/*: * @plugindesc Allows players to distribute points to different stats of the Actors at his or her discretion. * @author SumRndmDde * * @param Default Stats * @desc A list of stats Actors can distribute to by default. * All of the available stats can be found in HELP. * @default mhp, mmp, atk, def, mat, mdf, agi, luk * * @param Default Formula * @desc The default formula used for determining how many "stat points" an Actor gains by leveling up. * @default Math.ceil(level / 10) * * @param Show on Menu * @desc If 'true', this plugin will place the command in the menu. * @default true * * @param == Stat Reset == * @default * * @param Allow Stat Resets * @desc If 'true', then players will have the option to reset the distributed stats and return the used stat points. * @default true * * @param Reset Gold Cost * @desc The formula determining the amount of gold for resetting. * Use "points" to reference the amount of points used. * @default points * 100 * * @param == Custom Texts == * @default * * @param Level Up Message * @desc This message is displayed when an actor levels up to show how many points were gained. %1 is the number of points. * @default Got %1 stat points! * * @param Command Name * @desc The is the name of the command for stat distribution in the menu. * @default Stat Boost * * @param Points Text * @desc The text used to display how much points an Actor has. * @default Stat Points: * * @param Upgrade Text * @desc The text used to display how much points an upgrade is worth. * @default Upgrade Cost: * * @param Spend Text * @desc The text used in the command window to begin spending. * @default Spend * * @param Reset Text * @desc The text used in the command window to reset stat points. * @default Reset * * @param Finish Text * @desc The text used in the command window to leave the scene. * @default Finish * * @param == Gauge Options == * @default * * @param Use Gauges * @desc If 'true', the stat distribution will have gauges representing how close the distributed stat is to reaching its max. * @default true * * @param Gauge Height * @desc The height of the gauges used in the stat distribution. * @default 14 * * @param == Points Label == * @default * * @param Point Icon * @desc Input the icon index of the icon for stat points. * Set to 0 to use text instead. * @default 87 * * @param Point Text * @desc If "Point Icon" is set to 0, this will be used as the label for stat points. * @default Points * * @param Point Color * @desc If using text, this will be the color of the text. * @default #66ff66 * * @help * * Stat Distribution * Version 1.07 * SumRndmDde * * * This plugin allows players to distribute points to different stats of the * Actors at his or her discretion. A command is added to the menu which allows * access to a new menu for stat distribution! * * * ============================================================================== * Plugin Commands * ============================================================================== * * Use the following plugin commands to preform various actions. * * * * OpenStatDistribution Actor [actorId] * * This opens the Stat Distribution Menu for the specified Actor ID. * * * * OpenStatDistribution Party [memberIndex] * * This opens the Stat Distribution Menu for the specified Actor based on the * index in which they are in the party. For example, setting "memberIndex" * to 0 will open the menu for the party's leader. * * * * AddStatPoints Actor [actorId] [points] * AddStatPoints Party [memberIndex] [points] * * This adds a specific amount points to a specific Actor. * * * ============================================================================== * Upgradeable Stats * ============================================================================== * * In order to determine what stats can be upgraded, use the "Default Stats" * Parameter. Otherwise, notetags can be used to customize the stats * per each individual Actor: * * * * * Sets the Actor's stats to this list. * * * * * * Adds stats to the Actor's already existing upgradeable stats. * * * ============================================================================== * How to Customize Stats * ============================================================================== * * In order to customize the properties of stats, you must use the Database EX. * Simply go to the customizable editors, and select "Stat Distribution Editor". * * Within here, a list of stats will be available and their variables can * be changed to fit with your needs. Be sure to reload to see the changes! * * * ============================================================================== * List of Upgradeable Stats * ============================================================================== * * Here is a list of all the available stats and their three-letter codes. * * * == Base Stats == * mhp - Max HP * mmp - Max MP * atk - Attack * def - Defense * mat - Magical Attack * mdf - Magical Defense * agi - Agility * luk - Luck * * == Ex Stats == * hit - Hit Rate * eva - Evasion Rate * cri - Critical Rate * cev - Critical Evasion Rate * mev - Magic Evasion Rate * mrf - Magic Reflection Rate * cnt - Counter Attack Rate * hrg - Hp Regeneration * mrg - Mp Regeneration * trg - Tp Regeneration * * == Sp Stats == * tgr - Target Rate * grd - Guard Effect Rate * rec - Recovery Effect Rate * pha - Pharmacology * mcr - Mp Cost Rate * tcr - Tp Charge Rate * pdr - Physical Damage Rate * mdr - Magical Damage Rate * fdr - Floor Damage Rate * exr - Experience Rate * * * ============================================================================== * Stat Points * ============================================================================== * * Stat points can be gained by leveling up the Actors. * The "Default Formula" Parameter can be used to set up a formula for how many * stat points an Actor will gain upon level. Alternatively, the following * notetags can be used to give Actors their own formulas: * * * * For example: * * * * * ============================================================================== * End of Help File * ============================================================================== * * Welcome to the bottom of the Help file. * * * Thanks for reading! * If you have questions, or if you enjoyed this Plugin, please check * out my YouTube channel! * * https://www.youtube.com/c/SumRndmDde * * * Until next time, * ~ SumRndmDde * */ var SRD = SRD || {}; SRD.StatDistribution = SRD.StatDistribution || {}; SRD.PluginCommands = SRD.PluginCommands || {}; SRD.NotetagGetters = SRD.NotetagGetters || []; var Imported = Imported || {}; Imported["SumRndmDde Stat Distribution"] = 1.07; var $dataDistributeStats = {}; function Scene_Distribute() { this.initialize.apply(this, arguments); } function Window_DistributePoints() { this.initialize.apply(this, arguments); } function Window_DistributeStatus() { this.initialize.apply(this, arguments); } function Window_Distribute() { this.initialize.apply(this, arguments); } function Window_DistributeCommand() { this.initialize.apply(this, arguments) } (function(_) { "use strict"; //----------------------------------------------------------------------------- // SRD.StatDistribution //----------------------------------------------------------------------------- const params = PluginManager.parameters('SRD_StatDistribution'); _.stats = String(params['Default Stats']).split(/\s*,\s*/); _.formula = String(params['Default Formula']); _.show = String(params['Show on Menu']).trim().toLowerCase() === 'true'; _.reset = String(params['Allow Stat Resets']).trim().toLowerCase() === 'true'; _.cost = String(params['Reset Gold Cost']); _.name = String(params['Command Name']); _.messsage = String(params['Level Up Message']); _.points = String(params['Points Text']); _.upgrade = String(params['Upgrade Text']); _.spendText = String(params['Spend Text']); _.resetText = String(params['Reset Text']); _.finishText = String(params['Finish Text']); _.drawGauges = String(params['Use Gauges']).trim().toLowerCase() === 'true'; _.gaugeHeight = parseInt(params['Gauge Height']); _.iconIndex = parseInt(params['Point Icon']); _.pointText = String(params['Point Text']); _.pointColor = String(params['Point Color']); _.checkFileExists = function() { FileManager.checkDataExists("DistributionStats.json", JsonEx.stringify({ "mhp":{"name":"Max HP","description":"The maximum amount of HP for the actor.","cost":"1","gain":"5","max":"500","min_col":"#ffa655","max_col":"#ea7000"}, "mmp":{"name":"Max MP","description":"The maximum amount of MP for the actor.","cost":"1","gain":"2","max":"200","min_col":"#6666ff","max_col":"#0000ff"}, "atk":{"name":"Attack","description":"Strengthens the damage of physical skills used by \nthe actor.","cost":"1","gain":"1","max":"100","min_col":"#ff7777","max_col":"#f90000"}, "def":{"name":"Defense","description":"Reduces the damage of physical skills the actor is \ntargeted with.","cost":"1","gain":"1","max":"100","min_col":"#52ff33","max_col":"#12b700"}, "mat":{"name":"Magic Attack","description":"Strengthens the damage of magical skills used by \nthe actor.","cost":"1","gain":"1","max":"100","min_col":"#b355ff","max_col":"#a300d9"}, "mdf":{"name":"Magic Defense","description":"Reduces the damage of magical skills the actor is \ntargeted with.","cost":"1","gain":"1","max":"100","min_col":"#55ffe6","max_col":"#00d7b7"}, "agi":{"name":"Agility","description":"Determines how soon the actor will be able to \npreform a turn in battle.","cost":"1","gain":"1","max":"100","min_col":"#fbff55","max_col":"#d9d300"}, "luk":{"name":"Luck","description":"Influences various luck factors for the actor in \ntheir favor.","cost":"1","gain":"1","max":"100","min_col":"#ff55e6","max_col":"#cc00ad"}, "hit":{"name":"Hit Rate","description":"Increases the chance of skills hitting their \ntarget.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "eva":{"name":"Evasion Rate","description":"Increases the likely-hood of an actor evading\na physical skill.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "cri":{"name":"Critical Rate","description":"Determines how likely an actor will preform \na critical hit.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "cev":{"name":"Critical Evasion Rate","description":"Decreases the likely-hood of skills targeting \nthe actor being critical.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "mev":{"name":"Magic Evasion Rate","description":"Increases the likely-hood of an actor evading \na magical skill.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "mrf":{"name":"Magic Reflection Rate","description":"The higher the value, the more likely magical \nreflection will occur.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "cnt":{"name":"Counter Attack Rate","description":"The higher the value, the more likely physical \nreflection will occur.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "hrg":{"name":"Hp Regeneration","description":"The rate in which the actor gains HP each turn.