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- #===============================================================================
- #
- # ☆ $D13x - Statistic Level Up Distribution
- # -- Author : Dekita
- # -- Version : 1.1
- # -- Level : Easy / Normal
- # -- Requires : $D13x - Statistic Control
- # -- Engine : RPG Maker VX Ace.
- #
- #===============================================================================
- # ☆ Import
- #-------------------------------------------------------------------------------
- $D13x={}if$D13x==nil
- $D13x[:Dev_SPDS]=true
- #===============================================================================
- # ☆ Updates
- #-------------------------------------------------------------------------------
- # D /M /Y
- # 12/o3/2o13 - Finished,
- # 1o/o3/2o13 - Started
- #
- #===============================================================================
- # ☆ Introduction
- #-------------------------------------------------------------------------------
- # This Script allows for regular/x/s-Params to be increased by a set value
- # for each level, just like params are done in the database, but for x/s-params.
- # It Also offers a substantial increase in the control Dev's have over their
- # actors / classes statistic increases.
- #
- # Obviously you are able to set the params to go way above the normal
- # limits for each level, as well as provide ways to increase/decrease
- # stats that are not normally changable from level.
- #
- # You can also have all stats decrease upon level down. (not normally possible)
- #
- # The Database' Parameter curve feature will still be used, to turn this off
- # make all stats lv 1-99 the same value, ie. 1
- #
- # Plug - Customise - Play
- #
- #===============================================================================
- # ★☆★☆★☆★☆★☆★☆★☆★ 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/
- #
- #===============================================================================
- # ☆ Instructions
- #-------------------------------------------------------------------------------
- # Place Below " ▼ Materials " and Above " ▼ Main " in your script editor.
- # Place Under My $D13x - Statistic Control Script.
- #
- #===============================================================================
- # ☆ Notetags ( default )
- # For use with Actors / Classes
- #-------------------------------------------------------------------------------
- # <stat set: ID>
- # <dyst set: ID>
- # ID = the id of the Stat_Set(or Dyst_Set) you wish to use for this
- # actor / class
- # All Stat_Set and Dyst_Set settings are defined below
- # Actor Notes will take priority over Class Notes !
- #
- #===============================================================================
- # ☆ HELP
- #-------------------------------------------------------------------------------
- # PARAMS # XPARAMS # SPARAMS #
- # mhp # hit # tgr #
- # mmp # eva # grd #
- # atk # cri # rec #
- # def # cev # pha #
- # mat # mev # mcr #
- # mdf # mrf # tcr #
- # agi # cnt # pdr #
- # luk # hrg # mdr #
- # # mrg # fdr #
- # # trg # exr #
- #-------------------------------------------------------------------------------
- # Remember :
- # All Params work with integer values, eg. 1, 5, 123, 653, 198123
- # 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%,
- #
- #===============================================================================
- module Actor_Stat_Inc
- Stat_Set=[]# << Keep
- Dyst_Set=[]# << Keep
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # ☆ General Settings
- #--------------------------------------------------------------------------
- Level_Down_Removes_Stats = true
- Norm_Notetag = /<stat set:(.*)>/i
- Dyst_Notetag = /<dyst set:(.*)>/i
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # ☆ Stat increase Set - Settings
- #--------------------------------------------------------------------------
- # This is a fixed stat increase per level setting.
- Stat_Set[0]={
- # stat => change,
- :mhp => 20 ,
- :mmp => 20 ,
- :atk => 2 ,
- :def => 2 ,
- :mat => 3 ,
- :mdf => 3 ,
- :agi => 1 ,
- :luk => 1 ,
- :hit => 0.01 ,
- :eva => 0.01 ,
- :cri => 0.01 ,
- # Insert other regular/x/s-param codes here (codes found above)
- # Rememer to put a comma , after each line.
- }# << End Stat_Set[0]
- Stat_Set[1]={
- # stat => change,
- :hit => 0.01 ,
- :cri => 0.01 ,
- # Insert other x/s-param codes here (codes found above)
- # Rememer to put a comma , after each line.
- }# << End Stat_Set[1]
- # << Add more Stat_Set[id] By Following The Same Method As Above,
- # Remember [id] is The id Of The Stat Set The Actor/Class Will Have.
