VXACE Script de distribution de point.

Tedrainboiw

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Hi , it's me again .

I would like to add a distribution for each class, 36 in all.

But how to make it work without error.

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Distribute Parameter - KMS_DistributeParameter ◆ VXAce ◆ #_/ ◇ Last update : 2012/08/05 (TOMY@Kamesoft) ◇ #_/ ◇ Website: http://ytomy.sakura.ne.jp/ ◇ #_/ ◇ Translated by Mr. Bubble ◇ #_/---------------------------------------------------------------------------- #_/ This script allows players to freely upgrade actor stats with points #_/ gained through leveling up. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ # This script gives players the power to determine how actors' stats are # distributed in a game. # # This is one of TOMY's more popular scripts from VX now made for VX Ace. # # Please read the comments thoroughly since all customization in this # script is done within the customization module. #-------------------------------------------------------------------------- # Script Calls #-------------------------------------------------------------------------- # The following Script Calls are meant to be used in "Script..." event # commands found under Tab 3 when creating a new event command. # # gain_rp(actor_id, value) # This script call increases a specified actor's RP. actor_id is an # Actor ID number from your database and value is how much RP the actor # will gain. value can be negative. # # distribute_param_actor(actor_id, key, n) # distribute_param_actor(actor_id, key) # This script call allows you to forcefully upgrade a specified actor's # parameter. actor_id is an Actor ID number from your database. key is a # parameter's :key from the settings module. n is the number of times the # parameter is upgraded. If n is a negative value, it will "downgrade" # the parameter. If the actor does not have enough RP points for # n number of upgrades, it will upgrade the parameter as much as possible. # If the n is omitted from the script call's arguments, it will upgrade the # parameter only once. # # reset_distributed_count(actor_id) # This script call resets all of an actor's parameter upgrades which frees # all RP for reallocation. actor_id is an Actor ID number from your # database. # # call_distribute_parameter(actor_index) # call_distribute_parameter # This script call opens up the DistributeParameter scene to a specified # actor in the party. actor_index is the position index of an actor in the # party (NOT an actor's database ID number). 0 is the leader, 1 is the # second party member, 2 is the third party member, and so on... # If actor_index is omitted as as an argument in the script call, it will # open the DistributeParameter scene to the first possible actor (the # party leader). # #-------------------------------------------------------------------------- # KMS Generic Gauge Compatibility Caution #-------------------------------------------------------------------------- # This script will only be compatible with KMS Generic Gauge scripts # dated 2012/08/05 or above. Any older versions before that date will # not work. # #============================================================================== #============================================================================== # ★ BEGIN Setting ★ #============================================================================== module KMS_DistributeParameter #-------------------------------------------------------------------------- # * Default Parameter Settings #-------------------------------------------------------------------------- # This section determines the upgradable parameters listed in the # Distribute Parameter scene. # # The format for defining a new distributable parameter block is as follows: # # { # :key => key, # :name => "Name", # :limit => Maximum upgrade limit, # :cost => [Base RP Cost, RP Cost Growth], # :parameter => [Base Param Gain, Param Gain Growth], # }, # # key : A unique symbol that represents the parameter within the # script. Symbols start with a colon ":" and appear orange in # the script editor. # # "Name" : Parameter name displayed in the Distribute Parameter scene. # # Maximum upgrade limit : The maximum number of times the player can # upgrade the parameter. Decimal values are ok. # If this value is 0, it means that upgrades are # allowed infinitely. # # Base RP Cost : Base RP cost to upgrade the parameter. # RP Cost Growth : Amount added to Base RP Cost per parameter upgrade. # If this value is omitted from the array, the growth # value will default to zero. Can be a negative value. # Decimal values are ok. # # :parameter : A parameter key. See list below. You can add # as many different parameters within a block as # you like. # Base Param Gain : Base amount of stat points gained per upgrade # Param Gain Growth : Amount added to Base Gain per parameter upgrade. # If this value is omitted from the array, the growth # value will default to zero. Can be a negative value. # Decimal values are ok. # # Always remember the comma after the closing curly bracket. # # The order of parameters defined in this section determines the order # of parameters displayed in the Distribute Parameter scene. # # !! IMPORTANT !! # It is important to note that Actor Ex-Parameters and Sp-Parameters deal # with "rate" or "percentage chance" values. This should mean their gain # values should be floating point values that represent rates. What this # means is: # # 0.001 is 0.1% # 0.01 is 1% # 0.1 is 10% # 1.0 is 100% # # Be *very* careful with Ex-Parameters and Sp-Parameters when defining # their gain