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "mrg":{"name":"Mp Regeneration","description":"The rate in which the actor gains MP each turn.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "trg":{"name":"Tp Regeneration","description":"The rate in which the actor gains TP each turn.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "tgr":{"name":"Target Rate","description":"Increases the chance of the actor being attacked.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "grd":{"name":"Guard Effect Rate","description":"Increases the effectiveness of the actor's guard","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "rec":{"name":"Recovery Effect Rate","description":"Determines the effectiveness of recovery skills.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "pha":{"name":"Pharmacology","description":"Determines the effectiveness of recovery items.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "mcr":{"name":"Mp Cost Rate","description":"The rate in which MP skills cost.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "tcr":{"name":"Tp Charge Rate","description":"The rate in which TP skills cost.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "pdr":{"name":"Physical Damage Rate","description":"The rate in which physical damage occurs.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "mdr":{"name":"Magical Damage Rate","description":"The rate in which magical damage occurs.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "fdr":{"name":"Floor Damage Rate","description":"The rate in which floor damage occurs.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"}, "exr":{"name":"Experience Rate","description":"The rate in which the actor gains experience.","cost":"2","gain":"0.005","max":"0.5","min_col":"#aaaaaa","max_col":"#ffffff"} })); }; _.loadNotetags = function() { const data = $dataActors; const regex1 = //im; const regex2 = //im; const regex3 = //im; for(let i = 1; i < data.length; i++) { const note = data[i].note; if(note.match(regex1)) { const stats = String(RegExp.$1).split(/\s*,\s*/); data[i]._sd_stats = stats; } if(note.match(regex2)) { const stats = String(RegExp.$1).split(/\s*,\s*/); if(data[i]._sd_stats === undefined) data[i]._sd_stats = _.stats.clone(); data[i]._sd_stats = data[i]._sd_stats.concat(stats); } if(note.match(regex3)) { data[i]._sd_formula = String(RegExp.$1); } } }; SRD.NotetagGetters.push(_.loadNotetags); _.alertNeedSuperToolsEngine = function() { alert("The 'SRD_SuperToolsEngine' plugin is required for using the 'SRD_StatDistribution' plugin."); if(confirm("Do you want to open the download page to 'SRD_SuperToolsEngine'?")) { window.open('http://sumrndm.site/super-tools-engine/'); } }; if(!Imported["SumRndmDde Super Tools Engine"]) { _.alertNeedSuperToolsEngine(); return; } _.checkFileExists(); //----------------------------------------------------------------------------- // SRD.PluginCommands //----------------------------------------------------------------------------- SRD.PluginCommands._sd_getActorType = function(args) { const type = String(args[0]).toLowerCase(); const id = parseInt(args[1]); let actor; if(type === 'actor') { actor = $gameActors.actor(id); } else { actor = $gameParty.members()[id]; } return actor; }; SRD.PluginCommands['openstatdistribution'] = function(args) { const actor = SRD.PluginCommands._sd_getActorType(args); if(actor) { $gameParty.setMenuActor(actor); SceneManager.push(Scene_Distribute); } }; SRD.PluginCommands['addstatpoints'] = function(args) { const actor = SRD.PluginCommands._sd_getActorType(args); if(actor) { const points = parseInt(args[2]); actor.addDistributePoints(points); } }; //----------------------------------------------------------------------------- // DataManager //----------------------------------------------------------------------------- DataManager._testExceptions.push("DistributionStats.json"); DataManager._databaseFiles.push({name: '$dataDistributeStats', src: "DistributionStats.json"}); if(!SRD.DataManager_isDatabaseLoaded) { SRD.notetagsLoaded = false; SRD.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded; DataManager.isDatabaseLoaded = function() { if(!SRD.DataManager_isDatabaseLoaded.apply(this, arguments)) return false; if(!SRD.notetagsLoaded) { SRD.NotetagGetters.forEach(function(func) { func.call(this); }, this); SRD.notetagsLoaded = true; } return true; }; } //----------------------------------------------------------------------------- // DataManagerEX //----------------------------------------------------------------------------- DataManagerEX._distributeStat = 'mhp'; _.DataManagerEX_getCustomInfo = DataManagerEX.getCustomInfo; DataManagerEX.getCustomInfo = function() { const result = _.DataManagerEX_getCustomInfo.apply(this, arguments); result.push(['Stat Distribution Editor', 'DataManagerEX.getStatDistributionHtml']); return result; }; DataManagerEX.getStatDistributionHtml = function() { const data = $dataDistributeStats['mhp']; return `


Stat:

Parameter Input
Name
Description
Cost
Gain
Max
Min Color
Max Color

