Help - Search - Members - Calendar
Full Version: Help with KGC Distribute Parameter Script
RPG RPG Revolution Forums > Game Engines > RPG Maker VX Discussion
Aoi-chan77
Hello all,

I love the idea of the KGC Distribute Parameter script. I'm a little bothered by the process of going into the Command Menu to open the Distribution. I was originally using Big Ed's Level Up Display Window with the default level system. I has hoping there is a way to merge the two, or more specifically: I would like the Parameter Menu to pop up after a battle is completed (like in Big Ed's script.) Picture Fallout 3 for example, you kill the monster, you level up, and viola the stat window pops on you. I want the player to be confronted with this screen after each level up to avoid having to go to the menu.

I must say I am not knowledgeable with scripting, I'm much more accustomed to eventing. I did search more of the forums for help, but to no avail. I've also played around with some script commands, but I really don't know what I'm doing there.


Any help would be greatly appreciated!!
Callista
Post the scripts.
Aoi-chan77
Ok, here we go for a second try..... -.- Having trouble with the spoiler tags....sorry.

Here is Big Ed's Level Up Display Script:

CODE
module LevelUpDisplayConfig
#--------------------------------------------------------------------------
# * General Configuration Options
#--------------------------------------------------------------------------
  #The windowskin file name, minus the extension
  WINDOWSKIN_NAME = 'Window'
  #The sound effect name that is played when the window is displayed
  LEVEL_UP_SE = 'Recovery'
  #The sound effect volume
  LEVEL_UP_SE_VOLUME = 80
  #Display the skill window?
  USE_SKILL_WINDOW = true
  #The title text used in the "New Skills" window (if not nil)  
  #For example, NEW_SKILL_TITLE_TEXT = 'Abilities'
  NEW_SKILL_TITLE_TEXT = nil
  #Show the actor's sprite?
  USE_SPRITE_GRAPHIC = true
  #Opacity of the main window
  WINDOW_OPACITY = 255  
#--------------------------------------------------------------------------
# * Stat Window Configuration
#--------------------------------------------------------------------------
  #The color of the actor's name in the window (gold by default)
  NAME_COLOR = Color.new(255,235,0)
  #The color of the actor's level in the window (gold by default)
  LEVEL_COLOR = Color.new(255,235,0)
  #The color of the actor's stat names in the window (gold by default)
  STAT_COLOR = Color.new(255,235,0)
  #The color of the actor's old stat values (white by default)
  OLD_STAT_COLOR = Color.new(255,255,255)
  #The color of the actor's new stat values, if a net gain (green by default)
  NEW_STAT_VAL_COLOR = Color.new(0,250,154)
  #The color of the actor's new stat values, if a net loss (red by default)
  STAT_VAL_LOSS_COLOR = Color.new(255, 0, 0)
#--------------------------------------------------------------------------
# * Skill Window Configuration
#--------------------------------------------------------------------------
  #The color of the text in the skills title window
  SKILL_TITLE_COLOR = Color.new(255,215,0)
  #The color of the new skills text in the skills window
  SKILL_WINDOW_FONT_COLOR = Color.new(240,248,255)
#--------------------------------------------------------------------------
#  * There is no need to modify the constants below
#--------------------------------------------------------------------------
STAT_WINDOW_WIDTH = 320
SKILL_WINDOW_WIDTH = 165
WINDOW_HEIGHT = 220
SUB_WINDOW_HEIGHT = 45

end
#==========================================================================
# * Game_Actor
#--------------------------------------------------------------------------
#   overrides -
#     * display_level_up (if DISPLAY_DEF_MESSAGE is set to false in config)
#==========================================================================
include LevelUpDisplayConfig
class Game_Actor < Game_Battler
  
  attr_reader :last_level
  attr_reader :last_hp
  attr_reader :last_mp
  attr_reader :last_atk
  attr_reader :last_def
  attr_reader :last_spi
  attr_reader :last_agi
  attr_reader :last_learned_skills
  #--------------------------------------------------------------------------
  # * Change Experience
  #     exp  : New experience
  #     show : Level up display flag
  #--------------------------------------------------------------------------
  alias :eds_old_change_exp :change_exp
  def change_exp(exp, show)
    #save off the old paramters    
    prev_skills = skills    
    @last_level = @level
    @last_hp = self.base_maxhp
    @last_mp = self.base_maxmp
    @last_atk = self.base_atk
    @last_def = self.base_def
    @last_spi = self.base_spi
    @last_agi = self.base_agi
    eds_old_change_exp(exp, show)
    @last_learned_skills =  skills - prev_skills
  end
  
  if USE_SKILL_WINDOW
    
    #--------------------------------------------------------------------------
    # * Show Level Up Message
    #     new_skills : Array of newly learned skills
    #--------------------------------------------------------------------------
    #   If we are not displaying the standard message when
    #   gaining a level, simply remove the loop that creates
    #   the learned skills message.  Continue to display
    #   the skills that were learned if we are not in battle.
    #--------------------------------------------------------------------------
    alias :eds_old_display_level_up :display_level_up
    def display_level_up(new_skills)
      if $game_temp.in_battle
        $game_message.new_page
        text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
        $game_message.texts.push(text)    
      else
        eds_old_display_level_up(new_skills)
      end
    end
    
  end #skill window check
  
end
#==========================================================================
# * Window_LevelUpdate
#--------------------------------------------------------------------------
#   The main window that appears in battle when a level is gained.
#   Displays stat info, faceset, and (optionally) the actor sprite.
#==========================================================================
class Window_LevelUpdate < Window_Base
  
