Edit:
Ok so i ended up adding the script "Rune's One Man CMS"
And i was able to add the extra option, however, now when i try to get into the stat system whether it be through the menu or through the map i get this error:
"Script 'Blizz Stat Distribution' line 262: ArgumentError Occurred.
wrong number of arguments(3 for 4)"
Runes Non-Edited Script
http://forum.chaos-project.com/index.ph ... 138.0.html
Runes Script Edited
This is Blizzards Stat Distribution Script
Ok so i ended up adding the script "Rune's One Man CMS"
And i was able to add the extra option, however, now when i try to get into the stat system whether it be through the menu or through the map i get this error:
"Script 'Blizz Stat Distribution' line 262: ArgumentError Occurred.
wrong number of arguments(3 for 4)"
Runes Non-Edited Script
http://forum.chaos-project.com/index.ph ... 138.0.html
Runes Script Edited
Code:
#==============================================================================
# ** One-Man CMS
# * by Rune
#------------------------------------------------------------------------------
# Little configuration required:
#
# Must have three images in the pictures folder of your project named "HP_bar",
# "SP_bar" (both of these must be from 100 x 4 to 100 x 10 pixels) and one
# named "bar_border", this one must be 102 pixels in width and the height of
# your bars + 2 pixels, and must consist of a one pixel thick border for your
# HP/SP bars, and may include a darker colour in the centre.
#------------------------------------------------------------------------------
# * Credit:
# Rune
# Modern Algebra for the HP/SP bars coding and for the Window_Command edit
# (I'm 99.7% sure that was him).
#==============================================================================
#==============================================================================
# * HP/SP bar configuration
#==============================================================================
HP_BAR = RPG::Cache.picture("HP_bar") # Name of your HP bar
SP_BAR = RPG::Cache.picture("SP_bar") # Name of your SP bar
BAR_BORDER = RPG::Cache.picture("bar_border") # Name of your HP/SP bar border
DECREASE_STYLE = 0 # 0 = squash, 1 = crop
#==============================================================================
# * End of HP/SP bar configuration
#==============================================================================
#==============================================================================
# * MenuStatus bar configuration
#==============================================================================
$activecharid = 1 # Change this to match the current active character
# The number is the character's ID in the database
# I.e. Arshes = 1, Basil = 2, Cyrus = 3, etc...
# To change ingame, use a call script command and type:
# $activecharid = number
#==============================================================================
# * End of MenuStatus configuration
#==============================================================================
#==============================================================================
# * Window_Base (Edit)
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Battler
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# opacity : opacity
#--------------------------------------------------------------------------
def draw_actor_battler(actor, x, y, opacity)
char = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x, y, char, char.rect, opacity)
end
end
#==============================================================================
# * End of Window_Base (Edit)
#==============================================================================
#==============================================================================
# * Window_Command (Rewrite)
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)
super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)
@inf_scroll = inf_scroll
@item_max = commands.size
@commands = commands
@column_max = column_max
@style = style
self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw_Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], @style)
end
#--------------------------------------------------------------------------
# * Disable Item
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Update Help
#--------------------------------------------------------------------------
def update_help
@help_window.set_actor($game_party.actors[$scene.actor_index])
end
end
#==============================================================================
# * End of Window_Command (Rewrite)
#==============================================================================
#==============================================================================
# * Window_PlayTime (Edit)
#==============================================================================
