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[RMVX]Distribución de puntos de estado

 :: RPG Maker :: Scripts

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[RMVX]Distribución de puntos de estado

Mensaje por znl el Miér Jun 23, 2010 7:09 pm

vz4.net escribió:AUTOR: Lettuce de http://rmrk.net/index.php

Sistema de Distribución de puntos de estado

Descripción del autor:
Si has jugado antes de juego en línea, usted se dará cuenta de que algunos de ellos le dan puntos a un nivel superior y le permiten aumentar sus estadísticas como que te gusta en lugar de tener un pre-determinado de estadísticas. Este script que imita el sistema.

Este script tiene 2 modos, modo regular en el que obtener un número fijo de estadísticas sobre la nivelación de 1 punto y le dará 1 Stat aumento.
Luego de la RO (Ragnarok Online) modo, si usted gana algunos puntos al subir de nivel en nivel más bajo, pero a nivel superior, usted obtiene más puntos por nivel (calculado mediante una fórmula)
cada estado y se requieren más puntos para el 1 de aumento en el valor más alto Por ejemplo, necesita 10 puntos para aumentar de 90 SPI a 91 SPI, pero sólo 2 puntos de ATK aumento de 2 a 3 (significado, puede sacrify los puntos necesarios para la estadística de alta y obtener estadísticas de varios menores con la misma cantidad de puntos laugh.gif )

SCREEN
Spoiler
user posted image


Características
- Le dan la capacidad para aumentar hp, mp, ATK, DEF, SPI, AGI, golpeado y eva crítico oO
- Alternar el modo (normal y RO)
- Puede fácilmente dar puntos a actores
- No interfiere con el crecimiento normal del personaje (que se establece la curva en la base de datos estadísticos al 1 º de todo el camino de 1 a 99; este deshabilitará el crecimiento natural
- Deben trabajar con cualquiera de las partes de conmutación / actor de más de 4 por partido scripts
- Estadísticas personalizables máximo
- puntos de inicio Personalizables
- Estadísticas personalizables incremento
- Sustituir el menú de estado?
- Muestra máx ATK, índice, tasa de evasión, la tasa crítica
- Muestra nombre del actor, clase, exp, equipos, etc atributos
- Fuente personalizable sleep.gif;; (quedando sin función)



Script
Spoiler:

=begin
+------------------------------------------------------------------------------+
# ** Stat points distribution system 1.71 #
# By Lettuce. #
# #
# #
#Some help: #
# - Position wasn't stored properly in mode 1 (Thanks Akin) #
# - Some sort of notification to player (Thanks Akin) #
# - Player switch now supports LEFT and RIGHT arrow (Thanks Akin) #
# - Advice on using class attr instead of global var (Thanks GoldenShadow) #
# #
#------------------------------------------------------------------------------#
# This script lets you distribute points onto your actor's stats #
# #
# Call scene using this: $scene = Scene_Stat_Dist.new(0) #
# #
# #
# You can give points to your actors by using this code #
# #
# $game_party.members[<member ID>].points += <amount of points> #
# #
# If you want your actor to get points after leveling: #
# Under Game_Actor, in def change_exp, under the line level_up; paste this #
# #
# difference = @level - last_level #
# $game_actors[@actor_id].points += <amount of points> #
# #
# OR (if you want RO mode; explained below) #
# #
# difference = @level - last_level #
# $game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference #
# #
# # It seems the game returns non 0 based array if we use game_party >.<; #
# #
# **Note** #
# This script does not stop your actors from gaining stats points defined in #
# the database. It will just add to it. #
# Set the stats to 1 all the way in the database to disable growth :0 #
# #
# **Modes** #
# 1 : Add one point to the attribute per point #
# 2 : Use RO system, attribute with value needs more points to increase. #
# Explanation: In RO, if you got high stats, you need more points to #
# increase it. So if you have 90 ATK and 5 INT...You can #
# choose to use 10 points for 1 more ATK OR use that 10 points #
# to get 6 INT #
+------------------------------------------------------------------------------+
=end
############################### Configuration ##################################
#Starting points; how many points to give to actor at the beginning of the game
StartPoints = 20
#Maximum attribute point you allowed in your game
MaxStat = 255
MaxHP = 9999
MaxMP = 999
#Max hit, eva and crit rate are all in percentage
MaxHIT = 80 # 100 means never miss
MaxEVA = 12 #100 means ALWAYS dodge; very illogical ^^. 50-70 is good rate
MaxCRIT = 15 #100 means always crit o.O

