Stat distribution

● ARCHIVED · READ-ONLY
Started by TDS 20 posts View original ↗
  1. Instant Event Commands 1.0




    by TDS


    Introduction

    This script allows you to set and change an actor stats.

    Features

    - Change character stats(Parameters).

    - Changing only specific stats per character.

    - Setting unique stat boosting caps for characters.

    - Setting unique stat increases for characters.

    Screenshots



    How to Use

    Instructions are on the script. And editing can be done in the settings module.

    Script

    Script

    Credit and Thanks

    - TDS

    - Archeia for requesting and testing.

    Author's Notes

    None.

    Restrictions

    Only for use in non-commercial games.

    Add-on for menu use:

    Spoiler
    Code:
    #==============================================================================
    # ** Window_MenuCommand
    #------------------------------------------------------------------------------
    # This command window appears on the menu screen.
    #==============================================================================
    
    class Window_MenuCommand < Window_Command
    #--------------------------------------------------------------------------
    # * Alias Listing
    #--------------------------------------------------------------------------
    alias tds_status_distribution_window_menucommand_add_original_commands add_original_commands
    #--------------------------------------------------------------------------
    # * For Adding Original Commands
    #--------------------------------------------------------------------------
    def add_original_commands(*args, &block)
    	# Run Original Method
    	tds_status_distribution_window_menucommand_add_original_commands(*args, &block)
    	# Add Stat Distribution Command
    	add_command("Stat Change", :stat_change)
    end
    end
    
    
    #==============================================================================
    # ** Scene_Menu
    #------------------------------------------------------------------------------
    # This class performs the menu screen processing.
    #==============================================================================
    
    class Scene_Menu < Scene_MenuBase
    #--------------------------------------------------------------------------
    # * Alias Listing
    #--------------------------------------------------------------------------
    alias tds_status_distribution_scene_menu_create_command_window create_command_window
    alias tds_status_distribution_scene_menu_on_personal_ok		on_personal_ok
    #--------------------------------------------------------------------------
    # * Create Command Window
    #--------------------------------------------------------------------------
    def create_command_window(*args, &block)
    	# Run Original Method
    	tds_status_distribution_scene_menu_create_command_window(*args, &block)
    	# Set Command Window Handlers
    	@command_window.set_handler(:stat_change, method(:command_personal))	
    end
    #--------------------------------------------------------------------------
    # * [OK] Personal Command
    #--------------------------------------------------------------------------
    def on_personal_ok(*args, &block)
    	# Run Original Method
    	tds_status_distribution_scene_menu_on_personal_ok(*args, &block)
    	# Command Window Current Symbol Case
    	case @command_window.current_symbol
    	when :stat_change ; SceneManager.call(Scene_Status_Distribution)
    	end
    end	
    end
  2. This looks nice, the display is simple and elegant (like it should be :p ) and i'm getting it as I type.


  3. I hope this isn't a necropost. I'm getting this kind of error whenever I confirm my stat choices on a character. I've tried to put points on other stats and other characters but I keep getting the same error :(

    Here's the notes setting I applied to all of my actors:

    <Change_PARAMS: 0 1 2 3 4 5><PARAM_HP_Value: 10>

    <PARAM_MP_Value: 10>

    <PARAM_ATK_Value: 1>

    <PARAM_DEF_Value: 1>

    <PARAM_MAT_Value: 1>

    <PARAM_MDF_Value: 1>



     

    Hoping you can help me with this :)
  4. I've the same problem with the almost the same set up.

    http://uppix.net/6/5/c/3bce3a09b19397ce36eb55bd90995.html'> 3bce3a09b19397ce36eb55bd90995t.jpg
  5. Edit: I figured out how to get 10 points per level-up but I still don't see how to make spending the points work? In the actor's note box in the database I try to add "<Change_PARAMS: 0 1 2 3 4 5 6 7>", "<PARAM_HP_Value: 10>", and "<PARAM_HP_Cap: 9999>" and I still can't raise the character's HP or anything.

    Edit 2: OK, I actually figured it out. The actor's note boxes actually do work but I didn't understand that when you are going to increase an attribute you don't hit space after selecting it, but rather use the arrow keys to increase them. When I set the number with the right arrow key and hit space to confirm it doesn't give me an error or anything and works just fine.

    Reisen, Chaos17, are you using the arrow keys to select a value before increasing the attribute like I described?
  6. Wow! This is exactly the script I need to save dozens of hours eventing my own stat up system (as opposed to traditional leveling)! Really good job! I'm going to use this script until I've finished my own evented system.
  7. I'm having the same problem.

