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Тема: Помощь с скриптами (RGSS)

  1. #1051

    По умолчанию

    Всем привет, можете подсказать скрипты, или хоть что нибудь, для создание игры типа: 3 в линию (match 3) на RPG maker vx ace?
    Не знаю есть ли вообще, но сам не нашел.

  2. #1052
    Маститый Аватар для Seibur
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    По умолчанию

    Цитата Сообщение от BigOmsk Посмотреть сообщение
    Всем привет, можете подсказать скрипты, или хоть что нибудь, для создание игры типа: 3 в линию (match 3) на RPG maker vx ace?
    Не знаю есть ли вообще, но сам не нашел.
    Их не существует.

  3. #1053

    По умолчанию

    Уважаемые. Существует ли что-то вроде системы перков по образцу Фаллаута или ветки навыков. Никак пока не выходит ровно это сделать через событие...
    (Что собственно я хочу : Получение уровня = предоставляется выбор между рядом навыков, которые зависят от параметров героя и от уже выбранного в прошлом.

  4. #1054
    Маститый Аватар для Seibur
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    По умолчанию

    Цитата Сообщение от Fiolet Посмотреть сообщение
    Уважаемые. Существует ли что-то вроде системы перков по образцу Фаллаута или ветки навыков. Никак пока не выходит ровно это сделать через событие...
    (Что собственно я хочу : Получение уровня = предоставляется выбор между рядом навыков, которые зависят от параметров героя и от уже выбранного в прошлом.
    Уточняй какой мейкер. Да есть. Вот на асе: http://www.rpgmakervxace.net/topic/2...ed-skill-tree/

  5. #1055
    Авторитет Аватар для Bloody
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    По умолчанию

    Так, господа скриптеры, мне нужна ваша помощь. На XP.

    Есть Stat Distribution System от Blizzard'a - система повышения характеристик.

    Спойлер код скрипта:
    Код:
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    # Stat Distribution System by Blizzard
    # Version: 2.2b
    # Type: Actor Attribute Modifier
    # Date: 25.3.2007
    # Date v1.1b: 6.4.2007
    # Date v1.2b: 22.8.2007
    # Date v1.3b: 12.9.2007
    # Date v1.33b: 5.11.2007
    # Date v2.0: 18.10.2009
    # Date v2.01: 28.7.2010
    # Date v2.1: 16.12.2011
    # Date v2.2: 29.9.2012
    # Date v2.2b: 30.9.2012
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    # 
    # Compatibility:
    # 
    #   99% compatible with SDK v1.x. 80% compatible with SDK 2.x. WILL corrupt
    #   your old savegames. Might cause problems with custom leveling up systems.
    #   99% compatibility with everything else.
    # 
    # 
    # Features:
    # 
    #   - distribute points between different stats
    #   - extra scene for point distribution with confirmation window at the end
    #   - calls the "caller scene" automatically when finished
    #   - add points by easily pressing RIGHT/LEFT
    #   - hold Q to add 10 points at once
    #   - hold W to add 100 points at once
    #   - a Stat Distribution System that actually works like it should...
    # 
    # new in v1.1b:
    #   - added option to call the Points Scene after a fight with level ups
    #   - customizable icon position and opacity
    # 
    # new in v1.2b:
    #   - improved coding and made code shorter
    #   - rewritten conditions using classic syntax to avoid RGSS conditioning bug
    # 
    # new in v1.3b:
    #   - improved coding
    #   - fixed bug with AUTO_CALL after battle
    #   - new AUTO_MAP_CALL works on the map as well (that means it's fully
    #     compatible with Blizz-ABS)
    # 
    # new in v1.33b:
    #   - improved coding
    #   - improved compatibility
    #   - fixed a little glitch
    # 
    # new in v2.0:
    #   - improved coding and overworked system (corrupts old savegames with older
    #     version of this system!)
    #   - new design
    #   - new support for HP and SP
    #   - now possible to configure multiple points for one stat
    # 
    # new in v2.01:
    #   - fixed bug with display of remaining DP
    # 
    # new in v2.1:
    #   - fixed bug with calculation of DP allowance
    # 
    # new in v2.2:
    #   - added possibility of using negative number in X_DP_COST values for
    #     inverted exchange rates
    # 
    # new in v2.2b:
    #   - fixed a few small bugs when using inverted exchange rates
    # 
    # 
    # Configuration:
    # 
    #   Set up the configuration below.
    # 
    #   STARTING_DP   - how many points should the actor have initially at level 1
    #   DP_PER_LEVEL  - how many points should the actor gain per level
    #   HP_DP_COST    - how many DP does 1 HP cost (use negative numbers for
    #                   inverted exchange rate)
    #   SP_DP_COST    - how many DP does 1 SP cost (use negative numbers for
    #                   inverted exchange rate)
    #   STR_DP_COST   - how many DP does 1 STR cost (use negative numbers for
    #                   inverted exchange rate)
    #   DEX_DP_COST   - how many DP does 1 DEX cost (use negative numbers for
    #                   inverted exchange rate)
    #   AGI_DP_COST   - how many DP does 1 AGI cost (use negative numbers for
    #                   inverted exchange rate)
    #   INT_DP_COST   - how many DP does 1 INT cost (use negative numbers for
    #                   inverted exchange rate)
    #   AUTO_CALL     - set to true to have the scene called automatically after
    #                   battles if at least one character got leveled up
    #   AUTO_MAP_CALL - set to true to have the scene called automatically on the
    #                   map if at least one character got leveled up (this works
    #                   for Blizz-ABS as well), also note that this will cause the
    #                   scene to called over and over as long as not all points
    #                   were distributed
    #   DISPLAY_ICON  - displays an icon on the map if ANY character in the
    #                   party has any points to distribute
    #   OWN_ICON      - use an own icon for display, false for no or filename of
    #                   your own icon (the icon has to be in the Icons folder)
    #   ICON_X        - icon X coordinate
    #   ICON_Y        - icon Y coordinate
    #   ICON_OPACITY  - icon Y opacity
    #   WINDOW_MODE   - set to true to have the command windows at the bottom, set
    #                   to false to have them to at the top
    # 
    # 
    #   You can always add change DP yourself by using following syntax:
    # 
    #     $game_party.actors[POSITION].dp = VALUE
    #     $game_actors[ID].dp = VALUE
    # 
    #   POSITION - position of actor in the party (STARTS FROM ZERO!)
    #   ID       - ID of actor in the database
    #   VALUE    - value
    # 
    #   You can call the Scene by using a "Call script" event command. Type into
    #   the editor window this text:
    # 
    #     $scene = Scene_Points.new
    # 
    # 
    # Notes:
    # 
    #   - Decreasing the level of an actor won't remove his gained DP. You MUST do
    #     it manually.
    #   - Negative numbers in X_DP_COST designate inverted exchange rates. e.g.
    #     a value of 10 would designate that 10 DP are required to raise the stat
    #     by 1 point while a value of -10 woulde designate that 1 DP is required to
    #     increase the stat by 10 points. This convention has been added as
    #     calculation with decimals (floating point numbers) can cause problems
    #     during rounding due to physically limited precision.
    # 
    # 
    # If you find any bugs, please report them here:
    # http://forum.chaos-project.com
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    
    module BlizzCFG
    
