//=============================================================================
// StatDistribution.js
//=============================================================================
/*:
@author Icaro10100 / FrozenPhoenix
@plugindesc Get stat points on level up, those points can be spent to increase stat value
@help
*********************************************************************************
Actors will gain stat points whenever they level up or when you want to give
them via script call: $gameActors.actor(id).gainStats(amount)
Those points can be used to increase the actor's stats via a custom scene.
To call the scene use the call: SceneManager.sceneDistribution(actor)
Example: SceneManager.sceneDistribution($gameParty.members()[0])
Learn the basic script calls
To call the scene for the entire party use SceneManager.partyDistribution()
Press Q/W to swap the party members. You can use SceneManager.partyDistribution(id)
to have the scene start with the actor in position "id" in the party, example:
SceneManager.partyDistribution(2) will start the scene with the third actor in the
party.
Holding shift while increasing the attributes will increase them faster.
Press "x" to toggle between decrease/increase option
Put the following tags to determine how much the param/stat will increase per
stat point spent:
<ihp: amount>
<imp: amount>
<iatk: amount>
<idef: amount>
<imat: amount>
<imdf: amount>
<iagi: amount>
<iluk: amount>
For extra parameters:
<ihit: amount>
<ieva: amount>
<icri: amount>
<icev: amount>
<imev: amount>
<imrf: amount>
<icnt: amount>
<ihrg: amount>
<imrg: amount>
<itrg: amount>
The tags should be put in the class notebox OR in the actor notebox
To have custom parameter limits for each actor/class put those tags in the notebox:
<hplimit: >
<mplimit: >
<atklimit: >
<deflimit: >
<matlimit: >
<mdflimit: >
<agilimit: >
<luklimit: >
Feel free to use for free/comercial games, just give credit.
Enjoy
ChangeLog:
--1.2
-Fixed bug of max hp value displaying 999 on screen even when the actual value was higher
-Added option to add custom limits for parameters, those can be different for each actor
-Added option to limit how much points you can spend on the same parameter each level
-Added party option, press Q/W to swap between party members
-Can now put tags in the actor's note box as well
--1.1
-Added names for some stuff
-Added option to decrease stat
-Added support for extra parameters (crit/evasion etc)
*********************************************************************************
@param PointsName
@desc The name given to stat points
@default Points
@param ActorName
@desc The word before the actor's name
@default Name
@param ClassName
@desc The word before the actor's class
@default Class
@param ExpName
@desc The word before the actor's experience
@default EXP
@param IncreaseName
@desc The word that means increase duhhh (if doing game on another language)
@default Increase
@param DecreaseName
@desc Same thing as before
@default Decrease
@param StatNameColor
@desc The color the stat's name appears, select a number from the windowskin
@default 1
@param StatValueColor
@desc The color the stat's value appears, select a number from the windowskin
@default 0
@param ShiftIncrease
@desc When holding shift, the amount increased will be multiplicated by this parameter
@default 5
@param LevelUpPoints
@desc Points gained on level up, can be any number or formula that returns a number
@default 10
@param UsedStats
@desc The basic stats that will be available to increase, put the id separated by a comma Example: 0,3,4,5
@default 0,1,2,3,4,5,6,7
@param UsedXStats
@desc Same as before, but for extra parameters (crit/evasion etc)
@default
@param ExtraParamNames
@desc Names for the extra stats (crit/evasion etc), just modify the strings in the default.
@default ["Hit rate", "Evasion", "Crit chance", "Crit Evasion", "Magic Evasion", "Magic Reflect", "Counter", "HP Regen", "MP Regen", "TP Regen"]
@param DefaultLimits
@desc Highest possible value for the parameter
Just change the values, in order: hp/mp/atk/def/mat/mdf/agi/luk
@default [99999, 9999, 999, 999, 999, 999, 999, 999]
@param DefaultxParamLimits
@desc Highest possible value for special parameters
Just change the values, in order: hit/eva/crit/criteva etc.