values. #-------------------------------------------------------------------------- # List of Usable :parameter Keys #-------------------------------------------------------------------------- # Actor Base Params (all these are normal values): # # :mhp Maximum Hit Points # :mmp Maximum Magic Points # :atk ATtacK power # :def DEFense power # :mat Magic ATtack power # :mdf Magic DeFense power # :agi AGIlity # :luk LUcK # # Actor Ex-Params and Sp-Params (all these are rate values): # # :hit HIT rate # :eva EVAsion rate # :cri CRItical rate # :cev Critical EVasion rate (not yet supported) # :mev Magic EVasion rate (not yet supported) # :mrf Magic ReFlection rate (not yet supported) # :cnt CouNTer attack rate (not yet supported) # :hrg Hp ReGeneration rate (not yet supported) # :mrg Mp ReGeneration rate (not yet supported) # :trg Tp ReGeneration rate (not yet supported) # :tgr TarGet Rate # :grd GuaRD effect rate (not yet supported) # :rec RECovery effect rate (not yet supported) # :pha PHArmacology (not yet supported) # :mcr Mp Cost Rate (not yet supported) # :tcr Tp Charge Rate (not yet supported) # :pdr Physical Damage Rate (not yet supported) # :mdr Magical Damage Rate (not yet supported) # :fdr Floor Damage Rate (not yet supported) # :exr EXperience Rate (not yet supported) # # Item/Skill Invocation Speed: # # :skill_speed Skill Speed # :item_speed Item Speed # # Any parameters not listed here, such as ones created in other custom # scripts, *MUST* be manually coded to support that custom parameter # in this script. Yes, this means supporting custom parameters requires # scripting knowledge. GAIN_PARAMETER = [ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Param blocks defined below can be safely removed or modified if desired # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - { :key => :health, :name => "Health", :limit => 9999, :cost => [ 1, 0.4], :mhp => [30, 2], # MaxHP :def => [ 1, 0.25], # Defense }, # <- Always remember the comma after each closing curly bracket! { :key => :magic, :name => "Magic", :limit => 9999, :cost => [1, 0.4], :mmp => [5, 0.5], # MaxMP :mat => [2, 0.5], # Magic Attack }, # <- Comma! { :key => :pow, :name => "Power", :limit => 9999, :cost => [1, 0.4], :atk => [2, 0.5], # Attack :def => [1, 0.25], # Defense }, { :key => :dex, :name => "Dexterity", :limit => 9999, :cost => [1, 0.4], :agi => [2, 0.5], # Agility :hit => [0.005], # Hit Rate :eva => [0.005], # Evasion Rate }, { :key => :luk, :name => "Luck", :limit => 9999, :cost => [1, 0.5], :luk => [1] # Luck }, { :key => :hit, :name => "Accuracy", :limit => 999, :cost => [1, 0.5], :hit => [0.01], # Hit Rate }, { :key => :eva, :name => "Evasion", :limit => 999, :cost => [1, 0.5], :eva => [0.01], # Evasion Rate }, { :key => :crt, :name => "Critical", :limit => 999, :cost => [1, 0.7], :cri => [0.01], # Critical Rate }, { :key => :chant, :name => "Skill Speed", :limit => 99, :cost => [1, 0.5], :skill_speed => [1], # Skill Speed }, { :key => :item, :name => "Item Speed", :limit => 99, :cost => [1, 0.5], :item_speed => [1], # Item Speed }, { :key => :tgr, :name => "Target Rate", :limit => 99, :cost => [1], :tgr => [0.2], # Target Rate (likelyhood of being targeted) }, # <- Again, remember the comma even if it's the last one! # - - - - You can add more distributable parameters here - - - - - - - - ] # <- Do not delete! #-------------------------------------------------------------------------- # * Actor Personal Parameter Settings #-------------------------------------------------------------------------- PERSONAL_GAIN_PARAMETER = [] # <- Do not delete or change! # This section allows you to define distributable parameters for # specific actors. # # PERSONAL_GAIN_PARAMETER[actor_id] = [ settings ] # # actor_id is an Actor ID number from your database. # # settings follow same syntax and format rules as explained in the # Default Parameter Settings section above. # # If an Actor's parameter block has the same :key as one from the Default # Parameter Settings section, the Actor's parameter block will take # precedence. Otherwise, the actor will use all default parameter blocks # defined in the section above. PERSONAL_GAIN_PARAMETER[1] = [ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - { :key => :health, :name => "Health", :limit => 0, :cost => [ 0, 0.0], :mhp => [00, 0], # MaxHP :def => [ 0, 0.0], # Defense }, # <- Always remember the comma. ] # End of Actor ID 1's parameter array # - - - - - - You can create more actor personal parameters here - - - - - #-------------------------------------------------------------------------- # * Class Parameter Settings #-------------------------------------------------------------------------- CLASS_GAIN_PARAMETER = [] # <- Do not delete or change! # This section allows you to define distributable parameters for # specific classes. # # CLASS_GAIN_PARAMETER[class_id] = [ settings ] # # class_id is a Class ID number from your database. # # settings follow same syntax and format rules as explained in the # Default Parameter Settings and the Actor Personal Parameter # Settings sections above. # # Parameter Settings priority order is: Class > Actor > Default # - - - - - - - - You can create class parameters here - - - - - - - - - #-------------------------------------------------------------------------- # * RP Vocab #-------------------------------------------------------------------------- VOCAB_RP = "RP" #-------------------------------------------------------------------------- # * RP Vocab Abbreviation #-------------------------------------------------------------------------- VOCAB_RP_A = "R"
How have to add several class '' Class '' Parameter Settings ? ?
 