  def initialize(actor)
    w = STAT_WINDOW_WIDTH
    h = WINDOW_HEIGHT
    if USE_SKILL_WINDOW
      super(272 - (w / 2) - (SKILL_WINDOW_WIDTH / 2), 50, w, h)
    else
      super(272 - (w / 2), 50, w, h)
    end
    self.windowskin = Cache.system(WINDOWSKIN_NAME)
    self.back_opacity = WINDOW_OPACITY
    self.z = 9997
    @actor = actor
    @animation_index = 0
    @arrow = Cache.picture('level_up_arrow')    
    @y_offset = 12  #give some room under level display
    #begin drawing new level and old stat text
    @col_one_offset = 0
    #Draw old stats
    @col_two_offset = @col_one_offset + 60    
    #begin drawing Faceset/sprite and skills gained
    @col_four_offset = 0
    #begin drawing Faceset/sprite graphics
    @col_five_offset = 190
    #play the sound effect
    RPG::SE.new(LEVEL_UP_SE, LEVEL_UP_SE_VOLUME).play
    #calculates the offet for drawing level info
    calc_level_offsets          
    setup_name_window
    draw_stat_names
    draw_old_stat_values  
    draw_arrows      
    draw_new_stat_values
    draw_actor_rep
    update    
  end
  #--------------------------------------------------------------------------
  # * Create and display the name window
  #--------------------------------------------------------------------------
  def setup_name_window
    @name_window = Window_Base.new(self.x + 20, self.y - 30 , fit_to_text(@actor.name), SUB_WINDOW_HEIGHT)
    @name_window.z = 9998
    @name_window.windowskin = Cache.system(WINDOWSKIN_NAME)
    @name_window.back_opacity = 255
    @name_sprite = Sprite.new
    @name_sprite.bitmap = Bitmap.new(@name_window.width, @name_window.height)
    @name_sprite.bitmap.font.color = NAME_COLOR
    @name_sprite.x = @name_window.x + 15
    @name_sprite.y = @name_window.y - 10
    @name_sprite.z = 9999
    @name_sprite.bitmap.draw_text(0, 0, @name_sprite.bitmap.width, 60, @actor.name)
  end
  #--------------------------------------------------------------------------
  # * Draws the level and stat text (not the values themselves)
  #--------------------------------------------------------------------------
  def draw_stat_names    
    self.contents.font.color = LEVEL_COLOR
    self.contents.draw_text(@col_one_offset, 0, 60, WLH, "Lv.")
    self.contents.font.color = STAT_COLOR                                              
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.hp)    
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.mp)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.atk)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.def)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.spi)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.agi)
    #reset the font color
    self.contents.font.color = Font.default_color  
    #reset the y_offset to 12
    y_incr_reset
  end
  #--------------------------------------------------------------------------
  # * Draws the old level and stat values
  #--------------------------------------------------------------------------
  def draw_old_stat_values
    self.contents.font.color = OLD_STAT_COLOR
    self.contents.draw_text(@col_level_old_offset, 0, 60, WLH, @actor.last_level)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_hp)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_mp)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_atk)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_def)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_spi)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_agi)
    #reset the font color
    self.contents.font.color = Font.default_color
    #reset the y_offset to 12
    y_incr_reset
  end
  #--------------------------------------------------------------------------
  # * Draws the arrows
  #--------------------------------------------------------------------------
  def draw_arrows
    if @actor.last_hp - 100 < 0
      @col_three_offset = @col_two_offset + 30    
    elsif @actor.last_hp - 1000 < 0
      @col_three_offset = @col_two_offset + 40
    else
      @col_three_offset = @col_two_offset + 50
    end    
    draw_arrow(@col_level_arrow_offset, 6)     #level
    draw_arrow(@col_three_offset, y_incr + 6)  #hp
    draw_arrow(@col_three_offset, y_incr + 6)  #mp
    draw_arrow(@col_three_offset, y_incr + 6)  #atk
    draw_arrow(@col_three_offset, y_incr + 6)  #def
    draw_arrow(@col_three_offset, y_incr + 6)  #spi
    draw_arrow(@col_three_offset, y_incr + 6)  #agi
    calc_col_four_offset(@col_three_offset)
    #reset the y_offset to 12
    y_incr_reset
  end
  #--------------------------------------------------------------------------
  # * Draws the new level and stat values
  #--------------------------------------------------------------------------
  def draw_new_stat_values      
    draw_new_stat(@col_level_new_offset, 0, 60, WLH, @actor.last_level, @actor.level)    
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_hp, @actor.maxhp)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_mp, @actor.maxmp)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_atk, @actor.base_atk)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_def, @actor.base_def)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_spi, @actor.base_spi)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_agi, @actor.base_agi)
    self.contents.font.color = Font.default_color  
    #reset the y_offset to 12
    y_incr_reset
  end
  
  def draw_new_stat(x, y, w, h, prev_val, val)
    if val > prev_val      #gain
      self.contents.font.color = NEW_STAT_VAL_COLOR
    elsif val == prev_val  #no change
      self.contents.font.color = OLD_STAT_COLOR
    else                   #loss
      self.contents.font.color = STAT_VAL_LOSS_COLOR
    end    
    self.contents.draw_text(x, y, w, h, val)    
  end
  #--------------------------------------------------------------------------
  # * Draws the faceset and optionally the actor sprite
  #--------------------------------------------------------------------------
  def draw_actor_rep
    draw_actor_face(@actor, @col_five_offset, 0)
    if (USE_SPRITE_GRAPHIC)
      x_pos = @col_five_offset + ((self.width - @col_five_offset) / 2) - 18
      draw_character(@actor.character_name, @actor.character_index, x_pos, 160)
    end
  end
  #--------------------------------------------------------------------------
  # * Draws an arrow
  #--------------------------------------------------------------------------
  def draw_arrow(x, y)
    src_rect = Rect.new(0, 0, @arrow.width, @arrow.height)
    self.contents.blt(x, y, @arrow, src_rect)
  end
  #--------------------------------------------------------------------------
  # * figures out the spacing for the level text display
  #--------------------------------------------------------------------------
  def calc_level_offsets
    @col_level_old_offset = @col_one_offset + 30    
    if @actor.last_level < 10
      @col_level_arrow_offset = @col_level_old_offset + 20
    else
      @col_level_arrow_offset = @col_level_old_offset + 30
    end    
    @col_level_new_offset = @col_level_arrow_offset + 26
  end
  #--------------------------------------------------------------------------
  # * Increments the y counter
  #--------------------------------------------------------------------------
  def y_incr
    @y_offset += WLH
    return @y_offset
  end
  #--------------------------------------------------------------------------
  # * Resets the y counter
  #--------------------------------------------------------------------------
  def y_incr_reset
    @y_offset = 12
  end
  #--------------------------------------------------------------------------
  # * calculate where to draw col four text (new stat values)
  #--------------------------------------------------------------------------
  def calc_col_four_offset(col_three)  
    @col_four_offset = col_three + 22
  end
  #--------------------------------------------------------------------------
  # * Fit the window width to the text
  #--------------------------------------------------------------------------
  def fit_to_text(text)
    w = self.contents.text_size(text).width + 32
    return w > 90 ? w : 90
  end
  #--------------------------------------------------------------------------
  # * Update the child window position
  #--------------------------------------------------------------------------
  def update_child_window_pos
    @name_window.x = self.x + 20
    @name_window.y = self.y - 30  
    @name_sprite.x = @name_window.x + 15
    @name_sprite.y = @name_window.y - 10  
  end
  #--------------------------------------------------------------------------
  # * Destroy the sprite!
  #--------------------------------------------------------------------------
  def dispose
    super
    @name_window.dispose
    @name_sprite.dispose
  end
  
end
#============================================================================
# * Window_SkillUpdate
#----------------------------------------------------------------------------
#   The learned skill window
#============================================================================
class Window_SkillUpdate < Window_Base
  
  def initialize(actor, parent_x, parent_y, parent_width)
    x = parent_x + parent_width
    h = WINDOW_HEIGHT
    w = SKILL_WINDOW_WIDTH
    super(x, parent_y, w, h)
    self.windowskin = Cache.system(WINDOWSKIN_NAME)
    self.back_opacity = WINDOW_OPACITY
    self.contents.font.color = SKILL_WINDOW_FONT_COLOR
    self.z = 9997
    @actor = actor
    @skills = []
    setup_title_window
    populate_skill_list
  end
  #--------------------------------------------------------------------------
  # * create the title window
  #--------------------------------------------------------------------------
  def setup_title_window
    #check to see if custom text is defined
    if NEW_SKILL_TITLE_TEXT == nil
      skill_title_text = sprintf("New %ss", Vocab.skill)
    else
      skill_title_text = NEW_SKILL_TITLE_TEXT
    end
    middle_parent = self.x + (self.width / 2)
    w = fit_to_text(skill_title_text)
    h = SUB_WINDOW_HEIGHT
    x = middle_parent - (w / 2)
    y = self.y - 30
    @title_window = Window_Base.new(x, y, w, h)    
    @title_window.z = 9998
    @title_window.windowskin = Cache.system(WINDOWSKIN_NAME)
    @title_window.back_opacity = 255
    @title_sprite = Sprite.new
    @title_sprite.bitmap = Bitmap.new(@title_window.width, @title_window.height)
    @title_sprite.bitmap.font.color = SKILL_TITLE_COLOR
    @title_sprite.x = @title_window.x + 15
    @title_sprite.y = @title_window.y + 4
    @title_sprite.z = 9999
    @title_sprite.bitmap.draw_text(0, 0, @title_sprite.bitmap.width, 32, skill_title_text)
  end
  #--------------------------------------------------------------------------
  # * My edit of draw_item_name.
  #   Necessary because the default one changes the font color.
  #--------------------------------------------------------------------------
  def draw_my_item_name(item, x, y, enabled = true)
     if item != nil
      draw_icon(item.icon_index, x, y, enabled)      
      self.contents.font.color.alpha = enabled ? 255 : 128
      self.contents.draw_text(x + 24, y, 172, WLH, item.name)
    end
  end
  #--------------------------------------------------------------------------
  # * draw all of the skills that were learned
  #--------------------------------------------------------------------------
  def populate_skill_list
    skills = @actor.last_learned_skills
    y = 0
    for skill in skills
      draw_my_item_name(skill, 0, y)
      y += 32
    end
  end
  #--------------------------------------------------------------------------
  # * Fit the window width to the text
  #--------------------------------------------------------------------------
  def fit_to_text(text)    
    return self.contents.text_size(text).width + 32
  end
  #--------------------------------------------------------------------------
  # * Kill the sprite!
  #--------------------------------------------------------------------------
  alias :eds_old_dispose :dispose
  def dispose    
    eds_old_dispose
    @title_window.dispose
    @title_sprite.dispose
  end
  