class Window_PlayTime
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Play Time", 2)
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
end
#==============================================================================
# * End of Window_PlayTime (Edit)
#==============================================================================
#==============================================================================
# * Window_MenuStatus (Rewrite)
#==============================================================================
class Window_MenuStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(240, 32, 320, 416)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_actors[$activecharid]
draw_actor_battler(actor, 128, 160, 160)
self.contents.font.size = 32
self.contents.font.color = Color.new(0, 0, 0, 255)
self.contents.draw_text(4, 4, 288, 32, actor.name, 1)
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 288, 32, actor.name, 1)
self.contents.font.size = 22
draw_actor_class(actor, 16, 160)
draw_actor_level(actor, 16, 128)
draw_actor_state(actor, 16, 192)
draw_actor_exp(actor, 0, 96)
border = BAR_BORDER
src_rect = Rect.new(0, 0, 102, 12)
self.contents.blt(39, 71, border, src_rect)
self.contents.blt(183, 71, border, src_rect)
hp = HP_BAR
sp = SP_BAR
case DECREASE_STYLE
when 0
hp_percent = ((actor.hp.to_f / actor.maxhp.to_f) * 100).to_i
dest_rect = Rect.new (40, 72, hp_percent, 10)
self.contents.stretch_blt (dest_rect, hp, hp.rect)
sp_percent = ((actor.sp.to_f / actor.maxsp.to_f) * 100).to_i
dest_rect = Rect.new (184, 72, sp_percent, 10)
self.contents.stretch_blt (dest_rect, sp, sp.rect)
when 1
hp_percent = ((actor.hp.to_f / actor.maxhp.to_f) * 100).to_i
src_rect = Rect.new (0, 0, hp_percent, 10)
self.contents.blt (40, 72, hp, src_rect)
sp_percent = ((actor.sp.to_f / actor.maxsp.to_f) * 100).to_i
src_rect = Rect.new (0, 0, sp_percent, 10)
self.contents.blt (184, 72, sp, src_rect)
end
draw_actor_hp(actor, 0, 48)
draw_actor_sp(actor, 144, 48)
draw_item_name($data_weapons[actor.weapon_id], 0, 224)
draw_item_name($data_armors[actor.armor1_id], 0, 256)
draw_item_name($data_armors[actor.armor2_id], 0, 288)
draw_item_name($data_armors[actor.armor3_id], 0, 320)
draw_item_name($data_armors[actor.armor4_id], 0, 352)
end
#--------------------------------------------------------------------------
# * Dummy
#--------------------------------------------------------------------------
def dummy
self.contents.font.color = system_color
self.contents.draw_text(0, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(0, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(0, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(0, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(0, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[actor.weapon_id], 0, 144)
draw_item_name($data_armors[actor.armor1_id], 0, 208)
draw_item_name($data_armors[actor.armor2_id], 0, 272)
draw_item_name($data_armors[actor.armor3_id], 0, 336)
draw_item_name($data_armors[actor.armor4_id], 0, 400)
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#==============================================================================
# * End of Window_MenuStatus (Rewrite)
#==============================================================================
#==============================================================================
# * Scene_Menu
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Makes the Map appear in the background
@spriteset = Spriteset_Map.new
# Make command window
s1 = "Inventory"
s2 = "Abilities"
s3 = "Equipment"
s4 = "Stat Points"
s5 = "Status"
s6 = "Save Game"
s7 = "Quit Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7], 1, 2)
@command_window.index = @menu_index
@command_window.y = 240 - @command_window.height / 2
@command_window.x = 80
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make status window
@status_window = Window_MenuStatus.new
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 400
@playtime_window.y = 160
@playtime_window.opacity = 0
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 400
@gold_window.y = 224
@gold_window.opacity = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@spriteset.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@spriteset.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equip screen
$scene = Scene_Equip.new
when 3
#play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Points.new
when 4 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new
when 5 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
end
#==============================================================================
# * End of Scene_Menu
#==============================================================================
This is Blizzards Stat Distribution Script
Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Stat Distribution System by Blizzard