#How many points needed per increase
PointsPerHP = 2
PointsPerMP = 2
PointsPerHIT = 15
PointsPerEVA = 7
PointsPerCRIT = 5

#How many stats will increase per point?
IncreaseBy = 2
HPIncreaseBy = 25
MPIncreaseBy = 15
HITIncreaseBy = 5
EVAIncreaseBy = 1
CRITIncreaseBy = 1


#1 for normal mode, 2 or RO mode [points required calculated through formula]
Mode = 2
#You can chage font family and size here
Fontname = Font.default_name
Fontsize = 20

#Layout mode, if you use long words for atk,spi,def or agi ; set LayoutMode to 2
LayoutMode = 2

#========================== End Configuration ==================================
OFFSET = -10 #moves equipment part up and down XD
#==============================================================================
# ** Lettuce_Window_Top
#------------------------------------------------------------------------------
# This window displays Title message
#==============================================================================

class Lettuce_Window_Top < Window_Base
def initialize
super(0,0,544,70)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
refresh
end

def refresh
self.contents.clear
self.contents.draw_text(0,-10,544-32,32,"Stat Distribution",1)
self.contents.font.size = Fontsize-4
self.contents.draw_text(0,10,544-32,32,"Press left or right to change character",1)
end

end
#==============================================================================
# ** Lettuce_Window_Points
#------------------------------------------------------------------------------
# This window displays the attributes of a party member
#==============================================================================
class Lettuce_Window_Points < Window_Base
def initialize(member_index)
super(401,320,144,52)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
refresh(member_index)
end

def refresh(member_index)
actor = $game_party.members[member_index]
points = actor.points
self.contents.clear
self.contents.draw_text(0,0,162,20,"Points: "+points.to_s)
end
end

#==============================================================================
# ** Lettuce_Window_Info
#------------------------------------------------------------------------------
# This window displays the attributes of a party member
#==============================================================================

class Lettuce_Window_Info < Window_Base
def initialize(member_index)
super(0,71,400,346)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = Fontname
self.contents.font.size = Fontsize
@exo = 25 #equipment section X coordinate offset
@exo2 = 35 #equipment section X coordinate offset
@eyo = -10 #equipment section Y coordinate offset
refresh(member_index)
end

def refresh(member_index)
actor = $game_party.members[member_index]
self.contents.clear
self.contents.font.size = Fontsize
draw_actor_face(actor,10,10,92)
draw_actor_name(actor,120,10)
self.contents.font.size = Fontsize
self.contents.draw_text(190,30,200,20,"Class: "+actor.class.name)
self.contents.draw_text(120,30,200,20,"Lv. "+actor.level.to_s)

if LayoutMode == 1
draw_actor_state(actor,200,280,168)
elsif LayoutMode == 2
draw_actor_state(actor,220,10)
end

s1 = actor.exp_s #total exp
s2 = actor.current_lvl_exp #exp to get to this level
if s1.is_a?(Numeric)
s3 = s1-s2 #progress in this level
s4 = actor.next_lvl_exp #exp needed for next level
self.contents.font.size = Fontsize - 5
self.contents.draw_text(230,74,90,20,"EXP: "+s3.to_s+"/"+s4.to_s,0)
self.contents.font.size = Fontsize
else
self.contents.draw_text(230,74,85,20,"-----/-----",2)
end

#Preparing bar colours
back_color = Color.new(39, 58, 83, 255)

str_color1 = Color.new(229, 153, 73, 255)
str_color2 = Color.new(255, 72, 0, 255)

def_color1 = Color.new(210, 255, 0, 255)
def_color2 = Color.new(85, 129, 9, 255)

spi_color1 = Color.new(99, 133, 161, 255)
spi_color2 = Color.new(10, 60,107, 255)

agi_color1 = Color.new(167, 125, 180, 255)
agi_color2 = Color.new(90, 11, 107, 255)

hp_color1 = Color.new(66, 114, 164, 255)
hp_color2 = Color.new(122, 175, 229, 255)

mp_color1 = Color.new(93, 50, 158, 255)
mp_color2 = Color.new(145, 122, 229, 255)

exp_color1 = Color.new(246, 243, 224, 255)
exp_color2 = Color.new(255, 182, 0, 255)
if s1.is_a?(Numeric)
self.contents.fill_rect(230,90,89,7,back_color)
self.contents.gradient_fill_rect(232,92,(85*s3)/s4,3,exp_color1,exp_color2)