- # Also, You Can Change All Stats / Increases(or decreases)
- # Within the hash.
- #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # ☆ Dynamic Stat Increase Settings
- #--------------------------------------------------------------------------
- # This is a more flexible stat set type, by allowing for each level
- # to have its own unique stat increase.
- Dyst_Set[0]={ # << Initialize Dynamic Stat Set id [0]
- # As the most level increases are small i just shortened the
- # space between each stat change. (to save space obviously)
- 1 => {}, # << End Lv 1 ( initial level must be kept. )
- # Stat Changes for when actor turns level 2 (triggered after level)
- 2 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 2 (remember comma)
- # Stat Changes for when actor turns level 3 (triggered after level)
- 3 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 3 (remember comma)
- 4 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 4 (remember comma)
- 5 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 5 (remember comma)
- 6 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 6
- 7 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 7
- 8 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 8
- 9 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 9
- 10 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 10 (remember comma)
- 11 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 11
- 12 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 12
- 13 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 13
- 14 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 14
- 15 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 15
- 16 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 16
- 17 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 17
- 18 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 18
- 19 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 19
- 20 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 20 (remember comma)
- 21 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 21
- 22 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 22
- 23 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 23
- 24 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 24
- 25 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 25
- 26 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 26
- 27 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 27
- 28 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 28
- 29 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 29
- 30 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 30 (remember comma)
- 31 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 31
- 32 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 32
- 33 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 33
- 34 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 34
- 35 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 35
- 36 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 36
- 37 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 37
- 38 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 38
- 39 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 39
- 40 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 40 (remember comma)
- 41 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 41
- 42 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 42
- 43 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 43
- 44 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 44
- 45 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 45
- 46 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 46
- 47 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 47
- 48 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 48
- 49 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 49
- 50 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 50 (remember comma)
- 51 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 51
- 52 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 52
- 53 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 53
- 54 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 54
- 55 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 55
- 56 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 56
- 57 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 57
- 58 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 58
- 59 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 59
- 60 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 60 (remember comma)
- 71 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 71
- 72 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 72
- 73 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 73
- 74 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 74
- 75 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 75
- 76 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 76
- 77 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 77
- 78 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 78
- 79 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 79
- 80 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 80 (remember comma)
- 81 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 81
- 82 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 82
- 83 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 83
- 84 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 84
- 85 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 85
- 86 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 86
- 87 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 87
- 88 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 88
- 89 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 89
- 90 => {
- :hit => 0.01 ,
- :cri => 0.01 ,
- :eva => 0.01 ,
- :cev => 0.01 ,
- :mrf => 0.01 ,
- :rec => 0.01 ,
- :mcr => -0.01 ,
- }, # << End Lv 90 (remember comma)
- 91 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 91
- 92 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 92
- 93 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 93
- 94 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 94
- 95 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 95
- 96 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 96
- 97 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 97
- 98 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 98
- 99 => { :hit => 0.001 , :cri => 0.001 }, # << End Lv 99
- # Stat Changes for when actor turns level 100 (if you can reach it :p )
- 100 => {
- :hit => 0.10 ,
- :cri => 0.10 ,
- :eva => 0.10 ,
- :cev => 0.10 ,
- :mrf => 0.10 ,
- :rec => 0.10 ,
- :mcr => -0.10 ,
- }, # << End Lv 100 (remember comma)
- # If for some reason you can reach more than level 100
- # insert more stat changes for each possible level to avoid errors.
- } # << End Dynamic Stat Set id [0]
- # << Add More Dynamic Stat Sets Below This Point.
- # Simply Copy The Code From Above And Change The
- # Id Number And Stats To Suit Your Needs.