# Version: 2.0
# Type: Actor Attribute Modifier
# Date: 25.3.2007
# Date v1.1b: 6.4.2007
# Date v1.2b: 22.8.2007
# Date v1.3b: 12.9.2007
# Date v1.33b: 5.11.2007
# Date v2.0: 18.10.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
# 99% compatible with SDK v1.x. 80% compatible with SDK 2.x. WILL corrupt
# your old savegames. Might cause problems with custom leveling up systems.
# 99% compatibility with everything else.
#
#
# Features:
#
# - distribute points between different stats
# - extra scene for point distribution with confirmation window at the end
# - calls the "caller scene" automatically when finished
# - add points by easily pressing RIGHT/LEFT
# - hold Q to add 10 points at once
# - hold W to add 100 points at once
# - a Stat Distribution System that actually works like it should...
#
# new in v1.1b:
# - added option to call the Points Scene after a fight with level ups
# - customizable icon position and opacity
#
# new in v1.2b:
# - improved coding and made code shorter
# - rewritten conditions using classic syntax to avoid RGSS conditioning bug
#
# new in v1.3b:
# - improved coding
# - fixed bug with AUTO_CALL after battle
# - new AUTO_MAP_CALL works on the map as well (that means it's fully
# compatible with Blizz-ABS)
#
# new in v1.33b:
# - improved coding
# - improved compatibility
# - fixed a little glitch
#
# new in v2.0:
# - improved coding and overworked system (corrupts old savegames with older
# version of this system!)
# - new design
# - new support for HP and SP
# - now possible to configure multiple points for one stat
#
#
# Configuration:
#
# Set up the configuration below.
#
# STARTING_DP - how many points should the actor have initially at level 1
# DP_PER_LEVEL - how many points should the actor gain per level
# HP_DP_COST - how many DP does 1 HP cost
# SP_DP_COST - how many DP does 1 SP cost
# STR_DP_COST - how many DP does 1 STR cost
# DEX_DP_COST - how many DP does 1 DEX cost
# AGI_DP_COST - how many DP does 1 AGI cost
# INT_DP_COST - how many DP does 1 INT cost
# AUTO_CALL - set to true to have the scene called automatically after
# battles if at least one character got leveled up
# AUTO_MAP_CALL - set to true to have the scene called automatically on the
# map if at least one character got leveled up (this works
# for Blizz-ABS as well), also note that this will cause the
# scene to called over and over as long as not all points
# were distributed
# DISPLAY_ICON - displays an icon on the map if ANY character in the
# party has any points to distribute
# OWN_ICON - use an own icon for display, false for no or filename of
# your own icon (the icon has to be in the Icons folder)
# ICON_X - icon X coordinate
# ICON_Y - icon Y coordinate
# ICON_OPACITY - icon Y opacity
# WINDOW_MODE - set to true to have the command windows at the bottom, set
# to false to have them to at the top
#
#
# You can always add change DP yourself by using following syntax:
#
# $game_party.actors[POSITION].dp = VALUE
# $game_actors[ID].dp = VALUE
#
# POSITION - position of actor in the party (STARTS FROM ZERO!)
# ID - ID of actor in the database
# VALUE - value
#
# You can call the Scene by using a "Call script" event command. Type into
# the editor window this text:
#
# $scene = Scene_Points.new
#
#
# Side Note:
#
# Decreasing the level of an actor won't remove his gained DP. You MUST do it
# manually.
#
#
# If you find any bugs, please report them here:
# [url=http://www.chaosproject.co.nr]http://www.chaosproject.co.nr[/url]
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module BlizzCFG
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
STARTING_DP = 10
DP_PER_LEVEL = 5
HP_DP_COST = 1
SP_DP_COST = 1
STR_DP_COST = 2
DEX_DP_COST = 2
AGI_DP_COST = 2
INT_DP_COST = 2
AUTO_CALL = false
AUTO_MAP_CALL = false
DISPLAY_ICON = true
OWN_ICON = false
ICON_X = 612
ICON_Y = 452
ICON_OPACITY = 192
WINDOW_MODE = true
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# constants
HPLimit = 10000
SPLimit = 10000
STRLimit = 10000
DEXLimit = 10000
AGILimit = 10000
INTLimit = 10000
DPName = 'DP'
EvasionName = 'EVA'
EXPText = 'EXP'
NextText = 'next'
EquipmentText = 'Equipment'
AreYouSure = 'Are you sure?'