else
self.contents.fill_rect(230,60,89,7,back_color)
end


self.contents.fill_rect(120,67,104,7,back_color)
self.contents.gradient_fill_rect(122,69,100*actor.hp/actor.maxhp,3,hp_color1,hp_color2)
self.contents.draw_text(120,44,100,30,"HP",0)
self.contents.draw_text(120,44,100,30,actor.hp.to_s + "/" + actor.maxhp.to_s,2)

self.contents.fill_rect(120,90,104,7,back_color)
self.contents.gradient_fill_rect(122,92,100*actor.mp/actor.maxmp,3,mp_color1,mp_color2)
self.contents.draw_text(120,67,100,30,"MP",0)
self.contents.draw_text(120,67,100,30,actor.mp.to_s + "/" + actor.maxmp.to_s,2)

##weapons
dual_w = true if actor.two_swords_style == true
weapon = $data_weapons[actor.weapon_id]

shield = $data_armors[actor.armor1_id]
shield = dual_w ? $data_weapons[actor.armor1_id] : $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]



bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0
evasion = 0
crit = 4

if $data_actors[actor.id].critical_bonus
crit +=4
end

if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
if weapon.critical_bonus
crit += 4
end
end
if dual_w && shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
if weapon.critical_bonus
crit += 4
end
end
if shield && !dual_w
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
evasion += shield.eva
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
evasion += helm.eva
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
evasion += body.eva
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
evasion += accessory.eva
end
if LayoutMode == 1
draw_item_name(weapon,160+@exo,125+@eyo,true)
if weapon
two_hand = true if weapon.two_handed == true

end
if two_hand
draw_item_name(weapon,160+@exo,155+@eyo,true)
elsif dual_w
dweapon = $data_weapons[actor.armor1_id]
draw_item_name(dweapon,160+@exo,155+@eyo,true)
else
draw_item_name(shield,160+@exo,155+@eyo,true)
end
draw_item_name(helm,160+@exo,185+@eyo,true)
draw_item_name(body,160+@exo,215+@eyo,true)
draw_item_name(accessory,160+@exo,245+@eyo,true)

#Testing area for Weapon upgrade script
#self.contents.font.size = Fontsize - 7
#self.contents.draw_text(160+@exo,135,30,20,"[+"+weapon.level.to_s+"]",0)

self.contents.font.color = Color.new(87,87,87,255)
if !weapon
#draw_icon(216,160+@exo,125+@eyo,true)
self.contents.draw_text(184+@exo,127+@eyo,200,20,"Unequipped")
end
if !shield
#draw_icon(217,160+@exo,155+@eyo,true)
if !two_hand
self.contents.draw_text(184+@exo,157+@eyo,200,20,"Unequipped")
end
end
if !helm
#draw_icon(218,160+@exo,185+@eyo,true)
self.contents.draw_text(184+@exo,187+@eyo,200,20,"Unequipped")
end
if !body
#draw_icon(219,160+@exo,215+@eyo,true)
self.contents.draw_text(184+@exo,217+@eyo,200,20,"Unequipped")
end
if !accessory
#draw_icon(220,160+@exo,245+@eyo,true)
self.contents.draw_text(184+@exo,247+@eyo,200,20,"Unequipped")
end
self.contents.font.color = Color.new(255,255,255,255)

elsif LayoutMode == 2
draw_item_name(weapon,160+@exo2,125+OFFSET+@eyo,true)
#if weapon
if weapon
two_hand = true if weapon.two_handed
end
if two_hand
draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
else
draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
end
#end
=begin
if weapon.two_handed == true
draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
else
draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
end
=end
draw_item_name(helm,160+@exo2,205+OFFSET+@eyo,true)
draw_item_name(body,160+@exo2,245+OFFSET+@eyo,true)
draw_item_name(accessory,160+@exo2,285+OFFSET+@eyo,true)



self.contents.font.color = Color.new(87,87,87,255)
if !weapon
#draw_icon(216,160+@exo2,125+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,127+OFFSET+@eyo,200,20,"Unequipped")
end
if weapon
if !shield and weapon.two_handed == false
#draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Unequipped")
end
else
if !shield
#draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Unequipped")
end
end