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # START Configuration
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      STARTING_DP = 200
      DP_PER_LEVEL = 100
      HP_DP_COST = -100
      SP_DP_COST = -100
      STR_DP_COST = 10
      DEX_DP_COST = 10
      AGI_DP_COST = 10
      INT_DP_COST = 10
      AUTO_CALL = false
      AUTO_MAP_CALL = false
      DISPLAY_ICON = true
      OWN_ICON = false
      ICON_X = 612
      ICON_Y = 452
      ICON_OPACITY = 192
      WINDOW_MODE = true
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    # END Configuration
    #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      # constants
      HPLimit = 9999
      SPLimit = 9999
      STRLimit = 999
      DEXLimit = 999
      AGILimit = 999
      INTLimit = 999
      DPName = 'DP'
      EvasionName = 'EVA'
      EXPText = 'EXP'
      NextText = 'next'
      EquipmentText = 'Equipment'
      AreYouSure = 'Are you sure?'
      DistroCommands = ['Distribute DP', 'Next Character', 'Previous Character', 'Finish']
      AreYouSureCommands = ['Cancel', 'Accept Changes', 'Discard Changes']
      AttrLimits = [HPLimit, SPLimit, STRLimit, DEXLimit, AGILimit, INTLimit]
      ExchangeRates = [HP_DP_COST, SP_DP_COST, STR_DP_COST,
          DEX_DP_COST, AGI_DP_COST, INT_DP_COST]
      ColorWhite = Color.new(255, 255, 255)
      ColorBlack = Color.new(0, 0, 0)
      ColorIcon = Color.new(0, 128, 255)
      ColorIncreased = Color.new(0, 255, 0)
      # ensures compatibility
      $stat_system = 2.2
      
    end
    
    #==============================================================================
    # Array
    #==============================================================================
    
    class Array
      
      def sum
        result = 0
        self.each {|i| result += i if i.is_a?(Numeric)}
        return result
      end
      
    end
      
    #==============================================================================
    # Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
      
      attr_reader :dp
      
      alias setup_sds_later setup
      def setup(actor_id)
        @dp = BlizzCFG::STARTING_DP
        setup_sds_later(actor_id)
      end
      
      alias exp_sds_later exp=
      def exp=(exp)
        old_level = @level
        exp_sds_later(exp)
        value = (@level - old_level) * BlizzCFG::DP_PER_LEVEL
        self.dp += value if value > 0
      end
      
      def dp=(value)
        @dp = (value < 0 ? 0 : value)
      end
      
    end
    
    #==============================================================================
    # Window_Base
    #==============================================================================
    
    class Window_Base < Window
      
      def draw_actor_battler(actor, x, y)
        bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
        cw, ch = bitmap.width, bitmap.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect)
      end
      
      alias draw_actor_parameter_sds_later draw_actor_parameter
      def draw_actor_parameter(actor, x, y, type)
        if type == 7
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, BlizzCFG::EvasionName)
          self.contents.font.color = normal_color
          self.contents.draw_text(x + 120, y, 36, 32, actor.eva.to_s, 2)
        else
          draw_actor_parameter_sds_later(actor, x, y, type)
        end
      end
      
    end
    
    #==============================================================================
    # Window_DistributionStatus
    #==============================================================================
    
    class Window_DistributionStatus < Window_Base
      
      attr_reader :actor
      
      def initialize(actor)
        super(0, BlizzCFG::WINDOW_MODE ? 0 : 224, 640, 256)
        @actor = actor
        self.contents = Bitmap.new(width - 32, height - 32)
        if $fontface != nil
          self.contents.font.name = $fontface
          self.contents.font.size = $fontsize
        elsif $defaultfonttype != nil
          self.contents.font.name = $defaultfonttype
          self.contents.font.size = $defaultfontsize
        end
        refresh
      end
      
      def actor=(actor)
        @actor = actor
        refresh
      end
      
      def refresh
        self.contents.clear
        unless @actor == nil
          draw_actor_battler(@actor, 256, 120)
          draw_actor_name(@actor, 4, 0)
          draw_actor_class(@actor, 4, 32)
          draw_actor_level(@actor, 4, 64)
          self.contents.font.color = system_color
          self.contents.draw_text(352, 16, 96, 32, BlizzCFG::EquipmentText)
          draw_item_name($data_weapons[@actor.weapon_id], 352, 64)
          draw_item_name($data_armors[@actor.armor1_id], 352, 96)
          draw_item_name($data_armors[@actor.armor2_id], 352, 128)
          draw_item_name($data_armors[@actor.armor3_id], 352, 160)
          draw_item_name($data_armors[@actor.armor4_id], 352, 192)
          self.contents.font.color = normal_color
          draw_actor_parameter(@actor, 4, 96, 0)
          draw_actor_parameter(@actor, 4, 128, 1)
          draw_actor_parameter(@actor, 4, 160, 2)
          draw_actor_parameter(@actor, 4, 192, 7)
        end
      end
      
    end
      
    #==============================================================================
    # Window_DistributionPoints
    #==============================================================================
    
    class Window_DistributionPoints < Window_Base
      
      attr_reader :actor
      attr_reader :dp_left
      
      def initialize(actor)
        super(0, BlizzCFG::WINDOW_MODE ? 416 : 160, 224, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
        if $fontface != nil
          self.contents.font.name = $fontface
          self.contents.font.size = $fontsize
        elsif $defaultfonttype != nil
          self.contents.font.name = $defaultfonttype
          self.contents.font.size = $defaultfontsize
        end
        self.actor = actor
      end
      
      def actor=(actor)
        @actor, @dp_left = actor, actor.dp
        refresh
      end
      
      def set_dp(value)
        @dp_left = actor.dp - value
        refresh
      end
      
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, 32, 32, BlizzCFG::DPName)
        self.contents.font.color = normal_color
        self.contents.draw_text(36, 0, 152, 32, "#{@dp_left} / #{@actor.dp}", 2)
      end
      
    end
      
    #==============================================================================
    # Window_Distribution
    #==============================================================================
    