@default [1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
@param MaxPointsPerLevel
@desc How much points you can spend per level on a single parameter
use any formula that returns a number, leave 0 for no limits
@default 0
*/
(function() {
//Parameters
var parameters = PluginManager.parameters('StatDistribution');
var pointsName = String(parameters["PointsName"]);
var actorName = String(parameters["ActorName"]);
var className = String(parameters["ClassName"]);
var expName = String(parameters["ExpName"]);
var increaseName = String(parameters["IncreaseName"]);
var decreaseName = String(parameters["DecreaseName"]);
var statNameColor = Number(parameters["StatNameColor"]);
var statValueColor = Number(parameters["StatValueColor"]);
var shiftIncrease = Number(parameters["ShiftIncrease"]);
var levelUpPoints = String(parameters["LevelUpPoints"]);
var usedStats = String(parameters["UsedStats"]);
var usedXStats = String(parameters["UsedXStats"]);
var xParamNames = String(parameters["ExtraParamNames"]);
var defaultLimits = String(parameters['DefaultLimits']);
var defaultxLimits = String(parameters['DefaultxParamLimits']);
var maxPointsPerLevel = String(parameters['MaxPointsPerLevel']);
getLimit = function(id) {
limits = eval(defaultLimits);
return limits[id];
}
getTag = function(id) {
switch(id) {
case 0:
return "hplimit";
case 1:
return "mplimit";
case 2:
return "atklimit";
case 3:
return "deflimit";
case 4:
return "matlimit";
case 5:
return "mdflimit";
case 6:
return "agilimit";
case 7:
return "luklimit";
}
}
//This function will return an array with the ids of the used stats
getUsedStats = function() {
var re = /\d+/g;
return usedStats.match(re) || [];
}
//This function will return an array with the ids of the used extra stats
getUsedXStats = function() {
var re = /\d+/g;
return usedXStats.match(re) || [];
}
//This function will return the name of the extra param with given index
getXParamName = function(id) {
var names = eval(xParamNames);
return names[id];
}
//Game batlerbase
Game_BattlerBase.prototype.xparam = function(xparamId) {
var value = this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId) + this._gainedxparams[xparamId];
return value;
};
_GameBattlerBaseInitialize = Game_BattlerBase.prototype.initialize;
Game_BattlerBase.prototype.initialize = function() {
_GameBattlerBaseInitialize.call(this);
this._gainedxparams = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
};
Game_BattlerBase.prototype.paramMax = function(paramId) {
if (paramId == 0) {
return 999999; // MHP
} else if (paramId == 1) {
return 9999; // MMP
} else {
return 999;
}
};
//---Game Actor
_GameActorInitialize = Game_Actor.prototype.initialize;
Game_Actor.prototype.initialize = function(actorId) {
_GameActorInitialize.call(this, actorId);
this._statPoints = 0;
this.resetUsedPoints();
};
Game_Actor.prototype.resetUsedPoints = function() {
this._usedPoints = [0, 0, 0, 0, 0, 0, 0, 0];
this._usedxPoints = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
}
Game_Actor.prototype.increasePointLimit = function() {
for (i=0; i<this._usedxPoints.length; i++) {
if (i<this._usedPoints.length) {
this._usedPoints[i] -= this.maxPerLevel();
