
- # STAT_ID = The id of the parent stat you wish to increase
- # VALUE = The value to change this stat
- #
- #-------------------------------------------------------------------------------
- # <all spds stat: VALUE>
- # Use this notetag to increase ALL parent stats by VALUE.
- # give to actors, classes, enemies, equipment, skills, states...
- #
- #-------------------------------------------------------------------------------
- # <spds stat limit: STAT_ID, VALUE>
- # give to actors, classes, enemies, equipment, skills, states...
- # STAT_ID = The id of the parent stat whose max value you wish to increase
- # VALUE = The value to change the maximum value this stat can reach
- #
- #===============================================================================
- # ☆ VERY Helpfull Info
- #-------------------------------------------------------------------------------
- # Q - What is the basis for a distribution system ?
- # A - The ability to add / remove statistics.
- # Although when you increase a stat, lets say Vitality (for example)
- # it may "increase" hp (along with other stats) but it DOES NOT actually
- # increase the HP parameter...
- # You may be thinking "Of course it does !!".
- # And you would be right... In most cases...
- # This script IS NOT most cases...
- # Instead of adding a PERMANENT stat, like most distribution systems,
- # this script instead adds 1 to a counter, ie a parent stat.
- # It then calculates how much each stat (params ect..) should increase
- # for each counter.
- # eg. if the counter (parent stat) was 5 and that parent
- # stat is set to increase hp by 10, the actor would get 50 (10 * 5)
- # TEMPORARILTY added to the stat.
- # This calculation gets done so frequently it has no effect on miscalulations.
- #
- # This method also provides MANY benefits compared to "Less Qualified"
- # Distribution systems...
- #
- # By Calculating stats this way it allows for more dynamic distribution.
- # For Example...
- # Actor 1 has 50 vit (parent stat 0)
- # Actor 1 is Class 1
- # Class 1 Has 1 base MHP
- # Class 1 Has Stat_Set id 0
- # Stat_Set id 0's vit modifies MHP by 10
- # Actor 1's MHP Becomes 501 (1 + (50 * 10))
- # Actor 1 Changes to Class 2
- # Class 2 Has 1 base MHP
- # Class 2 Has SPDS::Stat_Set id 1
- # Stat_Set id 1's vit modifies MHP by 5
- # Actor 1's MHP Becomes 251 (1 + (50 * 5))
- #
- # Another Advantage is that if you give equips/skills/states
- # parent stats, their stats will change accordingly based against
- # the actor/enemies' parent stat values, this of course means that...
- # if Actor 1 & 2 both have THE SAME equip but DIFFERENT Stat_Set's
- # Then the equip item will recognize that and only modify the params
- # based on the actors Stat_Set.
- #
- #===============================================================================
- # ☆ Statistic Help
- #-------------------------------------------------------------------------------
- # PARAMS : # XPARAMS : # SPARAMS : #
- # stat = id # stat = id # stat = id #
- # mhp = 0 # hit = 0 # tgr = 0 #
- # mmp = 1 # eva = 1 # grd = 1 #
- # atk = 2 # cri = 2 # rec = 2 #
- # def = 3 # cev = 3 # pha = 3 #
- # mat = 4 # mev = 4 # mcr = 4 #
- # mdf = 5 # mrf = 5 # tcr = 5 #
- # agi = 6 # cnt = 6 # pdr = 6 #
- # luk = 7 # hrg = 7 # mdr = 7 #
- # # mrg = 8 # fdr = 8 #
- # # trg = 9 # exr = 9 #
- #-------------------------------------------------------------------------------
- # Remember :
- # All Params work with integer values, eg. 1, 5, 123, 653, 198123
- # Atk | Def Levels && Max TP also work with integer values.
- # All x/s-Params work with float values, eg. 1.0, 0.5, 0.1, 0.05, 0.01
- # 1.0 = 100%, 0.01 = 1%,
- # Atk | Def Elements also work using percentage values (floats).
- #
- #===============================================================================
- module SPDS
- #===============================================================================
- Stat_Set={} # << Keep
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ General Settings
- #-----------------------------------------------------------------------------
- # Format = [:cmnd , 'Name'],
- Main_Commands =[
- [:spend, 'Distribute'],
- [:exit, 'Leave'],
- ]
- #-----------------------------------------------------------------------------
- # Max Amount Of Parent Stats Allowed,
- # Parent Stat id begin at 0, if the max was 4 their id's would be
- # 0, 1, 2 & 3 << always remember this.
- # If you try to access a parent stat that is higher than the max stat
- # you will get error messages !
- Max_Parent_Stats = 8
- #-----------------------------------------------------------------------------
- # Number of visible distribution commands shown in distribution selection
- # window.
- Visible_Distribution_Commands = 9
- #-----------------------------------------------------------------------------
- # Finish Command Vocab, Format = ["Command Name", "Help Text"]
- Finish_Data = ['Finish', "Return To Command Window."]
- #-----------------------------------------------------------------------------
- # Allow Finish Command To Be Visible ? (distribution command window)
- Allow_Finish = true
- #-----------------------------------------------------------------------------
- # Vocab Used For Changes Header.
- Changes_Vocab = "Changes:"
- #-----------------------------------------------------------------------------
- # Vocab Used When No Future Change Will Happen (shown in Changes Window)
- No_Change_Vocab = "-"
- #-----------------------------------------------------------------------------
- # Distribution Points Vocab
- DP_Vocab = ["DP: ", "Distribution Points"]
- #-----------------------------------------------------------------------------
- # Max Distribution Points
- Max_Points = 999
- #-----------------------------------------------------------------------------
- # Vocab for when distribution points are gained from an enemy.
- # NOTE: points gained will be divided between ALIVE BATTLE MEMBERS !!
- Gain_Pts_Vocab = "%s Has Gained %s %s."
- #-----------------------------------------------------------------------------
- # Here is where you change the menu settings for the distribution scene,
- # the format = [Visible?, "VOCAB", Switch]
- # make visible true to add a new distribute command to the main menu,
- # change the vocab to suit your needs.
- # Switch is the id of the switch to disable/enable the menu command
- # leave 0 to always enable command.
- Menu_Info = [true, "Distribute", 0]
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Page Settings
- #-----------------------------------------------------------------------------
- # This is where you adjust what information is shown on each page
- # the options are :
- # [:header, "FOR DISPLAYING TEXT LIKE THIS" , icon, hue],
- # [:param, param_id, Text_Color, icon, hue],
- # [:x_param, xparam_id, Text_Color, icon, hue],
- # [:s_param, sparam_id, Text_Color, icon, hue],
- # [:atk_ele, element_id, Text_Color, icon, hue],
- # [:def_ele, element_id, Text_Color, icon, hue],
- # [:atk_lev, not used, Text_Color, icon, hue],
- # [:def_lev, not used, Text_Color, icon, hue],
- # [:tp_info, not used, Text_Color, icon, hue],
- # NOTE :
- # If icon is 0 the text will be positioned where the icon would have been.
- # Use Left + Right to switch pages
- #-----------------------------------------------------------------------------
- # Values have same coloring as main text ?
- Values_Colored = true
- #-----------------------------------------------------------------------------
- # Show Icons ?
- Use_Icons = true
- #-----------------------------------------------------------------------------
- # Page Turn Audio Settings , Format = ["Sound\\File\\Name", Volume, Pitch]
- Page_Turn_Noise = ["Audio\\SE\\Book1", 80, "80+rand(50)"]
- #-----------------------------------------------------------------------------
- # Begin Info Hash. See Above for Detailed Instructions..
- Info={
- :page_1=>[
- [:header, "Parameter Info :", Text_Color::White,0,0],
- [:param, 0, Text_Color::White, 10, 200],
- [:param, 1, Text_Color::White, 10, 0],
- [:tp_info, 7, Text_Color::White, 10, 0],
- [:param, 2, Text_Color::White, 116, 0],
- [:param, 3, Text_Color::White, 510,280],
- [:param, 4, Text_Color::White, 116,120],
- [:param, 5, Text_Color::White, 13, 120],
- [:param, 6, Text_Color::White, 12, 280],
- ],
- :page_2=>[
- [:header, "xParameter Info :", Text_Color::White,0,0],
- [:x_param, 0, Text_Color::White, 11, 0],
- [:x_param, 1, Text_Color::White, 12, 0],
- [:x_param, 2, Text_Color::White, 113, 0],
- [:x_param, 3, Text_Color::White, 114, 0],
- [:x_param, 4, Text_Color::White, 15, 0],
- [:x_param, 7, Text_Color::White, 10,200],
- [:x_param, 8, Text_Color::White, 10, 0],
- [:x_param, 9, Text_Color::White, 14, 0],
- ],
- :page_3=>[
- [:header, "sParameter Info :", Text_Color::White,0,0],
- [:s_param, 0, Text_Color::White, 9, 0],
- [:s_param, 1, Text_Color::White, 139, 0],
- [:s_param, 2, Text_Color::White, 112, 0],
- [:s_param, 3, Text_Color::White, 215,260],
- [:s_param, 4, Text_Color::White, 117, 0],
- [:s_param, 5, Text_Color::White, 119, 0],
- [:s_param, 6, Text_Color::White, 160, 0],
- [:s_param, 7, Text_Color::White, 160,120],
- ],
- :page_4=>[
- [:header, "Outbound Elemental Damage :", Text_Color::White,0,0],
- [:atk_ele, 3, Text_Color::Deep_Red, 104, 0],
- [:atk_ele, 4, Text_Color::Dark_Blue, 105, 0],
- [:atk_ele, 5, Text_Color::Yellow, 106, 0],
- [:atk_ele, 6, Text_Color::Sky_Blue, 107, 0],
- [:atk_ele, 7, Text_Color::Brown, 108, 0],
- [:atk_ele, 8, Text_Color::Candy_Green, 109, 0],
- [:atk_ele, 9, Text_Color::Pure_White, 110, 0],
- [:atk_ele, 10, Text_Color::Grey, 111, 0],
- ],
- :page_5=>[
- [:header, "Inbound Elemental Damage :", Text_Color::White,0,0],
- [:def_ele, 3, Text_Color::Deep_Red, 104, 0],
- [:def_ele, 4, Text_Color::Dark_Blue, 105, 0],
- [:def_ele, 5, Text_Color::Yellow, 106, 0],
- [:def_ele, 6, Text_Color::Sky_Blue, 107, 0],
- [:def_ele, 7, Text_Color::Brown, 108, 0],
- [:def_ele, 8, Text_Color::Candy_Green, 109, 0],
- [:def_ele, 9, Text_Color::Pure_White, 110, 0],
- [:def_ele, 10, Text_Color::Grey, 111, 0],
- ],
- :page_6=>[
- [:header, "Extra Stats :", Text_Color::White,0,0],
- [:param, 7, Text_Color::White, 125, 0],
- [:x_param, 5, Text_Color::White, 14, 0],
- [:x_param, 6, Text_Color::White,200, 0],
- [:s_param, 8, Text_Color::White, 25, 0],
- [:s_param, 9, Text_Color::White, 26, 0],
- [:atk_lev, 3, Text_Color::Deep_Red , 104, 0],
- [:def_lev, 4, Text_Color::Dark_Blue, 105, 0],
- ],
- } # << End Page's Settings
- #-----------------------------------------------------------------------------
- # Max Pages To Show, Never Have Below 1.