- #####################
- # CUSTOMISATION END #
- end #####################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # #
- # http://dekitarpg.wordpress.com/ #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # The following code is protected under the 2013 Dekita Data Protection Act. #
- # Ie. The “Do Not Fucking Look” Law. #
- # Breaking This One And Only Rule WILL Result in ERECTILE DYSFUNCTION. #
- # That is all ! #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- if !$D13x[:CORE]
- #===============================================================================
- module DataManager
- #===============================================================================
- #---------------------------------------------------------------------------
- # Alias List
- #---------------------------------------------------------------------------
- class << self
- alias :lbd_unique_lv_up_stat :load_database
- end
- #---------------------------------------------------------------------------
- # Load Database (alias)
- #---------------------------------------------------------------------------
- def self.load_database
- lbd_unique_lv_up_stat
- loa_unique_lv_up_stat
- end
- #---------------------------------------------------------------------------
- # Load Unique Shit
- #---------------------------------------------------------------------------
- def self.loa_unique_lv_up_stat
- gr = [$data_actors,$data_classes]
- for g in gr
- for o in g
- next if nme == nil
- o.load__lv_up_stat
- end
- end
- end
- end # DataManager
- end # if $D13x[:CORE]
- #==============================================================================
- class RPG::Actor < RPG::BaseItem
- #==============================================================================
- #---------------------------------------------------------------------------
- # Alias List
- #---------------------------------------------------------------------------
- alias :deki_lvupstats :load_unique_shit if $D13x[:CORE]
- #---------------------------------------------------------------------------
- # Pi Variables
- #---------------------------------------------------------------------------
- attr_accessor :stat_set_id
- #---------------------------------------------------------------------------
- # load unique shit
- #---------------------------------------------------------------------------
- def load_unique_shit
- deki_lvupstats if $D13x[:CORE]
- load__lv_up_stat
- end
- #---------------------------------------------------------------------------
- # Load Level Stat Notes
- #---------------------------------------------------------------------------
- def load__lv_up_stat
- @stat_set_id = [nil,nil]
- self.note.split(/[\r\n]+/).each do |line|
- case line
- when Actor_Stat_Inc::Norm_Notetag then @stat_set_id = [:steady , $1.to_i]
- when Actor_Stat_Inc::Dyst_Notetag then @stat_set_id = [:dynamic, $1.to_i]
- end
- end
- end
- end
- #==============================================================================
- class RPG::Class < RPG::BaseItem
- #==============================================================================
- #---------------------------------------------------------------------------
- # Alias List
- #---------------------------------------------------------------------------
- alias :deki_lvupstats :load_unique_shit if $D13x[:CORE]
- #---------------------------------------------------------------------------
- # Pi Variables
- #---------------------------------------------------------------------------
- attr_accessor :stat_set_id
- #---------------------------------------------------------------------------
- # load unique shit
- #---------------------------------------------------------------------------
- def load_unique_shit
- deki_lvupstats if $D13x[:CORE]
- load__lv_up_stat
- end
- #---------------------------------------------------------------------------
- # Load Level Stat Notes
- #---------------------------------------------------------------------------
- def load__lv_up_stat
- @stat_set_id = [nil,nil]
- self.note.split(/[\r\n]+/).each do |line|
- case line
- when Actor_Stat_Inc::Norm_Notetag then @stat_set_id = [:steady , $1.to_i]
- when Actor_Stat_Inc::Dyst_Notetag then @stat_set_id = [:dynamic, $1.to_i]
- end
- end
- end
- end
- #==============================================================================
- class Game_Actor < Game_Battler
- #==============================================================================
- #---------------------------------------------------------------------------
- # Get Stat Increase Type (and do it)
- #---------------------------------------------------------------------------
- def determine_stat_inc_type
- type = stat_set_type
- id = stat_set_id
- case type
- when :steady then doda_stat_inc(Actor_Stat_Inc::Stat_Set[id])
- when :dynamic then doda_stat_inc(Actor_Stat_Inc::Dyst_Set[id][@level])