}
this._usedxPoints[i] -= this.maxPerLevel();
}
}
Game_Actor.prototype.usePoints = function(paramid, points) {
this._usedPoints[paramid] += points;
}
Game_Actor.prototype.usexPoints = function(paramid, points) {
this._usedxPoints[paramid] += points;
}
Game_Actor.prototype.canIncrease = function(paramid, points, alreadyUsed) {
var result = true;
if (((this._usedPoints[paramid] + points) > this.maxPerLevel()) && (this.maxPerLevel() != 0)) {
result = false;
}
if ((this.param(paramid) + alreadyUsed + points*this.statPerPoint(paramid)) > this.paramMax(paramid)) {
result =false;
}
return result;
}
Game_Actor.prototype.canIncreasex = function(paramid, points, alreadyUsed) {
var result = true;
if (((this._usedxPoints[paramid] + points) > this.maxPerLevel()) && (this.maxPerLevel() != 0)) {
result = false;
}
if ((this.xparam(paramid) + alreadyUsed + points*this.xstatPerPoint(paramid)) > this.xparamMax(paramid)) {
result =false;
}
return result;
}
Game_Actor.prototype.paramMax = function(paramId) {
var limit;
var meta = "this.actor().meta." + getTag(paramId);
meta = eval(meta);
meta = meta ? meta : "$dataClasses[this.actor().id].meta." + getTag(paramId);
meta = eval(meta);
if (meta) {
limit = Number(meta);
} else {
limit = getLimit(paramId);
}
return limit;
};
Game_Actor.prototype.xparamMax = function(paramId) {
var limit = eval(defaultxLimits);
return limit[paramId];
};
Game_Actor.prototype.maxPerLevel = function() {
return eval(this.actor().meta.maxPerLevel) || Number(maxPointsPerLevel);
}
//Stat increase per stat point
Game_Actor.prototype.statPerPoint = function(id) {
var str;
switch(id) {
case 0:
str = "ihp";
break;
case 1:
str = "imp";
break;
case 2:
str = "iatk";
break;
case 3:
str = "idef";
break;
case 4:
str = "imat";
break;
case 5:
str = "imdf";
break;
case 6:
str = "iagi";
break;
case 7:
str = "iluk";
break;
}
var met = "$dataClasses[this._classId].meta." + str;
met = eval(met);
met = met ? met : "this.actor().meta." + str;
met = eval(met);
return met ? eval(met) : 1;
}
//Xstat increase per stat point
Game_Actor.prototype.xstatPerPoint = function(id) {
var str;
switch(id) {
case 0:
str = "ihit";
break;
case 1:
str = "ieva";
break;
case 2:
str = "icri";
break;
case 3:
str = "icev";
break;
case 4:
str = "imev";
break;
case 5:
str = "imrf";
break;
case 6:
str = "icnt";
break;
case 7:
str = "ihrg";
break;
case 8:
str = "imrg";
break;
case 9:
str = "itrg";
}
var met = "$dataClasses[this._classId].meta." + str;
met = eval(met);
met = met ? met : "this.actor().meta." + str;
met = eval(met);
return eval(met) ? eval(met) : 1;
}
//-New function gainStats to call on level ups etc
Game_Actor.prototype.gainStats = function(amount) {
this._statPoints += amount;
}
//-Gain stats on level up
_GameActorLevelUp = Game_Actor.prototype.levelUp;
Game_Actor.prototype.levelUp = function() {
_GameActorLevelUp.call(this);
this.gainStats(eval(levelUpPoints));
this.increasePointLimit();
};
//-Actor current stats
Game_Actor.prototype.statPoints = function() {
return this._statPoints;
}
//-----New windows
//****************************************************
//
//---Window Points, to display stat points.