end
#============================================================================
# * Scene_Battle
#----------------------------------------------------------------------------
#   overrides -
#     * display_level_up
#============================================================================
class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # * Display Level Up
  #--------------------------------------------------------------------------
  def display_level_up
    #patch for KGC Equip Learn Skill script
    if $imported != nil and $imported["EquipLearnSkill"]
      display_master_equipment_skill
    end
    exp = $game_troop.exp_total
    for actor in $game_party.existing_members
      last_level = actor.level
      last_skills = actor.skills
      actor.gain_exp(exp, true)      
      if actor.level > last_level
        win = Window_LevelUpdate.new(actor)  
        #if we are using the skill window and the skills have changed...
        if USE_SKILL_WINDOW && last_skills.length != actor.skills.length          
          s_win = Window_SkillUpdate.new(actor, win.x, win.y, win.width)        
          wait_for_message
          s_win.dispose if USE_SKILL_WINDOW
        else
          #move the window back to center screen and update the name window
          win.x = 272 - (win.width / 2)
          win.update_child_window_pos
          wait_for_message  
        end      
        win.dispose      
      end
    end
  end


And this is KGC Distribute Parameter:

[spoiler="Script"]
CODE
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/   ◆     Attribute Point Stat Distribution - KGC_DistributeParameter  ◆ VX ◆
#_/   ◇                      Last Update: 2008/09/13                          ◇
#_/   ◆                    Translation by Mr. Anonymous                       ◆
#_/   ◆                  Extended Annotation by Touchfuzzy                    ◆
#_/   ◆             Extended Updates by MrAnonymous & Touchfuzzy              ◆
#_/   ◆ KGC Site:                                                             ◆
#_/   ◆ http://f44.aaa.livedoor.jp/~ytomy/                                    ◆
#_/   ◆ Translator's Blog:                                                    ◆
#_/   ◆ http://mraprojects.wordpress.com                                      ◆
#_/-----------------------------------------------------------------------------
#_/  This script gives you the ability to completely change the way actors'
#_/ attributes are gained. This system allows for the player to distribute stat
#_/ points to actors which are gained upon level up.
#_/=============================================================================
#_/                       ◆ Script Commands ◆
#_/  These commands are used in "Script" function in the third page of event
#_/   commands under "Advanced".
#_/
#_/ * gain_rp(ActorID, Value)
#_/    Increases the MaxRP of a given actor.
#_/
#_/ * reset_distributed_count(ActorID)
#_/    Resets the distributed RP of a given actor.
#_/
#_/ * call_distribute_parameter(ActorID)
#_/    Calls the Distribute Parameter screen for a given actor.
#_/
#_/=============================================================================
#_/ Install: Insert below KGC_ExtendedEquipScene and KGC_CustomMenuCommand.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
#                           ★ Customization ★                                  #
#==============================================================================#

module KGC
  module DistributeParameter
  #                      ◆ Distribution Tables ◆
  # Here you may customize the costs and increase rates of specific parameters.
  # The order in which these costs and increase rates are set are as follows:
  #                     [IPC, IPSG, MAP, PCI, PSGI]
  #                                Key:
  # IPC = Initial Point Cost. This is how many AP it cost to buy the first
  #       point of this parameter.
  #
  # IPSG = Initial Point Stat Growth. This is how much the stat will go up with
  #        the first point of this parameter.
  #                                              
  # MAP = Maximum Attribute Points. The maximum amount of AP that can be spent  
  #       on this stat.  You may also put a level based equation in this but
  #       remember that if you put in an equation it is IMPORTANT that you put
  #       quotation marks ("") around it and to use level in all lower case.
  #       Example: "level"
  #
  # PCI = Point Cost Increase.  For every AP spent in this parameter the cost
  #       of this parameter increases by this amount.
  #
  # PSGI = Point Stat Growth Increase.  For every AP spent in this parameter
  #        the number of points you gain in the stat increases by this much.
  #
  #   Also, if you completely remove a line (e.g. ":hit => [1, 1, 20, 0.7],")
  #   it will remove it from the distribution screen altogether.
  #   Very useful if your project doesn't require a specific stat.
  GAIN_PARAMETER = {
  # Parameter      IPC, IPSG,  MAP,   PCI,   PSGI
    :maxhp       => [1,   30,   30,   0.4,     2],  # Maximum HP
    :maxmp       => [1,    5,   30,   0.4,   0.5],  # Maximum MP
    :atk         => [1,    2,   30,   0.4,   0.5],  # Attack
    :def         => [1,    2,   30,   0.4,   0.5],  # Defense
    :spi         => [1,    2,   30,   0.4,   0.5],  # Spirit
    :agi         => [1,    2,   30,   0.4,   0.5],  # Agility
    :hit         => [1,    1,   20,   0.7],         # Hit Ratio (Accuracy)
    :eva         => [1,    1,   20,   0.7],         # Evasion
    :cri         => [1,    1,   20,   0.7],         # Critical
    :odds        => [1,    1,   5],           # Luck (Chance of being targetted)
  #                         ◆ AP Gain Rate ◆
  # Added by Touchfuzzy.
  #  I added this in to the GAIN_PARAMETER tables so that you can use seperate
  #  equations for different characters and classes.
  #  This is the equation that determines your total AP gained every level.
  #  (Character Level to the 0.25th power + 2) * Level
  #  This causes you to start at 3 points per level and increase slightly over
  #  time.
  #  As an example if you wish to gain a static 3 points per level write it as
  #  :maxrpexp = "level * 3"    
    :maxrpexp    => ["(level ** 0.25 + 2.0) * level"],  # Max AP
  }  # <- Do not remove!