- Max_Pages = 3
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Info-Box Settings
- #-----------------------------------------------------------------------------
- # the info box is a small box located in the bottom left of the distribution
- # screen. It can ony be seen if there are less than 9 visible commands.
- # :info=>[ icon, hue, "Text" ],
- IBox={
- # :time => [ 280, 0, "Time :"],
- :gold => [ 361, 0, "Gold :"],
- :exp => [ 362, 180, "Spare Exp :"],
- :pts => [ 363, 90, "DP:"]
- }
- #-----------------------------------------------------------------------------
- # If :time is being shown make this setting = true
- # this will make the time be refreshed each second.
- # By default it is false to reduce system power usage.
- Showing_Time = false
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Distribution Settings Begin
- #-----------------------------------------------------------------------------
- # :pts_on_lv = How many points are gained on level up.
- # :extra_pts = Extra Points Gained.
- # :xtra_p_lv = [Array of levels that :extra_pts are gained on].
- # STAT ID = {Hash of information for this stat}.
- # ^- :name = The name displayed on distribution screen.
- # ^- :icon = [icon_id, hue, enable]
- # ^- :help = "Help Window Text Settings"
- # ^- :cost = [:type, "cost formula"]
- # ^- [:points, "1"]
- # ^- [:gold, "10"]
- # ^- [:exp, "(@level * 4) / (parent_stat(0)/100).to_i"
- # ^- ### NOTE: :gold && :exp Costs are in Beta Phase !! ###
- # ^- :limit= > Max Value This Stat Can Reach (before other modifications).
- # ^- :mods = [Array of information storing this stats statistic mods]
- # ^- [:add_param , id, value],
- # ^- [:sub_param , id, value],
- # ^- [:div_param , id, value],
- # ^- [:mul_param , id, value],
- # ^- [:mod_param , id, value],
- # ^- [:add_xparam , id, value],
- # ^- [:sub_xparam , id, value],
- # ^- [:div_xparam , id, value],
- # ^- [:mul_xparam , id, value],
- # ^- [:mod_xparam , id, value],
- # ^- [:add_sparam , id, value],
- # ^- [:sub_sparam , id, value],
- # ^- [:div_sparam , id, value],
- # ^- [:mul_sparam , id, value],
- # ^- [:mod_sparam , id, value],
- # ^- [:add_atk_ele , id, value],
- # ^- [:sub_atk_ele , id, value],
- # ^- [:div_atk_ele , id, value],
- # ^- [:mul_atk_ele , id, value],
- # ^- [:mod_atk_ele , id, value],
- # ^- [:add_def_ele , id, value],
- # ^- [:sub_def_ele , id, value],
- # ^- [:div_def_ele , id, value],
- # ^- [:mul_def_ele , id, value],
- # ^- [:mod_def_ele , id, value],
- # ^- [:add_atl , value],
- # ^- [:sub_atl , value],
- # ^- [:div_atl , value],
- # ^- [:mul_atl , value],
- # ^- [:mod_atl , value],
- # ^- [:add_dfl , value],
- # ^- [:sub_dfl , value],
- # ^- [:div_dfl , value],
- # ^- [:mul_dfl , value],
- # ^- [:mod_dfl , value],
- # ^- [:add_mtp , value],
- # ^- [:sub_mtp , value],
- # ^- [:div_mtp , value],
- # ^- [:mul_mtp , value],
- # ^- [:mod_mtp , value],
- #-----------------------------------------------------------------------------
- # ☆ Distribution Setup 0 Begin
- #-----------------------------------------------------------------------------
- Stat_Set[0]={# << Begin
- :pts_on_lv => 1,
- :extra_pts => 5,
- :xtra_p_lv => [5,10,15,20],
- 0=>{
- :name => "Vitality",
- :icon => [1, 0, true],
- :help => "Increases Vitality.",
- :cost => [:exp, "( 10 + (@level * parent_stat(0)).to_i )"],
- :limit => 105,
- :mods =>[
- [:add_param , 0, 9.5],
- [:add_param , 3, 0.4],
- [:add_param , 5, 0.4],
- [:add_xparam, 3, 0.001],
- [:add_xparam, 7, 0.0005],
- [:add_sparam, 0, 0.013],
- [:add_sparam, 1, 0.013],
- [:add_sparam, 6, -0.00025],
- [:add_sparam, 7, -0.00025],
- [:add_dfl , 0.5],
- ],
- },
- 1=>{
- :name => "Strength",
- :icon => [2, 0, true],
- :help => "Increases Strength.",
- :cost => [:exp, "( 10 + (@level * parent_stat(1)).to_i )"],
- :limit => 105,
- :mods =>[
- [:add_param , 2, 1.2],
- [:add_param , 3, 0.6],
- [:add_param , 4, -0.01],
- [:add_param , 5, -0.01],
- [:add_param , 7, 0.1],
- [:add_xparam, 6, 0.0005],
- [:add_sparam, 0, 0.0009],
- [:add_sparam, 1, 0.005],
- [:add_sparam, 6, -0.002],
- [:add_atl , 0.25],
- ],
- },
- 2=>{
- :name => "Dexterity",
- :icon => [3, 0, true],
- :help => "Increases Dexterity.",
- :cost => [:exp, "( 10 + (@level * parent_stat(2)).to_i )"],
- :limit => 105,
- :mods =>[
- [:add_param , 6, 1.2],
- [:add_param , 7, 0.6],
- [:add_xparam, 0, 0.005],
- [:add_xparam, 1, 0.0005],
- [:add_xparam, 2, 0.001],
- [:add_xparam, 3, 0.0005],
- [:add_xparam, 4, 0.00025],
- [:add_xparam, 6, 0.0002],
- [:add_xparam, 9, 0.0005],
- [:add_sparam, 5, -0.0025],
- ],
- },
- 3=>{
- :name => "Magic",
- :icon => [4, 0, true],
- :help => "Increases Magic.",
- :cost => [:exp, "( 10 + (@level * parent_stat(3)).to_i )"],
- :limit => 105,
- :mods =>[
- [:add_param , 1, 9.5],
- [:add_param , 2, -0.01],
- [:add_param , 3, -0.01],
- [:add_param , 4, 1.2],
- [:add_param , 5, 0.6],
- [:add_param , 7, 0.1],
- [:add_xparam, 4, 0.001],
- [:add_xparam, 8, 0.0005],
- [:add_sparam, 1, -0.004],
- [:add_sparam, 4, -0.0025],
- [:add_sparam, 7, -0.002],
- [:add_atl , 0.25],
- ],
- },
- }# << End Stat_Set[0]
- #-----------------------------------------------------------------------------
- # ☆ Distribution Setup 0 End
- #-----------------------------------------------------------------------------
- # ☆ Distribution Setup 1 Begin
- #-----------------------------------------------------------------------------
- Stat_Set[1]={# << Begin
- :pts_on_lv => 1,
- :extra_pts => 5,
- :xtra_p_lv => [5,10,15,20],
- 0=>{
- :name => "Ifrit",
- :icon => [104, 0, true],
- :help => "Pray To The Fire God Ifrit To Increase Bond.",
- :cost => [:points, "parent_stat(0)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 3, 0.01],
- [:add_atk_ele, 4, -0.01],
- [:add_def_ele, 3, -0.01],
- [:add_def_ele, 4, 0.01],
- ],
- },
- 1=>{
- :name => "Shiva",
- :icon => [105, 0, true],
- :help => "Pray To The Ice Goddess Shiva To Increase Bond.",
- :cost => [:points, "parent_stat(1)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 3, -0.01],
- [:add_atk_ele, 4, 0.01],
- [:add_def_ele, 3, 0.01],
- [:add_def_ele, 4, -0.01],
- ],
- },
- 2=>{
- :name => "Ramuh",
- :icon => [106, 0, true],
- :help => "Pray To The Thunder God Ramuh To Increase Bond.",
- :cost => [:points, "parent_stat(2)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 5, 0.01],
- [:add_atk_ele, 6, -0.01],
- [:add_def_ele, 5, -0.01],
- [:add_def_ele, 6, 0.01],
- ],
- },
- 3=>{
- :name => "Levithon",
- :icon => [107, 0, true],
- :help => "Pray To The Water God Levithon To Increase Bond.",
- :cost => [:points, "parent_stat(3)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 5, -0.01],
- [:add_atk_ele, 6, 0.01],
- [:add_def_ele, 5, 0.01],
- [:add_def_ele, 6, -0.01],
- ],
- },
- 4=>{
- :name => "Titan",
- :icon => [108, 0, true],
- :help => "Pray To The Earth God Titan To Increase Bond.",
- :cost => [:points, "parent_stat(4)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 7, 0.01],
- [:add_atk_ele, 8, -0.01],
- [:add_def_ele, 7, -0.01],
- [:add_def_ele, 8, 0.01],
- ],
- },
- 5=>{
- :name => "Bahamut",
- :icon => [109, 0, true],
- :help => "Pray To The Wind God Bahamut To Increase Bond.",
- :cost => [:points, "parent_stat(5)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 7, -0.01],
- [:add_atk_ele, 8, 0.01],
- [:add_def_ele, 7, 0.01],
- [:add_def_ele, 8, -0.01],
- ],
- },
- 6=>{
- :name => "Ashura",
- :icon => [110, 0, true],
- :help => "Pray To The Holy Goddess Ashura To Increase Bond.",
- :cost => [:points, "parent_stat(6)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 9, 0.01],
- [:add_atk_ele, 10, -0.01],
- [:add_def_ele, 9, -0.01],
- [:add_def_ele, 10, 0.01],
- [:add_dfl , 1],
- ],
- },
- 7=>{
- :name => "Hades",
- :icon => [111, 0, true],
- :help => "Pray To The Dark God Hades To Increase Bond.",
- :cost => [:points, "parent_stat(7)+1"],
- :limit => 105,
- :mods =>[
- [:add_atk_ele, 9, -0.01],
- [:add_atk_ele, 10, 0.01],
- [:add_def_ele, 9, 0.01],
- [:add_def_ele, 10, -0.01],
- [:add_atl , 1],
- ],
- },
- }# << End Stat_Set[1]
- #-----------------------------------------------------------------------------
- # ☆ Distribution Setup 1 end
- #-----------------------------------------------------------------------------
- # You can add more Stat_Set[id] below this point..