    class Window_Distribution < Window_Selectable
      
      attr_reader :actor
      attr_reader :spent
      
      def initialize(actor)
        super(224, BlizzCFG::WINDOW_MODE ? 256 : 0, 416, 224)
        self.contents = Bitmap.new(width - 32, height - 32)
        if $fontface != nil
          self.contents.font.name = $fontface
          self.contents.font.size = $fontsize
        elsif $defaultfonttype != nil
          self.contents.font.name = $defaultfonttype
          self.contents.font.size = $defaultfontsize
        end
        @words = ["Max #{$data_system.words.hp}", "Max #{$data_system.words.sp}",
            $data_system.words.str, $data_system.words.dex, $data_system.words.agi,
            $data_system.words.int]
        @item_max = @words.size
        self.actor = actor
        self.active, self.index = false, 0
      end
      
      def actor=(actor)
        @actor = actor
        @current = [@actor.maxhp, @actor.maxsp, @actor.str, @actor.dex, @actor.agi,
            @actor.int]
        @spent = [0, 0, 0, 0, 0, 0]
        refresh
      end
      
      def active=(value)
        super(value)
        update_cursor_rect
      end
      
      def apply_new_attributes
        @actor.maxhp += (BlizzCFG::HP_DP_COST > 0 ?
            @spent[0] / BlizzCFG::HP_DP_COST : @spent[0] * -BlizzCFG::HP_DP_COST)
        @actor.maxsp += (BlizzCFG::SP_DP_COST > 0 ?
            @spent[1] / BlizzCFG::SP_DP_COST : @spent[1] * -BlizzCFG::SP_DP_COST)
        @actor.str += (BlizzCFG::STR_DP_COST > 0 ?
            @spent[2] / BlizzCFG::STR_DP_COST : @spent[2] * -BlizzCFG::STR_DP_COST)
        @actor.dex += (BlizzCFG::DEX_DP_COST > 0 ?
            @spent[3] / BlizzCFG::DEX_DP_COST : @spent[3] * -BlizzCFG::DEX_DP_COST)
        @actor.agi += (BlizzCFG::AGI_DP_COST > 0 ?
            @spent[4] / BlizzCFG::AGI_DP_COST : @spent[4] * -BlizzCFG::AGI_DP_COST)
        @actor.int += (BlizzCFG::INT_DP_COST > 0 ?
            @spent[5] / BlizzCFG::INT_DP_COST : @spent[5] * -BlizzCFG::INT_DP_COST)
        @actor.dp -= @spent.sum
        self.actor = @actor
      end
      
      def refresh
        self.contents.clear
        (0...@item_max).each {|i| draw_item(i)}
      end
      
      def draw_item(i)
        y = i * 32
        self.contents.fill_rect(0, y, self.contents.width, 32, Color.new(0, 0, 0, 0))
        self.contents.font.color = system_color
        self.contents.draw_text(4, y, 80, 32, @words[i])
        self.contents.draw_text(344, y, 40, 32, BlizzCFG::DPName)
        self.contents.draw_text(180, y, 12, 32, '/', 1)
        self.contents.draw_text(192, y, 64, 32, @current[i].to_s)
        self.contents.font.color = normal_color
        if BlizzCFG::ExchangeRates[i] > 0
          self.contents.draw_text(276, y, 64, 32,
              BlizzCFG::ExchangeRates[i].to_s, 2)
        elsif BlizzCFG::ExchangeRates[i] < 0
          self.contents.draw_text(276, y, 64, 32,
              "1/" + (-BlizzCFG::ExchangeRates[i]).to_s, 2)
        end
        font, self.contents.font.name = self.contents.font.name, 'Arial'
        size, self.contents.font.size = self.contents.font.size, 32
        bold, self.contents.font.bold = self.contents.font.bold, true
        self.contents.draw_text(104, y - 2, 24, 32, '«')
        self.contents.draw_text(244, y - 2, 24, 32, '»', 2)
        self.contents.font.bold = bold
        self.contents.font.size = size
        self.contents.font.bold = bold
        self.contents.font.color = BlizzCFG::ColorIncreased if @spent[i] > 0
        current = @current[i]
        if BlizzCFG::ExchangeRates[i] > 0
          current = (@current[i] + @spent[i] / BlizzCFG::ExchangeRates[i])
        elsif BlizzCFG::ExchangeRates[i] < 0
          current = (@current[i] + @spent[i] * -BlizzCFG::ExchangeRates[i])
        end
        current = BlizzCFG::AttrLimits[i] if current > BlizzCFG::AttrLimits[i]
        self.contents.draw_text(116, y, 64, 32, current.to_s, 2)
      end
      
      def add_points(value)
        return false if value == 0
        if BlizzCFG::ExchangeRates[index] > 0
          limit = BlizzCFG::AttrLimits[index] -
              (@current[index] + @spent[index] / BlizzCFG::ExchangeRates[index])
          remaining = (@actor.dp - @spent.sum) / BlizzCFG::ExchangeRates[index]
          limit = remaining if limit > remaining
          value = limit if value > limit
        elsif BlizzCFG::ExchangeRates[index] < 0
          value *= -BlizzCFG::ExchangeRates[index]
          limit = BlizzCFG::AttrLimits[index] -
              (@current[index] + @spent[index] * -BlizzCFG::ExchangeRates[index])
          remaining = (@actor.dp - @spent.sum) * -BlizzCFG::ExchangeRates[index]
          limit = remaining if limit > remaining
          value = limit if value > limit
          spent = (value - BlizzCFG::ExchangeRates[index] - 1) /
              -BlizzCFG::ExchangeRates[index]
        end
        if value > 0
          if BlizzCFG::ExchangeRates[index] > 0
            @spent[index] += value * BlizzCFG::ExchangeRates[index]
          elsif BlizzCFG::ExchangeRates[index] < 0
            @spent[index] += spent
          end
          return true
        end
        return false
      end
      
      def remove_points(value)
        return false if value == 0
        if BlizzCFG::ExchangeRates[index] > 0
          limit = @spent[index] / BlizzCFG::ExchangeRates[index]
          value = limit if value > limit
        elsif BlizzCFG::ExchangeRates[index] < 0
          value = @spent[index] if value > @spent[index]
          spent = value
          value *= -BlizzCFG::ExchangeRates[index]
        end
        if value > 0
          if BlizzCFG::ExchangeRates[index] > 0
            @spent[index] -= value * BlizzCFG::ExchangeRates[index]
          elsif BlizzCFG::ExchangeRates[index] < 0
            @spent[index] -= spent
          end
          return true
        end
        return false
      end
      
