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- /*:
- * @plugindesc Allows players to distribute points to different stats of the Actors at his or her discretion.
- * @author SumRndmDde
- *
- * @param Default Stats
- * @desc A list of stats Actors can distribute to by default.
- * All of the available stats can be found in HELP.
- * @default mhp, mmp, atk, def, mat, mdf, agi, luk
- *
- * @param Default Formula
- * @desc The default formula used for determining how many "stat points" an Actor gains by leveling up.
- * @default Math.ceil(level / 10)
- *
- * @param Show on Menu
- * @desc If 'true', this plugin will place the command in the menu.
- * @default true
- *
- * @param == Stat Reset ==
- * @default
- *
- * @param Allow Stat Resets
- * @desc If 'true', then players will have the option to reset the distributed stats and return the used stat points.
- * @default true
- *
- * @param Reset Gold Cost
- * @desc The formula determining the amount of gold for resetting.
- * Use "points" to reference the amount of points used.
- * @default points * 100
- *
- * @param Reset Use Item
- * @desc If 'true', then reseting will a specific item as currency (defined by Reset ItemID), else, gold is used.
- * @default false
- *
- * @param Reset ItemID
- * @desc Determine the id of the item that will be used instead of gold.
- * @default 1
- *
- * @param == Custom Texts ==
- * @default
- *
- * @param Level Up Message
- * @desc This message is displayed when an actor levels up to show how many points were gained. %1 is the number of points.
- * @default Got %1 stat points!
- *
- * @param Command Name
- * @desc The is the name of the command for stat distribution in the menu.
- * @default Stat Boost
- *
- * @param Points Text
- * @desc The text used to display how much points an Actor has.
- * @default Stat Points:
- *
- * @param Upgrade Text
- * @desc The text used to display how much points an upgrade is worth.
- * @default Upgrade Cost:
- *
- * @param Spend Text
- * @desc The text used in the command window to begin spending.
- * @default Spend
- *
- * @param Reset Text
- * @desc The text used in the command window to reset stat points.
- * @default Reset
- *
- * @param Finish Text
- * @desc The text used in the command window to leave the scene.
- * @default Finish
- *
- * @param == Gauge Options ==
- * @default
- *
- * @param Use Gauges
- * @desc If 'true', the stat distribution will have gauges representing how close the distributed stat is to reaching its max.
- * @default true
- *
- * @param Gauge Height
- * @desc The height of the gauges used in the stat distribution.
- * @default 14
- *
- * @param == Points Label ==
- * @default
- *
- * @param Point Icon
- * @desc Input the icon index of the icon for stat points.
- * Set to 0 to use text instead.
- * @default 87
- *
- * @param Point Text
- * @desc If "Point Icon" is set to 0, this will be used as the label for stat points.
- * @default Points
- *
- * @param Point Color
- * @desc If using text, this will be the color of the text.
- * @default #66ff66
- *
- * @help
- *
- * Stat Distribution
- * Version 1.07
- * SumRndmDde
- *
- *
- * This plugin allows players to distribute points to different stats of the
- * Actors at his or her discretion. A command is added to the menu which allows
- * access to a new menu for stat distribution!
- *
- *
- * ==============================================================================
- * Plugin Commands
- * ==============================================================================
- *
- * Use the following plugin commands to preform various actions.
- *
- *
- *
- * OpenStatDistribution Actor [actorId]
- *
- * This opens the Stat Distribution Menu for the specified Actor ID.
- *
- *
- *
- * OpenStatDistribution Party [memberIndex]
- *
- * This opens the Stat Distribution Menu for the specified Actor based on the
- * index in which they are in the party. For example, setting "memberIndex"
- * to 0 will open the menu for the party's leader.
- *
- *
- *
- * AddStatPoints Actor [actorId] [points]
- * AddStatPoints Party [memberIndex] [points]
- *
- * This adds a specific amount points to a specific Actor.
- *
- *
- * ==============================================================================
- * Upgradeable Stats
- * ==============================================================================
- *
- * In order to determine what stats can be upgraded, use the "Default Stats"
- * Parameter. Otherwise, notetags can be used to customize the stats
- * per each individual Actor:
- *
- *
- * <Set Distribution Stats: [stats]>
- *
- * Sets the Actor's stats to this list.
- *
- *
- *
- * <Add Distribution Stats: [stats]>
- *
- * 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 - PV Max
- * mmp - Max MP
- * atk - Force
- * def - Défense
- * mat - Force.Mag
- * mdf - Défense.Mag
- * agi - Rapidité
- * 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:
- *
- * <Stat Point Formula: [formula]>
- *
- * For example:
- *
- * <Stat Point Formula: 5 * level>
- *
- *
- * ==============================================================================
- * 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']);
- _.bUseItem = String(params['Reset Use Item']).trim().toLowerCase() === 'true';
- _.itemID = String(params['Reset ItemID']);
- _.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":"PV Max","description":"Augmente les Points de vie de 2.","cost":"1","gain":"2","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":"Force","description":"Augmente la Force de 1.","cost":"1","gain":"1","max":"100","min_col":"#ff7777","max_col":"#f90000"},
- "def":{"name":"Défense","description":"Augmente la Défense de 1.","cost":"1","gain":"1","max":"100","min_col":"#52ff33","max_col":"#12b700"},
- "mat":{"name":"Force.Mag","description":"Augmente la Force des Runerrias de 1.","cost":"1","gain":"1","max":"100","min_col":"#b355ff","max_col":"#a300d9"},
- "mdf":{"name":"Déf.Mag","description":"Augmente la Défense aux Runerrias de 1.","cost":"1","gain":"1","max":"100","min_col":"#55ffe6","max_col":"#00d7b7"},
- "agi":{"name":"Rapidité","description":"Augmente la vitesse de la barre d'initiative.","cost":"1","gain":"2","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>Pv Max</option>
- <option value="mmp">Max MP</option>
- <option value="atk">Force</option>
- <option value="def">Défense</option>
- <option value="mat">Force.Mag</option>
- <option value="mdf">Défense.Mag</option>
- <option value="agi">Rapidité</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();
- if (_.bUseItem) {
- $gameParty.loseItem($dataItems[eval(_.itemID)],this._commandWindow.getCost());
- }
- else {
- $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 && ((!(_.bUseItem) && this._cost <= $gameParty.gold()) || (_.bUseItem && this._cost <= $gameParty.numItems($dataItems[eval(_.itemID)]))));
- }
- 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.needsItem = function() {
- return _.bUseItem;
- };
- Window_DistributeCommand.prototype.getItemID = function() {
- return eval(_.itemID);
- };
- 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.drawCost = function(value) {
- if (_.bUseItem){
- var x = this.textPadding();
- var y = 0
- var width = this.contents.width - this.textPadding() * 2;
- this.contents.clear();
- //this.drawItemName($dataItems[eval(_.itemID)], x, 0, width)
- const unitWidth = Window_Base._iconWidth
- this.resetTextColor();
- this.drawText(value, x, y, width - unitWidth - 6, 'right');
- var iconIndex = $dataItems[eval(_.itemID)].iconIndex
- this.drawIcon(iconIndex, this.width - this.standardPadding() - Window_Base._iconWidth - 24, y + 2);
- //this.changeTextColor(this.systemColor());
- //this.drawText(unit, x + width - unitWidth, y, unitWidth, 'right');
- //this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width);
- }
- else {
- _.Window_Gold_refresh.apply(this, arguments);
- }
- };
- Window_DistributePoints.prototype.setGoldCost = function(gold) {
- this._value = gold;
- this.drawCost(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("Réinitialiser:", 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("Valider", '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);
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