  #              ◆ Individual Actor Gain Parameter Tables ◆
  #  You may choose to manually specify an individual actor's gain parameters.
  #  To do so, use the same format as above GAIN_PARAMETER table but instead
  #  use PERSONAL_GAIN_PARAMETER [n] (Where n = Actor ID)
  #  Any parameter you do not set in this table will instead draw from the
  #  GAIN_PARAMETER chart.
  #
  #  Example:
  PERSONAL_GAIN_PARAMETER[1] = {
    :maxhp => [2, 20, 50, 0.5,   5],    
    :maxmp => [1, 10, 30, 0.3, 0.5],  
    :atk   => [1,  1, 30, 0.3, 0.5],  
    :def   => [1,  2, 30, 0.4, 0.5],  
    :spi   => [1,  2, 50, 0.5, 0.8],  
    :agi   => [1,  2, 30, 0.4, 0.6],  
    :hit   => [1,  1, 20, 0.7],      
    :eva   => [1,  1, 20, 0.7],      
    :cri   => [1,  1, 20, 0.7],
    :skill_speed => [1,  1, 20, 0.5],    
    :item_speed  => [1,  1, 20, 0.5],      
    :odds        => [1,  1, 5],            
    :maxrpexp => ["(level ** 0.25 + 2.0) * level"]
   }
  #            ★ Insert Custom Actor Gain Tables Below Here ★
  

  
  
  #            ★ Insert Custom Actor Gain Tables Above Here ★

  #               ◆ Class-Specific Gain Parameter Tables ◆
  #  You may choose to manually specify an entire class's gain parameters.
  #  To do so, use the same format as above GAIN_PARAMETER table but instead
  #  use CLASS_GAIN_PARAMETER [n] (Where n = Number of class in the database)
  #  Any parameter you do not set in this table will instead draw from the
  #  GAIN_PARAMETER chart. Also note that class gain parameters take the highest
  #  priority.
  
  #            ★ Insert Custom Class Gain Tables Below Here ★

  
  
  
  #            ★ Insert Custom Class Gain Tables Above Here ★

  # ◆ AP = Attribute Points. These settings are for the AP Distrubution Screen.
  #  VOCAB_RP appears at the top of the column which lists the AP cost of
  #  the parameter
  VOCAB_RP   = "Cost"
  # VOCAB_RP_A appears next to where it lists your current and total AP.
  VOCAB_RP_A = "AP"

  #                     ◆ Parameter Labels ◆
  #  Allows you to change the text of Hit Ratio, Evasion, Critical, Skill
  #   Speed, Item Speed, and Odds (luck) on the distribution screen.
  VOCAB_PARAM = {
    :hit         => "ACU",  # Hit Ratio (Accuracy)
    :eva         => "EVA",  # Evasion
    :cri         => "CRI",  # Critical
    :skill_speed => "SSD",  # Skill Speed
    :item_speed  => "ISD",  # Item Speed
    :odds        => "LCK",  # Odds (Luck)
  }  # <- Do not remove!
  
  #                       ◆ Caption Text ◆  
  # These fields affect the text at the top of the distribution screen.
  # Attribute name label.
  AT_CAPTION = "Attribute"
  # AP cost/rate label.
  RT_CAPTION = "Rate"
  # Current AP ppent on given attribute label.
  SP_CAPTION = "Spent"
  # Current status (right window) label.
  CS_CAPTION = "Current Status"
  
  #                      ◆ Help Window Text ◆  
  #  Text of the menu title for the AP Distribution Screen.
  DISTRIBUTE_SCENE_CAPTION = "Stat Distribution - Press L or R to switch characters."
  
  #                      ◆ AP Gauge Colors ◆
  #  Allows you to change the color of the guages that appear under the stats
  #   side bar. The color can also be determined by a numerical expression.
  #  Example: GAUGE_START_COLOR = Color.new(255, 0, 0)  <- This is red.
  #  This is the fill color for the early phase of the guage.
  GAUGE_START_COLOR = 28
  #  This is the fill color for the late phase of the guage. (When full)
  GAUGE_END_COLOR   = 29

  #                  ◆ Menu Command Button & Text ◆
  #  When USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = true,
  #  the AP Distribution System is added to the menu under "Quit Game".
  #  When false, it does not. (Obviously)
  USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = false
  #  Allows you to change the text for this button on the main command menu.
  VOCAB_MENU_DISTRIBUTE_PARAMETER       = "Level Up"

  #                   ◆ Parameter Re-distribution ◆
  #  This affects whether the player can delevel the parameters that have
  #  been increased.
  #  true  : Allows the player to reassign AP.
  #  false : Prevents the player from unassigning AP if set to false.
  ENABLE_REVERSE_DISTRIBUTE = false
  
  #                     ◆ AP in Status Window ◆
  # Added by Mr. Anonymous.
  #  This toggle allows you to enable/disable the AP display on the status
  #   screen.
  SHOW_STATUS_RP = true
  #  This toggle allows you to adjust the position of the AP display on the
  #   status screen. (If SHOW_STATUS_RP = true)
  #  0. Below Actor's Face Image
  #  1. Below Actor's Parameters
  SHOW_STATUS_RP_POS = 1
  
  #                ◆ Extra Parameters in Status Window ◆
  # Added by Mr. Anonymous.
  #  This toggle allows you to enable/disable the parameters for accuracy,
  #   evasion, and critical below the regular paramaters (STR, DEF, SPI, AGI)
  SHOW_STATUS_EX_PARAMS = true
  
  #        ◆ Call DistributeParameter From Actor Status Window ◆
  # Added by Mr. Anonymous.
  #  This allows you to change what key/button is pressed on the status window
  #   to shift to the DistributeParameter window.
  #  When set to nil, this is disabled. ( CALL_DISTPARAMKEY = Input::nil )
  CALL_DISTPARAMKEY = Input::X   # On the keyboard, button X is the A key.
  
  #                       ◆ Show Actor Graphic ◆
  # Added by Mr. Anonymous.
  #  This toggle allows you to enable/disable the actor sprite in the Distribute
  #   Parameter window next to the actor name.
  #  true = Show the sprite.
  #  false = Do not show.
  SHOW_SPRITE = true  
end
end

#=============================================================================#
#                          ★ End Customization ★                              #
#=============================================================================#

#=================================================#
#                    IMPORT                       #
#=================================================#

$imported = {} if $imported == nil
$imported["DistributeParameter"] = true

#=================================================#

module KGC::DistributeParameter
  # Set up parameter array
  PARAMS = [:maxhp, :maxmp, :atk, :def, :spi, :agi, :hit, :eva, :cri,
    :skill_speed, :odds]
end

#=================================================#

#==============================================================================
# ■ Vocab
#==============================================================================

module Vocab
  def self.hit
    return KGC::DistributeParameter::VOCAB_PARAM[:hit]
    return $data_system.terms.hit    # Added 4/1/08
  end

  def self.eva
    return KGC::DistributeParameter::VOCAB_PARAM[:eva]
    return $data_system.terms.eva    # Added 4/1/08
  end

  def self.cri
    return KGC::DistributeParameter::VOCAB_PARAM[:cri]
    return $data_system.terms.cri    # Added 4/1/08
  end

  def self.skill_speed
    return KGC::DistributeParameter::VOCAB_PARAM[:skill_speed]
    return $data_system.terms.skill_speed    # Added 9/14/08
  end

  def self.item_speed
    return KGC::DistributeParameter::VOCAB_PARAM[:item_speed]
  end

  def self.odds
    return KGC::DistributeParameter::VOCAB_PARAM[:odds]
    return $data_system.terms.odds    # Added 9/14/08
  end

  def self.rp
    return KGC::DistributeParameter::VOCAB_RP
  end

  def self.rp_a
    return KGC::DistributeParameter::VOCAB_RP_A
  end

  def self.distribute_parameter
    return KGC::DistributeParameter::VOCAB_MENU_DISTRIBUTE_PARAMETER
  end
end