      def update
        super
        return unless self.active
        if Input.press?(Input::R)
          if Input.repeat?(Input::RIGHT)
            if add_points(100)
              $game_system.se_play($data_system.cursor_se)
              draw_item(self.index)
            else
              $game_system.se_play($data_system.buzzer_se)
            end
          elsif Input.repeat?(Input::LEFT)
            if remove_points(100)
              $game_system.se_play($data_system.cursor_se)
              draw_item(self.index)
            else
              $game_system.se_play($data_system.buzzer_se)
            end
          end
        elsif Input.press?(Input::L)
          if Input.repeat?(Input::RIGHT)
            if add_points(10)
              $game_system.se_play($data_system.cursor_se)
              draw_item(self.index)
            else
              $game_system.se_play($data_system.buzzer_se)
            end
          elsif Input.repeat?(Input::LEFT)
            if remove_points(10)
              $game_system.se_play($data_system.cursor_se)
              draw_item(self.index)
            else
              $game_system.se_play($data_system.buzzer_se)
            end
          end
        elsif Input.repeat?(Input::RIGHT)
          if add_points(1)
            $game_system.se_play($data_system.cursor_se)
            draw_item(self.index)
          else
            $game_system.se_play($data_system.buzzer_se)
          end
        elsif Input.repeat?(Input::LEFT)
          if remove_points(1)
            $game_system.se_play($data_system.cursor_se)
            draw_item(self.index)
          else
            $game_system.se_play($data_system.buzzer_se)
          end
        end
      end
      
      def update_cursor_rect
        if @index < 0 || !self.active
          self.cursor_rect.empty
        else
          super
        end
      end
      
    end
      
    #==============================================================================
    # Window_Sure
    #==============================================================================
    
    class Window_Sure < Window_Command
      
      def initialize(width, commands)
        commands = commands.clone + ['']
        super
        @item_max, self.index = commands.size - 1, 0
        self.x, self.y, self.z = 320 - self.width / 2, 240 - self.height / 2, 10000
        refresh
      end
      
      def refresh
        super
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, self.contents.width - 8, 32,
            BlizzCFG::AreYouSure, 1)
      end
      
      def draw_item(i, color)
        self.contents.font.color = color
        rect = Rect.new(4, (i + 1) * 32, self.contents.width - 8, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        self.contents.draw_text(rect, @commands[i], 1)
      end
      
      def update_cursor_rect
        if @index < 0
          self.cursor_rect.empty
        else
          self.cursor_rect.set(32, (@index + 1) * 32, self.contents.width - 64, 32)
        end
      end
      
    end
      
    #==============================================================================
    # Scene_Points
    #==============================================================================
    
    class Scene_Points
      
      def initialize(classe = $scene.class)
        @scene = classe
      end
      
      def main
        @command_window = Window_Command.new(224, BlizzCFG::DistroCommands)
        @command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0)
        actor = $game_party.actors[0]
        @status_window = Window_DistributionStatus.new(actor)
        @distro_window = Window_Distribution.new(actor)
        @dp_window = Window_DistributionPoints.new(actor)
        Graphics.transition
        loop do
          Graphics.update
          Input.update
          update
          break if $scene != self
        end
        Graphics.freeze
        @command_window.dispose
        @status_window.dispose
        @distro_window.dispose
        @dp_window.dispose
      end
      
      def create_confirmation_window
        @sure_window = Window_Sure.new(256, BlizzCFG::AreYouSureCommands)
      end
      
      def update
        if @command_window.active
          @command_window.update
          update_main_command
        elsif @sure_window != nil
          @sure_window.update
          update_confirmation
        elsif @distro_window.active
          @distro_window.update
          update_distro
        end
      end
      
      def update_main_command
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          $scene = @scene.new
        elsif Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se)
          if @command_window.index == 0
            @command_window.active, @distro_window.active = false, true
          elsif @distro_window.spent.sum > 0
            @command_window.active = false
            create_confirmation_window
          else
            @distro_window.index = 0
            check_command_window
          end
        end
      end
      
      def update_confirmation
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @sure_window.dispose
          @sure_window, @command_window.active = nil, true
        elsif Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se)
          if @sure_window.index > 0
            @distro_window.apply_new_attributes if @sure_window.index == 1
            check_command_window
          end
          @sure_window.dispose
          @sure_window, @command_window.active = nil, true
        end
      end
      
      def check_command_window
        case @command_window.index
        when 1
          i = @status_window.actor.index + 1
          i %= $game_party.actors.size
          @status_window.actor = @distro_window.actor =
              @dp_window.actor = $game_party.actors[i]
        when 2
          i = @status_window.actor.index + $game_party.actors.size - 1
          i %= $game_party.actors.size
          @status_window.actor = @distro_window.actor =
              @dp_window.actor = $game_party.actors[i]
        when 3
          $scene = @scene.new
        end
      end
      
      def update_distro
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @command_window.active, @distro_window.active = true, false
        elsif Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se)
          @command_window.active, @distro_window.active = true, false
        elsif Input.repeat?(Input::LEFT) || Input.repeat?(Input::RIGHT)
          @dp_window.set_dp(@distro_window.spent.sum)
        end
      end
      
    end
    
    #==============================================================================
    # Scene_Battle
    #==============================================================================
    
    class Scene_Battle
      
      alias main_sds_later main
      def main
        main_sds_later
        if BlizzCFG::AUTO_CALL &&
            $game_party.actors.any? {|actor| actor.dp > 0}
          $scene = Scene_Points.new
        end
      end
      
    end
    
    #==============================================================================
    # Scene_Map
    #==============================================================================
    
    class Scene_Map
      
      alias main_sds_later main
      def main
        main_sds_later
        @notify.dispose if @notify != nil
      end
      
      alias upd_sds_later update
      def update
        check_icon if BlizzCFG::DISPLAY_ICON
        upd_sds_later
        if BlizzCFG::AUTO_MAP_CALL &&
            $game_party.actors.any? {|actor| actor.dp > 0}
          $scene = Scene_Points.new
        end
      end
      
      def check_icon
        if $game_party.actors.any? {|actor| actor.dp > 0}
          if @notify == nil
            @notify = RPG::Sprite.new
            if BlizzCFG::OWN_ICON
              @notify.bitmap = RPG::Cache.icon(BlizzCFG::OWN_ICON)
            else
              @notify.bitmap = Bitmap.new(24, 24)
              @notify.bitmap.fill_rect(0, 0, 24, 24, BlizzCFG::ColorWhite)
              @notify.bitmap.fill_rect(22, 1, 2, 23, BlizzCFG::ColorBlack)
              @notify.bitmap.fill_rect(1, 22, 23, 2, BlizzCFG::ColorBlack)
              @notify.bitmap.set_pixel(23, 0, BlizzCFG::ColorBlack)
              @notify.bitmap.set_pixel(0, 23, BlizzCFG::ColorBlack)
              @notify.bitmap.fill_rect(2, 2, 20, 20, BlizzCFG::ColorIcon)
              @notify.bitmap.fill_rect(4, 10, 16, 4, BlizzCFG::ColorWhite)
              @notify.bitmap.fill_rect(10, 4, 4, 16, BlizzCFG::ColorWhite)
              @notify.opacity = BlizzCFG::ICON_OPACITY
            end
            @notify.x, @notify.y = BlizzCFG::ICON_X, BlizzCFG::ICON_Y
            @notify.z = 5000
            @notify.blink_on
          end
          @notify.update
        elsif @notify != nil
          @notify.dispose
          @notify = nil
        end
      end
      
    end


    И есть Mr_Wiggles Perk Script от Mr_Wiggles - перки из Fallout (кстати, их тут кто-то искал).

