Accueil du SiteAccueil du Site  AccueilAccueil  Dernières imagesDernières images  RechercherRechercher  ConnexionConnexion  S'enregistrerS'enregistrer  



-40%
Le deal à ne pas rater :
Tefal Ingenio Emotion – Batterie de cuisine 10 pièces (induction, ...
59.99 € 99.99 €
Voir le deal

Partagez
 

 Parameters Distributers

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
Xavioo
Chevalier Mage (niveau 4)
Chevalier Mage (niveau 4)
Xavioo

Masculin
Messages postés : 466
Date d'inscription : 24/12/2011
Jauge LPC :
Parameters Distributers 891527140012 / 10012 / 100Parameters Distributers 8915271400

Parameters Distributers Membre10
Parameters Distributers Partag10
Parameters Distributers Charam10
Parameters Distributers Quebec10


Parameters Distributers Empty
MessageSujet: Parameters Distributers   Parameters Distributers EmptyJeu 6 Sep 2012 - 2:53

Salut j'aimerais juste faire en sorte qu'au lieu d'avoir 3 points à chaque niveau, on en ai 1 ^^
Les Points sont des points qu'on gagne chaque niveau pour augementer les statistiques de notre personnage.
Est-ce clair?
Voilà c'est assez simple au final Smile
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ◆ Attribute Point Stat Distribution2 - KGC_DistributeParameter2 ◆ VX ◆
#_/    ◇ Last update : 2009/09/26 ◇
#_/    ◆ Translated by Mr. Bubble ◆
#_/    ◆ KGC Site:                                                          ◆
#_/    ◆ http://ytomy.sakura.ne.jp/                                        ◆
#_/----------------------------------------------------------------------------
#_/  This script allows players to freely distribute their stats to actors
#_/ with points gained when leveling up.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  Before diving into customizing this script, it's important to understand
#_/  the distinction between parameters points and actor stats.
#_/
#_/  *Actor stats* are the default stats provided by VX. (HP, MP, ATK, DEF,
#_/  SPI, AGI, etc...) These actor stats have a direct effect in battle.
#_/
#_/  *Parameters* have the option of increasing actor stats per allocated point
#_/  they are given. For example, the Parameter "Health" increases the actor
#_/  stats HP and DEF per point. The Parameter "Magic" increases the actor
#_/  stats MP and SPI per point. You can, of course, change what actor
#_/  stats these default parameters raise.
#_/
#_/  This the biggest different between KGC_DistributeParameter2 and the
#_/  original KGC_DistributeParameter script. You can raise multiple
#_/  actor stats with a single allocated point with DistributeParameter2.
#_/
#_/  However, with the flexibility gained from this version, the user
#_/  customization module is slightly more overwhelming to regular users.
#_/  It's important that you read the comments and study the syntax for
#_/  how to make and modify your own parameters.
#_/-----------------------------------------------------------------------------
#_/                      ++ Script Commands ++
#_/  These commands are used in "Script" function in the third page of event
#_/  commands under "Advanced". Do not include the asterisk.
#_/
#_/ * gain_rp(ActorID, Value)
#_/    Increases the MaxRP of a given actor.
#_/
#_/ * reset_distributed_count(ActorID)
#_/    Resets the distributed RP of a given actor.
#_/
#_/ * call_distribute_parameter(ActorID)
#_/    Calls the Distribute Parameter screen for a given actor.

#==============================================================================
# + BEGIN - Customize +
#==============================================================================

module KGC
module DistributeParameter
  # ++ Default Parameter Growth Settings
  #  This section lets you define the default parameters for player
  #  stat distribution.
  #
  #  {    # <-- Each parameter starts with an opening curly bracket
  #    :key        => Key,
  #    :name      => "Name",
  #    :limit      => Maximum Parameter Limit (a number),
  #    :cost      => [Base RP Usage, RP Usage Adjustment],
  #    :stat      => [Stat Increase Value, Stat Increase Adjustment],
  #    # You can add as many "stat" hashes within a single parameter
  #  },    # <-- Each parameter ends with a closing curly bracket and comma
  #
  #    Parameters are listed in the stat distribution scene in the order they
  #  are defined in this script.
  #
  #  Key - Parameter key for internal usage. Make sure it is unique.
  #  Name - Name of the parameter.
  #  Max Param Limit - Maximum number of points allowed for the parameter.
  #                    If set to 0, there is no parameter limit.
  #  Base RP Usage - Base amount of RP required to increase the parameter.
  #                  Negative & floating point values are OK to use.
  #  RP Usage Adjust - Increases the RP required after every point allocated.
  #                    Negative & floating point values are OK to use.
  #  Stat Increase Value - Increases the :stat per point allocated.
  #                        Negative & floating point values are OK to use.
  #  Stat Increase Adjust - Adjusts the Stat Increase Value per point allocated.
  #                        Negative & floating point values are OK to use.
  #                        If this value is omitted, it is defaulted to 0.
  #
  #  :stat can be replaced with the following actor stats keys and most should
  #  be self-explanatory:
  #          :maxhp, :maxmp, :atk, :def, :spi, :agi, :hit, :eva,
  #          :cri, :skill_speed, :item_speed, :odds
  #
  GAIN_PARAMETER = [ # <-- Do not delete or modify this line!
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {  # <-- Each parameter starts with an opening curly bracket
      :key  => :health,
      :name  => "Point de Vie",
      :limit => 30,
      :cost  => [ 1, 0.4],
      # Stats raised per RP
      :maxhp => [30, 2],    # Increase MAX HP
      :def  => [ 1, 0.25], # Increase DEF
    },  # <-- Each parameter ends with a closing curly bracket and comma
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :magic,
      :name  => "Point de Magie",
      :limit => 30,
      :cost  => [1, 0.4],
      # Stats raised per RP
      :maxmp => [5, 0.5], # Increase MAX MP
      :spi  => [2, 0.5], # Increase SPI
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :pow,
      :name  => "Force",
      :limit => 30,
      :cost  => [1, 0.4],
      # Stats raised per RP
      :atk  => [2, 0.5],  # Increase ATK
      :def  => [1, 0.25],  # Increase DEF
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :dex,
      :name  => "Dexterité",
      :limit => 30,
      :cost  => [1, 0.4],
      # Stats raised per RP
      :agi  => [2, 0.5], # Increase AGI
      :hit  => [0.5],    # Increase HIT
      :eva  => [0.5],    # Increase EVA
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :hit,
      :name  => "Précision",
      :limit => 20,
      :cost  => [1, 0.5],
      # Stats raised per RP
      :hit  => [1],  # Increase HIT
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :eva,
      :name  => "Esquive",
      :limit => 20,
      :cost  => [1, 0.5],
      # Stats raised per RP
      :eva  => [1],  # Increase EVA
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :crt,
      :name  => "Critique",
      :limit => 20,
      :cost  => [1, 0.7],
      # Stats raised per RP
      :cri  => [1],  # Increase CRI
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key        => :chant,
      :name        => "Rapidité de compétence",
      :limit      => 0,
      :cost        => [1, 0.5],
      # Stats raised per RP
      :skill_speed => [1], # Increase Skill Speed
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key        => :item,
      :name      => "Rapidité d'objet",
      :limit      => 0,
      :cost      => [1, 0.5],
      # Stats raised per RP
      :item_speed => [1], # Increase Item Speed
    },
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    {
      :key  => :odds,
      :name  => "Hostilité",
      :limit => 5,
      :cost  => [1],
      :odds  => [1], # Increase Odds (chance of getting targeted by enemies)
    },
  # - - - - - - You may add more parameters within this section - - - - - - -
 