- end
- end
- #---------------------------------------------------------------------------
- # Do Stat Increase
- #---------------------------------------------------------------------------
- def doda_stat_inc(type)
- return if type == nil
- type.each do |stat|
- case stat[0]
- when :mhp then add_param(0, stat[1], false)
- when :mmp then add_param(1, stat[1], false)
- when :atk then add_param(2, stat[1], false)
- when :def then add_param(3, stat[1], false)
- when :mat then add_param(4, stat[1], false)
- when :mdf then add_param(5, stat[1], false)
- when :agi then add_param(6, stat[1], false)
- when :luk then add_param(7, stat[1], false)
- when :hit then add_xparam(0, stat[1], false)
- when :eva then add_xparam(1, stat[1], false)
- when :cri then add_xparam(2, stat[1], false)
- when :cev then add_xparam(3, stat[1], false)
- when :mev then add_xparam(4, stat[1], false)
- when :mrf then add_xparam(5, stat[1], false)
- when :cnt then add_xparam(6, stat[1], false)
- when :hrg then add_xparam(7, stat[1], false)
- when :mrg then add_xparam(8, stat[1], false)
- when :trg then add_xparam(9, stat[1], false)
- when :tgr then add_sparam(0, stat[1], false)
- when :grd then add_sparam(1, stat[1], false)
- when :rec then add_sparam(2, stat[1], false)
- when :pha then add_sparam(3, stat[1], false)
- when :mcr then add_sparam(4, stat[1], false)
- when :tcr then add_sparam(5, stat[1], false)
- when :pdr then add_sparam(6, stat[1], false)
- when :mdr then add_sparam(7, stat[1], false)
- when :fdr then add_sparam(8, stat[1], false)
- when :exr then add_sparam(9, stat[1], false)
- end
- end
- refresh
- end
- #--------------------------------------------------------------------------
- # Level Down Extra Shit
- #--------------------------------------------------------------------------
- alias :lv_down_rem_stats_sD13x :lv_down_extra
- def lv_down_extra
- lv_down_rem_stats_sD13x
- determine_stat_dec_type
- end
- #---------------------------------------------------------------------------
- # Get Stat Increase Type (and do it)
- #---------------------------------------------------------------------------
- def determine_stat_dec_type
- return unless Actor_Stat_Inc::Level_Down_Removes_Stats
- type = stat_set_type
- id = stat_set_id
- case type
- when :steady then doda_stat_dec(Actor_Stat_Inc::Stat_Set[id])
- when :dynamic then doda_stat_dec(Actor_Stat_Inc::Dyst_Set[id][@level])
- end
- end
- #---------------------------------------------------------------------------
- # Do Stat Decrease
- #---------------------------------------------------------------------------
- def doda_stat_dec(type)
- return if type == nil
- type.each do |stat|
- case stat[0]
- when :mhp then sub_param(0, stat[1], false)
- when :mmp then sub_param(1, stat[1], false)
- when :atk then sub_param(2, stat[1], false)
- when :def then sub_param(3, stat[1], false)
- when :mat then sub_param(4, stat[1], false)
- when :mdf then sub_param(5, stat[1], false)
- when :agi then sub_param(6, stat[1], false)
- when :luk then sub_param(7, stat[1], false)
- when :hit then sub_xparam(0, stat[1], false)
- when :eva then sub_xparam(1, stat[1], false)
- when :cri then sub_xparam(2, stat[1], false)
- when :cev then sub_xparam(3, stat[1], false)
- when :mev then sub_xparam(4, stat[1], false)
- when :mrf then sub_xparam(5, stat[1], false)
- when :cnt then sub_xparam(6, stat[1], false)
- when :hrg then sub_xparam(7, stat[1], false)
- when :mrg then sub_xparam(8, stat[1], false)
- when :trg then sub_xparam(9, stat[1], false)
- when :tgr then sub_sparam(0, stat[1], false)
- when :grd then sub_sparam(1, stat[1], false)
- when :rec then sub_sparam(2, stat[1], false)
- when :pha then sub_sparam(3, stat[1], false)
- when :mcr then sub_sparam(4, stat[1], false)
- when :tcr then sub_sparam(5, stat[1], false)
- when :pdr then sub_sparam(6, stat[1], false)
- when :mdr then sub_sparam(7, stat[1], false)
- when :fdr then sub_sparam(8, stat[1], false)
- when :exr then sub_sparam(9, stat[1], false)
- end
- end
- refresh
- end
- #---------------------------------------------------------------------------
- # Get Stat Increase Type
- #---------------------------------------------------------------------------
- def stat_set_type
- set = self.class.stat_set_id[0]
- if actor.stat_set_id[0] != nil
- set = actor.stat_set_id[0]
- end
- set
- end
- #---------------------------------------------------------------------------
- # Get Stat Increase ID
- #---------------------------------------------------------------------------
- def stat_set_id
- set = self.class.stat_set_id[1]
- if actor.stat_set_id[1] != nil
- set = actor.stat_set_id[1]
- end
- set
- end
- end
- #==============================================================================#
- # http://dekitarpg.wordpress.com/ #
- #==============================================================================#
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