#=================================================#

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC
module Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けに関する値をチェック
  #--------------------------------------------------------------------------
  def check_distribution_values
    (1...$data_actors.size).each { |i|
      actor = $game_actors[i]
      actor.check_distribution_values
      actor.restore_distribution_values
    }
  end
  #--------------------------------------------------------------------------
  # ○ RP の増減
  #     actor_id : アクター ID
  #     value    : 増減量
  #--------------------------------------------------------------------------
  def gain_rp(actor_id, value)
    actor = $game_actors[actor_id]
    return if actor == nil
    actor.gain_rp(value)
  end
  #--------------------------------------------------------------------------
  # ○ 振り分け回数をリセット
  #     actor_id : アクター ID
  #--------------------------------------------------------------------------
  def reset_distributed_count(actor_id)
    actor = $game_actors[actor_id]
    return if actor == nil
    actor.clear_distribution_values
    actor.restore_distribution_values
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け画面の呼び出し
  #     actor_index : アクターインデックス
  #--------------------------------------------------------------------------
  def call_distribute_parameter(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :distribute_parameter
    $game_temp.next_scene_actor_index = actor_index
  end
end
end

#=================================================#
#             INCLUDE COMMANDS                    #
#=================================================#
#    Include KGC::Commands in Game_Interpreter    #
#=================================================#

class Game_Interpreter
  include KGC::Commands
end

#=================================================#

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ● 能力値に加算する値をクリア
  #--------------------------------------------------------------------------
  alias clear_extra_values_KGC_DistributeParameter clear_extra_values
  def clear_extra_values
    clear_extra_values_KGC_DistributeParameter

    clear_distribution_values
    calc_distribution_values
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けに関する値をクリア
  #--------------------------------------------------------------------------
  def clear_distribution_values
    @distributed_count = {}
    KGC::DistributeParameter::PARAMS.each { |param|
      @distributed_count[param] = 0
    }
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けに関する値をチェック
  #--------------------------------------------------------------------------
  def check_distribution_values
    last_distributed_count = @distributed_count

    clear_distribution_values

    @distributed_count = last_distributed_count if last_distributed_count != nil
  end
  #--------------------------------------------------------------------------
  # ○ 各種修正値を計算
  #--------------------------------------------------------------------------
  def calc_distribution_values
    # 継承先で定義
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けによる上昇値を取得
  #     param : パラメータの Symbol
  #--------------------------------------------------------------------------
  def distributed_param(param)
    return 0
  end
end

#=================================================#

#==============================================================================
# ■ Game_BattleAction
#==============================================================================

class Game_BattleAction
  #--------------------------------------------------------------------------
  # ● 行動スピードの決定
  #--------------------------------------------------------------------------
  alias make_speed_KGC_DistributeParameter make_speed
  def make_speed
    make_speed_KGC_DistributeParameter
    if skill?
      n = [battler.distributed_param(:skill_speed), skill.speed].min
      @speed -= n
    end
    if item?
      n = [battler.distributed_param(:item_speed), item.speed].min
      @speed -= n
    end
  end
end

#=================================================#

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     actor_id : アクター ID
  #--------------------------------------------------------------------------
  alias initialize_KGC_DistributeParameter initialize
  def initialize(actor_id)
    @actor_id = actor_id
    @class_id = $data_actors[actor_id].class_id

    initialize_KGC_DistributeParameter(actor_id)
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ増加量を取得
  #--------------------------------------------------------------------------
  def gain_parameter_list
    result = KGC::DistributeParameter::GAIN_PARAMETER
    # アクター固有
    list = KGC::DistributeParameter::PERSONAL_GAIN_PARAMETER[self.id]
    result = result.merge(list) if list != nil
    # 職業固有
    list = KGC::DistributeParameter::CLASS_GAIN_PARAMETER[self.class_id]
    result = result.merge(list) if list != nil

    return result
  end
  #--------------------------------------------------------------------------
  # ○ 各種修正値を計算
  #--------------------------------------------------------------------------
  def calc_distribution_values
    @rp_cost = 0
    @distributed_param = {}
    gain_parameter_list.each { |k, v|
      next if v == nil
      cost = 0
      param = 0
      distributed_count(k).times { |i|
        cost_plus   = v[0]
        cost_plus  += v[3] * i if v[3] != nil
        param_plus  = v[1]
        param_plus += v[4] * i if v[4] != nil
        cost  += Integer(cost_plus)
        param += Integer(param_plus)
      }
      @rp_cost += [cost, 0].max
      @distributed_param[k] = param
    }
  end
  #--------------------------------------------------------------------------
  # ○ 各種修正値を修復
  #--------------------------------------------------------------------------
  def restore_distribution_values
    calc_distribution_values
    self.hp = self.hp
    self.mp = self.mp
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けによる上昇値を取得
  #     param : パラメータの Symbol
  #--------------------------------------------------------------------------
  def distributed_param(param)
    return 0 if @distributed_param == nil
    return 0 if @distributed_param[param] == nil
    return @distributed_param[param]
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxHP の取得
  #--------------------------------------------------------------------------
  alias base_maxhp_KGC_DistributeParameter base_maxhp
  def base_maxhp
    n = base_maxhp_KGC_DistributeParameter + distributed_param(:maxhp)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxMP の取得
  #--------------------------------------------------------------------------
  alias base_maxmp_KGC_DistributeParameter base_maxmp
  def base_maxmp
    n = base_maxmp_KGC_DistributeParameter + distributed_param(:maxmp)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本攻撃力の取得
  #--------------------------------------------------------------------------
  alias base_atk_KGC_DistributeParameter base_atk
  def base_atk
    n = base_atk_KGC_DistributeParameter + distributed_param(:atk)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本防御力の取得
  #--------------------------------------------------------------------------
  alias base_def_KGC_DistributeParameter base_def
  def base_def
    n = base_def_KGC_DistributeParameter + distributed_param(:def)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本精神力の取得
  #--------------------------------------------------------------------------
  alias base_spi_KGC_DistributeParameter base_spi
  def base_spi
    n = base_spi_KGC_DistributeParameter + distributed_param(:spi)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本敏捷性の取得
  #--------------------------------------------------------------------------
  alias base_agi_KGC_DistributeParameter base_agi
  def base_agi
    n = base_agi_KGC_DistributeParameter + distributed_param(:agi)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 命中率の取得
  #--------------------------------------------------------------------------
  alias hit_KGC_DistributeParameter hit
  def hit
    n = hit_KGC_DistributeParameter + distributed_param(:hit)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 回避率の取得
  #--------------------------------------------------------------------------
  alias eva_KGC_DistributeParameter eva
  def eva
    n = eva_KGC_DistributeParameter + distributed_param(:eva)
    return n
  end
  #--------------------------------------------------------------------------
  # ● クリティカル率の取得
  #--------------------------------------------------------------------------
  alias cri_KGC_DistributeParameter cri
  def cri
    n = cri_KGC_DistributeParameter + distributed_param(:cri)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 狙われやすさの取得
  #--------------------------------------------------------------------------
  alias odds_KGC_DistributeParameter odds
  def odds
    n = odds_KGC_DistributeParameter + distributed_param(:odds)
    return n
  end
  #--------------------------------------------------------------------------
  # ○ MaxRP の取得 - Method rewritten by Touchfuzzy
  #--------------------------------------------------------------------------
  def maxrp
    gain = gain_parameter_list[:maxrpexp]
    n = Integer(eval(gain[0]))
    return [n + maxrp_plus, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ MaxRP 補正値の取得
  #--------------------------------------------------------------------------
  def maxrp_plus
    @maxrp_plus = 0 if @maxrp_plus == nil
    return @maxrp_plus
  end
  #--------------------------------------------------------------------------
  # ○ RP の取得
  #--------------------------------------------------------------------------
  def rp
    return [maxrp - @rp_cost, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ 振り分け回数の取得
  #     param : 振り分け先パラメータ (Symbol)
  #--------------------------------------------------------------------------
  def distributed_count(param)
    clear_distribution_values if @distributed_count == nil
    @distributed_count[param] = 0 if @distributed_count[param] == nil
    return @distributed_count[param]
  end
  #--------------------------------------------------------------------------
  # ○ RP の増減
  #     value : 増減量
  #--------------------------------------------------------------------------
  def gain_rp(value)
    @maxrp_plus = maxrp_plus + value
  end
  #--------------------------------------------------------------------------
  # ○ 振り分け回数の増減
  #     param : 振り分け先パラメータ (Symbol)
  #     value : 増減量
  #--------------------------------------------------------------------------
  def gain_distributed_count(param, value = 1)
    n = distributed_count(param)
    @distributed_count[param] += value if n.is_a?(Integer)
  end
  #--------------------------------------------------------------------------
  # ○ RP 振り分けによる成長効果適用
  #     param   : 振り分け先パラメータ (Symbol)
  #     reverse : 逆加算のときは true
  #--------------------------------------------------------------------------
  def rp_growth_effect(param, reverse = false)
    gain = gain_parameter_list[param]
    return if gain == nil  # 無効なパラメータ