 
 
 
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  ]  # <-- Do not delete or modify this line!

  # ++ Actor-Specific Parameter Growth Settings
  PERSONAL_GAIN_PARAMETER = []
  #  Here, you can define the growth parameters based on class.
  #  PERSONAL_GAIN_PARAMETER[ActorID] = [ Parameter Settings ]
  #  Format is the same as specified in the GAIN_PARAMETER section.
  #  The "Parameter Settings" is where you define growth paramaters
  #  similarly to the GAIN_PARAMETER section.
  #  If a parameter Key is not defined here, the default is used.
  #  If a parameter has the same Key as one in GAIN_PARAMETER, the one
  #  defined here will take precedence.
  #
  # Example: In this section, the parameter "Health" is uniquely defined for
  #          actor ID 1.
 
  # - - - - -  You may add class parameters within this section - - - - - - -
  PERSONAL_GAIN_PARAMETER[1] = [
    {
      :key  => :health,
      :name  => "Health",
      :limit => 30,
      :cost  => [ 1, 0.4],
      :maxhp => [50, 3],
      :def  => [ 1, 0.3],
    },

   
   
  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  ] # <-- Do not delete or modify this line!
 
 
 
 
 
  # ++ Class-Specific Parameter Growth Settings
  CLASS_GAIN_PARAMETER = []
  #  Here, you can define the growth parameters based on class.
  #  CLASS_GAIN_PARAMETER[ClassID] = [ Parameter Settings ]
  #  Format is the same as specified in the GAIN_PARAMETER section.
  #  ( Parameter Growth Settings Priority : Class > Actor > Default )
 
  # - - - - -  You may add class parameters within this section - - - - - - -
 
 

  # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
  # ++ RP (Reinforce Point) Vocab
  VOCAB_RP  = "Ex"
  # ++ RP Abbreviation Vocab
  VOCAB_RP_A = "Ex"

  # ++ MaxRP Formula Setting
  #  level : Actor's current level
  #  If the result is a floating point value, it is automatically rounded
  #  to an integer.
  #  Regular math symbols can be used ( +, -, *, / ).
  #  "**" is an exponential symbol similar to "^".
  MAXRP_EXP = "(level ** 0.25 + 2.0) * level"

  # ++ Parameter Name
  #  KGC_ExtendedEquipScene has a higher priority for the definition
  #  of these actor stat vocabulary.
  VOCAB_PARAM = {
    :hit        => "Hit",          # Hit
    :eva        => "Evasion",      # Evade
    :cri        => "Critical",    # Critical
    :skill_speed => "Skill Speed",  # Skill Use Speed
    :item_speed  => "Item Speed",  # Item Use Speed
    :odds        => "Emnity",      # Odds of being targeted
  }  # <-- Do not delete or modify this line!

  # ++ Display Unlimited Distribution Symbol
  #  true  : Only show a number
  #  false : Show dashes in place of max limit ( ##/--- )
  HIDE_MAX_COUNT_INFINITE  = false

  # ++ Distribute Parameters Gauge Colors
  #  ColorIndex  : Window text index value (same as used with \C[n])
  #  Color : Can also be defined as Color.new(255, 128, 128)
  GAUGE_START_COLOR = 28  # Start color
  GAUGE_END_COLOR  = 29  # End color

  # ++ KGC_GenericGauge Settings
  #  These gauge settings only apply when KGC_GenericGauge is installed
  #  true : Use GenericGauge image
  #  false : Do not use generic gauge image
  ENABLE_GENERIC_GAUGE = true
  # ++ Distribute Parameter Gauge Image Settings
  #  Images must be placed in the Graphics/System folder in your project.
  GAUGE_IMAGE  = "GaugeDist"  # Gauge Image Filename
  GAUGE_OFFSET = [-23, -2]    # Position Offset[x, y]
  GAUGE_LENGTH = -4          # Length Correction
  GAUGE_SLOPE  = 30          # Gauge slope in degrees (-89 ~ 89)

  # ++ Confirmation Window Command Names
  CONFIRM_COMMANDS = [
    "Confirm",    # Confirm Stat Distribution
    "Cancel",    # Cancel Stat Distribution
    "Continue",  # Continue Stat Distribution
  ]  # <-- Do not delete or modify this line!

  # ++ Confirmation Window Help Text
  CONFIRM_COMMAND_HELP = [
    "Confirm current point distribution.",  # Confirm Stat Distribution
    "Cancel current point distribution.",    # Cancel Stat Distribution
    "Continue with point distribution.",    # Continue Stat Distribution
  ]  # <-- Do not delete or modify this line!