if !helm
#draw_icon(218,160+@exo2,205+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,207+OFFSET+@eyo,200,20,"Unequipped")
end
if !body
#draw_icon(219,160+@exo2,245+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,247+OFFSET+@eyo,200,20,"Unequipped")
end
if !accessory
#draw_icon(220,160+@exo2,285+OFFSET+@eyo,true)
self.contents.draw_text(184+@exo2,287+OFFSET+@eyo,200,20,"Unequipped")
end
self.contents.font.color = Color.new(255,255,255,255)
end



self.contents.font.size = Fontsize - 5
self.contents.draw_text(10,120,100,20,Vocab::atk+": ")
self.contents.draw_text(10,120,100,20,(actor.atk-bonus_atk).to_s+" + "+bonus_atk.to_s,2)

self.contents.fill_rect(10,140,104,7,back_color)
self.contents.gradient_fill_rect(12,142,((actor.atk-bonus_atk)*100)/MaxStat,3,str_color1,str_color2)

self.contents.draw_text(10,150,100,20,Vocab::def+": ")
self.contents.draw_text(10,150,100,20,(actor.def-bonus_def).to_s+" + "+bonus_def.to_s,2)

self.contents.fill_rect(10,170,104,7,back_color)
self.contents.gradient_fill_rect(12,172,((actor.def-bonus_def)*100)/MaxStat,3,def_color1,def_color2)

self.contents.draw_text(10,180,100,20,Vocab::spi+": ")
self.contents.draw_text(10,180,100,20,(actor.spi-bonus_spi).to_s+" + "+bonus_spi.to_s,2)

self.contents.fill_rect(10,200,104,7,back_color)
self.contents.gradient_fill_rect(12,202,((actor.spi-bonus_spi)*100)/MaxStat,3,spi_color1,spi_color2)

self.contents.draw_text(10,210,100,20,Vocab::agi+": ")
self.contents.draw_text(10,210,100,20,(actor.agi-bonus_agi).to_s+" + "+bonus_agi.to_s,2)

self.contents.fill_rect(10,230,104,7,back_color)
self.contents.gradient_fill_rect(12,232,((actor.agi-bonus_agi)*100)/MaxStat,3,agi_color1,agi_color2)

if weapon
hit_rate = weapon.hit
else
hit_rate = 95
end


self.contents.font.size = Fontsize - 5
self.contents.font.color = Color.new(162,212,98,255)
self.contents.draw_text(1,245,100,20,"Maximum ATK :",2)
self.contents.draw_text(1,260,100,20,"Hit rate (%) :",2)
self.contents.draw_text(1,275,100,20,"Evasion rate (%) :",2)
self.contents.draw_text(1,290,100,20,"Critical Rate (%) :",2)

self.contents.draw_text(105,245,60,20,(actor.atk*4).to_s,0)
self.contents.draw_text(105,260,60,20,actor.base_hit.to_s + "+" + actor.hitr.to_s,0)
self.contents.draw_text(105,275,60,20,actor.base_eva.to_s + "+" +actor.evar.to_s,0)
self.contents.draw_text(105,290,60,20,actor.base_cri.to_s + "+" + actor.crir.to_s,0)

self.contents.font.size = Fontsize-6
self.contents.font.color = text_color(16)
self.contents.draw_text(135,260,60,20,"[Req:"+PointsPerHIT.to_s+"pt.]",2)
self.contents.draw_text(135,275,60,20,"[Req:"+PointsPerEVA.to_s+"pt.]",2)
self.contents.draw_text(135,290,60,20,"[Req:"+PointsPerCRIT.to_s+"pt.]",2)

#self.contents.draw_text(120,260,60,20,(hit_rate+actor.hit_bonus).to_s,0)
#self.contents.draw_text(120,275,60,20,(evasion+actor.eva).to_s,0)
#self.contents.draw_text(120,290,60,20,(crit+actor.cri_bonus).to_s,0)

if LayoutMode == 1

self.contents.font.color = Color.new(155,199,206,255)
self.contents.font.size = Fontsize - 8
if weapon
self.contents.draw_text(185+@exo,140+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
self.contents.draw_text(219+@exo,140+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
self.contents.draw_text(253+@exo,140+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
self.contents.draw_text(287+@exo,140+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
end

if shield
self.contents.draw_text(185+@exo,170+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
self.contents.draw_text(219+@exo,170+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
self.contents.draw_text(253+@exo,170+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
self.contents.draw_text(287+@exo,170+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
end