//
//****************************************************
function Window_Points() {
this.initialize.apply(this, arguments);
}
Window_Points.prototype = Object.create(Window_Base.prototype);
Window_Points.prototype.constructor = Window_Points;
Window_Points.prototype.initialize = function(x, y, actor) {
var width = this.windowWidth();
var height = this.windowHeight();
this._actor = actor;
Window_Base.prototype.initialize.call(this, x, y, width, height);
this.refresh();
};
Window_Points.prototype.windowWidth = function() {
return 300;
};
Window_Points.prototype.actor = function () {
return this._actor;
}
Window_Points.prototype.windowHeight = function() {
return this.fittingHeight(1);
};
Window_Points.prototype.refresh = function(newActor) {
if (!newActor) {
newActor = this.actor();
}
this._actor = newActor;
var x = this.textPadding();
var width = this.contents.width - this.textPadding() * 2;
this.contents.clear();
this.drawThings();
};
Window_Points.prototype.drawThings = function() {
var x = 1;
var y = 1;
var mWidth = Math.round(this.windowWidth()/2.5);
var value = this._actor.statPoints();
this.changeTextColor(this.textColor(statNameColor));
this.drawText(pointsName, x, y, mWidth);
this.changeTextColor(this.textColor(statValueColor));
this.drawText(value, x + mWidth + 10, y, mWidth);
}
Window_Points.prototype.open = function() {
this.refresh();
Window_Base.prototype.open.call(this);
};
//****************************************************
//
//---Window Selecting, to increase stats or leave scene
//
//****************************************************
Window_Selecting.prototype = Object.create(Window_Command.prototype);
Window_Selecting.prototype.constructor = Window_Selecting;
function Window_Selecting() {
this.initialize.apply(this, arguments);
}
Window_Selecting.prototype.initialize = function (x, y, mode) {
this._mode = mode;
Window_Command.prototype.initialize.call(this, x, y);
}
Window_Selecting.prototype.windowWidth = function() {
return 350;
};
Window_Selecting.prototype.numVisibleRows = function() {
return 9;
};
Window_Selecting.prototype.processOk = function() {
if (this.isCurrentItemEnabled()) {
this.updateInputData();
this.deactivate();
this.callOkHandler();
}
};
Window_Selecting.prototype.activate = function(index) {
Window_Base.prototype.activate.call(this);
index2 = index ? index : this._index;
this.select(index2);
};
Window_Selecting.prototype.makeCommandList = function() {
var name;
var used = getUsedStats();
var usedx = getUsedXStats();
var k;
var mode = this._mode;
for(i=0;i<used.length;i++) {
k = Number(used[i]);
name = mode + " " + TextManager.param(k);
this.addCommand(name, 'param' + k.toString());
}
for(i=0;i<usedx.length;i++) {
k = Number(usedx[i]);
y = k + 10;
name = mode + " " + getXParamName(k);
this.addCommand(name, 'param' + y.toString());
}
this.addCommand("Exit", 'exit');
}
//****************************************************
//
//---Window xParams, display character especial parameters
//
//****************************************************
function Window_xParams() {
this.initialize.apply(this, arguments);
}
Window_xParams.prototype = Object.create(Window_Base.prototype);
Window_xParams.prototype.constructor = Window_xParams;
Window_xParams.prototype.initialize = function (x, y, actor, increased) {
this._increased = increased;
this._width = Graphics.boxWidth - x;
var height = Graphics.boxHeight - y;
Window_Base.prototype.initialize.call(this, x, y, this._width, height);
this._actor = actor;
this.refresh();
};
Window_xParams.prototype.actor = function() {
return this._actor;
};
Window_xParams.prototype.baseDraw = function(name, value, x, y) {
var mWidth = Math.round(this._width/1.5);
var x2 = x + mWidth + 5;
this.changeTextColor(this.textColor(statNameColor));
this.drawText(name, x, y, mWidth);
this.changeTextColor(this.textColor(statValueColor));
this.drawText(value, x2, y, mWidth);
}