    Спойлер код скрипта:
    Код:
     
    #==============================================================================
    #                 **   Mr_Wiggles Perk Script   **
    #==============================================================================
    # By: Mr Wiggles
    # Version: 1.2
    # Aug. 12, 2011
    #==============================================================================
    #                              Instructions:
    #           ----------------------------------------------------
    # Call script using a scrip command in an event that states:
    #   $scene = Perks.new
    # 
    #==============================================================================
    #                              Description:
    #           ----------------------------------------------------
    # You know in the Fall Out series where you as the player can select a perk
    # that will aid you in your over all quest when you level up?  Well this 
    # script does just that.
    #==============================================================================
    #                              Features:
    #           ----------------------------------------------------
    # Fully Customizable - perks can be simple edits to health or something like 
    #                     Str, or can be as advanced as a script call.
    # 
    #==============================================================================
    # * CONFIG START
    #==============================================================================
    module Wig_Config
      #--------------------------------------------------------------------------
      # Player must spend perk points before they can exit the perk menu.
      #--------------------------------------------------------------------------
      MUST_SPEND = true
      #--------------------------------------------------------------------------
      # Names of the perks.
      #   n => "name"
      #--------------------------------------------------------------------------
      PERK_NAMES = {
      0 => "First perk", 
      1 => "Second perk",
      2 => "Third perk"
      }
      #--------------------------------------------------------------------------
      # Description for perk.
      #   n => "description"
      #--------------------------------------------------------------------------
      PERK_DISC = {
      0 => "First perk's description followed by a comma if another description" +
           " follows it.",
           
      1 => "Second perk's description, also note that since this being perk number" +
           " two that its id in the script is 1. This goes for all perks, its id" +
           " will be one less this its original location.",
      
      2 => "But as you can see these descriptions can be very long and descriptive" +
           " which makes it a great feature for this script."
      }
      #--------------------------------------------------------------------------
      # Requirements that need to be met in order to have this perk.
      #   n => [["name", value], ["name", value]]
      #
      # "name" refers to one of the following:
      #   Level, Str, Dex, Agi, Int
      #
      # *MUST* match the formatting shown!
      #--------------------------------------------------------------------------
      PERK_REQ = {
      0 => [ ["Level", 1], ["Str", 20] ],
      
      1 => [ ["Level", 1] ],
      
      2 => [ ["Level", 10], ["Int", 60], ["Dex", 56], ["Agi", 80] ]
      }
      #--------------------------------------------------------------------------
      # Perk Effects.
      #   n => [["name", value], ["name", value]]
      #
      # "name" refers to one of the following:
      #   HP, MP, Str, Dex, Agi, Int
      #
      # value stands for the amount that the stat is modified by.
      # *MUST* match the formatting shown!
      #--------------------------------------------------------------------------
      # Or you can have it run a script command. (little complex)
      #   n => "script string"
      #
      # You write your script commands in the string that will be evaluated, use
      # "\n" for enter to tell the script that its on a new line. 
      # Any quotes must follow after a backslash ( like so " or \' ) in 
      # order to be used.
      #--------------------------------------------------------------------------
      PERK_EFFEC = {
      0 => [["Dex", 30], ["Str", 5]],
      
      1 => "print ("See, this was a scripted perk,") \n" +
           "print ("its set up not to do much just show text")",
           
      2 => [["HP", 70], ["MP", 50]]
      }
      #--------------------------------------------------------------------------
    end
    #==============================================================================
    # * END CONFIG
    #==============================================================================
    # Only edit past this point if you have some what of a clue of what it is your
    # doing, if not do feel free to poke around and learn something new. ^-^
    #==============================================================================
    # ** Class Perks
    #==============================================================================
    class Perks
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Main
      #--------------------------------------------------------------------------
      def main
        # create windows
        @perk_selection_window   = Window_Perk_Selection.new
        @perk_discription_window = Window_Perk_Discription.new
        @perk_actor_stat_window  = Window_Perk_Actor_Stats.new
        @perk_grey_window        = Window_Perk_Grey.new(640, 480)
        @perk_points_window      = Window_Perk_Points.new
        @perk_confirm_window     = Window_Command.new(160, ["No", "Yes"])
        @perk_confirm_window.x = 240
        @perk_confirm_window.y = 196
        @perk_confirm_window.z = 10
        @perk_confirm_window.active  = false
        @perk_confirm_window.visible = false
        @perk_grey_window.visible    = false
        # main loop
        Graphics.transition
        loop do
          Graphics.update
          Input.update
          update
          break if $scene != self
        end
        Graphics.freeze
        # dispose windows
        @perk_selection_window.dispose
        @perk_discription_window.dispose
        @perk_actor_stat_window.dispose
        @perk_confirm_window.dispose
        @perk_grey_window.dispose
        @perk_points_window.dispose
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update
        @perk_index = @perk_selection_window.index
        if @perk_confirm_window.active
          @perk_confirm_window.update
          update_confirm
          return
        end
        @perk_grey_window.update
        @perk_selection_window.update
        @perk_actor_stat_window.update(@perk_index)
        @perk_discription_window.update(@perk_index)
        update_perk_selection
      end
      #--------------------------------------------------------------------------
      # * Update Confirm
      #--------------------------------------------------------------------------
      def update_confirm
        if Input.trigger?(Input::C)
          case @perk_confirm_window.index
          when 0
            $game_system.se_play($data_system.cancel_se)
          when 1
            $game_system.se_play($data_system.decision_se)
            $game_party.gain_perk(@perk_index)
            $game_party.perk_points -= 1
            @perk_selection_window.refresh
            @perk_points_window.refresh
            @perk_actor_stat_window.refresh
          end
          @perk_confirm_window.active   = false
          @perk_confirm_window.visible  = false
          @perk_grey_window.visible     = false
          @perk_selection_window.active = true
        end
        # exit
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @perk_confirm_window.active   = false
          @perk_confirm_window.visible  = false
          @perk_grey_window.visible     = false
          @perk_selection_window.active = true
        end
      end
      #--------------------------------------------------------------------------
      # * Update Perk Windwos
      #--------------------------------------------------------------------------
      def update_perk_selection
        # selection
        if Input.trigger?(Input::C)
          if $game_party.perk_selectable?(@perk_index) and 
              !$game_party.known_perks.include?(@perk_index)
            $game_system.se_play($data_system.decision_se)
            @perk_selection_window.active = false
            @perk_confirm_window.active   = true
            @perk_confirm_window.visible  = true
            @perk_grey_window.visible     = true
          else
            $game_system.se_play($data_system.buzzer_se)
          end
        end
        # exit
        if Input.trigger?(Input::B)
          if $game_party.perk_points > 0 and MUST_SPEND
            $game_system.se_play($data_system.buzzer_se)
            print ("You must chose #{$game_party.perk_points} Perk(s).")
          else
            $game_system.se_play($data_system.cancel_se)
            $scene = Scene_Map.new
            $game_map.refresh
          end
        end
      end
    end
     