DistroCommands = ['Distribute DP', 'Next Character', 'Previous Character', 'Finish']
AreYouSureCommands = ['Cancel', 'Accept Changes', 'Discard Changes']
AttrLimits = [HPLimit, SPLimit, STRLimit, DEXLimit, AGILimit, INTLimit]
ExchangeRates = [HP_DP_COST, SP_DP_COST, STR_DP_COST,
DEX_DP_COST, AGI_DP_COST, INT_DP_COST]
ColorWhite = Color.new(255, 255, 255)
ColorBlack = Color.new(0, 0, 0)
ColorIcon = Color.new(0, 128, 255)
ColorIncreased = Color.new(0, 255, 0)
# ensures compatibility
$stat_system = 2.0
end
#==============================================================================
# Array
#==============================================================================
class Array
def sum
result = 0
self.each {|i| result += i if i.is_a?(Numeric)}
return result
end
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_reader :dp
alias setup_sds_later setup
def setup(actor_id)
@dp = BlizzCFG::STARTING_DP
setup_sds_later(actor_id)
end
alias exp_sds_later exp=
def exp=(exp)
old_level = @level
exp_sds_later(exp)
value = (@level - old_level) * BlizzCFG::DP_PER_LEVEL
self.dp += value if value > 0
end
def dp=(value)
@dp = (value < 0 ? 0 : value)
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw, ch = bitmap.width, bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect)
end
alias draw_actor_parameter_sds_later draw_actor_parameter
def draw_actor_parameter(actor, x, y, type)
if type == 7
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, BlizzCFG::EvasionName)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
else
draw_actor_parameter_sds_later(actor, x, y, type)
end
end
end
#==============================================================================
# Window_DistributionStatus
#==============================================================================
class Window_DistributionStatus < Window_Base
attr_reader :actor
def initialize(actor)
super(0, BlizzCFG::WINDOW_MODE ? 0 : 224, 640, 256)
@actor = actor
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
refresh
end
def actor=(actor)
@actor = actor
refresh
end
def refresh
self.contents.clear
unless @actor == nil
[size=50pt]draw_actor_battler(@actor, 256, 120)[/size] <------ This is line 262
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4, 32)
draw_actor_level(@actor, 4, 64)
self.contents.font.color = system_color
self.contents.draw_text(352, 16, 96, 32, BlizzCFG::EquipmentText)
draw_item_name($data_weapons[@actor.weapon_id], 352, 64)
draw_item_name($data_armors[@actor.armor1_id], 352, 96)
draw_item_name($data_armors[@actor.armor2_id], 352, 128)
draw_item_name($data_armors[@actor.armor3_id], 352, 160)
draw_item_name($data_armors[@actor.armor4_id], 352, 192)
self.contents.font.color = normal_color
draw_actor_parameter(@actor, 4, 96, 0)
draw_actor_parameter(@actor, 4, 128, 1)
draw_actor_parameter(@actor, 4, 160, 2)
draw_actor_parameter(@actor, 4, 192, 7)
end
end
end
#==============================================================================
# Window_DistributionPoints
#==============================================================================
class Window_DistributionPoints < Window_Base
attr_reader :actor
attr_reader :dp_left
def initialize(actor)
super(0, BlizzCFG::WINDOW_MODE ? 416 : 160, 224, 64)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
@dp_left = actor.dp
self.actor = actor
end
def actor=(actor)
@actor, @dp_left = actor, actor.dp
refresh
end
def set_dp(value)
@dp_left = actor.dp - value
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 32, 32, BlizzCFG::DPName)
self.contents.font.color = normal_color
self.contents.draw_text(36, 0, 152, 32, "#{@dp_left} / #{@actor.dp}", 2)
end
end
#==============================================================================
# Window_Distribution
#==============================================================================
class Window_Distribution < Window_Selectable
attr_reader :actor
attr_reader :spent
def initialize(actor)
super(224, BlizzCFG::WINDOW_MODE ? 256 : 0, 416, 224)
self.contents = Bitmap.new(width - 32, height - 32)
if $fontface != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
end
@words = ["Max #{$data_system.words.hp}", "Max #{$data_system.words.sp}",
$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