Window_xParams.prototype.drawActorStat = function(x, y, id) {
var pName = getXParamName(id);
var pValue = this.actor().xparam(id) + this._increased[id];
this.baseDraw(pName, pValue.toFixed(2), x, y);
};
Window_xParams.prototype.drawParameters = function() {
var x = 1;
var y = 1;
var usedx = getUsedXStats();
var lineHeight = this.lineHeight();
for(i=0;i<usedx.length;i++) {
this.drawActorStat(x, y + lineHeight * i, Number(usedx[i]));
}
}
Window_xParams.prototype.refresh = function(newActor) {
if (!newActor) {
newActor = this.actor();
}
this._actor = newActor;
if (this.contents) {
this.contents.clear();
this.drawParameters();
}
}
//****************************************************
//
//---Window Char, display character image and current stats
//
//****************************************************
function Window_Char() {
this.initialize.apply(this, arguments);
}
Window_Char.prototype = Object.create(Window_Base.prototype);
Window_Char.prototype.constructor = Window_Char;
Window_Char.prototype.initialize = function (x, y, actor, increased) {
var width = this.windowWidth();
var height = this.windowHeight();
this._increased = increased;
this._actor = actor;
Window_Base.prototype.initialize.call(this, x, y, width, height);
this.loadImages();
this.refresh();
};
Window_Char.prototype.actor = function() {
return this._actor;
};
Window_Char.prototype.windowWidth = function() {
return Graphics.boxWidth;
};
Window_Char.prototype.windowHeight = function() {
return Math.round(Graphics.boxHeight / 3) - 20;
};
Window_Char.prototype.loadImages = function() {
for (i=0; i<$gameParty.members().length;i++){
ImageManager.loadFace($gameParty.members()[i].faceName());
}
};
Window_Char.prototype.drawItem = function() {
this.drawItemImage();
this.drawItemStatus();
this.drawParameters();
};
Window_Char.prototype.drawItemImage = function() {
this.drawActorFace(this.actor(), 1, 1, 144, 144);
};
Window_Char.prototype.drawItemStatus = function() {
var x = 160;
var actor = this.actor();
var y = 1;
var lineHeight = this.lineHeight();
this.drawActorName(actor, x, y);
this.drawActorLevel(actor, x, y + lineHeight * 1);
this.drawActorClass(actor, x, y + lineHeight * 2);
this.drawActorExp(actor, x, y + lineHeight * 3);
};
Window_Char.prototype.drawParameters = function() {
var x = 390;
var y = 1;
var used = getUsedStats();
var lineHeight = this.lineHeight();
var k;
for(i=0;i<used.length;i++) {
if (i < 4) {
this.drawActorStat(x, y + lineHeight * i, used[i]);
} else {
k = i-4;
this.drawActorStat(x + 220, y + lineHeight * k, used[i]);
}
}
}
Window_Char.prototype.baseDraw = function(name, value, x, y) {
var mWidth = Math.round(this.windowWidth()/8);
var x2 = x + mWidth + 10;
this.changeTextColor(this.textColor(statNameColor));
this.drawText(name, x, y, mWidth);
this.changeTextColor(this.textColor(statValueColor));
this.drawText(value, x2, y, mWidth);
}
Window_Char.prototype.drawActorExp = function(actor, x, y) {
this.baseDraw(expName, actor.currentExp(), x, y);
}
Window_Char.prototype.drawActorClass = function(actor, x, y) {
this.baseDraw(className, actor.currentClass().name, x, y);
}
Window_Char.prototype.drawActorName = function(actor, x, y) {
this.baseDraw(actorName, actor.name(), x, y);
};
Window_Char.prototype.drawActorLevel = function(actor, x, y) {
this.baseDraw(TextManager.level, actor.level, x, y);
};
Window_Char.prototype.drawActorStat = function(x, y, id) {
var pName = TextManager.param(id);
var pValue = this.actor().param(id) + this._increased[id];
this.baseDraw(pName, pValue.toFixed(0), x, y);
};
Window_Char.prototype.refresh = function(newActor) {
if (!newActor) {
newActor = this.actor();
}
this._actor = newActor;
if (this.contents) {
this.contents.clear();
this.drawItem();
}
}
//****************************************************
//
//---Scene Distribution, the main scene
//
//****************************************************
function Scene_Distribution() {