    #==============================================================================
    # ** Game Party
    #==============================================================================
    class Game_Party
      include Wig_Config
      attr_reader   :known_perks
      attr_accessor :perk_points
      #--------------------------------------------------------------------------
      # * Intitialize
      #--------------------------------------------------------------------------
      alias :perk_init :initialize
      def initialize
        perk_init
        @known_perks = []
        @perk_points = 0
        @old_level   = 1
      end
      #--------------------------------------------------------------------------
      # * Gain Perk
      #--------------------------------------------------------------------------
      def gain_perk(perk_id)
        if !@known_perks.include?(perk_id)
          @known_perks.push(perk_id)
          @actors[0].perk_effects(perk_id)
        end
      end
      #--------------------------------------------------------------------------
      # * Gain Point to Spend
      #--------------------------------------------------------------------------
      def gain_perk_point?
        if @actors[0].level != @old_level
          @perk_points += 1 if @actors[0].level > @old_level
          @old_level = @actors[0].level 
        end
      end
      #--------------------------------------------------------------------------
      # * Can Select Perk
      #--------------------------------------------------------------------------
      def perk_selectable?(perk_id)
        # no points to spend
        return false if @perk_points <= 0
        # requirement check
        requirements = PERK_REQ[perk_id]
        for ment in requirements
          case ment[0]
          when "Level"
            return false if @actors[0].level.to_f    < ment[1].to_f
          when "Str" 
            return false if @actors[0].base_str.to_f < ment[1].to_f
          when "Dex" 
            return false if @actors[0].base_dex.to_f < ment[1].to_f
          when "Agi" 
            return false if @actors[0].base_agi.to_f < ment[1].to_f
          when "Int" 
            return false if @actors[0].base_int.to_f < ment[1].to_f
          end
        end
        # all requirements are met
        return true
      end
    end
     
    #==============================================================================
    # ** Scene Map
    #==============================================================================
    class Scene_Map
      alias :perk_update :update
      def update
        perk_update
        $game_party.gain_perk_point?
      end
    end
     
    #==============================================================================
    # ** Game System
    #==============================================================================
    class Game_System
      attr_accessor :actor_perk_mods
      #--------------------------------------------------------------------------
      # * Setup
      #--------------------------------------------------------------------------
      alias :perk_init :initialize
      def initialize
        perk_init
        @actor_perk_mods = []
        for i in 0...6
          @actor_perk_mods[i] = 0
        end
      end
    end
     
    #==============================================================================
    # ** Game Actor
    #==============================================================================
    class Game_Actor
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      alias :perk_init :initialize
      def initialize(*args)
        perk_init(*args)
        set_perk_mods
      end
      #--------------------------------------------------------------------------
      # * Setup
      #--------------------------------------------------------------------------
      def set_perk_mods
        @maxhp_plus = $game_system.actor_perk_mods[0]
        @maxsp_plus = $game_system.actor_perk_mods[1]
        @str_plus   = $game_system.actor_perk_mods[2]
        @dex_plus   = $game_system.actor_perk_mods[3]
        @agi_plus   = $game_system.actor_perk_mods[4]
        @int_plus   = $game_system.actor_perk_mods[5]
      end
      #--------------------------------------------------------------------------
      # * Perk Effects
      #--------------------------------------------------------------------------
      def perk_effects(perk_id)
        effects = PERK_EFFEC[perk_id]
        if effects.is_a?(String)
          error_print = "There is an error with perk #{perk_id}'s script."
          eval(effects) rescue print(error_print)
          return
        else
          for effect in effects
            case effect[0]
            when "HP"  
              @maxhp_plus += effect[1]
              $game_system.actor_perk_mods[0] = @maxhp_plus
            when "MP"  
              @maxsp_plus += effect[1]
              $game_system.actor_perk_mods[1] = @maxsp_plus
            when "Str" 
              @str_plus   += effect[1]
              $game_system.actor_perk_mods[2] = @str_plus
            when "Dex" 
              @dex_plus   += effect[1]
              $game_system.actor_perk_mods[3] = @dex_plus
            when "Agi" 
              @agi_plus   += effect[1]
              $game_system.actor_perk_mods[4] = @agi_plus
            when "Int" 
              @int_plus   += effect[1]
              $game_system.actor_perk_mods[5] = @int_plus
            end
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Get Basic Maximum SP
      #--------------------------------------------------------------------------
      alias :perk_mp :base_maxsp
      def base_maxsp
        old_value = perk_mp
        return old_value + @maxsp_plus
      end
      #--------------------------------------------------------------------------
      # * Get Basic Strength
      #--------------------------------------------------------------------------
      alias :perk_str :base_str
      def base_str
        old_value = perk_str
        return old_value + @str_plus
      end
      #--------------------------------------------------------------------------
      # * Get Basic Dexterity
      #--------------------------------------------------------------------------
      alias :perk_dex :base_dex
      def base_dex
        old_value = perk_dex
        return old_value + @dex_plus
      end
      #--------------------------------------------------------------------------
      # * Get Basic Agility
      #--------------------------------------------------------------------------
      alias :perk_agi :base_agi
      def base_agi
        old_value = perk_agi
        return old_value + @agi_plus
      end
      #--------------------------------------------------------------------------
      # * Get Basic Intelligence
      #--------------------------------------------------------------------------
      alias :perk_int :base_int
      def base_int
        old_value = perk_int
        return old_value + @int_plus
      end
    end
     
    #==============================================================================
    # ** Window Perk Selection
    #==============================================================================
    class Window_Perk_Selection < Window_Selectable
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 240, 480)
        self.contents = Bitmap.new(width - 32, height - 32)
        @item_max     = PERK_NAMES.size
        @column_max   = 1
        self.index    = 0
        self.z = 1
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        @data = []
        for id in 0...PERK_NAMES.size
          @data.push(id)
        end
        for item in @data
          draw_item(item)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Item
      #--------------------------------------------------------------------------
      def draw_item(index)
        self.contents.font.color = $game_party.known_perks.include?(index) ? 
          system_color : $game_party.perk_selectable?(index) ? 
          normal_color : disabled_color
        x = 4
        y = index * 32
        self.contents.draw_text(x, y, 220, 32, PERK_NAMES[index])
      end
    end
     