- # Remember to follow the hash layout perfectly or you will encounter errors
- # if you make a mistake, delete your stat set and try again...
- # I DO NOT want to be harrassed by questions of how to make a good setup
- # i have given examples, use them to your advantage..
- #-----------------------------------------------------------------------------
- # Default Stat_Set[ id ] used for all actors / classes / enemies
- Default_Stat_Set = 0
- #-----------------------------------------------------------------------------
- # Initial Distribution Points For ALL Actors.
- Initial_Points = 5
- #-----------------------------------------------------------------------------
- # ☆ Notetag Settings
- #-----------------------------------------------------------------------------
- Notes={
- :SPDS_SET => /<SPDS:(.*)>/i,
- :INIT_DPs => /<DPts:(.*)>/i,
- :NO_SPDS => /<no spds>/i,
- :SPDS_STAT => /<spds stat:(.*),(.*)>/i,
- :ALL_STATS => /<all spds stat:(.*)>/i,
- :SPDS_MAXX => /<spds stat limit:(.*),(.*)>/i,
- }
- #-----------------------------------------------------------------------------
- # This option only works if using my $D13x Scene Backgrounds Script.
- # The background folder is set in the Scene BackGrounds script.
- #-----------------------------------------------------------------------------
- BGs=[
- # ['NAME' , x, y, x scroll, y scroll, z, hue, init opac, max opac],
- ['Sunbeam_Overlay_by ShinGamix',0,0, 0, 0, 1, 0, 105, 255],
- ['ShinGamox_by ShinGamix',0,0, 0, 0, 1, 0, 105, 245],
- ['Fog_By_hyde' , 100, 100, 2, -2, 1, 0, 74, 155],
- ['$Dekita_II' , 0, 0, 1, 1, 2, 0, 0, 255],
- ]# << end
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- # ☆ Window Settings
- #-----------------------------------------------------------------------------
- # This is where you set the windowskin for each window.
- # Simply put a # at the start of lines you want to keep the default
- # NOTE : This setting requires $D13x Window Skins Script.
- # The windowskin folder is set in the WindowSkins script also.
- #-----------------------------------------------------------------------------
- Skins={ # << KEEP !!
- # :window type => ["Skin Name" , hue, opacity]
- :main_command => ["PWI_Style_Blu", 0, 225],
- :spds_command => ["PWI_Style_Blu", 0, 225],
- :spds_help => ["PWI_Style_Blu", 0, 225],
- :main_status => ["PWI_Style_Blu", 0, 225],
- :dist_status => ["PWI_Style_Blu", 0, 225],
- :ibox_window => ["PWI_Style_Blu", 0, 225],
- } # << Keep
- #####################
- # CUSTOMISATION END #
- end #####################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? \| #
- # WELL SLAP MY FACE AND CALL ME A DRAGONITE.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- module SPDS ; Commands = [] ; Max_Parent_Stats.times { |i| Commands << i } ; end
- #===============================================================================
- module DataManager
- #===============================================================================
- #---------------------------------------------------------------------------
- # Alias List
- #---------------------------------------------------------------------------
- class << self
- alias :lbd__SPDS :load_database
- end
- #---------------------------------------------------------------------------
- # Load Database (alias)
- #---------------------------------------------------------------------------
- def self.load_database
- lbd__SPDS
- loa_SPDS
- end
- #---------------------------------------------------------------------------
- # Load Unique Shit
- #---------------------------------------------------------------------------
- def self.loa_SPDS
- classes = [$data_weapons, $data_armors , $data_items , $data_skills ,
- $data_actors , $data_classes, $data_enemies, $data_states ]
- for g in classes
- for o in g
- next if o == nil
- o.load__SPDS
- end
- end
- end
- end # DataManager
- #===============================================================================
- module BattleManager
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Alias Lust
- #-----------------------------------------------------------------------------
- class << self
- alias :gain_disti_pts :gain_exp
- end
- #-----------------------------------------------------------------------------
- # EXP Acquisition and Level Up Display
- #-----------------------------------------------------------------------------
- def self.gain_exp
- gain_disti_pts
- gained = ($game_troop.disti_total / $game_party.alive_battle_members.size)
- vocab = SPDS::Gain_Pts_Vocab
- dp_voc = SPDS::DP_Vocab[1]
- if gained > 0
- for actor in $game_party.alive_battle_members
- actor.gain_points(gained)
- text = sprintf(vocab, actor.name, gained, dp_voc)
- $game_message.add('\.' + text)
- end
- end
- wait_for_message
- end
- end
- #===============================================================================
- class RPG::BaseItem
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Pi Variables
- #-----------------------------------------------------------------------------
- attr_accessor :_SPDS_SET_ID_
- attr_accessor :init_SPDS_points
- attr_accessor :can_distribute
- attr_accessor :spds_stats
- attr_accessor :spds_stats_limit
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- def load__SPDS
- @can_distribute = true
- @spds_stats = [0] * SPDS::Commands.size
- @spds_stats_limit = [0] * SPDS::Commands.size
- @_SPDS_SET_ID_ = SPDS::Default_Stat_Set
- @init_SPDS_points = self.is_a?(RPG::Actor) ? SPDS::Initial_Points : 0
- self.note.split(/[\r\n]+/).each do |line|
- case line
- when SPDS::Notes[:SPDS_SET ] then @_SPDS_SET_ID_ = $1.to_i
- when SPDS::Notes[:INIT_DPs ] then @init_SPDS_points = $1.to_i
- when SPDS::Notes[:NO_SPDS ] then @can_distribute = false
- when SPDS::Notes[:SPDS_STAT] then @spds_stats[$1.to_i] = $2.to_i
- when SPDS::Notes[:SPDS_MAXX] then @spds_stats_limit[$1.to_i] = $2.to_i
- when SPDS::Notes[:ALL_STATS] then SPDS::Commands.each {|i| @spds_stats[i] = $1.to_i }
- end
- end
- end
- end
- #===============================================================================
- class Game_BattlerBase
- #===============================================================================
- #-----------------------------------------------------------------------------
- # ISPDS Feature Code (For Parent Stats)
- #-----------------------------------------------------------------------------
- FEATURE_ISPDS = 2013
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :ispds_init_GB :initialize
- alias :spds_fis_refresh :refresh
- alias :parp_spds_plus :param_plus
- alias :xparp_spds_plus :xparam_plus if $D13x[:Stats_Control]
- alias :sparp_spds_plus :sparam_plus if $D13x[:Stats_Control]
- alias :def_ele_plus_spds :def_ele_plus if $D13x[:Elems_Control]
- alias :atk_ele_plus_spds :atk_ele_plus if $D13x[:Elems_Control]
- alias :at_dfl_plus_mods_spds :atl_dfl_plus if $D13x[:Atk_Def_Lvs]
- alias :mtp_plus_ispds :max_tp_plus if $D13x[:TP_Control]
- #-----------------------------------------------------------------------------
- # Initialize
- #-----------------------------------------------------------------------------
- def initialize(*args, &block)
- @spds_stats_prefix = [0] * gdecoms.size
- setup_spds_set_info
- clear_spds_stats
- ispds_init_GB(*args, &block)
- end
- #-----------------------------------------------------------------------------
- # Get The Commands
- #-----------------------------------------------------------------------------
- def gdecoms
- return SPDS::Commands
- end
- #-----------------------------------------------------------------------------
- # Initialize SPDS System ++ (Default)
- #-----------------------------------------------------------------------------
- def setup_spds_set_info
- @spds_set = SPDS::Default_Stat_Set
- get_stat_val_for__RPG_Items
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Set Info
- #-----------------------------------------------------------------------------
- def spds_set
- return SPDS::Stat_Set[@spds_set]
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stat Value
- #-----------------------------------------------------------------------------
- def get_stat_val_for__RPG_Items
- init_spds_stats_RPG_Fix
- gdecoms.each do |stat|
- next unless spds_set[stat]
- spds_set[stat][:mods].each do |mod|
- case mod[0]
- # << reg-Params
- when :add_param then @param_per_stat[stat][mod[1]] += mod[2]
- when :sub_param then @param_per_stat[stat][mod[1]] -= mod[2]
- when :div_param then @param_per_stat[stat][mod[1]] /= mod[2]
- when :mul_param then @param_per_stat[stat][mod[1]] *= mod[2]
- when :mod_param then @param_per_stat[stat][mod[1]] %= mod[2]
- # << x-Params
- when :add_xparam then @xparam_per_stat[stat][mod[1]] += mod[2]
- when :sub_xparam then @xparam_per_stat[stat][mod[1]] -= mod[2]
- when :div_xparam then @xparam_per_stat[stat][mod[1]] /= mod[2]
- when :mul_xparam then @xparam_per_stat[stat][mod[1]] *= mod[2]
- when :mod_xparam then @xparam_per_stat[stat][mod[1]] %= mod[2]
- # << s-Params
- when :add_sparam then @sparam_per_stat[stat][mod[1]] += mod[2]
- when :sub_sparam then @sparam_per_stat[stat][mod[1]] -= mod[2]
- when :div_sparam then @sparam_per_stat[stat][mod[1]] /= mod[2]
- when :mul_sparam then @sparam_per_stat[stat][mod[1]] *= mod[2]
- when :mod_sparam then @sparam_per_stat[stat][mod[1]] %= mod[2]
- # << Attack Elements
- when :add_atk_ele then @atk_ele_per_stat[stat][mod[1]] += mod[2]
- when :sub_atk_ele then @atk_ele_per_stat[stat][mod[1]] -= mod[2]
- when :div_atk_ele then @atk_ele_per_stat[stat][mod[1]] /= mod[2]
- when :mul_atk_ele then @atk_ele_per_stat[stat][mod[1]] *= mod[2]
- when :mod_atk_ele then @atk_ele_per_stat[stat][mod[1]] %= mod[2]
- # << Defence Elements
- when :add_def_ele then @def_ele_per_stat[stat][mod[1]] += mod[2]
- when :sub_def_ele then @def_ele_per_stat[stat][mod[1]] -= mod[2]
- when :div_def_ele then @def_ele_per_stat[stat][mod[1]] /= mod[2]
- when :mul_def_ele then @def_ele_per_stat[stat][mod[1]] *= mod[2]
- when :mod_def_ele then @def_ele_per_stat[stat][mod[1]] %= mod[2]
- # << Attack Level