$data_system.words.int]
@item_max = @words.size
self.actor = actor
self.active, self.index = false, 0
end
def actor=(actor)
@actor = actor
@current = [@actor.maxhp, @actor.maxsp, @actor.str, @actor.dex, @actor.agi,
@actor.int]
@spent = [0, 0, 0, 0, 0, 0]
refresh
end
def active=(value)
super(value)
update_cursor_rect
end
def apply_new_attributes
@actor.maxhp += @spent[0] / BlizzCFG::HP_DP_COST
@actor.maxsp += @spent[1] / BlizzCFG::SP_DP_COST
@actor.str += @spent[2] / BlizzCFG::STR_DP_COST
@actor.dex += @spent[3] / BlizzCFG::DEX_DP_COST
@actor.agi += @spent[4] / BlizzCFG::AGI_DP_COST
@actor.int += @spent[5] / BlizzCFG::INT_DP_COST
@actor.dp -= @spent.sum
end
def refresh
self.contents.clear
(0...@item_max).each {|i| draw_item(i)}
end
def draw_item(i)
y = i * 32
self.contents.fill_rect(0, y, self.contents.width, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(4, y, 80, 32, @words[i])
self.contents.draw_text(344, y, 40, 32, BlizzCFG::DPName)
self.contents.draw_text(180, y, 12, 32, '/', 1)
self.contents.draw_text(192, y, 64, 32, @current[i].to_s)
self.contents.font.color = normal_color
self.contents.draw_text(276, y, 64, 32,
BlizzCFG::ExchangeRates[i].to_s, 2)
font, self.contents.font.name = self.contents.font.name, 'Arial'
size, self.contents.font.size = self.contents.font.size, 32
bold, self.contents.font.bold = self.contents.font.bold, true
self.contents.draw_text(104, y - 2, 24, 32, '«')
self.contents.draw_text(244, y - 2, 24, 32, '»', 2)
self.contents.font.bold = bold
self.contents.font.size = size
self.contents.font.bold = bold
self.contents.font.color = BlizzCFG::ColorIncreased if @spent[i] > 0
self.contents.draw_text(116, y, 64, 32,
(@current[i] + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2)
end
def add_points(value)
value *= BlizzCFG::ExchangeRates[index]
limit = @actor.dp - @spent.sum
value = limit if value > limit
value /= BlizzCFG::ExchangeRates[index]
limit = BlizzCFG::AttrLimits[index] - (@current[index] + @spent[index])
value = limit if value > limit
if value > 0
@spent[index] += value * BlizzCFG::ExchangeRates[index]
return true
end
return false
end
def remove_points(value)
value *= BlizzCFG::ExchangeRates[index]
limit = spent.sum
value = limit if value > limit
value = @spent[index] if value > @spent[index]
value /= BlizzCFG::ExchangeRates[index]
if value > 0
@spent[index] -= value * BlizzCFG::ExchangeRates[index]
return true
end
return false
end
def update
super
return unless self.active
if Input.press?(Input::R)
if Input.repeat?(Input::RIGHT)
if add_points(100)
$game_system.se_play($data_system.cursor_se)
draw_item(self.index)
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.repeat?(Input::LEFT)
if remove_points(100)
$game_system.se_play($data_system.cursor_se)
draw_item(self.index)
else
$game_system.se_play($data_system.buzzer_se)
end
end
elsif Input.press?(Input::L)
if Input.repeat?(Input::RIGHT)
if add_points(10)
$game_system.se_play($data_system.cursor_se)
draw_item(self.index)
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.repeat?(Input::LEFT)
if remove_points(10)
$game_system.se_play($data_system.cursor_se)
draw_item(self.index)
else
$game_system.se_play($data_system.buzzer_se)
end
end
elsif Input.repeat?(Input::RIGHT)
if add_points(1)
$game_system.se_play($data_system.cursor_se)
draw_item(self.index)
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.repeat?(Input::LEFT)
if remove_points(1)
$game_system.se_play($data_system.cursor_se)
draw_item(self.index)
else
$game_system.se_play($data_system.buzzer_se)
end
end
end
def update_cursor_rect
if @index < 0 || !self.active
self.cursor_rect.empty
else
super
end
end
end
#==============================================================================
# Window_Sure
#==============================================================================
class Window_Sure < Window_Command
def initialize(width, commands)
commands = commands.clone + ['']
super
@item_max, self.index = commands.size - 1, 0
self.x, self.y, self.z = 320 - self.width / 2, 240 - self.height / 2, 10000
refresh
end
def refresh
super
self.contents.font.color = system_color
self.contents.draw_text(4, 0, self.contents.width - 8, 32,
BlizzCFG::AreYouSure, 1)
end
def draw_item(i, color)