this.initialize.apply(this, arguments);
}
Scene_Distribution.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Distribution.prototype.constructor = Scene_Distribution;
Scene_Distribution.prototype.initialize = function(actor, party) {
this._actorr = actor;
this._party = party;
this._params = [0,0,0,0,0,0,0,0,0,0,0,0,0];
this._xparams = [0,0,0,0,0,0,0,0,0,0,0,0,0];
this._usedStats = 0;
Scene_MenuBase.prototype.initialize.call(this);
};
Scene_Distribution.prototype.actor = function() {
return this._actorr;
}
Scene_Distribution.prototype.inPartyMode = function() {
return this._party;
}
Scene_Distribution.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createCharWindow(this.actor());
this.createXParamWindow(this.actor());
this.createDecreaseWindow();
this.createSelectingWindow();
this.createPointWindow(this.actor());
}
Scene_Distribution.prototype.start = function() {
Scene_MenuBase.prototype.start.call(this);
this._charWindow.refresh();
};
Scene_Distribution.prototype.createCharWindow = function(actor) {
this._charWindow = new Window_Char(0, 0, actor, this._params);
this.addWindow(this._charWindow);
}
Scene_Distribution.prototype.createXParamWindow = function(actor) {
var usedx = getUsedXStats();
if (usedx) {
if (usedx.length >= 1) {
this._xParamWindow = new Window_xParams(500, this._charWindow.windowHeight(), actor, this._xparams);
this.addWindow(this._xParamWindow);
}
}
}
Scene_Distribution.prototype.createSelectingWindow = function() {
this._selectingWindow = new Window_Selecting(0, this._charWindow.windowHeight(), increaseName);
var used = getUsedStats();
var usedx = getUsedXStats();
var k;
for(i=0;i<used.length;i++) {
k = Number(used[i]);
this._selectingWindow.setHandler('param' + k.toString(), this.increaseParam.bind(this, k));
}
for(i=0;i<usedx.length;i++) {
k = Number(usedx[i]);
y = k + 10;
this._selectingWindow.setHandler('param' + y.toString(), this.increaseExParam.bind(this, k));
}
if (this.inPartyMode()) {
this._selectingWindow.setHandler('pageup', this.nextActor.bind(this, false));
this._selectingWindow.setHandler('pagedown', this.nextActor.bind(this, true));
}
this._selectingWindow.setHandler('exit', this.exit.bind(this));
this._selectingWindow.setHandler('cancel', this.swapWindows.bind(this, "decrease"));
this.addWindow(this._selectingWindow);
this._selectingWindow.activate();
}
Scene_Distribution.prototype.createDecreaseWindow = function() {
this._decreaseWindow = new Window_Selecting(0, this._charWindow.windowHeight(), decreaseName);
var used = getUsedStats();
var usedx = getUsedXStats();
var k;
for(i=0;i<used.length;i++) {
k = Number(used[i]);
this._decreaseWindow.setHandler('param' + k.toString(), this.decreaseParam.bind(this, k));
}
for(i=0;i<usedx.length;i++) {
k = Number(usedx[i]);
y = k + 10;
this._decreaseWindow.setHandler('param' + y.toString(), this.decreaseExParam.bind(this, k));
}
if (this.inPartyMode()) {
this._decreaseWindow.setHandler('pageup', this.nextActor.bind(this, false));
this._decreaseWindow.setHandler('pagedown', this.nextActor.bind(this, true));
}
this._decreaseWindow.setHandler('exit', this.exit.bind(this));
this._decreaseWindow.setHandler('cancel', this.swapWindows.bind(this, "increase"));
this.addWindow(this._decreaseWindow);
this._decreaseWindow.hide();
this._decreaseWindow.deactivate();
}
Scene_Distribution.prototype.nextActor = function(mode) {
SoundManager.playEvasion;
var j = $gameParty.members().indexOf(this.actor());
var l = $gameParty.members().length;
if (mode) {
j = (j+1)==l ? 0 : (j+1);
} else {
j = (j-1)<0 ? (l-1) : (j-1);
}
this.addParameters();
this._actorr = $gameParty.members()[j];
this._charWindow.refresh(this.actor());
if (this._xParamWindow) {
this._xParamWindow.refresh(this.actor());
}
this._pointWindow.refresh(this.actor());
this.swapWindows("increase");
}
Scene_Distribution.prototype.swapWindows = function(mode) {
SoundManager.playEvasion;
switch (mode) {