    #==============================================================================
    # ** Window Perk Discription
    #==============================================================================
    class Window_Perk_Discription < Window_Selectable
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(240, 120, 400, 296)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 1
        @old_perk_id = -1
        update
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh(index = 0)
        self.contents.clear
        old_size = self.contents.font.size
        # format and draw perk discription
        self.contents.font.color = $game_party.perk_selectable?(index) ? 
          normal_color : disabled_color
        format_string(0, 0, PERK_DISC[index], 360)
        # draw perk effects
        effects = PERK_EFFEC[index]
        text = []
        for fect in effects
          break if fect.is_a?(String)
          i = effects.index(fect)
          text.push("+#{fect[1]} to #{fect[0]}")
          text.push(", ") if i != effects.size - 1
        end
        self.contents.font.color = system_color
        self.contents.draw_text(4, 190, 200, 32, "Bonuses:") if 
          effects.size > 0 and !effects.is_a?(String)
        self.contents.font.color = normal_color
        self.contents.font.size = 16
        self.contents.draw_text(4, 205, 360, 32, text.to_s, 2)
        self.contents.font.size = old_size
        # draw perk requirements
        requirements = PERK_REQ[index]
        text = []
        for ment in requirements
          i = requirements.index(ment)
          text.push("#{ment[0]} #{ment[1]}")
          text.push(", ") if i != requirements.size - 1
        end
        text.flatten!
        self.contents.font.color = system_color
        self.contents.draw_text(4, 225, 200, 32, "Requirements:") if 
          requirements.size > 0
        self.contents.font.color = normal_color
        self.contents.font.size = 16
        self.contents.draw_text(4, 240, 360, 32, text.to_s, 2)
        self.contents.font.size = old_size
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update(index = 0)
        super()
        if @old_perk_id != index
          refresh(index)
          @old_perk_id = index
        end
      end
    end
     
    #==============================================================================
    # ** Window Perk Actor Stats
    #==============================================================================
    class Window_Perk_Actor_Stats < Window_Base
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(240, 0, 400, 120)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 1
        @maxsp_plus = @str_plus = @dex_plus = @agi_plus = @int_plus = 0
        @maxhp_plus = 0
        @perk_id    = -1
        @actor      = $game_party.actors[0]
        update
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.size = 18
        actor = $game_party.actors[0]
        draw_actor_level(actor, 300, 64)
        draw_actor_hp(actor,   0, 0)
        draw_actor_sp(actor, 200, 0)
        for type in 0...4
          draw_actor_parameter(actor, type)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Parameter
      #--------------------------------------------------------------------------
      def draw_actor_parameter(actor, type, x = 0, y = 32)
        case type
        when 0 # Str
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.str)
          self.contents.font.color = @require[1] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.str.to_s, 2)
        when 1 # Dex
          y += 32
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.dex)
          self.contents.font.color = @require[2] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.dex.to_s, 2)
        when 2 # Agi
          x += 90
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.agi)
          self.contents.font.color = @require[3] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.agi.to_s, 2)
        when 3 # Int
          x += 90; y += 32
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.int)
          self.contents.font.color = @require[4] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.int.to_s, 2)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Level
      #--------------------------------------------------------------------------
      def draw_actor_level(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, "Lv")
        self.contents.font.color = @require[0] ? knockout_color : normal_color
        self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
      end
      #--------------------------------------------------------------------------
      # * Requirements Met
      #--------------------------------------------------------------------------
      def requirements_met?
        # create fail array
        fails = []
        # return if perk is known
        return fails if $game_party.known_perks.include?(@perk_id)
        # test if player meets requirements
        requirements = PERK_REQ[@perk_id]
        for ment in requirements
          case ment[0]
          when "Level"
            fails[0] = true if @actor.level.to_f    < ment[1].to_f
          when "Str"
            fails[1] = true if @actor.base_str.to_f < ment[1].to_f
          when "Dex" 
            fails[2] = true if @actor.base_dex.to_f < ment[1].to_f
          when "Agi" 
            fails[3] = true if @actor.base_agi.to_f < ment[1].to_f
          when "Int" 
            fails[4] = true if @actor.base_int.to_f < ment[1].to_f
          end
        end
        return fails
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update(perk_id = 0)
        if @perk_id != perk_id
          @perk_id = perk_id
          @require = requirements_met?
          refresh
        end
      end
      #--------------------------------------------------------------------------
      # * Make Temp Effects
      #--------------------------------------------------------------------------
      def make_temp_effects
        effects = PERK_EFFEC[@perk_id]
        for effect in effects
          case effect[0]
          when "HP"
            @maxhp_plus = effect[1]
          when "MP"  
            @maxsp_plus = effect[1]
          when "Str" 
            @str_plus   = effect[1]
          when "Dex" 
            @dex_plus   = effect[1]
          when "Agi" 
            @agi_plus   = effect[1]
          when "Int" 
            @int_plus   = effect[1]
          end
        end
      end
    end
     
    #==============================================================================
    # ** Window_Perk_Points
    #==============================================================================
    class Window_Perk_Points < Window_Base
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(240, 416, 400, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 1
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = $game_party.perk_points > 0 ? 
          normal_color : disabled_color
        string = "You have #{$game_party.perk_points} Perk Points to spend."
        self.contents.draw_text(0, 0, 400, 32, string)
      end
    end
     
    #==============================================================================
    # ** Window Perk Grey
    #==============================================================================
    class Window_Perk_Grey < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(w, h, x = 0, y = 0)
        super(x - 16, y - 16, w + 32, h + 32)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 5
        self.opacity = 0
        @width = w + 32
        @height = h + 32
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        rect = Rect.new(0, 0, @width, @height)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 120))
      end
    end
     
    #==============================================================================
    # ** Window Base
    #==============================================================================
    class Window_Base
      #--------------------------------------------------------------------------
      # * Format String
      #--------------------------------------------------------------------------
      def format_string(x, y, string, max_width = 100)
        temp_word_array = string.scan (/./)
        position = line_break = 0
        lines = []
        blank_width = []
        new_string = [lines, blank_width]
        for i in 0...temp_word_array.size
          character = temp_word_array[i]
          if character == " " or i == temp_word_array.size - 1
            i += 1 if i == temp_word_array.size - 1
            if self.contents.text_size(string[line_break, 
                i-line_break]).width <= max_width
              position = i
            else
              line = temp_word_array[line_break, position-line_break]
              new_string[0].push(line)
              line_blank = max_width - self.contents.text_size(string[
                line_break, position-line_break]).width
              new_string[1].push(line_blank.to_f / (line.size.to_f - 1.0))
              line_break = position + 1
              position = i
            end
          end
        end
        new_string[0].push(temp_word_array[line_break, 
          temp_word_array.size - line_break])
        return if new_string[0].nil?
        for line in 0...lines[0].size
          self.contents.draw_text(x, y + (line * 32), 380, 32, lines[line].to_s)
        end
      end
    end


    По отдельности они работают великолепно, без всяких нареканий, но если использовать их вместе, в одном проекте, начинаются косяки. Близардовская система начинает вливать вдвое больше очков, чем указано в скрипте - т.е. поднимаешь, скажем, силу на 1, а она поднимается автоматом на 2. Такая же петрушка с перк скриптом - например, указал, что при получении перка получишь +5 к той же силе, а в итоге получаешь +10. По одиночке, в разных проектах, повторюсь, оба скрипта работают правильно, без нареканий.