  # ++ Distribute Parameter Confirmation Window Width
  CONFIRM_WIDTH = 128

  # ++ Allow "Distribute Parameters" to Menu Command List
  #  The Parameters command will appear the bottom of the menu.
  #  If you want to move the menu command, use KGC_CustomMenuCommand
  #  or any other custom menu script.
  USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = true
  # ++ Distribute Parameters Menu Command Name
  VOCAB_MENU_DISTRIBUTE_PARAMETER      = "Parameters"

  # ++ Allow Parameter Redistribution
  #  true  : Allow free redistribution of parameters at any time.
  #  false : Parameter points are locked after player confirmation.
  ENABLE_REVERSE_DISTRIBUTE = true
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

$imported = {} if $imported == nil
$imported["distributeparameter"] = true


module KGC::DistributeParameter
  # 振り分け対象パラメータ
  PARAMS = [:maxhp, :maxmp, :atk, :def, :spi, :agi, :hit, :eva, :cri,
    :skill_speed, :item_speed, :odds]

  # パラメータ増加量構造体
  GainInfo  = Struct.new(:key, :name, :limit, :cost, :cost_rev, :params)
  ParamInfo = Struct.new(:value, :value_rev)

  # 振り分け情報構造体
  DistInfo = Struct.new(:count, :hp, :mp)

  #--------------------------------------------------------------------------
  # ○ パラメータ増加量を構造体化
  #--------------------------------------------------------------------------
  def self.create_gain_param_structs(target)
    result = []
    target.each { |v|
      info = GainInfo.new
      info.key      = v[:key]
      info.name    = v[:name]
      info.limit    = v[:limit]
      info.cost    = v[:cost][0]
      info.cost_rev = (v[:cost][1] == nil ? 0 : v[:cost][1])
      info.params  = {}

      PARAMS.each { |param|
        next unless v.has_key?(param)
        pinfo = ParamInfo.new
        pinfo.value    = v[param][0]
        pinfo.value_rev = (v[param][1] == nil ? 0 : v[param][1])
        info.params[param] = pinfo
      }
      result << info
    }
    return result
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ増加量を構造体化 (固有増加量用)
  #--------------------------------------------------------------------------
  def self.create_gain_param_structs_for_personal(target)
    result = []
    target.each { |list|
      next if list == nil
      result << create_gain_param_structs(list)
    }
    return result
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ増加量を併合
  #--------------------------------------------------------------------------
  def self.merge(list1, list2)
    result = list1.clone
    list2.each { |info2|
      overwrite = false
      list1.each_with_index { |info1, i|
        if info1.key == info2.key
          result[i] = info2
          overwrite = true
          break
        end
      }
      result << info2 unless overwrite
    }
    return result
  end

  # パラメータ増加量を構造体化
  GAIN_PARAMS = create_gain_param_structs(GAIN_PARAMETER)
  PERSONAL_GAIN_PARAMS =
    create_gain_param_structs_for_personal(PERSONAL_GAIN_PARAMETER)
  CLASS_GAIN_PARAMS =
    create_gain_param_structs_for_personal(CLASS_GAIN_PARAMETER)
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★


Revenir en haut Aller en bas
Xavioo
Chevalier Mage (niveau 4)
Chevalier Mage (niveau 4)
Xavioo

Masculin
Messages postés : 466
Date d'inscription : 24/12/2011
Jauge LPC :
Parameters Distributers 891527140012 / 10012 / 100Parameters Distributers 8915271400

Parameters Distributers Membre10
Parameters Distributers Partag10
Parameters Distributers Charam10
Parameters Distributers Quebec10


Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers EmptyJeu 6 Sep 2012 - 2:53

2e partie du script:

Code:
#==============================================================================
# ■ Vocab
#==============================================================================

module Vocab
  # 命中率
  def self.hit
    return KGC::DistributeParameter::VOCAB_PARAM[:hit]
  end

  # 回避率
  def self.eva
    return KGC::DistributeParameter::VOCAB_PARAM[:eva]
  end

  # クリティカル率
  def self.cri
    return KGC::DistributeParameter::VOCAB_PARAM[:cri]
  end

  # スキル速度補正
  def self.skill_speed
    return KGC::DistributeParameter::VOCAB_PARAM[:skill_speed]
  end

  # アイテム速度補正
  def self.item_speed
    return KGC::DistributeParameter::VOCAB_PARAM[:item_speed]
  end

  # 狙われやすさ
  def self.odds
    return KGC::DistributeParameter::VOCAB_PARAM[:odds]
  end

  # RP
  def self.rp
    return KGC::DistributeParameter::VOCAB_RP
  end

  # RP (略)
  def self.rp_a
    return KGC::DistributeParameter::VOCAB_RP_A
  end

  # パラメータ振り分け
  def self.distribute_parameter
    return KGC::DistributeParameter::VOCAB_MENU_DISTRIBUTE_PARAMETER
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC
module Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けに関する値をチェック
  #--------------------------------------------------------------------------
  def check_distribution_values
    (1...$data_actors.size).each { |i|
      actor = $game_actors[i]
      actor.check_distribution_values
      actor.restore_distribution_values
    }
  end
  #--------------------------------------------------------------------------
  # ○ RP の増減
  #    actor_id : アクター ID
  #    value    : 増減量
  #--------------------------------------------------------------------------
  def gain_rp(actor_id, value)
    actor = $game_actors[actor_id]
    return if actor == nil
    actor.gain_rp(value)
  end
  #--------------------------------------------------------------------------
  # ○ 振り分け回数をリセット
  #    actor_id : アクター ID
  #--------------------------------------------------------------------------
  def reset_distributed_count(actor_id)
    actor = $game_actors[actor_id]
    return if actor == nil
    actor.clear_distribution_values
    actor.restore_distribution_values
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け画面の呼び出し
  #    actor_index : アクターインデックス
  #--------------------------------------------------------------------------
  def call_distribute_parameter(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :distribute_parameter
    $game_temp.next_scene_actor_index = actor_index
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ● 能力値に加算する値をクリア
  #--------------------------------------------------------------------------
  alias clear_extra_values_KGC_DistributeParameter clear_extra_values
  def clear_extra_values
    clear_extra_values_KGC_DistributeParameter

    clear_distribution_values
    calc_distribution_values
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けに関する値をクリア
  #--------------------------------------------------------------------------
  def clear_distribution_values
    @distributed_count = {}
    KGC::DistributeParameter::PARAMS.each { |param|
      @distributed_count[param] = 0
    }
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けに関する値をチェック
  #--------------------------------------------------------------------------
  def check_distribution_values
    last_distributed_count = @distributed_count

    clear_distribution_values

    @distributed_count = last_distributed_count if last_distributed_count != nil
  end
  #--------------------------------------------------------------------------
  # ○ 各種修正値を計算
  #--------------------------------------------------------------------------
  def calc_distribution_values
    # 継承先で定義
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けによる上昇値を取得
  #    param : パラメータの Symbol
  #--------------------------------------------------------------------------
  def distributed_param(param)
    return 0
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けに関する情報を取得
  #--------------------------------------------------------------------------
  def distribution_info
    info = KGC::DistributeParameter::DistInfo.new
    info.count = @distributed_count.clone
    info.hp    = self.hp
    info.mp    = self.mp
    return info
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けに関する情報を設定
  #--------------------------------------------------------------------------
  def set_distribution_info(info)
    return unless info.is_a?(KGC::DistributeParameter::DistInfo)