- when :add_atl then @atl_dfl_per_stat[stat][0] += mod[1]
- when :sub_atl then @atl_dfl_per_stat[stat][0] -= mod[1]
- when :div_atl then @atl_dfl_per_stat[stat][0] /= mod[1]
- when :mul_atl then @atl_dfl_per_stat[stat][0] *= mod[1]
- when :mod_atl then @atl_dfl_per_stat[stat][0] %= mod[1]
- # << Defence Level
- when :add_dfl then @atl_dfl_per_stat[stat][1] += mod[1]
- when :sub_dfl then @atl_dfl_per_stat[stat][1] -= mod[1]
- when :div_dfl then @atl_dfl_per_stat[stat][1] /= mod[1]
- when :mul_dfl then @atl_dfl_per_stat[stat][1] *= mod[1]
- when :mod_dfl then @atl_dfl_per_stat[stat][1] %= mod[1]
- # << Max TP
- when :add_mtp then @max_tp_per_stat[stat] += mod[1]
- when :sub_mtp then @max_tp_per_stat[stat] -= mod[1]
- when :div_mtp then @max_tp_per_stat[stat] /= mod[1]
- when :mul_mtp then @max_tp_per_stat[stat] *= mod[1]
- when :mod_mtp then @max_tp_per_stat[stat] %= mod[1]
- end
- end
- end
- end
- #-----------------------------------------------------------------------------
- # Initialize SPDS Stats FPS Fix
- #-----------------------------------------------------------------------------
- def init_spds_stats_RPG_Fix
- @param_per_stat = {}
- @xparam_per_stat = {}
- @sparam_per_stat = {}
- @atk_ele_per_stat = {}
- @def_ele_per_stat = {}
- @atl_dfl_per_stat = {}
- @tp_max_per_stat = {}
- gdecoms.each do |stat|
- @tp_max_per_stat [stat] = 0
- @atl_dfl_per_stat [stat] = [0] * 2
- @param_per_stat [stat] = [0] * 8
- @xparam_per_stat [stat] = [0] * 10
- @sparam_per_stat [stat] = [0] * 10
- @atk_ele_per_stat [stat] = [0] * $data_system.elements.size
- @def_ele_per_stat [stat] = [0] * $data_system.elements.size
- end
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stats
- #-----------------------------------------------------------------------------
- def spds_stats(id)
- base = (features_sum(FEATURE_ISPDS, id) + spds_plus(id))
- esab = [[base, spds_stats_max(id)].min, 0].max
- @spds_stats_prefix[id] = esab.to_i
- @spds_stats_prefix[id]
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stats Max
- #-----------------------------------------------------------------------------
- def spds_stats_max(id)
- base = spds_set[id][:limit] rescue 0
- return base
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stats
- #-----------------------------------------------------------------------------
- def parent_stat(id)
- return @spds_stats_prefix[id]
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stats Plus
- #-----------------------------------------------------------------------------
- def spds_plus(id)
- @spds_stats[id]
- end
- #-----------------------------------------------------------------------------
- # Clear SPDS Stats Plus
- #-----------------------------------------------------------------------------
- def clear_spds_stats
- @spds_stats = [0] * gdecoms.size
- end
- #-----------------------------------------------------------------------------
- # Add SPDS Stats
- #-----------------------------------------------------------------------------
- def add_spds_stats(id, value, ref = true)
- @spds_stats[id] += value
- refresh if ref
- end
- #-----------------------------------------------------------------------------
- # Sub SPDS Stats
- #-----------------------------------------------------------------------------
- def sub_spds_stats(id, value, ref = true)
- @spds_stats[id] -= value
- refresh if ref
- end
- #-----------------------------------------------------------------------------
- # Div SPDS Stats
- #-----------------------------------------------------------------------------
- def div_spds_stats(id, value, ref = true)
- @spds_stats[id] /= value
- refresh if ref
- end
- #-----------------------------------------------------------------------------
- # Mul SPDS Stats
- #-----------------------------------------------------------------------------
- def mul_spds_stats(id, value, ref = true)
- @spds_stats[id] *= value
- refresh if ref
- end
- #-----------------------------------------------------------------------------
- # Mod SPDS Stats
- #-----------------------------------------------------------------------------
- def mod_spds_stats(id, value, ref = true)
- @spds_stats[id] %= value
- refresh if ref
- end
- #-----------------------------------------------------------------------------
- # Refresh
- #-----------------------------------------------------------------------------
- def refresh
- gdecoms.each { |i| spds_stats(i) }
- spds_fis_refresh
- end
- #-----------------------------------------------------------------------------
- # Param Plus
- #-----------------------------------------------------------------------------
- def param_plus(param_id)
- base = parp_spds_plus(param_id)
- SPDS::Commands.each do |i|
- base += (@param_per_stat[gdecoms[i]][param_id]*@spds_stats_prefix[i])
- end
- base.to_i
- end
- if $D13x[:Stats_Control]
- #---------------------------------------------------------------------------
- # x-Param Plus
- #---------------------------------------------------------------------------
- def xparam_plus(xparam_id)
- base = xparp_spds_plus(xparam_id)
- SPDS::Commands.each do |i|
- base += (@xparam_per_stat[gdecoms[i]][xparam_id]*@spds_stats_prefix[i])
- end
- base.to_f
- end
- #---------------------------------------------------------------------------
- # s-Param Plus
- #---------------------------------------------------------------------------
- def sparam_plus(sparam_id)
- base = sparp_spds_plus(sparam_id)
- SPDS::Commands.each do |i|
- base += (@sparam_per_stat[gdecoms[i]][sparam_id]*@spds_stats_prefix[i])
- end
- base.to_f
- end
- end # if $D13x[:Stats_Control]
- if $D13x[:Elems_Control]
- #---------------------------------------------------------------------------
- # Defence Element Plus
- #---------------------------------------------------------------------------
- def def_ele_plus(element_id)
- base = def_ele_plus_spds(element_id)
- SPDS::Commands.each do |i|
- base += (@def_ele_per_stat[gdecoms[i]][element_id]*@spds_stats_prefix[i])
- end
- base.to_f
- end
- #---------------------------------------------------------------------------
- # Attack Element Plus
- #---------------------------------------------------------------------------
- def atk_ele_plus(element_id)
- base = atk_ele_plus_spds(element_id)
- SPDS::Commands.each do |i|
- base += (@atk_ele_per_stat[gdecoms[i]][element_id]*@spds_stats_prefix[i])
- end
- base.to_f
- end
- end # if $D13x[:Elems_Control]
- if $D13x[:Atk_Def_Lvs]
- #---------------------------------------------------------------------------
- # Atk Lv | Def Lv ++
- #---------------------------------------------------------------------------
- def atl_dfl_plus(id)
- base = at_dfl_plus_mods_spds(id)
- SPDS::Commands.each do |i|
- base += (@atl_dfl_per_stat[gdecoms[i]][id]*@spds_stats_prefix[i])
- end
- base.to_i
- end
- end # if $D13x[:Atk_Def_Lvs]
- if $D13x[:TP_Control]
- #---------------------------------------------------------------------------
- # Max TP Plus
- #---------------------------------------------------------------------------
- def max_tp_plus
- base = mtp_plus_ispds
- SPDS::Commands.each do |i|
- base += (@tp_max_per_stat[gdecoms[i]]*@spds_stats_prefix[i])
- end
- base.to_i
- end
- end
- end # Game_BattlerBase
- #===============================================================================
- class Game_Actor < Game_Battler
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Pi Variables
- #-----------------------------------------------------------------------------
- attr_reader :points
- attr_reader :SPDSFLAG
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :sD13x_SPDS_init :initialize
- alias :lev_up_SPDS :level_up
- alias :change_SPDS_class :change_class
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(actor_id)
- sD13x_SPDS_init(actor_id)
- init_SPDS
- end
- #-----------------------------------------------------------------------------
- # Initialize SPDS System
- #-----------------------------------------------------------------------------
- def init_SPDS
- @points = actor.init_SPDS_points
- @SPDSFLAG = false
- setup_spds_set_info_overwrite
- end
- #-----------------------------------------------------------------------------
- # Initialize SPDS System ++ (from super)
- #-----------------------------------------------------------------------------
- def setup_spds_set_info_overwrite
- act = actor._SPDS_SET_ID_
- cla = self.class._SPDS_SET_ID_
- @spds_set = SPDS::Default_Stat_Set
- @spds_set = cla if cla != SPDS::Default_Stat_Set
- @spds_set = act if act != SPDS::Default_Stat_Set
- get_stat_val_for__RPG_Items
- end
- #-----------------------------------------------------------------------------
- # Change_SPDS_Set_ID
- #-----------------------------------------------------------------------------
- def change_spds_set_id_to(id)
- return if SPDS::Stat_Set[id] == nil
- @spds_set = id
- get_stat_val_for__RPG_Items
- end
- #--------------------------------------------------------------------------
- # Change Class | keep_exp: Keep EXP
- #--------------------------------------------------------------------------
- def change_class(class_id, keep_exp = false)
- new_cla = class_id
- change_SPDS_class(class_id, keep_exp)
- setup_spds_set_info_overwrite if new_cla != @class_id
- end
- #-----------------------------------------------------------------------------
- # Level Up
- #-----------------------------------------------------------------------------
- def level_up
- lev_up_SPDS
- on_lv_SPDS
- end
- #-----------------------------------------------------------------------------
- # Level Up SPDS
- #-----------------------------------------------------------------------------
- def on_lv_SPDS
- return unless can_distribute?
- @points += spds_set[:pts_on_lv]
- @points += spds_set[:extra_pts] if spds_set[:xtra_p_lv].include?(@level)
- @SPDSFLAG = true if @points > 0
- end
- #-----------------------------------------------------------------------------
- # Can Distribute Stats?
- #-----------------------------------------------------------------------------
- def can_distribute?