if helm
self.contents.draw_text(185+@exo,200+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
self.contents.draw_text(219+@exo,200+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
self.contents.draw_text(253+@exo,200+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
self.contents.draw_text(287+@exo,200+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
end

if body
self.contents.draw_text(185+@exo,230+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
self.contents.draw_text(219+@exo,230+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
self.contents.draw_text(253+@exo,230+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
self.contents.draw_text(287+@exo,230+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
end

if accessory
self.contents.draw_text(185+@exo,260+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
self.contents.draw_text(219+@exo,260+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
self.contents.draw_text(253+@exo,260+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
self.contents.draw_text(287+@exo,260+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
end
end

if Mode == 2
self.contents.font.size = Fontsize - 8
self.contents.font.color = Color.new(155,199,206,255)
self.contents.draw_text(23,100,125,20,"POINTS",2)
self.contents.draw_text(29,110,125,20,"REQUIRED",2)
self.contents.font.size = Fontsize - 4
self.contents.draw_text(20,125,115,20,required(actor.atk-bonus_atk).to_s,2)
self.contents.draw_text(20,155,115,20,required(actor.def-bonus_def).to_s,2)
self.contents.draw_text(20,185,115,20,required(actor.spi-bonus_spi).to_s,2)
self.contents.draw_text(20,215,115,20,required(actor.agi-bonus_agi).to_s,2)
end

if LayoutMode == 2
self.contents.font.color = Color.new(155,199,206,255)
self.contents.font.size = Fontsize - 8
if weapon
self.contents.draw_text(185+@exo2,140+OFFSET+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
self.contents.draw_text(185+@exo2,150+OFFSET+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
self.contents.draw_text(253+@exo2,140+OFFSET+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
self.contents.draw_text(253+@exo2,150+OFFSET+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
end

if shield
self.contents.draw_text(185+@exo2,180+OFFSET+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
self.contents.draw_text(185+@exo2,190+OFFSET+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
self.contents.draw_text(253+@exo2,180+OFFSET+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
self.contents.draw_text(253+@exo2,190+OFFSET+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
end

if helm
self.contents.draw_text(185+@exo2,220+OFFSET+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
self.contents.draw_text(185+@exo2,230+OFFSET+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
self.contents.draw_text(253+@exo2,220+OFFSET+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
self.contents.draw_text(253+@exo2,230+OFFSET+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
end

if body
self.contents.draw_text(185+@exo2,260+OFFSET+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
self.contents.draw_text(185+@exo2,270+OFFSET+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
self.contents.draw_text(253+@exo2,260+OFFSET+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
self.contents.draw_text(253+@exo2,270+OFFSET+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
end

if accessory
self.contents.draw_text(185+@exo2,300+OFFSET+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
self.contents.draw_text(185+@exo2,310+OFFSET+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
self.contents.draw_text(253+@exo2,300+OFFSET+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
self.contents.draw_text(253+@exo2,310+OFFSET+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
end
end
end

def required(base)
return (((base-1)/10)+2).floor
end

end

#==============================================================================
# ** Lettuce_Window_Help
#------------------------------------------------------------------------------
# This window displays property of each attribute
#==============================================================================
class Lettuce_Window_Help < Window_Base
def initialize(index)
super(401,372,144,44)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.size = Fontsize - 6
refresh(index)
end

def refresh(index)
self.contents.clear
self.contents.font.color = text_color(16)

case index
when 0
self.contents.draw_text(0,-5,112,20,"HP + "+HPIncreaseBy.to_s)
when 1
self.contents.draw_text(0,-5,112,20,"MP + "+MPIncreaseBy.to_s)
when 2
self.contents.draw_text(0,-5,112,20,Vocab::atk+" + "+IncreaseBy.to_s)
when 3
self.contents.draw_text(0,-5,112,20,Vocab::def+" + "+IncreaseBy.to_s)
when 4
self.contents.draw_text(0,-5,112,20,Vocab::spi+" + "+IncreaseBy.to_s)
when 5
self.contents.draw_text(0,-5,112,20,Vocab::agi+" + "+IncreaseBy.to_s)
when 6
self.contents.draw_text(0,-5,112,20,"HIT + "+HITIncreaseBy.to_s)
when 7
self.contents.draw_text(0,-5,112,20,"EVA + "+EVAIncreaseBy.to_s)
when 8
self.contents.draw_text(0,-5,112,20,"CRIT + "+CRITIncreaseBy.to_s)
end