case "increase":
this._decreaseWindow.deactivate();
this._decreaseWindow.hide();
this._selectingWindow.show();
this._selectingWindow.activate(this._decreaseWindow._index);
break;
case "decrease":
this._selectingWindow.deactivate();
this._selectingWindow.hide();
this._decreaseWindow.show();
this._decreaseWindow.activate(this._selectingWindow._index);
break;
}
}
Scene_Distribution.prototype.addParameters = function() {
for (i=0;i<8;i++) {
this.actor().addParam(i, Number(this._params[i].toFixed()));
}
for (i=0;i<10;i++) {
this.actor()._gainedxparams[i] += Number(this._xparams[i].toFixed(2));
}
for (i=0;i<13;i++){
this._params[i] = 0;
this._xparams[i] = 0;
}
this._usedStats = 0;
}
Scene_Distribution.prototype.exit = function() {
SoundManager.playCancel();
this.addParameters();
SceneManager.pop();
}
Scene_Distribution.prototype.createPointWindow = function(actor) {
var y = this._charWindow.windowHeight() + this._selectingWindow.windowHeight();
this._pointWindow = new Window_Points(0, y, actor);
this.addWindow(this._pointWindow);
}
Scene_Distribution.prototype.increaseParam = function(id) {
var x = Input.isPressed('shift') ? shiftIncrease : 1;
var amount;
var condition = this.actor().canIncrease(id, x, this._params[id]);
if ((this.actor().statPoints() >= x) && condition) {
amount = this.actor().statPerPoint(id)*x;
this._params[id] += amount;
this._selectingWindow.playOkSound();
this._usedStats += x;
this.actor().gainStats(-x);
this.actor().usePoints(id, x);
} else {
this._selectingWindow.playBuzzerSound();
}
this._charWindow.refresh();
this._pointWindow.refresh();
if (this._xParamWindow) {
this._xParamWindow.refresh();
}
this._selectingWindow.activate();
}
Scene_Distribution.prototype.increaseExParam = function(id) {
var x = Input.isPressed('shift') ? shiftIncrease : 1;
var amount;
var condition = this.actor().canIncreasex(id, x, this._xparams[id]);
if ((this.actor().statPoints() >= x) && condition) {
amount = this.actor().xstatPerPoint(id)*x;
this._xparams[id] += amount;
this._selectingWindow.playOkSound();
this._usedStats += x;
this.actor().gainStats(-x);
this.actor().usexPoints(id, x);
} else {
this._selectingWindow.playBuzzerSound();
}
this._charWindow.refresh();
this._pointWindow.refresh();
if (this._xParamWindow) {
this._xParamWindow.refresh();
}
this._selectingWindow.activate();
}
Scene_Distribution.prototype.decreaseParam = function(id) {
var x = Input.isPressed('shift') ? shiftIncrease : 1;
var amount = this.actor().statPerPoint(id)*x;;
if ((this._usedStats >= x) && (this._params[id] >= amount)) {
this._params[id] -= amount;
SceneManager.playCancel;
this._usedStats -= x;
this.actor().gainStats(x);
this.actor().usePoints(id, -x);
} else {
this._decreaseWindow.playBuzzerSound();
}
this._charWindow.refresh();
this._pointWindow.refresh();
if (this._xParamWindow) {
this._xParamWindow.refresh();
}
this._decreaseWindow.activate();
}
Scene_Distribution.prototype.decreaseExParam = function(id) {
var x = Input.isPressed('shift') ? shiftIncrease : 1;
var amount = this.actor().xstatPerPoint(id)*x;;
if ((this._usedStats >= x) && (this._xparams[id] >= amount)) {
this._xparams[id] -= amount;
SceneManager.playCancel;
this._usedStats -= x;
this.actor().gainStats(x);
this.actor().usePoints(id, -x);
} else {
this._decreaseWindow.playBuzzerSound();
}
this._charWindow.refresh();
this._pointWindow.refresh();
if (this._xParamWindow) {
this._xParamWindow.refresh();
}
this._decreaseWindow.activate();
}
SceneManager.sceneDistribution = function(actor, party) {
if (typeof(party) === 'undefined') {
party = false;
}
this._stack.push(this._scene.constructor);
if (Scene_Distribution) {
this._nextScene = new Scene_Distribution(actor, party);
}
if (this._scene) {
this._scene.stop();
}
}
SceneManager.partyDistribution = function(index) {
if (typeof(index) === 'undefined') {
index = 0;
}
var actor = $gameParty.members()[index];
this.sceneDistribution(actor, true);
}
})();