    @distributed_count = info.count
    calc_distribution_values
    self.hp = info.hp
    self.mp = info.mp
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_BattleAction
#==============================================================================

class Game_BattleAction
  #--------------------------------------------------------------------------
  # ● 行動スピードの決定
  #--------------------------------------------------------------------------
  alias make_speed_KGC_DistributeParameter make_speed
  def make_speed
    make_speed_KGC_DistributeParameter

    if skill? && skill.speed < 0
      n = [battler.distributed_param(:skill_speed), skill.speed].min
      @speed -= n
    end
    if item? && item.speed < 0
      n = [battler.distributed_param(:item_speed), item.speed].min
      @speed -= n
    end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ○ クラス変数
  #--------------------------------------------------------------------------
  @@__distribute_gain_params = {}
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    actor_id : アクター ID
  #--------------------------------------------------------------------------
  alias initialize_KGC_DistributeParameter initialize
  def initialize(actor_id)
    @actor_id = actor_id
    @class_id = $data_actors[actor_id].class_id

    initialize_KGC_DistributeParameter(actor_id)
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ増加量一覧を取得
  #--------------------------------------------------------------------------
  def gain_parameter_list
    key = "#{self.id}_#{self.class_id}"
    unless @@__distribute_gain_params.has_key?(key)
      result = KGC::DistributeParameter::GAIN_PARAMS
      # アクター固有
      list = KGC::DistributeParameter::PERSONAL_GAIN_PARAMS[self.id]
      result = KGC::DistributeParameter.merge(result, list) if list != nil
      # 職業固有
      list = KGC::DistributeParameter::CLASS_GAIN_PARAMS[self.class_id]
      result = KGC::DistributeParameter.merge(result, list) if list != nil

      @@__distribute_gain_params[key] = result
    end

    return @@__distribute_gain_params[key]
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ増加量を取得
  #    key : 振り分けキー
  #--------------------------------------------------------------------------
  def gain_parameter(key)
    return gain_parameter_list.find { |v| v.key == key }
  end
  #--------------------------------------------------------------------------
  # ○ 各種修正値を計算
  #--------------------------------------------------------------------------
  def calc_distribution_values
    @rp_cost = 0
    @distributed_param = {}
    KGC::DistributeParameter::PARAMS.each { |param|
      @distributed_param[param] = 0
    }

    gain_parameter_list.each { |gain|
      next if gain == nil
      cost = 0
      distributed_count(gain.key).times { |i|
        cost += Integer(gain.cost + gain.cost_rev * i)
        gain.params.each { |param, v|
          @distributed_param[param] += v.value + v.value_rev * i
        }
      }
      @rp_cost += [cost, 0].max
    }

    KGC::DistributeParameter::PARAMS.each { |param|
      @distributed_param[param] = Integer(@distributed_param[param])
    }
  end
  #--------------------------------------------------------------------------
  # ○ 各種修正値を修復
  #--------------------------------------------------------------------------
  def restore_distribution_values
    calc_distribution_values
    self.hp = self.hp
    self.mp = self.mp
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けによる上昇値を取得
  #    param : パラメータの Symbol
  #--------------------------------------------------------------------------
  def distributed_param(param)
    return 0 if @distributed_param == nil
    return 0 if @distributed_param[param] == nil
    return @distributed_param[param]
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxHP の取得
  #--------------------------------------------------------------------------
  alias base_maxhp_KGC_DistributeParameter base_maxhp
  def base_maxhp
    n = base_maxhp_KGC_DistributeParameter + distributed_param(:maxhp)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxMP の取得
  #--------------------------------------------------------------------------
  alias base_maxmp_KGC_DistributeParameter base_maxmp
  def base_maxmp
    n = base_maxmp_KGC_DistributeParameter + distributed_param(:maxmp)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本攻撃力の取得
  #--------------------------------------------------------------------------
  alias base_atk_KGC_DistributeParameter base_atk
  def base_atk
    n = base_atk_KGC_DistributeParameter + distributed_param(:atk)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本防御力の取得
  #--------------------------------------------------------------------------
  alias base_def_KGC_DistributeParameter base_def
  def base_def
    n = base_def_KGC_DistributeParameter + distributed_param(:def)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本精神力の取得
  #--------------------------------------------------------------------------
  alias base_spi_KGC_DistributeParameter base_spi
  def base_spi
    n = base_spi_KGC_DistributeParameter + distributed_param(:spi)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本敏捷性の取得
  #--------------------------------------------------------------------------
  alias base_agi_KGC_DistributeParameter base_agi
  def base_agi
    n = base_agi_KGC_DistributeParameter + distributed_param(:agi)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 命中率の取得
  #--------------------------------------------------------------------------
  alias hit_KGC_DistributeParameter hit
  def hit
    n = hit_KGC_DistributeParameter + distributed_param(:hit)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 回避率の取得
  #--------------------------------------------------------------------------
  alias eva_KGC_DistributeParameter eva
  def eva
    n = eva_KGC_DistributeParameter + distributed_param(:eva)
    return n
  end
  #--------------------------------------------------------------------------
  # ● クリティカル率の取得
  #--------------------------------------------------------------------------
  alias cri_KGC_DistributeParameter cri
  def cri
    n = cri_KGC_DistributeParameter + distributed_param(:cri)
    return n
  end
  #--------------------------------------------------------------------------
  # ● 狙われやすさの取得
  #--------------------------------------------------------------------------
  alias odds_KGC_DistributeParameter odds
  def odds
    n = odds_KGC_DistributeParameter + distributed_param(:odds)
    return n
  end
  #--------------------------------------------------------------------------
  # ○ MaxRP の取得
  #--------------------------------------------------------------------------
  def maxrp
    n = Integer(eval(KGC::DistributeParameter::MAXRP_EXP))
    return [n + maxrp_plus, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ MaxRP 補正値の取得
  #--------------------------------------------------------------------------
  def maxrp_plus
    @maxrp_plus = 0 if @maxrp_plus == nil
    return @maxrp_plus
  end
  #--------------------------------------------------------------------------
  # ○ RP の取得
  #--------------------------------------------------------------------------
  def rp
    return [maxrp - @rp_cost, 0].max
  end
  #--------------------------------------------------------------------------
  # ○ 振り分け回数の取得
  #    param : 振り分け先パラメータ (キー)
  #--------------------------------------------------------------------------
  def distributed_count(param)
    clear_distribution_values    if @distributed_count == nil
    @distributed_count[param] = 0 if @distributed_count[param] == nil
    return @distributed_count[param]
  end
  #--------------------------------------------------------------------------
  # ○ RP の増減
  #    value : 増減量
  #--------------------------------------------------------------------------
  def gain_rp(value)
    @maxrp_plus = maxrp_plus + value
  end
  #--------------------------------------------------------------------------
  # ○ 振り分け回数の増減
  #    param : 振り分け先パラメータ (キー)
  #    value : 増減量
  #--------------------------------------------------------------------------
  def gain_distributed_count(param, value = 1)
    n = distributed_count(param)
    @distributed_count[param] += value if n.is_a?(Integer)
  end
  #--------------------------------------------------------------------------
  # ○ RP 振り分けによる成長効果適用
  #    param  : 振り分け先パラメータ (キー)
  #    reverse : 逆加算のときは true
  #--------------------------------------------------------------------------
  def rp_growth_effect(param, reverse = false)
    gain = gain_parameter(param)
    return if gain == nil  # 無効なパラメータ