- return actor.can_distribute
- end
- #-----------------------------------------------------------------------------
- # Reset SPDSFLAG
- #-----------------------------------------------------------------------------
- def reset_SPDSFLAG
- @SPDSFLAG = false
- end
- #-----------------------------------------------------------------------------
- # Do SPDS Stat Modifications <><>
- #-----------------------------------------------------------------------------
- def spds_stat_mods(mods,spds_stat_id,does_cost = true)
- @spds_stats[spds_stat_id] += 1
- cost = get_point_cost(mods[:cost][1])
- return refresh unless does_cost
- case mods[:cost][0]
- when :points then reduce_points(cost)
- when :gold then $game_party.gain_gold(-cost)
- when :exp then reduce_spds_exp(cost)
- end
- refresh
- end
- #-----------------------------------------------------------------------------
- # Reduce Points
- #-----------------------------------------------------------------------------
- def reduce_points(val)
- @points -= val
- @points = 0 if @points < 0
- end
- #-----------------------------------------------------------------------------
- # Reset All Points
- #-----------------------------------------------------------------------------
- def reset_all_points(pts_bk = true)
- old_pts = get_total_spds_stats
- clear_spds_stats
- new_pts = get_total_spds_stats
- gain_points(old_pts-new_pts) if ((old_pts > new_pts) && (pts_bk))
- end
- #-----------------------------------------------------------------------------
- # Reset Some Points
- #-----------------------------------------------------------------------------
- def reset_some_points(stat_id, points, pts_bk = true)
- old_pts = parent_stat(stat_id)
- sub_spds_stats(stat_id, points)
- new_pts = parent_stat(stat_id)
- gain_points(old_pts-new_pts) if ((old_pts > new_pts) && (pts_bk))
- end
- #-----------------------------------------------------------------------------
- # Gain Points
- #-----------------------------------------------------------------------------
- def gain_points(val)
- @points += val
- @points = SPDS::Max_Points if @points > SPDS::Max_Points
- end
- #-----------------------------------------------------------------------------
- # Reduce SPDS Exp
- #-----------------------------------------------------------------------------
- def reduce_spds_exp(val)
- gain_exp(-val)
- end
- #-----------------------------------------------------------------------------
- # Get Spendable Exp
- #-----------------------------------------------------------------------------
- def spendable_exp
- exp - current_level_exp
- end
- #-----------------------------------------------------------------------------
- # Get Points Cost
- #-----------------------------------------------------------------------------
- def get_point_cost(string)
- return [eval(string), 1].max.to_i rescue 0
- end
- #-----------------------------------------------------------------------------
- # Get Total SPDS Stats
- #-----------------------------------------------------------------------------
- def get_total_spds_stats(base = 0)
- gdecoms.each { |i| base += parent_stat(i) }
- return base
- end
- #-----------------------------------------------------------------------------
- # SPDS Plus
- #-----------------------------------------------------------------------------
- def spds_plus(id)
- base = super(id)
- base += actor.spds_stats[id]
- base += self.class.spds_stats[id]
- base += equips.compact.inject(0) {|r, i| r += i.spds_stats[id] }
- base += states.compact.inject(0) {|r, i| r += i.spds_stats[id] }
- if $D13x[:Skill_Lv]
- base += skills.compact.inject(0) {|r, i| r += (i.spds_stats[id]*
- Skill_Levels::Exp_Set[i.exp_set][@skills_lv[i.id]][2] ).to_f}
- else
- base += skills.compact.inject(0) {|r, i| r += i.spds_stats[id] }
- end
- base
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stats Max
- #-----------------------------------------------------------------------------
- def spds_stats_max(id)
- base = super(id)
- base += actor.spds_stats_limit[id]
- base += self.class.spds_stats_limit[id]
- base += equips.compact.inject(0) {|r, i| r += i.spds_stats_limit[id] }
- base += states.compact.inject(0) {|r, i| r += i.spds_stats_limit[id] }
- if $D13x[:Skill_Lv]
- base += skills.compact.inject(0) {|r, i| r += (i.spds_stats_limit[id]*
- Skill_Levels::Exp_Set[i.exp_set][@skills_lv[i.id]][2] ).to_f}
- else
- base += skills.compact.inject(0) {|r, i| r += i.spds_stats_limit[id] }
- end
- base
- end
- end
- #===============================================================================
- class Game_Enemy < Game_Battler
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :sD13x_SPDS_init :initialize
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(index, enemy_id)
- sD13x_SPDS_init(index, enemy_id)
- setup_spds_set_info_overwrite
- end
- #-----------------------------------------------------------------------------
- # Get Distribution Points
- #-----------------------------------------------------------------------------
- def disti_pts
- enemy.init_SPDS_points
- end
- #-----------------------------------------------------------------------------
- # Initialize SPDS System ++ (from super)
- #-----------------------------------------------------------------------------
- def setup_spds_set_info_overwrite
- @spds_set = SPDS::Default_Stat_Set
- @spds_set = enemy._SPDS_SET_ID_ if enemy._SPDS_SET_ID_ != @spds_set
- get_stat_val_for__RPG_Items
- end
- #-----------------------------------------------------------------------------
- # SPDS Plus
- #-----------------------------------------------------------------------------
- def spds_plus(id)
- base = super(id)
- base += enemy.spds_stats[id]
- base += states.compact.inject(0) {|r, i| r += i.spds_stats[id] }
- base
- end
- #-----------------------------------------------------------------------------
- # Get SPDS Stats Max
- #-----------------------------------------------------------------------------
- def spds_stats_max(id)
- base = super(id)
- base += enemy.spds_stats_limit[id]
- base += states.compact.inject(0) {|r, i| r += i.spds_stats_limit[id] }
- base
- end
- end
- #===============================================================================
- class Game_Troop < Game_Unit
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Calculate Distribution Points Gain Total
- #-----------------------------------------------------------------------------
- def disti_total
- dead_members.inject(0) {|r, enemy| r += enemy.disti_pts }
- end
- end
- #===============================================================================
- class Game_Party < Game_Unit
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Check if member needs to be taken to distribution screen.
- #-----------------------------------------------------------------------------
- def check_need_spds?
- alive_battle_members.each do |a|
- next unless a.SPDSFLAG
- a.reset_SPDSFLAG
- return a
- end
- return nil
- end
- end
- #===============================================================================
- class Window_MenuCommand < Window_Command
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :add_spds_menu_command :add_original_commands
- #-----------------------------------------------------------------------------
- # For Adding Original Commands
- #-----------------------------------------------------------------------------
- def add_original_commands
- add_spds_menu_command
- add_command(SPDS::Main_Commands[0][1], :distribute, can_distribute)
- end
- #-----------------------------------------------------------------------------
- # Add Distribution Command
- #-----------------------------------------------------------------------------
- def add_distribute_command
- return unless SPDS::Menu_Info[0]
- add_command(SPDS::Menu_Info[2], :distribute, can_distribute)
- end
- #-----------------------------------------------------------------------------
- # Can Enable Distribution ?
- #-----------------------------------------------------------------------------
- def can_distribute
- return $game_switches[SPDS::Menu_Info[2]] if SPDS::Menu_Info[2] != 0
- return true
- end
- end
- #===============================================================================
- class Window_SPDSCommand < Window_Command
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Get Window Width
- #-----------------------------------------------------------------------------
- def window_width
- return Graphics.width / 4
- end
- #-----------------------------------------------------------------------------
- # Get Number of Lines to Show
- #-----------------------------------------------------------------------------
- def visible_line_number
- return 2
- end
- #-----------------------------------------------------------------------------
- # Set/Get Alignment
- #-----------------------------------------------------------------------------
- def alignment
- return 1
- end
- #-----------------------------------------------------------------------------
- # Create Command List
- #-----------------------------------------------------------------------------
- def make_command_list
- for command in SPDS::Main_Commands
- add_command(command[1], command[0])
- end
- end
- #-----------------------------------------------------------------------------
- # Draws Items
- #-----------------------------------------------------------------------------
- def draw_item(index)
- self.contents.font.name = General::Fonts
- self.contents.font.size = General::Font_Size
- self.contents.font.bold = General::Font_Bold
- draw_text(item_rect_for_text(index), command_name(index), 1)
- end
- end
- #===============================================================================
- class Window_SPDS_DistributeCommand < Window_Command
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Pi Variables
- #-----------------------------------------------------------------------------
- attr_reader :actor
- #-----------------------------------------------------------------------------
- # Initialize
- #-----------------------------------------------------------------------------
- def initialize(x, y)
- @dey = y
- @actor = $game_party.menu_actor
- super(x, y)
- deactivate
- @index = -1
- end
- #-----------------------------------------------------------------------------
- # Set Actor
- #-----------------------------------------------------------------------------
- def actor=(actor)
- return if @actor == actor
- @actor = actor
- refresh
- end
- #-----------------------------------------------------------------------------
- # Get Window Width
- #-----------------------------------------------------------------------------
- def window_width
- return Graphics.width / 3
- end
- #-----------------------------------------------------------------------------
- # Get Window Height
- #-----------------------------------------------------------------------------
- def window_height
- return (line_height*(SPDS::Visible_Distribution_Commands+1))
- end
- #-----------------------------------------------------------------------------
- # Create Command List
- #-----------------------------------------------------------------------------
- def make_command_list
- return unless @actor
- ind = 0
- for command in SPDS::Commands
- next unless @actor.spds_set[command]
- set = @actor.spds_set[command]
- cost = @actor.get_point_cost(set[:cost][1])
- enab = can_enable_spend?(set[:cost][0], cost, ind)
- add_command(set[:name], :spend_pts, enab, set)
- ind += 1
- end
- return unless SPDS::Allow_Finish
- add_command(SPDS::Finish_Data[0], :end_distribute,true, {})
- end
- #-----------------------------------------------------------------------------
- # Draws Items
- #-----------------------------------------------------------------------------
- def draw_item(index)
- change_color(normal_color, command_enabled?(index))
- self.contents.font.name = General::Fonts
- self.contents.font.size = General::Font_Size
- self.contents.font.bold = General::Font_Bold
- rect = item_rect_for_text(index)
- icon = command_icon(index)
- contents.fill_rect(rect.x-2,rect.y+1,rect.width+4,rect.height-2,Color.new(0,0,0,64))
- if command_name(index) == SPDS::Finish_Data[0]
- draw_text(rect, command_name(index), 1)
- else
- draw_de_icon(icon[0], rect.x, rect.y, icon[1], icon[2])
- rect.x += 25
- draw_text(rect, command_name(index), 0)
- rect.x -= 28
- change_color(normal_color)
- draw_text(rect, @actor.spds_stats(index).to_s, 2)
- end
- end
- #-----------------------------------------------------------------------------
- # Get Command Icon
- #-----------------------------------------------------------------------------
- def command_icon(index)
- @list[index][:ext][:icon]
- end
- #-----------------------------------------------------------------------------
- # Get Command Icon
- #-----------------------------------------------------------------------------
- def get_command_help
- text = @actor.spds_set[SPDS::Commands[@index]][:help] rescue nil
- return SPDS::Finish_Data[1] unless text
- data = @actor.spds_set[SPDS::Commands[@index]]
- cost = @actor.get_point_cost(data[:cost][1])
- add_cost_info_to_help(cost, data[:cost][0], text)
- end
- #-----------------------------------------------------------------------------
- # Add Cost Info to Help Window
- #-----------------------------------------------------------------------------
- def add_cost_info_to_help(cost, data, text)
- curr = @actor.parent_stat (@index)
- maxx = @actor.spds_stats_max(@index)
- text += "\nCost: --" if curr >= maxx
- case data
- when :points then text += "\nCost: #{cost} #{SPDS::DP_Vocab[1]}"
- when :gold then text += "\nCost: #{cost} Gold"
- when :exp then text += "\nCost: #{cost} Exp Points"
- end ;return text
- end
- #-----------------------------------------------------------------------------
- # Can Enable Buy Stat ?