self.contents.font.color = color
rect = Rect.new(4, (i + 1) * 32, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[i], 1)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(32, (@index + 1) * 32, self.contents.width - 64, 32)
end
end
end
#==============================================================================
# Scene_Points
#==============================================================================
class Scene_Points
def initialize(classe = $scene.class)
@scene = classe
end
def main
@command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
@command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
actor = $game_party.actors[0]
@status_window = Window_DistributionStatus.new(actor)
@distro_window = Window_Distribution.new(actor)
@dp_window = Window_DistributionPoints.new(actor)
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@command_window.dispose
@status_window.dispose
@distro_window.dispose
@dp_window.dispose
end
def create_confirmation_window
@sure_window = Window_Sure.new(256, BlizzCFG::AreYouSureCommands)
end
def update
if @command_window.active
@command_window.update
update_main_command
elsif @sure_window != nil
@sure_window.update
update_confirmation
elsif @distro_window.active
@distro_window.update
update_distro
end
end
def update_main_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = @scene.new
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @command_window.index == 0
@command_window.active, @distro_window.active = false, true
elsif @distro_window.spent.sum > 0
@command_window.active = false
create_confirmation_window
else
@distro_window.index = 0
check_command_window
end
end
end
def update_confirmation
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@sure_window.dispose
@sure_window, @command_window.active = nil, true
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @sure_window.index > 0
@distro_window.apply_new_attributes if @sure_window.index == 1
check_command_window
end
@sure_window.dispose
@sure_window, @command_window.active = nil, true
end
end
def check_command_window
case @command_window.index
when 1
i = @status_window.actor.index + 1
i %= $game_party.actors.size
@status_window.actor = @distro_window.actor = $game_party.actors[i]
when 2
i = @status_window.actor.index + $game_party.actors.size - 1
i %= $game_party.actors.size
@status_window.actor = @distro_window.actor = $game_party.actors[i]
when 3
$scene = @scene.new
end
end
def update_distro
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active, @distro_window.active = true, false
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@command_window.active, @distro_window.active = true, false
elsif Input.repeat?(Input::LEFT) || Input.repeat?(Input::RIGHT)
@dp_window.set_dp(@distro_window.spent.sum)
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
alias main_sds_later main
def main
main_sds_later
if BlizzCFG::AUTO_CALL &&
$game_party.actors.any? {|actor| actor.dp > 0}
$scene = Scene_Points.new
end
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
alias main_sds_later main
def main
main_sds_later
@notify.dispose if @notify != nil
end
alias upd_sds_later update
def update
check_icon if BlizzCFG::DISPLAY_ICON
upd_sds_later
if BlizzCFG::AUTO_MAP_CALL &&
$game_party.actors.any? {|actor| actor.dp > 0}
$scene = Scene_Points.new
end
end
def check_icon
if $game_party.actors.any? {|actor| actor.dp > 0}
if @notify == nil
@notify = RPG::Sprite.new
if BlizzCFG::OWN_ICON
@notify.bitmap = RPG::Cache.icon(BlizzCFG::OWN_ICON)
else
@notify.bitmap = Bitmap.new(24, 24)
@notify.bitmap.fill_rect(0, 0, 24, 24, BlizzCFG::ColorWhite)
@notify.bitmap.fill_rect(22, 1, 2, 23, BlizzCFG::ColorBlack)
@notify.bitmap.fill_rect(1, 22, 23, 2, BlizzCFG::ColorBlack)
@notify.bitmap.set_pixel(23, 0, BlizzCFG::ColorBlack)
@notify.bitmap.set_pixel(0, 23, BlizzCFG::ColorBlack)
@notify.bitmap.fill_rect(2, 2, 20, 20, BlizzCFG::ColorIcon)
@notify.bitmap.fill_rect(4, 10, 16, 4, BlizzCFG::ColorWhite)
@notify.bitmap.fill_rect(10, 4, 4, 16, BlizzCFG::ColorWhite)
@notify.opacity = BlizzCFG::ICON_OPACITY
end
@notify.x, @notify.y = BlizzCFG::ICON_X, BlizzCFG::ICON_Y
@notify.z = 5000
@notify.blink_on
end
@notify.update
elsif @notify != nil
@notify.dispose
@notify = nil
end
end
end