    if reverse
      return if distributed_count(param) == 0  # 逆加算不可
    else
      return unless can_distribute?(param)
    end

    gain_distributed_count(param, reverse ? -1 : 1)
    restore_distribution_values
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け可否判定
  #    param : 振り分け先パラメータ (キー)
  #--------------------------------------------------------------------------
  def can_distribute?(param)
    gain = gain_parameter(param)
    return false if gain == nil                        # 無効なパラメータ
    return false if self.rp < distribute_cost(param)  # RP 不足
    if gain.limit > 0
      return false if gain.limit <= distributed_count(param)  # 回数上限
    end

    return true
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分けコスト計算
  #    param : 振り分け先パラメータ (キー)
  #--------------------------------------------------------------------------
  def distribute_cost(param)
    gain = gain_parameter(param)
    return 0 if gain == nil  # 無効なパラメータ

    n = gain.cost
    count = distributed_count(param)
    count = [count, gain.limit - 1].min if gain.limit > 0
    n += gain.cost_rev * count
    return [Integer(n), 0].max
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け後の増加量計算
  #    param : 振り分け先パラメータ (キー)
  #    amt  : 振り分け数
  #--------------------------------------------------------------------------
  def distribute_gain(param, amt = 1)
    gain = gain_parameter(param)
    # 無効なパラメータ
    return 0 if gain == nil

    result = {}
    KGC::DistributeParameter::PARAMS.each { |par|
      result[par] = distributed_param(par)
    }
    # 振り分け不可
    if amt > 0
      return result if gain.limit > 0 && gain.limit == distributed_count(param)
    else
      return result if distributed_count(param) + amt < 0
    end

    last_hp = self.hp
    last_mp = self.mp
    last_count = distributed_count(param)
    rp_growth_effect(param)
    KGC::DistributeParameter::PARAMS.each { |par|
      result[par] = distributed_param(par) if gain.params.include?(par)
    }
    rp_growth_effect(param, true) if last_count < distributed_count(param)
    self.hp = last_hp
    self.mp = last_mp

    return result
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ RP の文字色を取得
  #    actor : アクター
  #--------------------------------------------------------------------------
  def rp_color(actor)
    return (actor.rp == 0 ? knockout_color : normal_color)
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けゲージの色 1 の取得
  #--------------------------------------------------------------------------
  def distribute_gauge_color1
    color = KGC::DistributeParameter::GAUGE_START_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けゲージの色 2 の取得
  #--------------------------------------------------------------------------
  def distribute_gauge_color2
    color = KGC::DistributeParameter::GAUGE_END_COLOR
    return (color.is_a?(Integer) ? text_color(color) : color)
  end
  #--------------------------------------------------------------------------
  # ○ RP の描画
  #    actor : アクター
  #    x    : 描画先 X 座標
  #    y    : 描画先 Y 座標
  #    width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_rp(actor, x, y, width = 120)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 40, WLH, Vocab::rp_a)
    self.contents.font.color = rp_color(actor)
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 40, y, 40, WLH, actor.rp, 2)
    else
      self.contents.draw_text(xr - 90, y, 40, WLH, actor.rp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
      self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxrp, 2)
    end
    self.contents.font.color = normal_color
  end
  #--------------------------------------------------------------------------
  # ○ 振り分けゲージの描画
  #    actor : アクター
  #    param : パラメータ
  #    x    : 描画先 X 座標
  #    y    : 描画先 Y 座標
  #    width : 幅
  #--------------------------------------------------------------------------
  def draw_actor_distribute_gauge(actor, param, x, y, width = 120)
    gain = actor.gain_parameter(param)
    return if gain == nil || gain.limit <= 0

    if KGC::DistributeParameter::ENABLE_GENERIC_GAUGE &&
        $imported["GenericGauge"]
      # 汎用ゲージ
      draw_gauge(KGC::DistributeParameter::GAUGE_IMAGE,
        x, y, width, actor.distributed_count(param), gain.limit,
        KGC::DistributeParameter::GAUGE_OFFSET,
        KGC::DistributeParameter::GAUGE_LENGTH,
        KGC::DistributeParameter::GAUGE_SLOPE)
    else
      # デフォルトゲージ
      gw = width * actor.distributed_count(param) / gain.limit
      gc1 = distribute_gauge_color1
      gc2 = distribute_gauge_color2
      self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
      self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_Command
#==============================================================================

class Window_Command < Window_Selectable
  unless method_defined?(:add_command)
  #--------------------------------------------------------------------------
  # ○ コマンドを追加
  #    追加した位置を返す
  #--------------------------------------------------------------------------
  def add_command(command)
    @commands << command
    @item_max = @commands.size
    item_index = @item_max - 1
    refresh_command
    draw_item(item_index)
    return item_index
  end
  #--------------------------------------------------------------------------
  # ○ コマンドをリフレッシュ
  #--------------------------------------------------------------------------
  def refresh_command
    buf = self.contents.clone
    self.height = [self.height, row_max * WLH + 32].max
    create_contents
    self.contents.blt(0, 0, buf, buf.rect)
    buf.dispose
  end
  #--------------------------------------------------------------------------
  # ○ コマンドを挿入
  #--------------------------------------------------------------------------
  def insert_command(index, command)
    @commands.insert(index, command)
    @item_max = @commands.size
    refresh_command
    refresh
  end
  #--------------------------------------------------------------------------
  # ○ コマンドを削除
  #--------------------------------------------------------------------------
  def remove_command(command)
    @commands.delete(command)
    @item_max = @commands.size
    refresh
  end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_DistributeParameterActor
#------------------------------------------------------------------------------
#  振り分け画面で、アクターの情報を表示するウィンドウです。
#==============================================================================