- #-----------------------------------------------------------------------------
- def can_enable_spend?(type, cost, id)
- return false if (@actor.parent_stat(id) >= @actor.spds_stats_max(id))
- return false if (@actor.spendable_exp < cost) && (type == :exp )
- return false if (@actor.points < cost) && (type == :points )
- return false if ($game_party.gold < cost) && (type == :gold )
- return true
- end
- end
- #===============================================================================
- class Window_SPDSCommandII < Window_Command
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Get Window Width
- #-----------------------------------------------------------------------------
- def window_width
- return 0
- end
- #-----------------------------------------------------------------------------
- # Create Command List
- #-----------------------------------------------------------------------------
- def make_command_list
- for command in SPDS::Info
- add_command("", command[0])
- end
- end
- #-----------------------------------------------------------------------------
- # Get Page ID
- #-----------------------------------------------------------------------------
- def get_page_id
- i = 0
- for command in SPDS::Info
- return command[0] if i == index
- i += 1
- end
- return :page_1
- end
- end
- #===============================================================================
- class Window_StatusSPDS < Window_Selectable
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(actor, y)
- super(0, y, Graphics.width, 104)
- @actor = actor
- refresh
- end
- #-----------------------------------------------------------------------------
- # Line Height
- #-----------------------------------------------------------------------------
- def line_height
- return 22
- end
- #-----------------------------------------------------------------------------
- # Window Padding
- #-----------------------------------------------------------------------------
- def standard_padding
- return 8
- end
- #-----------------------------------------------------------------------------
- # Set Actor
- #-----------------------------------------------------------------------------
- def actor=(actor)
- return unless @actor != actor
- @actor = actor
- refresh
- end
- #-----------------------------------------------------------------------------
- # Do Refresh
- #-----------------------------------------------------------------------------
- def refresh
- contents.clear
- return unless @actor
- if !General::Fonts.include?(self.contents.font.name)
- self.contents.font.name = General::Fonts
- end
- if self.contents.font.size != General::Font_Size
- self.contents.font.size = General::Font_Size
- end
- if self.contents.font.bold != General::Font_Bold
- self.contents.font.bold = General::Font_Bold
- end
- draw_actor_face(@actor,0,-2,enabled = true)
- draw_names
- draw_infonshit
- end
- #-----------------------------------------------------------------------------
- # Draw Info And Shit
- #-----------------------------------------------------------------------------
- def draw_infonshit
- x = 104
- y = line_height
- w = self.width/2 - (standard_padding*2)
- draw_info_box(x,y * 1,w-100)
- draw_de_hp(x,y*1,w+6)
- draw_info_box(x,y * 2,w-100)
- draw_de_mp(x,y*2,w+6)
- draw_info_box(x,y * 3,w-100)
- draw_de_tp(x,y*3,w+6)
- end
- #-----------------------------------------------------------------------------
- # Draw Names ( and Lv )
- #-----------------------------------------------------------------------------
- def draw_names
- x = self.width/2-(standard_padding)+4
- y = line_height
- nx = self.width/2 - (standard_padding*2)
- # << Name
- draw_info_box(104,0,nx-100)
- namtxt = "Name:"
- draw_text(108, 0, nx, line_height, namtxt)
- draw_text(108, 0, nx-108, line_height, @actor.name.to_s, 2)
- # << NickName
- draw_info_box(x,0,nx)
- nictxt = "Nickname:"
- draw_text(x+4, 0, nx, line_height, nictxt)
- draw_text(x, 0, nx-4, line_height, @actor.nickname.to_s, 2)
- draw_info_box(x,y*1,nx)
- sttxt = "Status:"
- draw_text(x+4, y*1, nx, line_height, sttxt)
- draw_actor_icons(@actor, x+52, line_height * 1 - 2, nx-52)
- draw_info_box(x,y*2,nx/3*2-2)
- lvtxt = "Lv #{@actor.level} #{@actor.class.name}"
- draw_text(x+4, y*2, nx, line_height, lvtxt)
- draw_info_box(x+(nx/3*2),y*2,nx/3)
- draw_text(x+(nx/3*2)+4, y*2, nx/3, line_height, SPDS::DP_Vocab[0])
- draw_text(x+(nx/3*2), y*2, nx/3-4, line_height, "#{@actor.points}", 2)
- draw_info_box(x,y*3,nx)
- draw_de_xp(x, y * 3)
- end
- #-----------------------------------------------------------------------------
- # Draw Info Box
- #-----------------------------------------------------------------------------
- def draw_info_box(x,y,w)
- contents.fill_rect(x,y+1,w,line_height-2,Color.new(0,0,0,64))
- end
- #-----------------------------------------------------------------------------
- # Draw Exp (w/gauge)
- #-----------------------------------------------------------------------------
- def draw_de_xp(x, y, gauge = true)
- s1 = @actor.current_level_exp
- s2 = @actor.next_level_exp
- s1_g = @actor.exp - @actor.current_level_exp
- s2_g = @actor.next_level_exp - @actor.current_level_exp
- wid = self.width/2 - (standard_padding*2)
- wid_b = self.width/2 - (standard_padding)
- rate = (s1_g).to_f / (s2_g)
- color1 = General::Exp_Color[0]
- color2 = General::Exp_Color[1]
- draw_deki_gauge(x, y, wid, 2, rate, color1, color2) if gauge
- draw_text(x+4, y, wid, line_height, "Exp:")
- draw_text(x, y, wid-4, line_height, "#{s1}/#{s2}",2)
- end
- end
- #===============================================================================
- class Window_SPDSStatus < Window_Selectable
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(actor, y)
- @dewid = Graphics.width/3*2 - (Graphics.width / 4) + 20
- super(Graphics.width/3, y, @dewid, Graphics.height-y)
- @just_startingg = true
- self.opacity = 0
- @actor = actor
- @page = nil
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Actor
- #-----------------------------------------------------------------------------
- def actor=(actor)
- return if @actor == actor
- @actor = actor
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Page
- #-----------------------------------------------------------------------------
- def page=(page)
- return if @page == page
- @page = page
- sound = SPDS::Page_Turn_Noise
- Audio.se_play(sound[0], sound[1], eval(sound[2])) if !@just_startingg
- @just_startingg = false if @just_startingg
- refresh
- end
- #-----------------------------------------------------------------------------
- # Refresh
- #-----------------------------------------------------------------------------
- def refresh
- contents.clear
- freshen
- draw_status_inf if @page
- end
- #-----------------------------------------------------------------------------
- # Refresh Fonts
- #-----------------------------------------------------------------------------
- def freshen
- if !General::Fonts.include?(self.contents.font.name)
- self.contents.font.name = General::Fonts
- end
- if self.contents.font.size != General::Font_Size
- self.contents.font.size = General::Font_Size
- end
- if self.contents.font.bold != General::Font_Bold
- self.contents.font.bold = General::Font_Bold
- end
- end
- #-----------------------------------------------------------------------------
- # Draw Stat Icons
- #-----------------------------------------------------------------------------
- def draw_stat_icons(icon, x, y, hue, enabled = true)
- return x+4 unless SPDS::Use_Icons
- return x+4 unless icon != 0
- draw_de_icon(icon, x, y, hue, enabled)
- return x += 25
- end
- #-----------------------------------------------------------------------------
- # Draw Parameters
- #-----------------------------------------------------------------------------
- def draw_parameters(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue, all_icons_enable?)
- text = "#{Vocab::param(i)}"
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- val = sprintf("%s", @actor.param(i))
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Header
- #-----------------------------------------------------------------------------
- def draw_header(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue, all_icons_enable?)
- change_color(col)
- w = self.width - (standard_padding * 2 )
- draw_text(x, y, w, line_height, i.to_s, 0)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw x Parameters
- #-----------------------------------------------------------------------------
- def draw_xparameters(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue, all_icons_enable?)
- text = "#{Vocab::x_param(i)}"
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- val = sprintf("%1.2f%%", @actor.xparam(i)*100)
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw sParameters
- #-----------------------------------------------------------------------------
- def draw_sparameters(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue, all_icons_enable?)
- text = "#{Vocab::s_param(i)}"
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- val = sprintf("%1.2f%%", @actor.sparam(i)*100)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Attack Elements
- #-----------------------------------------------------------------------------
- def draw_atk_eles(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue, all_icons_enable?)
- text = "#{$data_system.elements[i]}"
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- val = sprintf("%1.2f%%", @actor.atk_element_rate(i)*100)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Defence Elements
- #-----------------------------------------------------------------------------
- def draw_def_eles(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue,all_icons_enable?)
- text = "#{$data_system.elements[i]}"
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- val = sprintf("%1.2f%%", @actor.element_rate(i)*100)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Define wid
- #-----------------------------------------------------------------------------
- def wid
- self.width-(standard_padding*2)
- end
- #-----------------------------------------------------------------------------
- # Enable ALL Icons (make opacity = 255)
- #-----------------------------------------------------------------------------
- def all_icons_enable?
