If you have played online game before, you will notice that some of them give you points upon level up and let you increase your stat as you like instead of having a pre-determined stats. This script mimics that system.
This script have 2 modes, regular mode where you get a fixed number of stats upon leveling up and 1 point will give you 1 stat increase.
Then there's RO (Ragnarok online) mode, where you gain a few points upon level up at lower level, but at higher level, you get more points per level up (calculated by formula)
and each stat will require more points for 1 increase at higher value. For example, you need 10 points to increase from 90 SPI to 91 SPI, but only 2 points to increase ATK from 2 to 3 (meaning, you can sacrify the points needed for the high stat and get several lower stats with the same amount of points :D)
Features
Give you the ability to increase hp, mp, atk, def, spi, agi, hit, eva and crit o.O
Mode toggle (normal and RO)
Can easily give your actors points
Does not interfere with normal character's growth (set the stat curve in database to 1 all the way from 1 to 99; this will disable natural growth
SHOULD work with any party switching / more than 4 actor per party scripts
Customizable maximum stats
Customizable starting points
Customizable stat increment
Replace the status menu?
Displays max atk, hit rate, evasion rate, critical rate
Displays actor name, class, states, exp, equipments, attributes etc.
Customizable font -_-;; (running out of feature)
Update History
2-May-08 : Version 1.0 increases atk (base atk and weapon bonus), max stat counts weapons bonus too. Now in version 1.1, the script only increase the base atk value, ignoring all weapon bonus (so if your max stat in game is 99, base atk 23 and weapon atk is 30; you can increase the base atk to 99. and with weapon bonus, you have total atk of 129!)
3-May-08 : Version 1.2; showing much more info, including equiped items and their stats bonus, max attack power, evasion, hit and critical rate
5-May-2008 : Version 1.3, now showing "Unequiped message" for unequiped slot rather than leaving it blank, 2 layout modes (for those who use very long Vocab for the 4 attributes), plays sound etc~
8-May-2008 : Feature update, now with exp bar, states display and lets you set a starting points [points given at the beginning of the game]
13-May-2008 : Feature update, now you can increase hit rate, evasion rate and critical rate. Points needed for each and increment amount for each are customizable
=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 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
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)
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.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 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
case index
when 0
self.contents.draw_text(0,-5,112,20,"HP + "+HPIncreaseBy.to_s)
when 1
self.contents.draw_text(0,-5,112,20,"MP + "+MPIncreaseBy.to_s)
when 2
self.contents.draw_text(0,-5,112,20,Vocab::atk+" + "+IncreaseBy.to_s)
when 3
self.contents.draw_text(0,-5,112,20,Vocab::def+" + "+IncreaseBy.to_s)
when 4
self.contents.draw_text(0,-5,112,20,Vocab::spi+" + "+IncreaseBy.to_s)
when 5
self.contents.draw_text(0,-5,112,20,Vocab::agi+" + "+IncreaseBy.to_s)
when 6
self.contents.draw_text(0,-5,112,20,"HIT + "+HITIncreaseBy.to_s)
when 7
self.contents.draw_text(0,-5,112,20,"EVA + "+EVAIncreaseBy.to_s)
when 8
self.contents.draw_text(0,-5,112,20,"CRIT + "+CRITIncreaseBy.to_s)
end
end
end
#==============================================================================
# ** Scene_Stat_Dist
#------------------------------------------------------------------------------
# Performs stat distribution process :)
#==============================================================================
class Scene_Stat_Dist < Scene_Base
def initialize(menu_index)
@menu_index = menu_index
end
def terminate
super
dispose_menu_background
@window_top.dispose
@window_points.dispose
@window_info.dispose
@window_help.dispose
@window_select.dispose
end
@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
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
#==============================================================================
#--------------------------------------------------------------------------
# * 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
def next_lvl_exp
return @exp_list[@level+1]-@exp_list[@level]
end
end
Instructions
Calling the script:
Calling the script:
You can use call script event and this code
PHP Code:
<?php
$scene = Scene_Stat_Dist.new(0)
Or edit your menu scene
Giving Points:
PHP Code:
<?php
$game_party.members[<member ID>].points += <amount of points> #$game_party.members[0].points += 5 <- this would give your first actor in the party 5 points
or if you want to give point upon level up
under Game_Actor, in def change_exp, under the line level_up ; paste this
Q: How do i get unequiped icons like the ones in your screenshot!?
A: Replace your default iconset with this http://roxburian.com/IconSet.png Credit goes to Whitecat and Twilight (I just add 5 more icons). Then search for draw_icon and remove the # infront
Q: I found a bug! What do I do?
A: Post here :D! Though I have tested this script, I can't guarantee that it is bug free.
Q: I can't see any text!!
A: Change Fontname at the beginning of the script, to something like "Verdana" or "Arial"
Q: I love you
A: Yes, lets make babies
Compatibility
Should work with anything;
Credits and Thanks
me :0
Akin
GoldenShadow Author's Notes
This script will part of my Ragnarok Online package, includes this script, RO style damage calculations etc etc
Terms and Conditions
Do whatever you like as long as you leave my name it it <3 Would be nice if you inform me about it though ^^
Stat Distribution System - MasterSion - 08-24-2009
Stat Distribution System - DerVVulfman - 09-10-2009
Okie dokie.
Aisur (aka Lettuce) hasn't updated his threads at .Org or Creation Asylum, and in the past stated he would updatie his system at his own blog. (EDIT): His blog and naturallyartificial website is sadly down. However the script was retrievable and updated in the post.