class Window_DistributeParameterActor < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    x    : ウィンドウの X 座標
  #    y    : ウィンドウの Y 座標
  #    actor : アクター
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x, y, Graphics.width, WLH + 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 140, 0)
    draw_actor_rp(@actor, 240, 0)
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_DistributeParameterList
#------------------------------------------------------------------------------
#  振り分け画面で、成長させるパラメータを選択するウィンドウです。
#==============================================================================

class Window_DistributeParameterList < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    actor : アクター
  #--------------------------------------------------------------------------
  def initialize(actor)
    off_h = WLH + 32
    super(0, off_h, 286, Graphics.height - off_h)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ○ 選択中のパラメータの Symbol を取得
  #--------------------------------------------------------------------------
  def parameter_key
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # ● 1 ページに表示できる行数の取得
  #--------------------------------------------------------------------------
  def page_row_max
    return super - 1
  end
  #--------------------------------------------------------------------------
  # ● 項目を描画する矩形の取得
  #    index : 項目番号
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = super(index)
    rect.y += WLH
    return rect
  end
  #--------------------------------------------------------------------------
  # ● カーソルを 1 ページ後ろに移動
  #--------------------------------------------------------------------------
  def cursor_pagedown
    return if Input.repeat?(Input::R)
    super
  end
  #--------------------------------------------------------------------------
  # ● カーソルを 1 ページ前に移動
  #--------------------------------------------------------------------------
  def cursor_pageup
    return if Input.repeat?(Input::L)
    super
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    @gain_list = @actor.gain_parameter_list
    @data = []
    @gain_list.each { |gain| @data << gain.key }
    @item_max = @data.size + 1
    create_contents
    @item_max -= 1
    draw_caption
    @item_max.times { |i| draw_item(i, @actor.can_distribute?(@data[i])) }
  end
  #--------------------------------------------------------------------------
  # ○ 見出しの描画
  #--------------------------------------------------------------------------
  def draw_caption
    self.contents.font.color = system_color
    self.contents.draw_text(  4, 0, 96, WLH, "Parameters")
    self.contents.draw_text(120, 0, 40, WLH, Vocab.rp, 2)
    self.contents.draw_text(170, 0, 80, WLH, "Points", 2)
    self.contents.font.color = normal_color
  end
  #--------------------------------------------------------------------------
  # ○ 項目の描画
  #    index  : 項目番号
  #    enabled : 有効フラグ
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      draw_parameter(rect.x, rect.y, @data[index], enabled)
    end
  end
  #--------------------------------------------------------------------------
  # ○ 能力値の描画
  #    x      : 描画先 X 座標
  #    y      : 描画先 Y 座標
  #    param  : 振り分け先
  #    enabled : 有効フラグ
  #--------------------------------------------------------------------------
  def draw_parameter(x, y, param, enabled)
    gain = @gain_list.find { |v| v.key == param }
    return if gain == nil

    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(x + 4, y, 96, WLH, gain.name)

    value = @actor.distribute_cost(param)
    self.contents.draw_text(x + 120, y, 40, WLH, value, 2)
    if gain.limit > 0
      value = sprintf("%3d/%3d", @actor.distributed_count(param), gain.limit)
    else
      value = sprintf("%3d%s", @actor.distributed_count(param),
        KGC::DistributeParameter::HIDE_MAX_COUNT_INFINITE ? "" : "/---")
    end
    draw_actor_distribute_gauge(@actor, param, x + 170, y, 80)
    self.contents.draw_text(x + 170, y, 80, WLH, value, 2)
    self.contents.font.color = normal_color
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Window_DistributeParameterStatus
#------------------------------------------------------------------------------
#  振り分け画面で、アクターのステータスを表示するウィンドウです。
#==============================================================================

class Window_DistributeParameterStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    actor : アクター
  #--------------------------------------------------------------------------
  def initialize(actor)
    dx = 286
    off_h = WLH + 32
    super(dx, off_h, Graphics.width - dx, Graphics.height - off_h)
    @actor = actor
    refresh(actor.gain_parameter_list[0].key)
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh(param = nil)
    @distribute_gain = nil
    if param != nil
      @distribute_gain = @actor.distribute_gain(param)
    end

    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, width - 32, WLH, "Stat Changes", 1)
    self.contents.font.color = normal_color
    dy = WLH
    KGC::DistributeParameter::PARAMS.each { |param|
      draw_parameter(0, dy, param)
      dy += WLH
    }
  end
  #--------------------------------------------------------------------------
  # ○ 能力値の描画
  #    x    : 描画先 X 座標
  #    y    : 描画先 Y 座標
  #    type : 能力値の種類
  #--------------------------------------------------------------------------
  def draw_parameter(x, y, type)
    case type
    when :maxhp
      name  = Vocab.hp
      value = @actor.maxhp
    when :maxmp
      name  = Vocab.mp
      value = @actor.maxmp
    when :atk
      name  = Vocab.atk
      value = @actor.atk
    when :def
      name  = Vocab.def
      value = @actor.def
    when :spi
      name  = Vocab.spi
      value = @actor.spi
    when :agi
      name  = Vocab.agi
      value = @actor.agi
    when :hit
      name  = Vocab.hit
      value = @actor.hit
    when :eva
      name  = Vocab.eva
      value = @actor.eva
    when :cri
      name  = Vocab.cri
      value = @actor.cri
    when :skill_speed
      name  = Vocab.skill_speed
      value = @actor.distributed_param(type)
    when :item_speed
      name  = Vocab.item_speed
      value = @actor.distributed_param(type)
    when :odds
      name  = Vocab.odds
      value = @actor.odds
    else
      return
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x + 4, y, 96, WLH, name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 106, y, 48, WLH, value, 2)
   
    return if @distribute_gain == nil

    self.contents.draw_text(x + 154, y, 16, WLH, ">", 1)

    curr = @actor.distributed_param(type)
    gain = @distribute_gain[type]
    self.contents.font.color = (gain > curr ? text_color(3) :
      gain < curr ? text_color(2) : normal_color)
    self.contents.draw_text(x + 174, y, 48, WLH, value + (gain - curr), 2)

    self.contents.font.color = normal_color
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # ● 画面切り替えの実行
  #--------------------------------------------------------------------------
  alias update_scene_change_KGC_DistributeParameter update_scene_change
  def update_scene_change
    return if $game_player.moving?    # プレイヤーの移動中?