`; }; DataManagerEX.getStatDistributionHtmlOptions = function() { return ` `; }; DataManagerEX.updateStatDistribution = function() { const doc = MakerManager.document; this._distributeStat = doc.getElementById('StatSelect').value; const data = $dataDistributeStats[this._distributeStat]; if(data) { doc.getElementById('name').value = data.name; doc.getElementById('description').value = data.description; doc.getElementById('cost').value = data.cost; doc.getElementById('gain').value = data.gain; doc.getElementById('max').value = data.max; doc.getElementById('min_col').value = data.min_col; doc.getElementById('max_col').value = data.max_col; } else { doc.getElementById('name').value = ''; doc.getElementById('description').value = ''; doc.getElementById('cost').value = ''; doc.getElementById('gain').value = ''; doc.getElementById('max').value = ''; doc.getElementById('min_col').value = ''; doc.getElementById('max_col').value = ''; } }; DataManagerEX.saveCurrentStatDistribution = function() { const doc = MakerManager.document; const data = $dataDistributeStats[this._distributeStat]; if(data) { data.name = doc.getElementById('name').value; data.description = doc.getElementById('description').value; data.cost = doc.getElementById('cost').value; data.gain = doc.getElementById('gain').value; data.max = doc.getElementById('max').value; data.min_col = doc.getElementById('min_col').value; data.max_col = doc.getElementById('max_col').value; FileManager.saveData($dataDistributeStats, "DistributionStats.json"); } }; _.DataManagerEX_initOldDatas = DataManagerEX.initOldDatas; DataManagerEX.initOldDatas = function() { _.DataManagerEX_initOldDatas.apply(this, arguments); this._oldStatDistribution = JsonEx.stringify($dataDistributeStats); }; _.DataManagerEX_requestRestartCondition = DataManagerEX.requestRestartCondition; DataManagerEX.requestRestartCondition = function() { return _.DataManagerEX_requestRestartCondition.apply(this, arguments) || this._oldStatDistribution !== JsonEx.stringify($dataDistributeStats); }; //----------------------------------------------------------------------------- // Game_Actor //----------------------------------------------------------------------------- Game_Actor.bParams = ['mhp', 'mmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk']; Game_Actor.xParams = ['hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt', 'hrg', 'mrg', 'trg']; Game_Actor.sParams = ['tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr', 'mdr', 'fdr', 'exr']; _.Game_Actor_initMembers = Game_Actor.prototype.initMembers; Game_Actor.prototype.initMembers = function() { _.Game_Actor_initMembers.apply(this, arguments); this._distributePoints = 0; this._pointsGained = 0; this._pointsGainedTemp = 0; this.clearDistributePointsSpent(); this.clearDistributeStats(); }; _.Game_Actor_paramRate = Game_Actor.prototype.paramBase; Game_Actor.prototype.paramBase = function(paramId) { return _.Game_Actor_paramRate.apply(this, arguments) + this._distributeParams[paramId]; }; _.Game_Actor_xparam = Game_Actor.prototype.xparam; Game_Actor.prototype.xparam = function(xparamId) { return _.Game_Actor_xparam.apply(this, arguments) + this._distributeXParams[xparamId]; }; _.Game_Actor_sparam = Game_Actor.prototype.sparam; Game_Actor.prototype.sparam = function(sparamId) { return _.Game_Actor_sparam.apply(this, arguments) + this._distributeSParams[sparamId]; }; _.Game_Actor_levelUp = Game_Actor.prototype.levelUp; Game_Actor.prototype.levelUp = function() { _.Game_Actor_levelUp.apply(this, arguments); this.gainDistributePoints(); }; _.Game_Actor_displayLevelUp = Game_Actor.prototype.displayLevelUp; Game_Actor.prototype.displayLevelUp = function(newSkills) { _.Game_Actor_displayLevelUp.apply(this, arguments); if(_.messsage && this._pointsGainedTemp) { $gameMessage.add(_.messsage.format(this._pointsGainedTemp)); this._pointsGainedTemp = 0; } }; Game_Actor.prototype.distributePoints = function() { return this._distributePoints; }; Game_Actor.prototype.setDistributePoints = function(value) { this._distributePoints = value; }; Game_Actor.prototype.addDistributePointsTemp = function(value) { this.setDistributePoints(this._distributePoints + value); }; Game_Actor.prototype.addDistributePoints = function(value) { this._pointsGained += value; this._pointsGainedTemp += value; this.addDistributePointsTemp(value); }; Game_Actor.prototype.gainDistributePoints = function() { const formula = this.actor()._sd_formula || _.formula; const level = this._level; const actor = this; const points = eval(formula); this.addDistributePoints(points); }; Game_Actor.prototype.pointsUsed = function() { return this._pointsGained - this._distributePoints; }; Game_Actor.prototype.setBaseDistribute = function(paramId, value) { if(Imported.YEP_BaseParamControl) this._baseParamCache = []; this._distributeParams[paramId] = value; }; Game_Actor.prototype.addDistributePointsSpent = function(value) { this._distributePointsSpent += value; }; Game_Actor.prototype.clearDistributePointsSpent = function() { this._distributePointsSpent = 0; }; Game_Actor.prototype.clearDistributeStats = function() { this._distributeParams = [0, 0, 0, 0, 0, 0, 0, 0]; this._distributeXParams = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; this._distributeSParams = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; }; Game_Actor.prototype.resetDistributeStats = function() { this.addDistributePointsTemp(this._distributePointsSpent); this.clearDistributePointsSpent(); this.clearDistributeStats(); } Game_Actor.prototype.addBaseDistribute = function(paramId, value) { this.setBaseDistribute(paramId, this._distributeParams[paramId] + value); }; Game_Actor.prototype.setXDistribute = function(xparamId, value) { this._distributeXParams[xparamId] = value; }; Game_Actor.prototype.addXDistribute = function(xparamId, value) { this.setXDistribute(xparamId, this._distributeXParams[xparamId] + value); }; Game_Actor.prototype.setSDistribute = function(sparamId, value) { this._distributeSParams[sparamId] = value; }; Game_Actor.prototype.addSDistribute = function(sparamId, value) { this.setSDistribute(sparamId, this._distributeSParams[sparamId] + value); }; Game_Actor.prototype.getAbnormalParam = function(param) { }; Game_Actor.prototype.addAbnormalParam = function(param, value) { }; Game_Actor.prototype.getDistribute = function(param) { const type = this.getParamType(param); switch(type) { case 1: return this._distributeParams[Game_Actor.bParams.indexOf(param)]; break; case 2: return this._distributeXParams[Game_Actor.xParams.indexOf(param)]; break; case 3: return this._distributeSParams[Game_Actor.sParams.indexOf(param)]; break; default: return this.getAbnormalParam(param); break; } }; Game_Actor.prototype.addDistribute = function(param, value) { const type = this.getParamType(param); switch(type) { case 1: this.addBaseDistribute(Game_Actor.bParams.indexOf(param), value); break; case 2: this.addXDistribute(Game_Actor.xParams.indexOf(param), value); break; case 3: this.addSDistribute(Game_Actor.sParams.indexOf(param), value); break; default: this.addAbnormalParam(param, value); break; } }; Game_Actor.prototype.getParamType = function(param) { if(Game_Actor.bParams.contains(param)) { return 1; } else if(Game_Actor.xParams.contains(param)) { return 2; } else if(Game_Actor.sParams.contains(param)) { return 3; } return 0; }; //----------------------------------------------------------------------------- // Game_Interpreter //----------------------------------------------------------------------------- if(!SRD.Game_Interpreter_pluginCommand) { SRD.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { const com = command.trim().toLowerCase(); if(SRD.PluginCommands[com]) { SRD.PluginCommands[com].call(this, args); return; } SRD.Game_Interpreter_pluginCommand.apply(this, arguments); }; } //----------------------------------------------------------------------------- // Scene_Menu //----------------------------------------------------------------------------- _.Scene_Menu_createCommandWindow = Scene_Menu.prototype.createCommandWindow; Scene_Menu.prototype.createCommandWindow = function() { _.Scene_Menu_createCommandWindow.apply(this, arguments); if(_.show) { this._commandWindow.setHandler('distribute', this.commandPersonal.bind(this)); } }; _.Scene_Menu_onPersonalOk = Scene_Menu.prototype.onPersonalOk; Scene_Menu.prototype.onPersonalOk = function() { if(this._commandWindow.currentSymbol() === 'distribute') { this.openStatDistribution(); return; } _.Scene_Menu_onPersonalOk.apply(this, arguments); }; Scene_Menu.prototype.openStatDistribution = function() { SceneManager.push(Scene_Distribute); }; //----------------------------------------------------------------------------- // Scene_Distribute //----------------------------------------------------------------------------- Scene_Distribute.prototype = Object.create(Scene_MenuBase.prototype); Scene_Distribute.prototype.constructor = Scene_Distribute; Scene_Distribute.prototype.initialize = function() { Scene_MenuBase.prototype.initialize.call(this); ImageManager.loadFace($gameParty.menuActor().faceName()); }; Scene_Distribute.prototype.create = function() { Scene_MenuBase.prototype.create.call(this); this.createHelpWindow(); this.createCommandWindow(); this.createStatusWindow(); this.createPointsWindow(); this.createDistributeWindow(); this.refreshActor(); }; Scene_Distribute.prototype.createCommandWindow = function() { const wy = this._helpWindow.height; this._commandWindow = new Window_DistributeCommand(0, wy); this._commandWindow.setHelpWindow(this._helpWindow); this._commandWindow.setHandler('spend', this.commandSpend.bind(this)); this._commandWindow.setHandler('clear', this.commandClear.bind(this)); this._commandWindow.setHandler('cancel', this.popScene.bind(this)); this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); this.addWindow(this._commandWindow); }; Scene_Distribute.prototype.createStatusWindow = function() { const wy = this._commandWindow.y + this._commandWindow.height; this._statusWindow = new Window_DistributeStatus(0, wy); this.addWindow(this._statusWindow); }; Scene_Distribute.prototype.createPointsWindow = function() { const wy = this._statusWindow.y + this._statusWindow.height; this._pointsWindow = new Window_DistributePoints(0, wy); this.addWindow(this._pointsWindow); this._commandWindow.setPointsWindow(this._pointsWindow); }; Scene_Distribute.prototype.createDistributeWindow = function() { const wx = this._statusWindow.width; const wy = this._commandWindow.y + this._commandWindow.height; const ww = Graphics.boxWidth - wx; this._distributeWindow = new Window_Distribute(wx, wy, ww); this._distributeWindow.setHelpWindow(this._helpWindow); this._distributeWindow.setStatusWindow(this._statusWindow); this._distributeWindow.setPointsWindow(this._pointsWindow); this._distributeWindow.setHandler('finish', this.distributeFinish.bind(this)); this._distributeWindow.setHandler('cancel', this.distributeCancel.bind(this)); this.addWindow(this._distributeWindow); }; Scene_Distribute.prototype.refreshActor = function() { const actor = this.actor(); this._commandWindow.setActor(actor); this._statusWindow.setActor(actor); this._distributeWindow.setActor(actor); }; Scene_Distribute.prototype.commandSpend = function() { this._distributeWindow.activate(); this._distributeWindow.select(0); }; Scene_Distribute.prototype.commandClear = function() { this.actor().resetDistributeStats(); $gameParty.loseGold(this._commandWindow.getCost()); this._distributeWindow.refresh(); this._statusWindow.refresh(); this._commandWindow.refresh(); this._commandWindow.refreshCost(); this._commandWindow.activate(); }; Scene_Distribute.prototype.distributeFinish = function() { this._distributeWindow.applyBonuses(); this._distributeWindow.clearInfo(); this._statusWindow.refresh(); this.distributeEnd(); }; Scene_Distribute.prototype.distributeCancel = function() { this._distributeWindow.restartInfo(); this.distributeEnd(); }; Scene_Distribute.prototype.distributeEnd = function() { this._pointsWindow.clear(); this._distributeWindow.refresh(); this._distributeWindow.deselect(); this._commandWindow.activate(); this._commandWindow.refreshCost(); this._commandWindow.refresh(); }; Scene_Distribute.prototype.onActorChange = function() { this.refreshActor(); this._commandWindow.activate(); }; //----------------------------------------------------------------------------- // Window_MenuCommand //----------------------------------------------------------------------------- _.Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands; Window_MenuCommand.prototype.addOriginalCommands = function() { _.Window_MenuCommand_addOriginalCommands.apply(this, arguments); if(_.show) { this.addCommand(_.name, 'distribute', this.isDistributeEnabled()); } }; Window_MenuCommand.prototype.isDistributeEnabled = function() { return true; }; //----------------------------------------------------------------------------- // Window_DistributeCommand //----------------------------------------------------------------------------- Window_DistributeCommand.prototype = Object.create(Window_HorzCommand.prototype); Window_DistributeCommand.prototype.constructor = Window_DistributeCommand; Window_DistributeCommand.prototype.initialize = function(x, y) { Window_HorzCommand.prototype.initialize.call(this, x, y); this._cost = 0; this._actor = null; this._pointsWindow = null; }; Window_DistributeCommand.prototype.playOkSound = function() { const symbol = this.commandSymbol(this.index()); if(symbol === 'clear') { SoundManager.playUseItem(); } else { Window_HorzCommand.prototype.playOkSound.apply(this, arguments); } }; Window_DistributeCommand.prototype.windowWidth = function() { return Graphics.boxWidth; }; Window_DistributeCommand.prototype.maxCols = function() { return this._list.length; }; Window_DistributeCommand.prototype.makeCommandList = function() { this.addCommand(_.spendText, 'spend'); if(_.reset) { const actorReady = this._actor && this._actor.pointsUsed() > 0; this.addCommand(_.resetText, 'clear', actorReady && this._cost <= $gameParty.gold()); } this.addCommand(_.finishText, 'cancel'); }; Window_DistributeCommand.prototype.setPointsWindow = function(window) { this._pointsWindow = window; }; Window_DistributeCommand.prototype.setActor = function(actor) { if(this._actor !== actor) { this._actor = actor; this.refreshCost(); this.refresh(); } }; Window_DistributeCommand.prototype.getCost = function() { return this._cost; }; Window_DistributeCommand.prototype.refreshCost = function() { const actor = this._actor; const level = this._actor.level; const points = this._actor.pointsUsed(); this._cost = eval(_.cost); }; Window_DistributeCommand.prototype.select = function(index) { Window_HorzCommand.prototype.select.apply(this, arguments); if(!this._pointsWindow) return; const symbol = this.commandSymbol(index); this._pointsWindow.clear(); if(symbol === 'clear') { this._pointsWindow.setGoldCost(this._cost); } }; //----------------------------------------------------------------------------- // Window_DistributePoints //----------------------------------------------------------------------------- Window_DistributePoints.prototype = Object.create(Window_Base.prototype); Window_DistributePoints.prototype.constructor = Window_DistributePoints; Window_DistributePoints.prototype.initialize = function(x, y) { const width = this.windowWidth(); const height = this.windowHeight(); Window_Base.prototype.initialize.call(this, x, y, width, height); this._actor = null; this._points = 0; }; Window_DistributePoints.prototype.windowWidth = function() { return 408; }; Window_DistributePoints.prototype.windowHeight = function() { return this.fittingHeight(1); }; Window_DistributePoints.prototype.refresh = function() { const x = this.textPadding(); const width = this.contentsWidth() - this.textPadding() * 2; const unitWidth = _.iconIndex ? Window_Base._iconWidth : this.textWidth(_.pointText); this.clear(); this.resetTextColor(); this.drawText(this.points(), x, 0, width - unitWidth - 12, 'right'); if(_.iconIndex) { this.drawIcon(_.iconIndex, this.windowWidth() - this.standardPadding() - Window_Base._iconWidth - 24, 2); } else { this.changeTextColor(_.labelColor); this.drawText(_.pointText, x, 0, width - 6, 'right'); } this.changeTextColor(this.systemColor()); this.contents.fontSize = 24; this.drawText(this.label(), 0, 0, width, 'left'); this.resetFontSettings(); }; Window_DistributePoints.prototype.clear = function() { this.contents.clear(); }; Window_DistributePoints.prototype.points = function() { return this._points; }; Window_DistributePoints.prototype.setValue = function(value) { this._points = value; this.refresh(); }; Window_DistributePoints.prototype.label = function() { return _.upgrade; }; if(Imported.YEP_X_MoreCurrencies) alert("Please place YEP_X_MoreCurrencies below SRD_StatDistribution!"); _.Window_Gold_refresh = Window_Gold.prototype.refresh; Window_DistributePoints.prototype.setGoldCost = function(gold) { this._value = gold; _.Window_Gold_refresh.apply(this, arguments); this.drawResetCost(); }; Window_DistributePoints.prototype.drawResetCost = function() { const width = this.contentsWidth() - this.textPadding() * 2; this.changeTextColor(this.systemColor()); this.contents.fontSize = 24; this.drawText("Reset Cost:", 0, 0, width, 'left'); this.resetFontSettings(); }; Window_DistributePoints.prototype.currencyUnit = Window_Gold.prototype.currencyUnit; Window_DistributePoints.prototype.value = function() { return this._value; }; //----------------------------------------------------------------------------- // Window_DistributeStatus //----------------------------------------------------------------------------- Window_DistributeStatus.prototype = Object.create(Window_Selectable.prototype); Window_DistributeStatus.prototype.constructor = Window_DistributeStatus; Window_DistributeStatus.prototype.initialize = function(x, y) { Window_Selectable.prototype.initialize.call(this, x, y, 408, this.fittingHeight(8)); this._actor = null; this.refresh(); this.activate(); }; Window_DistributeStatus.prototype.setActor = function(actor) { if(this._actor !== actor) { this._actor = actor; this.refresh(); } }; Window_DistributeStatus.prototype.refresh = function() { this.contents.clear(); if(this._actor) { const lineHeight = this.lineHeight(); //Line 1 this.drawActorName(this._actor, 6, 0); this.drawActorClass(this._actor, 192, 0); //Line 2 this.drawHorzLine(lineHeight); //Line 3 this.drawActorFace(this._actor, 12, lineHeight * 2); this.drawBasicInfo(180, lineHeight * 2, this.contentsWidth() - 180); //Line 7 this.drawHorzLine(lineHeight * 6); //Line 8 this.drawActorPoints(lineHeight * 7, this.contentsWidth() - this.textPadding() * 2); } }; Window_DistributeStatus.prototype.drawBasicInfo = function(x, y, width) { const lineHeight = this.lineHeight(); this.drawActorLevel(this._actor, x, y + lineHeight * 0); this.drawActorIcons(this._actor, x, y + lineHeight * 1); this.drawActorHp(this._actor, x, y + lineHeight * 2, width); this.drawActorMp(this._actor, x, y + lineHeight * 3, width); }; Window_DistributeStatus.prototype.drawHorzLine = function(y) { const lineY = y + this.lineHeight() / 2 - 1; this.contents.paintOpacity = 48; this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.normalColor()); this.contents.paintOpacity = 255; }; Window_DistributeStatus.prototype.drawActorPoints = function(y, width) { const x = this.textPadding(); const unitWidth = _.iconIndex ? Window_Base._iconWidth : this.textWidth(_.pointText); this.resetTextColor(); this.drawText(this._actor.distributePoints(), x, y, width - unitWidth - 12, 'right'); if(_.iconIndex) { this.drawIcon(_.iconIndex, this.width - this.standardPadding() - Window_Base._iconWidth - 24, y + 2); } else { this.changeTextColor(_.labelColor); this.drawText(_.pointText, x, y, width - 6, 'right'); } this.contents.fontSize = 24; this.drawText(_.points, 0, y, width, 'left'); this.resetFontSettings(); }; Window_DistributeStatus.prototype.refreshPoints = function() { const lineHeight = this.lineHeight(); const width = this.contentsWidth(); this.contents.clearRect(0, lineHeight * 7, width, lineHeight); this.drawActorPoints(lineHeight * 7, width - this.textPadding() * 2); }; //----------------------------------------------------------------------------- // Window_Distribute //----------------------------------------------------------------------------- Window_Distribute.prototype = Object.create(Window_Command.prototype); Window_Distribute.prototype.constructor = Window_Distribute; Window_Distribute.prototype.initialize = function(x, y, width) { this._windowWidth = width; this._maxHeight = Graphics.boxHeight - y; this._statusWindow = null; this._pointsWindow = null; this.clearInfo(); Window_Command.prototype.initialize.call(this, x, y); this.deselect(); this.deactivate(); }; Window_Distribute.prototype.drawGauge = function(x, y, width, rate, color1, color2) { const fillW = Math.floor(width * rate); const gaugeY = y + this.lineHeight() - 2 - _.gaugeHeight; this.contents.fillRect(x - 1, gaugeY - 1, width + 2, _.gaugeHeight + 2, "#000"); this.contents.fillRect(x, gaugeY, width, _.gaugeHeight, this.gaugeBackColor()); this.contents.gradientFillRect(x, gaugeY, fillW, _.gaugeHeight, color1, color2); }; Window_Distribute.prototype.playOkSound = function() { const symbol = this.commandSymbol(this.index()); if(symbol === 'finish') { SoundManager.playSave(); } else { Window_Command.prototype.playOkSound.apply(this, arguments); } }; Window_Distribute.prototype.windowWidth = function() { return this._windowWidth; }; Window_Distribute.prototype.windowHeight = function() { return Math.min(this.fittingHeight(this.numVisibleRows()), this._maxHeight); }; Window_Distribute.prototype.setActor = function(actor) { if(this._actor !== actor) { this._actor = actor; this.clearInfo(); this.refresh(); } }; Window_Distribute.prototype.setStatusWindow = function(window) { this._statusWindow = window; }; Window_Distribute.prototype.setPointsWindow = function(window) { this._pointsWindow = window; }; Window_Distribute.prototype.restartInfo = function() { this._actor.addDistributePointsTemp(this._pointsSpent); this.refreshEverything(); this.clearInfo(); }; Window_Distribute.prototype.clearInfo = function() { this._pointsSpent = 0; this._maxPoints = this._actor ? this._actor.distributePoints() : 0; this._bonuses = {}; }; Window_Distribute.prototype.applyBonuses = function() { if(this._actor) { Object.keys(this._bonuses).forEach(function(key) { this._actor.addDistribute(key, this._bonuses[key]); }, this); } this._actor.addDistributePointsSpent(this._pointsSpent); this._pointsSpent = 0; }; Window_Distribute.prototype.updateHelp = function() { const index = this.index(); if(!this._list[index]) return; const symbol = this.commandSymbol(index); this._pointsWindow.clear(); this._helpWindow.clear(); if(symbol !