    if reverse
      return if distributed_count(param) == 0  # 逆加算不可
    else
      return unless can_distribute?(param)
    end

    gain_distributed_count(param, reverse ? -1 : 1)
    restore_distribution_values
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け可否判定
  #     param : 振り分け先パラメータ (Symbol)
  #--------------------------------------------------------------------------
  def can_distribute?(param)
    gain = gain_parameter_list[param]
    return false if gain == nil                          # 無効なパラメータ
    return false if self.rp < distribute_cost(param)     # RP 不足
    return false if gain[2] <= distributed_count(param)  # 回数上限

    return true
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けコスト計算
  #     param : 振り分け先パラメータ (Symbol)
  #--------------------------------------------------------------------------
  def distribute_cost(param)
    gain = gain_parameter_list[param]
    return 0 if gain == nil  # 無効なパラメータ

    n = gain[0]
    if gain[3] != nil
      count = [distributed_count(param), gain[2] - 1].min
      n += gain[3] * count
    end
    return [Integer(n), 0].max
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け時の増加量計算
  #     param : 振り分け先パラメータ (Symbol)
  #--------------------------------------------------------------------------
  def distribute_gain(param)
    gain = gain_parameter_list[param]
    return 0 if gain == nil  # 無効なパラメータ

    n = gain[1]
    if gain[4] != nil
      count = [distributed_count(param), gain[2] - 1].min
      n += gain[4] * count
    end
    return Integer(n)
  end
end

#=================================================#

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ RP の文字色を取得
  #     actor : アクター
  #--------------------------------------------------------------------------
  def rp_color(actor)
    return (actor.rp == 0 ? knockout_color : normal_color)
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けゲージの色 1 の取得
  #--------------------------------------------------------------------------
  def distribute_gauge_color1
    color = KGC::DistributeParameter::GAUGE_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けゲージの色 2 の取得
  #--------------------------------------------------------------------------
  def distribute_gauge_color2
    color = KGC::DistributeParameter::GAUGE_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ RP の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_rp(actor, x, y, width = 120)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 40, WLH, Vocab::rp_a)
    self.contents.font.color = rp_color(actor)
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 40, y, 40, WLH, actor.rp, 2)
    else
      self.contents.draw_text(xr - 90, y, 40, WLH, actor.rp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
      self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxrp, 2)
    end
    self.contents.font.color = normal_color
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けゲージの描画
  #     actor : アクター
  #     param : パラメータ
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_distribute_gauge(actor, param, x, y, width = 120)
    gain = actor.gain_parameter_list[param]
    return if gain == nil
    gw = width * actor.distributed_count(param) / [gain[2], 1].max
    gc1 = distribute_gauge_color1
    gc2 = distribute_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  #==========================================================================
===
  #   Added by Mr. Anonymous ( 4/1/08 )
  # Sets up the initial parameters and the entended/extra parameters.
  #==========================================================================
===
  if KGC::DistributeParameter::SHOW_STATUS_EX_PARAMS
    alias draw_actor_parameter_KGC_DistributeParameter draw_actor_parameter
    def draw_actor_parameter(actor, x, y, type)
      draw_actor_parameter_KGC_DistributeParameter(actor, x, y, type)
      case type
        when 4
          parameter_name = Vocab::hit
          parameter_value = actor.hit
        when 5
          parameter_name = Vocab::eva
          parameter_value = actor.eva
        when 6
          parameter_name = Vocab::cri
          parameter_value = actor.cri
        when 7
          parameter_name = Vocab::odds
          parameter_value = actor.odds
       end
       self.contents.font.color = system_color
       self.contents.draw_text(x, y, 120, WLH, parameter_name)
       self.contents.font.color = normal_color
       self.contents.draw_text(x + 120, y, 36, WLH, parameter_value, 2)
    end
  end
end

#=================================================#

#==============================================================================
# ■ Window_Command
#==============================================================================

class Window_Command < Window_Selectable
  unless method_defined?(:add_command)
  #--------------------------------------------------------------------------
  # ○ コマンドを追加
  #    追加した位置を返す
  #--------------------------------------------------------------------------
  def add_command(command)
    @commands << command
    @item_max = @commands.size
    item_index = @item_max - 1
    refresh_command
    draw_item(item_index)
    return item_index
  end
  #--------------------------------------------------------------------------
  # ○ コマンドをリフレッシュ
  #--------------------------------------------------------------------------
  def refresh_command
    buf = self.contents.clone
    self.height = [self.height, row_max * WLH + 32].max
    create_contents
    self.contents.blt(0, 0, buf, buf.rect)
    buf.dispose
  end
  #--------------------------------------------------------------------------
  # ○ コマンドを挿入
  #--------------------------------------------------------------------------
  def insert_command(index, command)
    @commands.insert(index, command)
    @item_max = @commands.size
    refresh_command
    refresh
  end
  #--------------------------------------------------------------------------
  # ○ コマンドを削除
  #--------------------------------------------------------------------------
  def remove_command(command)
    @commands.delete(command)
    @item_max = @commands.size
    refresh
  end
  end
end

#=================================================#

#==============================================================================
# ■ Window_Status
#==============================================================================
# Added by Mr. Anonymous  ( 4/1/08 )
# Checks SHOW_STATUS_RP's value, if true RP is added to Status Window.
#==============================================================================
if KGC::DistributeParameter::SHOW_STATUS_RP
  class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # ● Draw RP in Status Window
  #     x : Width X - 128 (beneath actor face)
  #     y : Hight Y (On row + Window_Status Definition)
  #--------------------------------------------------------------------------
    alias draw_basic_info_KGC_DistributeParameter draw_basic_info
    def draw_basic_info(x, y)
      draw_basic_info_KGC_DistributeParameter(x, y)
      # Checks SHOW_STATUS_RP_POS, if 0, RP is shown beneath face of actor.
      if KGC::DistributeParameter::SHOW_STATUS_RP_POS == 0
        draw_actor_rp(@actor, x - 129, y + WLH * 4)
      end
      # If 1, RP is shown under parameters. (Centered)
      if KGC::DistributeParameter::SHOW_STATUS_RP_POS == 1
        draw_actor_rp(@actor, x - 80, y + WLH * 14 - 6)
      end
    end
    #------------------------------------------------------------------------
    # ● Draw Extra (Normally Hidden) Parameters in Status Window
    #     x : Width X - 128 (beneath actor face)
    #     y : Hight Y (On row + Window_Status Definition)
    # Added by Mr. Anonymous  ( 4/1/08 )
    #-------------------------------------------------------------------------
    alias draw_parameters_KCG_DistributeParameter draw_parameters
    def draw_parameters(x, y)
       draw_parameters_KCG_DistributeParameter(x, y)
       if KGC::DistributeParameter::SHOW_STATUS_EX_PARAMS
         draw_actor_parameter(@actor, x, y + WLH * 4, 4)
         draw_actor_parameter(@actor, x, y + WLH * 5, 5)
         draw_actor_parameter(@actor, x, y + WLH * 6, 6)
         draw_actor_parameter(@actor, x, y + WLH * 7, 7)
       end
    end
  end
end