    if $game_temp.next_scene == :distribute_parameter
      call_distribute_parameter
      return
    end

    update_scene_change_KGC_DistributeParameter
  end
  #--------------------------------------------------------------------------
  # ○ パラメータ振り分け画面への切り替え
  #--------------------------------------------------------------------------
  def call_distribute_parameter
    $game_temp.next_scene = nil
    $scene = Scene_DistributeParameter.new(
      $game_temp.next_scene_actor_index,
      0,
      Scene_DistributeParameter::HOST_MAP)
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
  if KGC::DistributeParameter::USE_MENU_DISTRIBUTE_PARAMETER_COMMAND
  #--------------------------------------------------------------------------
  # ● コマンドウィンドウの作成
  #--------------------------------------------------------------------------
  alias create_command_window_KGC_DistributeParameter create_command_window
  def create_command_window
    create_command_window_KGC_DistributeParameter

    return if $imported["CustomMenuCommand"]

    @__command_distribute_parameter_index =
      @command_window.add_command(Vocab.distribute_parameter)
    if @command_window.oy > 0
      @command_window.oy -= Window_Base::WLH
    end
    @command_window.index = @menu_index
  end
  end
  #--------------------------------------------------------------------------
  # ● コマンド選択の更新
  #--------------------------------------------------------------------------
  alias update_command_selection_KGC_DistributeParameter update_command_selection
  def update_command_selection
    call_distribute_parameter_flag = false
    if Input.trigger?(Input::C)
      case @command_window.index
      when @__command_distribute_parameter_index  # パラメータ振り分け
        call_distribute_parameter_flag = true
      end
    end

    # パラメータ振り分け画面に移行
    if call_distribute_parameter_flag
      if $game_party.members.size == 0
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      start_actor_selection
      return
    end

    update_command_selection_KGC_DistributeParameter
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の更新
  #--------------------------------------------------------------------------
  alias update_actor_selection_KGC_DistributeParameter update_actor_selection
  def update_actor_selection
    if Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when @__command_distribute_parameter_index  # パラメータ振り分け
        $scene = Scene_DistributeParameter.new(
          @status_window.index,
          @__command_distribute_parameter_index,
          Scene_DistributeParameter::HOST_MENU)
        return
      end
    end

    update_actor_selection_KGC_DistributeParameter
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ Scene_DistributeParameter
#------------------------------------------------------------------------------
#  パラメータ振り分け画面の処理を行うクラスです。
#==============================================================================

class Scene_DistributeParameter < Scene_Base
  #--------------------------------------------------------------------------
  # ○ 定数
  #--------------------------------------------------------------------------
  HOST_MENU  = 0  # 呼び出し元 : メニュー
  HOST_MAP    = 1  # 呼び出し元 : マップ
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    actor_index : アクターインデックス
  #    menu_index  : コマンドのカーソル初期位置
  #    host_scene  : 呼び出し元 (0..メニュー  1..マップ)
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, menu_index = 0, host_scene = HOST_MENU)
    @actor_index = actor_index
    @menu_index  = menu_index
    @host_scene  = host_scene
  end
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background

    @actor    = $game_party.members[@actor_index]
    @prev_info = @actor.distribution_info
    create_windows
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ作成
  #--------------------------------------------------------------------------
  def create_windows
    @actor_window    = Window_DistributeParameterActor.new(0, 0, @actor)
    @parameter_window = Window_DistributeParameterList.new(@actor)
    @status_window    = Window_DistributeParameterStatus.new(@actor)

    @confirm_help_window  = Window_Help.new
    @confirm_help_window.z = @status_window.z + 100
    @confirm_help_window.openness = 0

    @confirm_window = Window_Command.new(
      KGC::DistributeParameter::CONFIRM_WIDTH,
      KGC::DistributeParameter::CONFIRM_COMMANDS)
    @confirm_window.x = (Graphics.width  - @confirm_window.width)  / 2
    @confirm_window.y = (Graphics.height - @confirm_window.height) / 2
    @confirm_window.z = @confirm_help_window.z
    @confirm_window.active  = false
    @confirm_window.openness = 0
  end
  #--------------------------------------------------------------------------
  # ● 終了処理
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @actor_window.dispose
    @parameter_window.dispose
    @status_window.dispose
    @confirm_help_window.dispose
    @confirm_window.dispose
  end
  #--------------------------------------------------------------------------
  # ○ 元の画面へ戻る
  #--------------------------------------------------------------------------
  def return_scene
    case @host_scene
    when HOST_MENU
      $scene = Scene_Menu.new(@menu_index)
    when HOST_MAP
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    update_window
    if @parameter_window.active
      update_parameter_list
    elsif @confirm_window.active
      update_confirm_command
    end
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ更新
  #--------------------------------------------------------------------------
  def update_window
    @actor_window.update
    @parameter_window.update
    @status_window.update
    @confirm_help_window.update
    @confirm_window.update
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ再描画
  #--------------------------------------------------------------------------
  def refresh_window
    @actor_window.refresh
    @parameter_window.refresh
    @status_window.refresh(@parameter_window.parameter_key)
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ○ 次のアクターの画面に切り替え
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_DistributeParameter.new(@actor_index,
      @menu_index, @host_scene)
  end
  #--------------------------------------------------------------------------
  # ○ 前のアクターの画面に切り替え
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_DistributeParameter.new(@actor_index,
      @menu_index, @host_scene)
  end
  #--------------------------------------------------------------------------
  # ○ フレーム更新 (パラメータウィンドウがアクティブの場合)
  #--------------------------------------------------------------------------
  def update_parameter_list
    if @last_index != @parameter_window.index
      @status_window.refresh(@parameter_window.parameter_key)
      @last_index = @parameter_window.index
    end