== 'finish') { const data = $dataDistributeStats[symbol]; const actor = this._actor; this._pointsWindow.setValue(eval(data.cost)); this._helpWindow.setText(data.description); } }; Window_Distribute.prototype.makeCommandList = function() { if(this._actor) { const stats = this._actor.actor()._sd_stats || _.stats; stats.forEach(function(stat) { if($dataDistributeStats[stat]) { this.addCommand($dataDistributeStats[stat].name, stat); } }, this); } this.addCommand("Finish", 'finish'); }; Window_Distribute.prototype.drawItem = function(index) { const symbol = this.commandSymbol(index); if(symbol === 'finish') { this.drawFinishItem(index); } else { this.drawNormalItem(index, symbol); } }; Window_Distribute.prototype.drawNormalItem = function(index, symbol) { const rect = this.itemRectForText(index); const name = this.commandName(index); const nameWidth = this.textWidth(name); const statWidth = rect.width - nameWidth; let stat = this._actor[symbol]; this.changeTextColor(this.systemColor()); const actor = this._actor; const data = $dataDistributeStats[symbol]; const cost = eval(data.cost); let add = 0; if(this._bonuses[symbol] && this._bonuses[symbol] > 0) add = this._bonuses[symbol]; const current = (actor.getDistribute(symbol) + add); const max = eval(data.max); this.changePaintOpacity((current < max && this.hasPoints(cost)) || (this._bonuses[symbol] && this._bonuses[symbol] > 0)); if(_.drawGauges) { let rate = 0; rate = current / max; this.drawGauge(rect.x, rect.y, rect.width, rate, data.min_col, data.max_col); } this.drawText(name, rect.x, rect.y, nameWidth, 'left'); this.drawNormalItemNumbers(stat, symbol, nameWidth, statWidth, rect); }; Window_Distribute.prototype.drawNormalItemNumbers = function(stat, symbol, nameWidth, statWidth, rect) { if(stat !== undefined) { const percent = Game_Actor.xParams.contains(symbol) || Game_Actor.sParams.contains(symbol); let bonusWidth = -12; this.contents.fontSize = 22; if(this._bonuses[symbol]) { const bonusText = percent ? `(+${Math.round(this._bonuses[symbol]*1000) / 10}%)` : `(+${this._bonuses[symbol]})`; bonusWidth = this.textWidth(bonusText); this.changeTextColor("#66ff66"); this.drawText(bonusText, nameWidth, rect.y, statWidth, 'right'); } this.resetTextColor(); if(percent) stat = `${Math.round(stat*1000) / 10}%`; this.drawText(stat, nameWidth, rect.y, statWidth - bonusWidth - 12, 'right'); this.resetFontSettings(); } }; Window_Distribute.prototype.drawFinishItem = function(index) { const rect = this.itemRectForText(index); const isEnabled = this._pointsSpent > 0; this.changePaintOpacity(isEnabled); this._list[this._list.length - 1].enabled = isEnabled; this.contents.fontSize = 24; this.drawText(this.commandName(index), rect.x, rect.y, rect.width, 'center'); this.resetFontSettings(); }; Window_Distribute.prototype.hasPoints = function(amount) { return this._actor.distributePoints() >= amount; }; Window_Distribute.prototype.canReturnPoints = function(amount) { return this._pointsSpent >= amount; }; Window_Distribute.prototype.removePoint = function(amount) { this._actor.addDistributePointsTemp(-amount); this._pointsSpent += amount; this.refreshEverything(); }; Window_Distribute.prototype.addPoint = function(amount) { this._actor.addDistributePointsTemp(amount); this._pointsSpent -= amount; this.refreshEverything(); }; Window_Distribute.prototype.refreshEverything = function() { this._pointsWindow.refresh(); this._statusWindow.refreshPoints(); this.refresh(); }; Window_Distribute.prototype.processOk = function() { const index = this.index(); const symbol = this.commandSymbol(index); if(symbol === 'finish') { Window_Command.prototype.processOk.apply(this, arguments); } else { this.cursorRight(); } }; Window_Distribute.prototype.cursorRight = function(wrap) { const index = this.index(); const symbol = this.commandSymbol(index); if(symbol === 'finish') return; const actor = this._actor; const current = actor.getDistribute(symbol); const data = $dataDistributeStats[symbol]; const cost = eval(data.cost); if(!this.hasPoints(cost)) { return; } if(this._bonuses[symbol] === undefined) this._bonuses[symbol] = 0; const prev = this._bonuses[symbol]; this._bonuses[symbol] += eval(data.gain); this._bonuses[symbol] = this._bonuses[symbol].clamp(0, eval(data.max) - current); if(this._bonuses[symbol] !== prev) { this.removePoint(cost); this.refreshEverything(); SoundManager.playCursor(); } }; Window_Distribute.prototype.cursorLeft = function(wrap) { const index = this.index(); const symbol = this.commandSymbol(index); if(symbol === 'finish') return; const actor = this._actor; const current = actor.getDistribute(symbol); const data = $dataDistributeStats[symbol]; const cost = eval(data.cost); if(!this.canReturnPoints(cost)) { return; } if(this._bonuses[symbol] === undefined) this._bonuses[symbol] = 0; const prev = this._bonuses[symbol]; this._bonuses[symbol] -= eval(data.gain); this._bonuses[symbol] = this._bonuses[symbol].clamp(0, eval(data.max) - current); if(this._bonuses[symbol] !== prev) { this.addPoint(cost); this.refreshEverything(); SoundManager.playCursor(); } }; Window_Distribute.prototype.refresh = function() { this.clearCommandList(); this.makeCommandList(); this.height = this.windowHeight(); this.createContents(); Window_Selectable.prototype.refresh.call(this); }; })(SRD.StatDistribution);