- return true
- end
- #-----------------------------------------------------------------------------
- # Draw Status Page Info
- #-----------------------------------------------------------------------------
- def draw_status_inf
- x = 0 ; y = 0
- for info in SPDS::Info[@page]
- case info[0]
- when :header then y = draw_header(x,y,info[1],info[2],info[3],info[4])
- when :param then y = draw_parameters(x,y,info[1],info[2],info[3],info[4])
- when :x_param then y = draw_xparameters(x,y,info[1],info[2],info[3],info[4])
- when :s_param then y = draw_sparameters(x,y,info[1],info[2],info[3],info[4])
- when :atk_ele
- next unless $D13x[:Elems_Control]
- y = draw_atk_eles(x,y,info[1],info[2],info[3],info[4])
- when :def_ele
- next unless $D13x[:Elems_Control]
- y = draw_def_eles(x,y,info[1],info[2],info[3],info[4])
- when :atk_lev
- next unless $D13x[:Atk_Def_Lvs]
- y = draw_atk_level(x,y,info[1],info[2],info[3],info[4])
- when :def_lev
- next unless $D13x[:Atk_Def_Lvs]
- y = draw_def_level(x,y,info[1],info[2],info[3],info[4])
- when :tp_info
- next unless $D13x[:TP_Control]
- y = draw_tp_info(x,y,info[1],info[2],info[3],info[4])
- end
- end
- end
- #-----------------------------------------------------------------------------
- # Draw Attack Level
- #-----------------------------------------------------------------------------
- def draw_atk_level(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue,all_icons_enable?)
- text = Atl_Dfl::Atl_Name
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- val = sprintf("%s", @actor.atl.to_i)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Defence Level
- #-----------------------------------------------------------------------------
- def draw_def_level(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue,all_icons_enable?)
- text = Atl_Dfl::Dfl_Name
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- val = sprintf("%s", @actor.dfl.to_i)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw TP Info
- #-----------------------------------------------------------------------------
- def draw_tp_info(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- x = draw_stat_icons(icon, x, y, hue,all_icons_enable?)
- text = Vocab::Tp
- change_color(col)
- draw_text(x, y, wid, line_height, text)
- val = sprintf("%s", @actor.maximum_tp.to_i)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid-34, line_height, val, 2)
- return y += line_height
- end
- end
- #===============================================================================
- class Window_SPDSStatusCHANGES < Window_Selectable
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(actor, y)
- super(Graphics.width/4*3, y, Graphics.width/4, Graphics.height-y)
- @page = nil
- @actor = actor
- @temp_actor = Marshal.load(Marshal.dump(@actor))
- @dis_window = nil
- self.opacity = 0
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Actor
- #-----------------------------------------------------------------------------
- def actor=(actor)
- return if @actor == actor
- @actor = actor
- @temp_actor = Marshal.load(Marshal.dump(@actor))
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Dis Window
- #-----------------------------------------------------------------------------
- def dis_window=(window)
- return if @dis_window == window
- @dis_window = window
- refresh
- end
- #-----------------------------------------------------------------------------
- # Get Future Stats
- #-----------------------------------------------------------------------------
- def future_stat
- return unless @dis_window
- @temp_actor = Marshal.load(Marshal.dump(@actor))
- spds = @actor.spds_set
- page = SPDS::Commands[@dis_window.index]
- @temp_actor.spds_stat_mods(spds[page],@dis_window.index) if @dis_window.index >= 0
- refresh
- end
- #-----------------------------------------------------------------------------
- # Get No Stats
- #-----------------------------------------------------------------------------
- def show_no_stats
- return unless @dis_window
- @temp_actor = Marshal.load(Marshal.dump(@actor))
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Page
- #-----------------------------------------------------------------------------
- def page=(page)
- return if @page == page
- @page = page
- refresh
- end
- #-----------------------------------------------------------------------------
- # Refresh
- #-----------------------------------------------------------------------------
- def refresh
- contents.clear
- freshen
- draw_status_inf if @page
- end
- #-----------------------------------------------------------------------------
- # Refresh Fonts
- #-----------------------------------------------------------------------------
- def freshen
- if !General::Fonts.include?(self.contents.font.name)
- self.contents.font.name = General::Fonts
- end
- if self.contents.font.size != General::Font_Size
- self.contents.font.size = General::Font_Size
- end
- if self.contents.font.bold != General::Font_Bold
- self.contents.font.bold = General::Font_Bold
- end
- end
- #-----------------------------------------------------------------------------
- # Draw Parameters
- #-----------------------------------------------------------------------------
- def draw_parameters(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- stat = @temp_actor.param(i) - @actor.param(i)
- if stat < 0
- val = sprintf("%s", stat)
- elsif stat > 0
- val = sprintf("+%s", stat)
- else
- val = SPDS::No_Change_Vocab
- end
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Header
- #-----------------------------------------------------------------------------
- def draw_header(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- w = self.width - (standard_padding * 2 )
- draw_text(x, y, w, line_height, SPDS::Changes_Vocab, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw x Parameters
- #-----------------------------------------------------------------------------
- def draw_xparameters(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- change_color(Text_Color::White) unless SPDS::Values_Colored
- stat = @temp_actor.xparam(i) - @actor.xparam(i)
- if stat < 0
- val = sprintf("%1.2f%%", stat*100)
- elsif stat > 0
- val = sprintf("+%1.2f%%", stat*100)
- else
- val = SPDS::No_Change_Vocab
- end
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw sParameters
- #-----------------------------------------------------------------------------
- def draw_sparameters(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- stat = @temp_actor.sparam(i) - @actor.sparam(i)
- if stat < 0
- val = sprintf("%1.2f%%", stat*100)
- elsif stat > 0
- val = sprintf("+%1.2f%%", stat*100)
- else
- val = SPDS::No_Change_Vocab
- end
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Attack Elements
- #-----------------------------------------------------------------------------
- def draw_atk_eles(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- stat = @temp_actor.atk_element_rate(i) - @actor.atk_element_rate(i)
- if stat < 0
- val = sprintf("%1.2f%%", stat*100)
- elsif stat > 0
- val = sprintf("+%1.2f%%", stat*100)
- else
- val = SPDS::No_Change_Vocab
- end
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Defence Elements
- #-----------------------------------------------------------------------------
- def draw_def_eles(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- stat = @temp_actor.element_rate(i) - @actor.element_rate(i)
- if stat < 0
- val = sprintf("%1.2f%%", stat*100)
- elsif stat > 0
- val = sprintf("+%1.2f%%", stat*100)
- else
- val = SPDS::No_Change_Vocab
- end
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Define wid
- #-----------------------------------------------------------------------------
- def wid
- self.width-(standard_padding*2)
- end
- #-----------------------------------------------------------------------------
- # Draw Status Page Info
- #-----------------------------------------------------------------------------
- def draw_status_inf
- x = 0 ; y = 0
- for info in SPDS::Info[@page]
- case info[0]
- when :header then y = draw_header(x,y,info[1],info[2],info[3],info[4])
- when :param then y = draw_parameters(x,y,info[1],info[2],info[3],info[4])
- when :x_param then y = draw_xparameters(x,y,info[1],info[2],info[3],info[4])
- when :s_param then y = draw_sparameters(x,y,info[1],info[2],info[3],info[4])
- when :atk_ele
- next unless $D13x[:Elems_Control]
- y = draw_atk_eles(x,y,info[1],info[2],info[3],info[4])
- when :def_ele
- next unless $D13x[:Elems_Control]
- y = draw_def_eles(x,y,info[1],info[2],info[3],info[4])
- when :atk_lev
- next unless $D13x[:Atk_Def_Lvs]
- y = draw_atk_level(x,y,info[1],info[2],info[3],info[4])
- when :def_lev
- next unless $D13x[:Atk_Def_Lvs]
- y = draw_def_level(x,y,info[1],info[2],info[3],info[4])
- when :tp_info
- next unless $D13x[:TP_Control]
- y = draw_tp_info(x,y,info[1],info[2],info[3],info[4])
- end
- end
- end
- #-----------------------------------------------------------------------------
- # Draw Attack Level
- #-----------------------------------------------------------------------------
- def draw_atk_level(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- stat = @temp_actor.atl - @actor.atl
- if stat < 0
- val = "#{stat.to_i}"
- elsif stat > 0
- val = "+#{stat.to_i}"
- else
- val = SPDS::No_Change_Vocab
- end
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw Defence Level
- #-----------------------------------------------------------------------------
- def draw_def_level(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- stat = @temp_actor.dfl - @actor.dfl
- if stat < 0
- val = "#{stat.to_i}"
- elsif stat > 0
- val = "+#{stat.to_i}"
- else
- val = SPDS::No_Change_Vocab
- end
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw TP Info
- #-----------------------------------------------------------------------------
- def draw_tp_info(x,y,i,col,icon,hue)
- contents.fill_rect(x,y+1,wid,line_height-2,Color.new(0,0,0,64))
- change_color(col)
- stat = @temp_actor.max_tp - @actor.max_tp
- if stat < 0
- val = "#{stat.to_i}"
- elsif stat > 0
- val = "+#{stat.to_i}"
- else
- val = SPDS::No_Change_Vocab
- end
- change_color(Text_Color::White) unless SPDS::Values_Colored
- draw_text(x, y, wid, line_height, val, 1)
- return y += line_height
- end
- end
- #===============================================================================
- class Window_SPDS_Blank < Window_Selectable
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Initialization
- #-----------------------------------------------------------------------------
- def initialize(y)
- super(Graphics.width/3, y, Graphics.width/3*2+1, Graphics.height - y)
- refresh
- end
- end
- #===============================================================================
- class Window_SPDS_Gold_n_Time < Window_Base
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Object Initialization
- #-----------------------------------------------------------------------------
- def initialize(y,actor)
- @actor = actor
- super(0, y, Graphics.width/3, Graphics.height-y)
- refresh
- end
- #-----------------------------------------------------------------------------
- # Set Actor
- #-----------------------------------------------------------------------------
- def actor=(actor)
- return unless @actor != actor
- @actor = actor
- refresh
- end
- #-----------------------------------------------------------------------------
- # Refresh
- #-----------------------------------------------------------------------------
- def refresh
- contents.clear
- drAW_DE_INFO
- end
- #-----------------------------------------------------------------------------
- # Draw The Info
- #-----------------------------------------------------------------------------
- def drAW_DE_INFO
- y = 0
- SPDS::IBox.each do |halp|
- case halp[0]
- when :gold then y = draw_degol(y,halp[1])
- when :time then y = draw_detim(y,halp[1])
- when :exp then y = draw_deexp(y,halp[1])
- when :pts then y = draw_depts(y,halp[1])
- end
- end
- end
- #-----------------------------------------------------------------------------
- # Draw The Gold
- #-----------------------------------------------------------------------------
- def draw_degol(y,halp)
- x = get_de_x(halp[0])
- contents.fill_rect(0,y+1,wid,line_height-2,Color.new(0,0,0,64))
- draw_de_icon(halp[0],0,y,halp[1], true) if halp[0] > 0
- draw_text(x,y,wid,line_height, halp[2])
- draw_text(0,y,wid-4,line_height, $game_party.gold.to_i ,2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw The Time
- #-----------------------------------------------------------------------------
- def draw_detim(y,halp)
- t = Time.now
- x = get_de_x(halp[0])
- contents.fill_rect(0,y+1,wid,line_height-2,Color.new(0,0,0,64))
- draw_de_icon(halp[0],0,y,halp[1], true) if halp[0] > 0
- text = "#{t.strftime("%H")}:#{t.strftime("%M")}:#{t.strftime("%S")}"
- draw_text(x,y,wid,line_height, halp[2])
- draw_text(0,y,wid-4,line_height, text, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw The Exp
- #-----------------------------------------------------------------------------
- def draw_deexp(y,halp)
- return y unless @actor
- x = get_de_x(halp[0])
- contents.fill_rect(0,y+1,wid,line_height-2,Color.new(0,0,0,64))
- draw_de_icon(halp[0],0,y,halp[1], true) if halp[0] > 0
- text = "#{@actor.spendable_exp}"
- draw_text(x,y,wid,line_height, halp[2])
- draw_text(0,y,wid-4,line_height, text, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Draw The Points
- #-----------------------------------------------------------------------------
- def draw_depts(y,halp)
- return y unless @actor
- x = get_de_x(halp[0])
- contents.fill_rect(0,y+1,wid,line_height-2,Color.new(0,0,0,64))
- draw_de_icon(halp[0],0,y,halp[1], true) if halp[0] > 0
- text = "#{@actor.points}"
- draw_text(x,y,wid,line_height, halp[2])
- draw_text(0,y,wid-4,line_height, text, 2)
- return y += line_height
- end
- #-----------------------------------------------------------------------------
- # Get Width
- #-----------------------------------------------------------------------------
- def wid
- self.width - (standard_padding*2)
- end
- #-----------------------------------------------------------------------------
- # Get x Position
- #-----------------------------------------------------------------------------
- def get_de_x(icon)
- return 0 if icon <= 0
- return 25
- end
- end
- #===============================================================================
- class Scene_Map < Scene_Base
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :updat_SPDSFLAG :update_scene
- #-----------------------------------------------------------------------------
- # Update Scene Transition
- #-----------------------------------------------------------------------------
- def update_scene
- updat_SPDSFLAG
- start_SPDS unless scene_changing?