end

end


#==============================================================================
# ** Scene_Stat_Dist
#------------------------------------------------------------------------------
# Performs stat distribution process happy.gif
#==============================================================================
class Scene_Stat_Dist < Scene_Base
def initialize(menu_index)
@menu_index = menu_index
end

def start
super
create_menu_background
ihp = Vocab::hp
imp = Vocab::mp
i1 = Vocab::atk
i2 = Vocab::def
i3 = Vocab::spi
i4 = Vocab::agi
i5 = "HIT"
i6 = "EVA"
i7 = "CRIT"
@window_select = Window_Command.new(144,[ihp,imp,i1,i2,i3,i4,i5,i6,i7])
if $position
@window_select.index = $position - 1
else
@window_select.index = 0
end

@window_select.active = true
@window_select.x = 401
@window_select.y = 71

@window_top = Lettuce_Window_Top.new
@window_points = Lettuce_Window_Points.new(@menu_index)
@window_info = Lettuce_Window_Info.new(@menu_index)
@window_help = Lettuce_Window_Help.new(@window_select.index)
end

def terminate
super
dispose_menu_background
@window_top.dispose
@window_points.dispose
@window_info.dispose
@window_help.dispose
@window_select.dispose
end

def update
update_menu_background
#@window_points.refresh(@menu_index)

@window_select.update
#@window_help.refresh(@window_select.index)
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@window_help.refresh(@window_select.index)
end

@changes = 0
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
@menu_index += 1
@menu_index %= $game_party.members.size
$scene = Scene_Stat_Dist.new(@menu_index)
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
@menu_index += $game_party.members.size - 1
@menu_index %= $game_party.members.size
$scene = Scene_Stat_Dist.new(@menu_index)
elsif Input.trigger?(Input::C)
#Points addition begins
#which attribute
if Mode == 1
do_point_reg
elsif Mode == 2
do_point_rag
end
end

end

def do_point_reg
@att = @window_select.index

actor = $game_party.members[@menu_index]

##weapons
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]

bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0

if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
end
if shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
end

case @att

when 0 #HP
if actor.points < PointsPerHP
Sound.play_cancel
elsif actor.maxhp >= MaxHP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxhp += HPIncreaseBy
if $game_party.members[@menu_index].maxhp > MaxHP
$game_party.members[@menu_index].maxhp = MaxHP
end
actor.points -= PointsPerHP
@changes += 1
$position = 1
end

when 1 #MP
if actor.points < PointsPerMP
Sound.play_cancel
elsif actor.maxmp >= MaxMP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxmp += MPIncreaseBy
if $game_party.members[@menu_index].maxmp > MaxMP
$game_party.members[@menu_index].maxmp = MaxMP
end
actor.points -= PointsPerMP
@changes += 1
$position = 1
end

when 2 #ATK
if actor.points < 1
Sound.play_cancel
elsif (actor.atk-bonus_atk) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].atk += IncreaseBy
if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
$game_party.members[@menu_index].atk = MaxStat+bonus_atk
end
actor.points -= 1
@changes += 1
$position = 1
end

when 3 #DEF
if actor.points < 1
Sound.play_cancel
elsif (actor.def-bonus_def) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].def += IncreaseBy
if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
$game_party.members[@menu_index].def = MaxStat+bonus_def
end
actor.points -= 1
@changes += 1
$position = 2
end

when 4 #SPI
if actor.points < 1
Sound.play_cancel
elsif (actor.spi-bonus_spi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].spi += IncreaseBy
if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
$game_party.members[@menu_index].spi = MaxStat+bonus_spi
end
actor.points -= 1
@changes += 1
$position = 3
end
when 5 #AGI
if actor.points < 1
Sound.play_cancel
elsif (actor.agi-bonus_agi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].agi += IncreaseBy
if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
$game_party.members[@menu_index].agi = MaxStat+bonus_agi
end
actor.points -= 1
@changes += 1
$position = 4
end