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Mithran

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

Also, you'll need to re import the script with proper wrapping.

Copy this:

Code:
[spoiler][code]PASTE SCRIPT HERE
[/spoiler][/CODE]
If you are getting an error, we need more information about your error. Please post screenshots or include as much information as possible.
 

Tedrainboiw

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Class Parameter Settings

I would add in Class Parameter Settings different increase, but how did ???

explained me?

Code:
            #--------------------------------------------------------------------------      # * Class Parameter Settings      #--------------------------------------------------------------------------      CLASS_GAIN_PARAMETER = [] # <- Do not delete or change!      # This section allows you to define distributable parameters for      # specific classes.      #      #   CLASS_GAIN_PARAMETER[class_id] = [ settings ]      #      # class_id is a Class ID number from your database.     #     # settings follow same syntax and format rules as explained in the     # Default Parameter Settings and the Actor Personal Parameter      # Settings sections above.      #      #  Parameter Settings priority order is: Class > Actor > Default                              # - - - - - - - - You can create class parameters here - - - - - - - - -            #--------------------------------------------------------------------------      # * RP Vocab      #--------------------------------------------------------------------------      VOCAB_RP   = "RP"      #--------------------------------------------------------------------------      # * RP Vocab Abbreviation      #--------------------------------------------------------------------------      VOCAB_RP_A = "R"
 
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Funplayer

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Nous avons besoin de plus de détails au sujet de votre erreur.  Poster une photo de l'erreur, et les détails.
 
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Andar

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Nous avons besoin de plus de détails au sujet de votre erreur.  Poster une photo de l'erreur, et les détails.
Please make your posts in english, even if you know that the original poster is able to read the language you're using.
Others who either look to help or having the same problem and are looking for a solution also need to be able to read the message, and this is an english forum.
 

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