    I want to set 1 parameter = 10 HP points, here is my edited form of your script:
     

      #--------------------------------------------------------------------------

      # * Setup Initial Parameter Stat Change Values (Amount to increase per level)

      # ------------------------------------------------------------------------

      def setup_stat_change_values

        # Initialize Stat Change Increase Value (Amount to increase per level)

        @stat_change_value = Array.new(8,1)

        # Go Through Basic Parameters

        ["HP", "MP", "ATK", "DEF", "MAT", "MDF", "AGI", "LUK"].each_with_index {|param,i|

          # Match Text for Parameter cap

          actor.note[/<PARAM_HP_Value: 10>/i]

          # Set Stat Change Cap

          @stat_change_value = $1.to_i if !$1.nil?
  8. Hi!

    This script is pretty awesome, but I wanted to do something that is a little complicated...

    On each level up, the actor should get its new level in points, and

    each stat keeps costing more. From 1 to 2 costs 1, from 2 to 3 costs 3, from 3 to 4 costs 6, ect...

    What my question is: How can I access data such as the actor's level, and the stat's level via the customization section?

    Please inform me if any information was unclear (sometimes people ignore posts they don't understand), and reply as soon as you read this (and know how it works)?

     ~Fons te Winkel
  9. camarabatista said:
    I'm having the same problem.

    I want to set 1 parameter = 10 HP points, here is my edited form of your script:

      #--------------------------------------------------------------------------

      # * Setup Initial Parameter Stat Change Values (Amount to increase per level)

      # ------------------------------------------------------------------------

      def setup_stat_change_values

        # Initialize Stat Change Increase Value (Amount to increase per level)

        @stat_change_value = Array.new(8,1)

        # Go Through Basic Parameters

        ["HP", "MP", "ATK", "DEF", "MAT", "MDF", "AGI", "LUK"].each_with_index {|param,i|

          # Match Text for Parameter cap

          actor.note[/<PARAM_HP_Value: 10>/i]

          # Set Stat Change Cap

          @stat_change_value = $1.to_i if !$1.nil?

     
    You should change the script back, and put the following tag in each actor's notebox (to each actor it applies, of course)...

     

    <PARAM_HP_Value: 10>
    And the same with PARAM_MP, PARAM_ATK, ect...

     

    Note that the HP, MP, ATK ect... is always the default term, no matter what you've changed the term into!

    For example, I use...

     

    <PARAM_HP_Value: 50>

    <PARAM_MP_Value: 10>

    <PARAM_ATK_Value: 1>

    <PARAM_DEF_Value: 1>

    <PARAM_MAT_Value: 1>

    <PARAM_MDF_Value: 1>

    <PARAM_AGI_Value: 3>

    <PARAM_LUK_Value: 3>
     

    I hope that helped?

     

     ~Fons te Winkel
  10. I'm having a little bit of trouble. Now I'll admit that I suck at scripting but my problem is how do i call the script successfully?

    Am I missing parts from the script.
  11. Fonstw said:
    You should change the script back, and put the following tag in each actor's notebox (to each actor it applies, of course)...

    And the same with PARAM_MP, PARAM_ATK, ect...

    Note that the HP, MP, ATK ect... is always the default term, no matter what you've changed the term into!

    For example, I use...

    I hope that helped?

     ~Fons te Winkel
    Ty! Now I realized that "actor notebox" means that box on the actor dataset. I thought it was the "actor.note" on the script :p
  12. Awesome script, but I'm wondering if it would be possible to have the values que off of the classes instead of the actor themselves that way should someone change class they will be able to change the stats they receive as they continue leveling.
  13. Hello,

    I was wondering if there was a way to change the location of the Window Command. It currently appears under Formation, which feels a little out of place. I would like it to appear under the Status Command. Is this possible?

    Thanks!
  14. I'm wondering, how do you call the stat distribution screen without using the menu option?
  15. I'm wondering, how do you call the stat distribution screen without using the menu?
  16. Hi!!.. its my firts time asking for help, but some kwon how to call the stat distribution scene went the character level up after battle automatic? sorry bad english  :)
  17. Edit: Problem solved.

    There is new version of this script.
  18. Hi there, I really like your script, it does exactly what I want, but the problem is that I don't have MP in my game, at all. Is there a way to remove it without modifying the script (as you've made it clear that that isn't allowed)?
  19. I need help; I got this error message when I try to add 1 parameter point's then open Scene_Status_Distribution on a NPC:

    Spoiler
    EDIT: I think it is about incompatibility; since it is working in a new project.
  20. cHAOScythe said:
    Hello,

    I was wondering if there was a way to change the location of the Window Command. It currently appears under Formation, which feels a little out of place. I would like it to appear under the Status Command. Is this possible?

    Thanks!
    Try Yanfly Ace Menu Engine script and use SceneManager.call(Scene_Status_Distribution) as a script call on common event.