when 6 #HIT
if actor.points < PointsPerHIT
Sound.play_cancel
elsif actor.hitr >= MaxHIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].hitr += HITIncreaseBy
if $game_party.members[@menu_index].hitr > MaxHIT
$game_party.members[@menu_index].hitr = MaxHIT
end
actor.points -= PointsPerHIT
@changes += 1
$position = 1
end
when 7 #EVA
if actor.points < PointsPerEVA
Sound.play_cancel
elsif actor.evar >= MaxEVA
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].evar += EVAIncreaseBy
if $game_party.members[@menu_index].evar > MaxEVA
$game_party.members[@menu_index].evar = MaxEVA
end
actor.points -= PointsPerEVA
@changes += 1
$position = 1
end
when 8 #CRIT
if actor.points < PointsPerCRIT
Sound.play_cancel
elsif actor.crir >= MaxCRIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].crir += CRITIncreaseBy
if $game_party.members[@menu_index].crir > MaxCRIT
$game_party.members[@menu_index].crir = MaxCRIT
end
actor.points -= PointsPerCRIT
@changes += 1
$position = 1
end
end

if @changes > 0
@window_info.refresh(@menu_index)
@window_points.refresh(@menu_index)
#$scene = Scene_Stat_Dist.new(@menu_index)
end
end

def do_point_rag
@att = @window_select.index

actor = $game_party.members[@menu_index]

##weapons
weapon = $data_weapons[actor.weapon_id]
shield = $data_armors[actor.armor1_id]
helm =$data_armors[actor.armor2_id]
body =$data_armors[actor.armor3_id]
accessory =$data_armors[actor.armor4_id]

bonus_atk = 0
bonus_def = 0
bonus_spi = 0
bonus_agi = 0

if weapon
bonus_atk += weapon.atk
bonus_def += weapon.def
bonus_spi += weapon.spi
bonus_agi += weapon.agi
end
if shield
bonus_atk += shield.atk
bonus_def += shield.def
bonus_spi += shield.spi
bonus_agi += shield.agi
end
if helm
bonus_atk += helm.atk
bonus_def += helm.def
bonus_spi += helm.spi
bonus_agi += helm.agi
end
if body
bonus_atk += body.atk
bonus_def += body.def
bonus_spi += body.spi
bonus_agi += body.agi
end
if accessory
bonus_atk += accessory.atk
bonus_def += accessory.def
bonus_spi += accessory.spi
bonus_agi += accessory.agi
end

case @att

when 0 #HP
if actor.points < PointsPerHP
Sound.play_cancel
elsif actor.maxhp >= MaxHP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxhp += HPIncreaseBy
if $game_party.members[@menu_index].maxhp > MaxHP
$game_party.members[@menu_index].maxhp = MaxHP
end
actor.points -= PointsPerHP
@changes += 1
$position = 1
end

when 1 #MP
if actor.points < PointsPerMP
Sound.play_cancel
elsif actor.maxmp >= MaxMP
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].maxmp += MPIncreaseBy
if $game_party.members[@menu_index].maxmp > MaxMP
$game_party.members[@menu_index].maxmp = MaxMP
end
actor.points -= PointsPerMP
@changes += 1
$position = 1
end

when 2 #ATK
base_value = actor.atk-bonus_atk
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.atk-bonus_atk) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].atk += IncreaseBy
if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
$game_party.members[@menu_index].atk = MaxStat+bonus_atk
end
actor.points -= required(base_value)
@changes += 1
$position = 1
end

when 3 #DEF
base_value = actor.def-bonus_def
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.def-bonus_def) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].def += IncreaseBy
if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
$game_party.members[@menu_index].def = MaxStat+bonus_def
end
actor.points -= required(base_value)
@changes += 1
$position = 2
end

when 4 #SPI
base_value = actor.spi-bonus_spi
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.spi-bonus_spi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].spi += IncreaseBy
if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
$game_party.members[@menu_index].spi = MaxStat+bonus_spi
end
actor.points -= required(base_value)
@changes += 1
$position = 3
end
when 5 #AGI
base_value = actor.agi-bonus_agi
points = actor.points
if enough_point(base_value,points)
Sound.play_cancel
elsif (actor.agi-bonus_agi) >= MaxStat
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].agi += IncreaseBy
if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
$game_party.members[@menu_index].agi = MaxStat+bonus_agi
end
actor.points -= required(base_value)
@changes += 1
$position = 4
end
when 6 #HIT
if actor.points < PointsPerHIT
Sound.play_cancel
elsif actor.hitr >= MaxHIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].hitr += HITIncreaseBy
if $game_party.members[@menu_index].hitr > MaxHIT
$game_party.members[@menu_index].hitr = MaxHIT
end
actor.points -= PointsPerHIT
@changes += 1
$position = 1
end
when 7 #EVA
if actor.points < PointsPerEVA
Sound.play_cancel
elsif actor.evar >= MaxEVA
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].evar += EVAIncreaseBy
if $game_party.members[@menu_index].evar > MaxEVA
$game_party.members[@menu_index].evar = MaxEVA
end
actor.points -= PointsPerEVA
@changes += 1
$position = 1
end
when 8 #CRIT
if actor.points < PointsPerCRIT
Sound.play_cancel
elsif actor.crir >= MaxCRIT
Sound.play_cancel
else
Sound.play_use_item
$game_party.members[@menu_index].crir += CRITIncreaseBy
if $game_party.members[@menu_index].crir > MaxCRIT
$game_party.members[@menu_index].crir = MaxCRIT
end
actor.points -= PointsPerCRIT
@changes += 1
$position = 1
end
end
if @changes > 0
@window_points.refresh(@menu_index)
@window_info.refresh(@menu_index)
#$scene = Scene_Stat_Dist.new(@menu_index)
end
end