- end
- #-----------------------------------------------------------------------------
- # Update Scene Transition (To SPDS)
- #-----------------------------------------------------------------------------
- def start_SPDS
- actor = $game_party.check_need_spds?
- if actor != nil
- SceneManager.call(Scene_SPDS)
- SceneManager.scene.prepare(actor)
- end
- end
- end
- #===============================================================================
- class Scene_Menu < Scene_MenuBase
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Alias List
- #-----------------------------------------------------------------------------
- alias :spdsmenu_create_command_window :create_command_window
- alias :opok_spds_SM :on_personal_ok
- #-----------------------------------------------------------------------------
- # Create Command Window
- #-----------------------------------------------------------------------------
- def create_command_window
- spdsmenu_create_command_window
- @command_window.set_handler(:distribute, method(:command_personal))
- end
- #-----------------------------------------------------------------------------
- # On Personal Ok
- #-----------------------------------------------------------------------------
- def on_personal_ok
- opok_spds_SM
- call_distriute if @command_window.current_symbol == :distribute
- end
- #-----------------------------------------------------------------------------
- # Call SPDS Scene
- #-----------------------------------------------------------------------------
- def call_distriute
- actor = $game_party.members[@status_window.index]
- return @command_window.activate if !actor.can_distribute?
- SceneManager.call(Scene_SPDS)
- SceneManager.scene.prepare(actor)
- end
- end
- #===============================================================================
- class Scene_SPDS < Scene_MenuBase
- #===============================================================================
- #-----------------------------------------------------------------------------
- # Prepare
- #-----------------------------------------------------------------------------
- def prepare(actor)
- @real_actor = actor
- @actor = @real_actor
- end
- #-----------------------------------------------------------------------------
- # Start Processing
- #-----------------------------------------------------------------------------
- def start
- super
- @actor = @real_actor
- create_command_window
- create_help_window
- create_SPDS_window
- create_distribute_list
- make_ibox_window
- update_windows
- end
- #-----------------------------------------------------------------------------
- # Create Command Window
- #-----------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_SPDSCommand.new(0,0)
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.set_handler(:pagedown, method(:next_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- @command_window.set_handler(:spend, method(:spend_pts))
- @command_window.set_handler(:exit, method(:return_scene))
- @fake_command_window = Window_SPDSCommandII.new(0,0)
- @fake_command_window.deactivate
- end
- #-----------------------------------------------------------------------------
- # Create Halp Window
- #-----------------------------------------------------------------------------
- def create_help_window
- @help_window = Deki_Help.new
- @help_window.viewport = @viewport
- @help_window.x = Graphics.width / 4
- end
- #-----------------------------------------------------------------------------
- # Create SPDS Window
- #-----------------------------------------------------------------------------
- def create_SPDS_window
- y = @help_window.height
- @status_window = Window_StatusSPDS.new(@actor, y)
- y = (@status_window.y+@status_window.height)
- @blank_window = Window_SPDS_Blank.new(y)
- @SPDS_window = Window_SPDSStatus.new(@actor, y)
- end
- #-----------------------------------------------------------------------------
- # Create Distribution List
- #-----------------------------------------------------------------------------
- def create_distribute_list
- y = @status_window.y + @status_window.height
- @dis_window = Window_SPDS_DistributeCommand.new(0,y)
- @dis_window.set_handler(:spend_pts, method(:spend_dis_point))
- @dis_window.set_handler(:end_distribute, method(:cancel_spend))
- @dis_window.set_handler(:cancel, method(:cancel_spend))
- @dis_window.actor = @actor if @actor
- @dis_window.index = -1
- # << Changes Window
- @temp_act_SPDS_Window = Window_SPDSStatusCHANGES.new(@actor, y)
- @temp_act_SPDS_Window.dis_window = @dis_window
- end
- #-----------------------------------------------------------------------------
- # Make IBox Window
- #-----------------------------------------------------------------------------
- def make_ibox_window
- y = @status_window.y+@status_window.height+@dis_window.height
- @gold_time_wind = Window_SPDS_Gold_n_Time.new(y,@actor)
- @ibox_time = Time.now.sec
- end
- #-----------------------------------------------------------------------------
- # Change Actors
- #-----------------------------------------------------------------------------
- def on_actor_change
- @temp_act_SPDS_Window.actor = @actor
- @gold_time_wind.actor = @actor
- @status_window.actor = @actor
- @SPDS_window.actor = @actor
- @dis_window.actor = @actor
- @command_window.activate
- end
- #-----------------------------------------------------------------------------
- # Spend Points
- #-----------------------------------------------------------------------------
- def spend_pts
- @command_window.deactivate
- @command_window.index = -1
- @dis_window.activate
- @dis_window.index = 0
- @temp_act_SPDS_Window.future_stat
- end
- #-----------------------------------------------------------------------------
- # Cancel Spend Points
- #-----------------------------------------------------------------------------
- def cancel_spend
- @dis_window.deactivate
- @dis_window.index = -1
- @temp_act_SPDS_Window.future_stat
- @command_window.activate
- @command_window.index = 0
- end
- #-----------------------------------------------------------------------------
- # Confirm Spend Points
- #-----------------------------------------------------------------------------
- def spend_dis_point
- spds = @actor.spds_set
- page = SPDS::Commands[@dis_window.index]
- @actor.spds_stat_mods(spds[page],@dis_window.index)
- @temp_act_SPDS_Window.future_stat
- @gold_time_wind.refresh
- @SPDS_window.refresh
- @status_window.refresh
- @dis_window.refresh
- @dis_window.activate
- end
- #-----------------------------------------------------------------------------
- # Update
- #-----------------------------------------------------------------------------
- def update
- super
- update_windows
- update_gold_n_time
- end
- #-----------------------------------------------------------------------------
- # Update windows
- #-----------------------------------------------------------------------------
- def update_windows
- update_fake_command
- @SPDS_window.page = @fake_command_window.get_page_id
- @temp_act_SPDS_Window.page = @fake_command_window.get_page_id
- if @dis_window.active
- @help_window.set_text(@dis_window.get_command_help)
- if @dis_window.current_symbol == :end_distribute
- @temp_act_SPDS_Window.show_no_stats
- end
- else
- @help_window.set_text(@actor.description) if @actor
- end
- update_dis_window
- end
- #-----------------------------------------------------------------------------
- # Update Fake Command Window
- #-----------------------------------------------------------------------------
- def update_fake_command
- max_page = SPDS::Max_Pages-1
- if Input.trigger?(:RIGHT)
- @fake_command_window.index += 1 if @fake_command_window.index <= max_page
- end
- if Input.trigger?(:LEFT)
- @fake_command_window.index -= 1 if @fake_command_window.index >= 0
- end
- @fake_command_window.index = 0 if @fake_command_window.index > max_page
- @fake_command_window.index = max_page if @fake_command_window.index < 0
- end
- #-----------------------------------------------------------------------------
- # Update dis Window
- #-----------------------------------------------------------------------------
- def update_dis_window
- return unless @dis_window.active
- return unless @dis_window.current_symbol != :end_distribute
- return unless Input.trigger?(:DOWN) || Input.trigger?(:UP)
- @temp_act_SPDS_Window.future_stat
- end
- #-----------------------------------------------------------------------------
- # Update Gold / Time Window
- #-----------------------------------------------------------------------------
- def update_gold_n_time
- return unless SPDS::Showing_Time
- return unless @ibox_time != Time.now.sec
- @gold_time_wind.refresh
- @ibox_time = Time.now.sec
- end
- #-----------------------------------------------------------------------------
- # Create Backgrounds
- #-----------------------------------------------------------------------------
- def get_all_bgs
- return unless $D13x[:Scene_BGs]
- @bg_set = SPDS::BGs
- end
- end
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
- end # if true # << Make true to use this script, false to disable.
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