    if Input.trigger?(Input::B)
      Sound.play_cancel
      activate_confirm_window
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      activate_confirm_window
    elsif Input.repeat?(Input::RIGHT)
      # 加算
      param = @parameter_window.parameter_key
      unless @actor.can_distribute?(param)
        Sound.play_buzzer
        return
      end
      Sound.play_cursor
      @actor.rp_growth_effect(param)
      refresh_window
    elsif Input.repeat?(Input::LEFT)
      # 減算
      param = @parameter_window.parameter_key
      unless reversible?(param)
        Sound.play_buzzer
        return
      end
      Sound.play_cursor
      @actor.rp_growth_effect(param, true)
      refresh_window
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    end
  end
  #--------------------------------------------------------------------------
  # ○ 減算可否判定
  #    param : 対象パラメータ
  #--------------------------------------------------------------------------
  def reversible?(param)
    return false if @actor.distributed_count(param) == 0
    return true  if KGC::DistributeParameter::ENABLE_REVERSE_DISTRIBUTE

    base = @prev_info.count[param]
    return ( base < @actor.distributed_count(param) )
  end
  #--------------------------------------------------------------------------
  # ○ 確認ウィンドウに切り替え
  #--------------------------------------------------------------------------
  def activate_confirm_window
    @last_index = -1
    @status_window.refresh
    @confirm_window.index  = 0
    @confirm_window.active = true
    @confirm_window.open
    @confirm_help_window.open
    @parameter_window.active = false
    @last_confirm_index = -1
  end
  #--------------------------------------------------------------------------
  # ○ フレーム更新 (確認ウィンドウがアクティブの場合)
  #--------------------------------------------------------------------------
  def update_confirm_command
    if @last_confirm_index != @confirm_window.index
      @confirm_help_window.set_text(
        KGC::DistributeParameter::CONFIRM_COMMAND_HELP[@confirm_window.index])
      @last_confirm_index = @confirm_window.index
    end

    if Input.trigger?(Input::B)
      Sound.play_cancel
      # パラメータウィンドウに切り替え
      @confirm_window.active = false
      @confirm_window.close
      @confirm_help_window.close
      @parameter_window.active = true
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      case @confirm_window.index
      when 0  # 確定
        return_scene
      when 1  # 中止
        @actor.set_distribution_info(@prev_info)
        return_scene
      when 2  # キャンセル
        # パラメータウィンドウに切り替え
        @confirm_window.active = false
        @confirm_window.close
        @confirm_help_window.close
        @parameter_window.active = true
      end
    end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ● セーブデータの読み込み
  #    file : 読み込み用ファイルオブジェクト (オープン済み)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_DistributeParameter read_save_data
  def read_save_data(file)
    read_save_data_KGC_DistributeParameter(file)

    KGC::Commands.check_distribution_values
    Graphics.frame_reset
  end
end
Revenir en haut Aller en bas
Jin
Ancien staffeux
Ancien staffeux
Jin

Masculin
Messages postés : 8557
Date d'inscription : 08/12/2010
Jauge LPC :
Parameters Distributers 891527140069 / 10069 / 100Parameters Distributers 8915271400

G 1 petit zizi Very Happy
Nn C pa vré Sad
Parameters Distributers Membre15
Parameters Distributers Partag10
Parameters Distributers Travai10
Parameters Distributers Event-10
Parameters Distributers Altrui10
Parameters Distributers Riche_10
Parameters Distributers Couhil10
Parameters Distributers Nain_p11
Parameters Distributers Connar10


Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers EmptyJeu 6 Sep 2012 - 15:11

Essaie ca. C'est le 2eme code.
Spoiler:
Revenir en haut Aller en bas
Xavioo
Chevalier Mage (niveau 4)
Chevalier Mage (niveau 4)
Xavioo

Masculin
Messages postés : 466
Date d'inscription : 24/12/2011
Jauge LPC :
Parameters Distributers 891527140012 / 10012 / 100Parameters Distributers 8915271400

Parameters Distributers Membre10
Parameters Distributers Partag10
Parameters Distributers Charam10
Parameters Distributers Quebec10


Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers EmptyVen 7 Sep 2012 - 0:52

Non ça n'as rien changé :/
Revenir en haut Aller en bas
shin
Chevalier Dragon (niveau 1)
Chevalier Dragon (niveau 1)
shin

Masculin
Messages postés : 726
Date d'inscription : 18/10/2011
Jauge LPC :
Parameters Distributers 891527140043 / 10043 / 100Parameters Distributers 8915271400

Parameters Distributers Membre10
Parameters Distributers Altrui10
Parameters Distributers Script10
Parameters Distributers Collec10
Parameters Distributers Collec11
Parameters Distributers Collec12
Parameters Distributers Collec13
Parameters Distributers Zibrop11


Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers EmptyVen 7 Sep 2012 - 2:43

Test ça, normalement ça devrais marcher. pOuce´

(c'est le premier code)

Spoiler:
Revenir en haut Aller en bas
Xavioo
Chevalier Mage (niveau 4)
Chevalier Mage (niveau 4)
Xavioo

Masculin
Messages postés : 466
Date d'inscription : 24/12/2011
Jauge LPC :
Parameters Distributers 891527140012 / 10012 / 100Parameters Distributers 8915271400

Parameters Distributers Membre10
Parameters Distributers Partag10
Parameters Distributers Charam10
Parameters Distributers Quebec10


Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers EmptySam 8 Sep 2012 - 16:25

Ça marche Niquel merci Smile
Revenir en haut Aller en bas
lidenvice
Ancien staffeux
Ancien staffeux
lidenvice

Masculin
Messages postés : 1955
Date d'inscription : 18/10/2011
Jauge LPC :
Parameters Distributers 891527140068 / 10068 / 100Parameters Distributers 8915271400

Parameters Distributers Membre10
Parameters Distributers Doyen10
Parameters Distributers Travai10
Parameters Distributers Membre15
Parameters Distributers Altrui10
Parameters Distributers Padago10
Parameters Distributers Scanar10
Parameters Distributers Mappeu10
Parameters Distributers Event-10
Parameters Distributers Maker_10
Parameters Distributers Projet16
Parameters Distributers Mythe_10
Parameters Distributers Riche_10
Parameters Distributers Collec10
Parameters Distributers Collec11
Parameters Distributers Collec12
Parameters Distributers Collec13
Parameters Distributers Antino10
Parameters Distributers Serial10


Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers EmptySam 8 Sep 2012 - 18:22

Résolu et LPDM distribués. Smile
Revenir en haut Aller en bas
Contenu sponsorisé




Parameters Distributers Empty
MessageSujet: Re: Parameters Distributers   Parameters Distributers Empty

Revenir en haut Aller en bas
 
Parameters Distributers
Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
Le Palais Créatif :: ~ APPRENTISSAGE ~ :: Entraide :: Problèmes résolus-
Sauter vers: