Default Stats
A list of stats Actors can distribute to by default.
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!
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 = /<Set[ ]?Distribution[ ]?Stats[ ]?:\s*(.*)\s*>/im;
const regex2 = /<Add[ ]?Distribution[ ]?Stats[ ]?:\s*(.*)\s*>/im;
const regex3 = /<Stat[ ]?Point[ ]?Formula[ ]?:\s*(.*)\s*>/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 `<p>
<div id="main-wrap">
<div style="float: center; width: 100%; text-align:center;"><br>
<b>Stat:</b><br>
<select id="StatSelect" onchange="DataManagerEX.updateStatDistribution()">
${this.getStatDistributionHtmlOptions()}
</select>
</div>
</div><br>
<table id="PropertyList">
<tr>
<th>Parameter</th>
<th>Input</th>
</tr>
<tr>
<td style="text-align: center;">Name</td>
<td style="width: 60%; text-align: center;"><input type="text" size="45" id="name" value='${data.name}'
style="width: 200px" onchange="DataManagerEX.saveCurrentStatDistribution()"></td>
</tr>
<tr>
<td style="text-align: center;">Description</td>
<td style="width: 60%; text-align: center;"><textarea type="text" cols="52" rows="2" id="description"
style="font-size: 12px;" onchange="DataManagerEX.saveCurrentStatDistribution()">${data.description}</textarea></td>
</tr>
<tr>
<td style="text-align: center;">Cost</td>
<td style="width: 60%; text-align: center;"><input type="text" size="45" id="cost" value='${data.cost}'
style="width: 200px" onchange="DataManagerEX.saveCurrentStatDistribution()"></td>
</tr>
<tr>
<td style="text-align: center;">Gain</td>
<td style="width: 60%; text-align: center;"><input type="text" size="45" id="gain" value='${data.gain}'
style="width: 200px" onchange="DataManagerEX.saveCurrentStatDistribution()"></td>
</tr>
<tr>
<td style="text-align: center;">Max</td>
<td style="width: 60%; text-align: center;"><input type="text" size="45" id="max" value='${data.max}'
style="width: 200px" onchange="DataManagerEX.saveCurrentStatDistribution()"></td>
</tr>
<tr>
<td style="text-align: center;">Min Color</td>
<td style="width: 60%; text-align: center;"><input type="color" id="min_col" value="${data.min_col}"
style="width: 200px" onchange="DataManagerEX.saveCurrentStatDistribution()"></td>
</tr>
<tr>
<td style="text-align: center;">Max Color</td>
<td style="width: 60%; text-align: center;"><input type="color" id="max_col" value="${data.max_col}"
style="width: 200px" onchange="DataManagerEX.saveCurrentStatDistribution()"></td>
</tr>
</table>
</p>`;
};
DataManagerEX.getStatDistributionHtmlOptions = function() {
return `<option value="mhp" selected>Max HP</option>
<option value="mmp">Max MP</option>
<option value="atk">Attack</option>
<option value="def">Defense</option>
<option value="mat">Magical Attack</option>
<option value="mdf">Magical Defense</option>
<option value="agi">Agility</option>
<option value="luk">Luck</option>
<option value="frame"> </option>
<option value="hit">Hit Rate</option>
<option value="eva">Evasion Rate</option>
<option value="cri">Critical Rate</option>
<option value="cev">Critical Evasion Rate</option>
<option value="mev">Magic Evasion Rate</option>
<option value="mrf">Magic Reflection Rate</option>
<option value="cnt">Counter Attack Rate</option>
<option value="hrg">Hp Regeneration</option>
<option value="mrg">Mp Regeneration</option>
<option value="trg">Tp Regeneration</option>
<option value="frame"> </option>
<option value="tgr">Target Rate</option>
<option value="grd">Guard Effect Rate</option>
<option value="rec">Recovery Effect Rate</option>
<option value="pha">Pharmacology</option>
<option value="mcr">Mp Cost Rate</option>
<option value="tcr">Tp Charge Rate</option>
<option value="pdr">Physical Damage Rate</option>
<option value="mdr">Magical Damage Rate</option>
<option value="fdr">Floor Damage Rate</option>
<option value="exr">Experience Rate</option>`;
};
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);