def enough_point(base,points)
required = (((base-1)/10)+2).floor
if required > points
return true
elsif required <= points
return false
end
end

def required(base)
return (((base-1)/10)+2).floor
end

end


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Giving game actor a point attribute
# -> $game_party.member[x].points
#==============================================================================

class Game_Actor < Game_Battler

attr_accessor :points
attr_accessor :hit_bonus
attr_accessor :eva_bonus
attr_accessor :cri_bonus
attr_accessor :hitr
attr_accessor :evar
attr_accessor :crir
#attr_accessor :current_lvl_exp
#attr_accessor :next_lvl_exp
alias Lettuce_Game_Actor_Ini initialize

def initialize(actor_id)
Lettuce_Game_Actor_Ini(actor_id)
@points = StartPoints
@hitr = 0
@evar = 0
@crir = 0
#@current_lvl_exp = @exp_list[@level-1]
#@next_lvl_exp = @exp_list[@level]
end

def points
return @points
end

#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
if n+@hitr <= MaxHIT
return n+@hitr
else return MaxHIT
end
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def eva
n = 5
for item in armors.compact do n += item.eva end
if n+@evar <= MaxEVA
return n+@evar
else return MaxEVA
end
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
if n+@crir <= MaxCRIT
return n+@crir
else return MaxCRIT
end
end

#--------------------------------------------------------------------------
# * Get Hit Rate
#--------------------------------------------------------------------------
def base_hit
if two_swords_style
n1 = weapons[0] == nil ? 95 : weapons[0].hit
n2 = weapons[1] == nil ? 95 : weapons[1].hit
n = [n1, n2].min
else
n = weapons[0] == nil ? 95 : weapons[0].hit
end
return n
end
#--------------------------------------------------------------------------
# * Get Evasion Rate
#--------------------------------------------------------------------------
def base_eva
n = 5
for item in armors.compact do n += item.eva end
return n
end
#--------------------------------------------------------------------------
# * Get Critical Ratio
#--------------------------------------------------------------------------
def base_cri
n = 4
n += 4 if actor.critical_bonus
for weapon in weapons.compact
n += 4 if weapon.critical_bonus
end
return n
end


#--------------------------------------------------------------------------
# * bonus rates
#--------------------------------------------------------------------------
def hitr
return @hitr
end

def evar
return @evar
end

def crir
return @crir
end



def current_lvl_exp
return @exp_list[@level]
end

def next_lvl_exp
return @exp_list[@level+1]-@exp_list[@level]
end
end


Instrucciones

Puede utilizar llamada script evento y este código
CODE
$scene = Scene_Stat_Dist.new(0)

O editar su menú de escena

Dar puntos:
CODE
$game_party.members[<member ID>].points += <amount of points>
#$game_party.members[0].points += 5 <- this would give your first actor in the party 5 points

o si desea dar el punto a nivel
bajo Game_Actor, en def change_exp, bajo la línea level_up; pegar este
CODE
difference = @level - last_level
$game_actors[@actor_id].points += <amount of points>

Si desea dar puntos a nivel de la misma manera que hace RO, el uso de este presente una
CODE
difference = @level - last_level
$game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference


Demo

DEMO


Fuente: vz4.net

znl
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http://www.mundo-maker.forumn.net

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Re: [RMVX]Distribución de puntos de estado

Mensaje por treur el Lun Jul 19, 2010 9:49 pm

peque debajo de level_up; el codigo pasar cuando subieran de nivel y no funciono sabras proque me salio error de sintaxis

treur
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