#=================================================#

#==============================================================================
# □ Window_DistributeParameterActor
#------------------------------------------------------------------------------
#   振り分け画面で、アクターの情報を表示するウィンドウで

�。
#==============================================================================

class Window_DistributeParameterActor < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     x     : ウィンドウの X 座標
  #     y     : ウィンドウの Y 座標
  #     actor : アクター
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x, y, Graphics.width, WLH + 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 32, 0)
    draw_actor_level(@actor, 264, 0)
    draw_actor_rp(@actor, 372, 0)
    # Include actor class
    # Added by Mr. Anonymous  ( 4/1/08 )
    draw_actor_class(@actor, 152, 0)
     # Method for displaying actor's sprite
     # Added by Mr. Anonymous  ( 4/1/08 )
    if KGC::DistributeParameter::SHOW_SPRITE
       draw_actor_graphic(@actor, 14, 31)
    end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

��☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_DistributeParameterList
#------------------------------------------------------------------------------
#   振り分け画面で、成長させるパラメータを選択するウィン

�ウです。
#==============================================================================

class Window_DistributeParameterList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     actor : アクター
  #--------------------------------------------------------------------------
  def initialize(actor)
    off_h = (WLH + 32) * 2
    super(0, off_h, Graphics.width / 2 + 80, Graphics.height - off_h)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ○ 選択中のパラメータの Symbol を取得
  #--------------------------------------------------------------------------
  def parameter_symbol
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    gain_params = @actor.gain_parameter_list
    KGC::DistributeParameter::PARAMS.each { |param|
      next if gain_params[param] == nil
      @data << param
    }
    @item_max = @data.size + 1
    create_contents
    @item_max -= 1
    draw_caption
    @item_max.times { |i| draw_item(i, @actor.can_distribute?(@data[i])) }
  end
  #--------------------------------------------------------------------------
  # ● 1 ページに表示できる行数の取得
  #--------------------------------------------------------------------------
  def page_row_max
    return super - 1
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得
  #     index : 項目番号
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = super(index)
    rect.y += WLH
    return rect
  end
  #--------------------------------------------------------------------------
  # ○ 見出しの描画
  #--------------------------------------------------------------------------
  def draw_caption
    self.contents.font.color = system_color
  # This is shown at the top of the column that lists the stats.
    self.contents.draw_text(  4, 0, 96, WLH, KGC::DistributeParameter::AT_CAPTION)
    self.contents.draw_text(120, 0, 40, WLH, Vocab.rp, 2)
  # This is shown at the top of the column that lists the number of stat points
  #   you will gain from buying the next point of the parameter.
    self.contents.draw_text(170, 0, 60, WLH, KGC::DistributeParameter::RT_CAPTION, 2)
  # This is shown at the top of the column that lists the current and max
  #   points you have in each parameter.
    self.contents.draw_text(240, 0, 80, WLH, KGC::DistributeParameter::SP_CAPTION, 2)
    self.contents.font.color = normal_color
  end
  #--------------------------------------------------------------------------
  # ○ 項目の描画
  #     index   : 項目番号
  #     enabled : 有効フラグ
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      draw_parameter(rect.x, rect.y, @data[index], enabled)
    end
  end
  #--------------------------------------------------------------------------
  # ○ 能力値の描画
  #     x       : 描画先 X 座標
  #     y       : 描画先 Y 座標
  #     type    : 能力値の種類
  #     enabled : 有効フラグ
  #--------------------------------------------------------------------------
  def draw_parameter(x, y, type, enabled)
    case type
    when :maxhp
      name  = Vocab.hp
    when :maxmp
      name  = Vocab.mp
    when :atk
      name  = Vocab.atk
    when :def
      name  = Vocab.def
    when :spi
      name  = Vocab.spi
    when :agi
      name  = Vocab.agi
    when :hit
      name  = Vocab.hit
    when :eva
      name  = Vocab.eva
    when :cri
      name  = Vocab.cri
    when :skill_speed
      name  = Vocab.skill_speed
    when :item_speed
      name  = Vocab.item_speed
    when :odds
      name  = Vocab.odds
    else
      return
    end

    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(x + 4, y, 96, WLH, name)

    gain = @actor.gain_parameter_list[type]
    value = @actor.distribute_cost(type)
    self.contents.draw_text(x + 120, y, 40, WLH, value, 2)
    value = sprintf("%+d", @actor.distribute_gain(type))
    self.contents.draw_text(x + 190, y, 40, WLH, value, 2)
    value = sprintf("%3d/%3d", @actor.distributed_count(type), gain[2])
    self.contents.draw_text(x + 236, y, 80, WLH, value, 2)
    self.contents.font.color = normal_color
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

��☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_DistributeParameterStatus
#------------------------------------------------------------------------------
#   振り分け画面で、アクターのステータスを表示するウィン

�ウです。
#==============================================================================

class Window_DistributeParameterStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     actor : アクター
  #--------------------------------------------------------------------------
  def initialize(actor)
    dx = Graphics.width / 2 + 80
    off_h = (WLH + 32) * 2
    super(dx, off_h, Graphics.width - dx, Graphics.height - off_h)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    original_height = self.height
    self.height = WLH * (existing_params.size + 1) + 32
    create_contents
    self.height = original_height

    self.contents.font.color = system_color
    # This allows you to change the text that appears on top of the right panel
    #  which contains current parameter changes.
    self.contents.draw_text(0, 0, width - 32, WLH, KGC::DistributeParameter::CS_CAPTION, 1)
    self.contents.font.color = normal_color
    dy = WLH
    existing_params.each { |param|
      draw_parameter(0, dy, param)
      dy += WLH
    }
  end
  #--------------------------------------------------------------------------
  # ○ 存在するパラメータの一覧
  #--------------------------------------------------------------------------
  def existing_params
    result = []
    gain_params = @actor.gain_parameter_list
    KGC::DistributeParameter::PARAMS.each { |param|
      next if gain_params[param] == nil
      result << param
    }
    return result
  end
  #--------------------------------------------------------------------------
  # ○ 能力値の描画
  #     x    : 描画先 X 座標
  #     y    : 描画先 Y 座標
  #     type : 能力値の種類
  #--------------------------------------------------------------------------
  def draw_parameter(x, y, type)
    case type
    when :maxhp
      name  = Vocab.hp
      value = @actor.maxhp
    when :maxmp
      name  = Vocab.mp
      value = @actor.maxmp
    when :atk
      name  = Vocab.atk
      value = @actor.atk
    when :def
      name  = Vocab.def
      value = @actor.def
    when :spi
      name  = Vocab.spi
      value = @actor.spi
    when :agi
      name  = Vocab.agi
      value = @actor.agi
    when :hit
      name  = Vocab.hit
      value = @actor.hit
    when :eva
      name  = Vocab.eva
      value = @actor.eva
    when :cri
      name  = Vocab.cri
      value = @actor.cri
    when :skill_speed
      name  = Vocab.skill_speed
      value = @actor.distributed_param(type)
    when :item_speed
      name  = Vocab.item_speed
      value = @actor.distributed_param(type)
    when :odds
      name  = Vocab.odds
      value = @actor.odds
    else
      return
    end
    draw_actor_distribute_gauge(@actor, type, x + 106, y, 48)
    self.contents.font.color = system_color
    self.contents.draw_text(x + 4, y, 96, WLH, name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 106, y, 48, WLH, value, 2)
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

��☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # ● 画面切り替えの実行
  #--------------------------------------------------------------------------
  alias update_scene_change_KGC_DistributeParameter update_scene_change
  def update_scene_change
    return if $game_player.moving?    # プレイヤーの移動中?

    if $game_temp.next_scene == :distribute_parameter
      call_distribute_parameter
      return
    end

    update_scene_change_KGC_DistributeParameter
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け画面への切り替え
  #--------------------------------------------------------------------------
  def call_distribute_parameter
    $game_temp.next_scene = nil
    $scene = Scene_DistributeParameter.new(
      $game_temp.next_scene_actor_index,
      0,
      Scene_DistributeParameter::HOST_MAP)
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

��☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
  if KGC::DistributeParameter::USE_MENU_DISTRIBUTE_PARAMETER_COMMAND
  #--------------------------------------------------------------------------
  # ● コマンドウィンドウの作成
  #--------------------------------------------------------------------------
  alias create_command_window_KGC_DistributeParameter create_command_window
  def create_command_window
    create_command_window_KGC_DistributeParameter

    return if $imported["CustomMenuCommand"]

    @__command_distribute_parameter_index =
      @command_window.add_command(Vocab.distribute_parameter)
    if @command_window.oy > 0
      @command_window.oy -= Window_Base::WLH
    end
    @command_window.index = @menu_index
  end
  end
  #--------------------------------------------------------------------------
  # ● コマンド選択の更新
  #--------------------------------------------------------------------------
  alias update_command_selection_KGC_DistributeParameter update_command_selection
  def update_command_selection
    call_distribute_parameter_flag = false
    if Input.trigger?(Input::C)
      case @command_window.index
      when @__command_distribute_parameter_index  # パラメータ振り分け
        call_distribute_parameter_flag = true
      end
    end

    # パラメータ振り分け画面に移行
    if call_distribute_parameter_flag
      if $game_party.members.size == 0
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      start_actor_selection
      return
    end

    update_command_selection_KGC_DistributeParameter
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の更新
  #--------------------------------------------------------------------------
  alias update_actor_selection_KGC_DistributeParameter update_actor_selection
  def update_actor_selection
    if Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when @__command_distribute_parameter_index  # パラメータ振り分け
        $scene = Scene_DistributeParameter.new(
          @status_window.index,
          @__command_distribute_parameter_index,
          Scene_DistributeParameter::HOST_MENU)
        return
      end
    end

    update_actor_selection_KGC_DistributeParameter
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

��☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Scene_DistributeParameter
#------------------------------------------------------------------------------
#   パラメータ振り分け画面の処理を行うクラスです。
#==============================================================================

class Scene_DistributeParameter < Scene_Base
  #--------------------------------------------------------------------------
  # ○ 定数
  #--------------------------------------------------------------------------
  HOST_MENU   = 0  # 呼び出し元 : メニュー
  HOST_MAP    = 1  # 呼び出し元 : マップ
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     actor_index : アクターインデックス
  #     menu_index  : コマンドのカーソル初期位置
  #     host_scene  : 呼び出し元 (0..メニュー  1..マップ)
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, menu_index = 0, host_scene = HOST_MENU)
    @actor_index = actor_index
    @menu_index = menu_index
    @host_scene = host_scene
  end
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background

    @actor = $game_party.members[@actor_index]
    create_windows
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ作成
  #--------------------------------------------------------------------------
  def create_windows
    @help_window = Window_Help.new
    @help_window.set_text(KGC::DistributeParameter::DISTRIBUTE_SCENE_CAPTION)
    dy = @help_window.height
    @actor_window = Window_DistributeParameterActor.new(0, dy, @actor)
    @parameter_window = Window_DistributeParameterList.new(@actor)
    @status_window = Window_DistributeParameterStatus.new(@actor)
  end
  #--------------------------------------------------------------------------
  # ● 終了処理
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @help_window.dispose
    @actor_window.dispose
    @parameter_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # ○ 元の画面へ戻る
  #--------------------------------------------------------------------------
  def return_scene
    case @host_scene
    when HOST_MENU
      $scene = Scene_Menu.new(@menu_index)
    when HOST_MAP
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    update_window
    if @parameter_window.active
      update_parameter_list
    end
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ更新
  #--------------------------------------------------------------------------
  def update_window
    @help_window.update
    @actor_window.update
    @parameter_window.update
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ再描画
  #--------------------------------------------------------------------------
  def refresh_window
    @actor_window.refresh
    @parameter_window.refresh
    @status_window.refresh
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ○ 次のアクターの画面に切り替え
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_DistributeParameter.new(@actor_index,
      @menu_index, @host_scene)
  end
  #--------------------------------------------------------------------------
  # ○ 前のアクターの画面に切り替え
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_DistributeParameter.new(@actor_index,
      @menu_index, @host_scene)
  end
  #--------------------------------------------------------------------------
  # ○ フレーム更新 (パラメータウィンドウがアクティブの場合)
  #--------------------------------------------------------------------------
  def update_parameter_list
    @status_window.oy = @parameter_window.oy

    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif input_growth?
      # 加算
      param = @parameter_window.parameter_symbol
      unless @actor.can_distribute?(param)
        Sound.play_buzzer
        return
      end
      Input.repeat?(Input::C) ? Sound.play_decision : Sound.play_cursor
      @actor.rp_growth_effect(param)
      refresh_window
    elsif input_reverse_growth?
      # 減算
      param = @parameter_window.parameter_symbol
      if @actor.distributed_count(param) == 0
        Sound.play_buzzer
        return
      end
      Input.repeat?(Input::A) ? Sound.play_decision : Sound.play_cursor
      @actor.rp_growth_effect(param, true)
      refresh_window
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    end
  end
  #--------------------------------------------------------------------------
  # ○ 加算入力
  #--------------------------------------------------------------------------
  def input_growth?
    if KGC::DistributeParameter::ENABLE_REVERSE_DISTRIBUTE
      return Input.repeat?(Input::C) || Input.repeat?(Input::RIGHT)
    else
      return Input.trigger?(Input::C)
    end
  end
  #--------------------------------------------------------------------------
  # ○ 減算入力
  #--------------------------------------------------------------------------
  def input_reverse_growth?
    if KGC::DistributeParameter::ENABLE_REVERSE_DISTRIBUTE
      return Input.repeat?(Input::A) || Input.repeat?(Input::LEFT)
    else
      return false
    end
  end
end

#==============================================================================
# ■ Scene_Status
#==============================================================================
# Added by Mr. Anonymous
#==============================================================================
class Scene_Status < Scene_Base
  #--------------------------------------------------------------------------
  # ● Update Actor
  #--------------------------------------------------------------------------
    alias update_KGC_DistributeParameter update
    def update
      if KGC::DistributeParameter::CALL_DISTPARAMKEY != nil &&
         Input.trigger?(KGC::DistributeParameter::CALL_DISTPARAMKEY)
         Sound.play_decision
         $scene = Scene_DistributeParameter.new(@actor_index)
      end
     update_KGC_DistributeParameter
   end
end

#==============================================================================
# ■ Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ● Read Saved Data
  #     file : 読み込み用ファイルオブジェクト (オープン済み)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_DistributeParameter read_save_data
  def read_save_data(file)
    read_save_data_KGC_DistributeParameter(file)

    KGC::Commands.check_distribution_values
    Graphics.frame_reset
  end
end
[/spoiler]

I hope that helps!

Thanks again!
Aoi-chan77
Bump

Any ideas anyone?

Thanks again.
Aoi-chan77
Bump again.

This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.