    Может, кто-нибудь, мне помочь?

    Я вчера весь день сидел - я и так-то в скриптах не силен (я вообще ни в чем, кроме механики не силен), а тут вообще запутался к хренам и не знаю, что делать.

  6. #1056

    По умолчанию

    В скрипте перков попробуй удалить/закомментировать строки с 371 по 410 включительно. Вроде помогает, но нужно это дело тщательно потестить.
    ...sed semel insanivimus omnes...

  7. #1057
    Авторитет Аватар для Bloody
    Информация о пользователе
    Регистрация
    23.04.2008
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    Репутация: 21 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Nefas Посмотреть сообщение
    В скрипте перков попробуй удалить/закомментировать строки с 371 по 410 включительно. Вроде помогает, но нужно это дело тщательно потестить.
    Уже потестил, но решение не работает. Это помогает первому скрипту с раздачей характеристик и он теперь не накидывает характеристик в двойном размере, но ломает, собственно, сам скрипт перков - если, например, есть перк требующий силы 12, допустим, то он теперь не активируется, если равна 12. Закоментированные тобой строки - это информация для скрипта, какая характеристика чем являетс, для последующих вышеупомянутых проверок.

  8. #1058

    По умолчанию

    Цитата Сообщение от Bloody Посмотреть сообщение
    Закоментированные тобой строки - это информация для скрипта, какая характеристика чем являетс, для последующих вышеупомянутых проверок.
    Это-то понятно. Но они же - причина конфликта. После их удаления скрипт перков не то что бы не работает, он работает по-другому: теперь если некий перк требует 12 силы, то это именно "базовая" сила, та, что получена с уровнем персонажа. Только сейчас дошло, почему такой вариант неприемлем) будем думать дальше, интересный баг +)
    ...sed semel insanivimus omnes...

  9. #1059
    Авторитет Аватар для Bloody
    Информация о пользователе
    Регистрация
    23.04.2008
    Сообщений
    1,609
    Записей в дневнике
    87
    Репутация: 21 Добавить или отнять репутацию

    По умолчанию

    Моих маленьких познаний в скриптах не хватает, чтобы решить эту проблему. Так что, вся надежда на тебя.

  10. #1060

    По умолчанию

    Вот такой тогда вариант:
    Спойлер код скрипта:
    Код:
    #==============================================================================
    #                 **   Mr_Wiggles Perk Script   **
    #==============================================================================
    # By: Mr Wiggles
    # Version: 1.2
    # Aug. 12, 2011
    #==============================================================================
    #                              Instructions:
    #           ----------------------------------------------------
    # Call script using a scrip command in an event that states:
    #   $scene = Perks.new
    # 
    #==============================================================================
    #                              Description:
    #           ----------------------------------------------------
    # You know in the Fall Out series where you as the player can select a perk
    # that will aid you in your over all quest when you level up?  Well this 
    # script does just that.
    #==============================================================================
    #                              Features:
    #           ----------------------------------------------------
    # Fully Customizable - perks can be simple edits to health or something like 
    #                     Str, or can be as advanced as a script call.
    # 
    #==============================================================================
    # * CONFIG START
    #==============================================================================
    module Wig_Config
      #--------------------------------------------------------------------------
      # Player must spend perk points before they can exit the perk menu.
      #--------------------------------------------------------------------------
      MUST_SPEND = true
      #--------------------------------------------------------------------------
      # Names of the perks.
      #   n => "name"
      #--------------------------------------------------------------------------
      PERK_NAMES = {
      0 => "First perk", 
      1 => "Second perk",
      2 => "Third perk"
      }
      #--------------------------------------------------------------------------
      # Description for perk.
      #   n => "description"
      #--------------------------------------------------------------------------
      PERK_DISC = {
      0 => "First perk's description followed by a comma if another description" +
           " follows it.",
           
      1 => "Second perk's description, also note that since this being perk number" +
           " two that its id in the script is 1. This goes for all perks, its id" +
           " will be one less this its original location.",
      
      2 => "But as you can see these descriptions can be very long and descriptive" +
           " which makes it a great feature for this script."
      }
      #--------------------------------------------------------------------------
      # Requirements that need to be met in order to have this perk.
      #   n => [["name", value], ["name", value]]
      #
      # "name" refers to one of the following:
      #   Level, Str, Dex, Agi, Int
      #
      # *MUST* match the formatting shown!
      #--------------------------------------------------------------------------
      PERK_REQ = {
      0 => [ ["Level", 1], ["Str", 75] ],
      
      1 => [ ["Level", 1], ["Str", 80] ],
      
      2 => [ ["Level", 10], ["Int", 60], ["Dex", 56], ["Agi", 80] ]
      }
      #--------------------------------------------------------------------------
      # Perk Effects.
      #   n => [["name", value], ["name", value]]
      #
      # "name" refers to one of the following:
      #   HP, MP, Str, Dex, Agi, Int
      #
      # value stands for the amount that the stat is modified by.
      # *MUST* match the formatting shown!
      #--------------------------------------------------------------------------
      # Or you can have it run a script command. (little complex)
      #   n => "script string"
      #
      # You write your script commands in the string that will be evaluated, use
      # "\n" for enter to tell the script that its on a new line. 
      # Any quotes must follow after a backslash ( like so " or \' ) in 
      # order to be used.
      #--------------------------------------------------------------------------
      PERK_EFFEC = {
      0 => [["Dex", 30], ["Str", 5]],
      
      1 => [["HP", 70], ["MP", 50]],
           
      2 => [["HP", 70], ["MP", 50]]
      }
      #--------------------------------------------------------------------------
    end
    #==============================================================================
    # * END CONFIG
    #==============================================================================
    # Only edit past this point if you have some what of a clue of what it is your
    # doing, if not do feel free to poke around and learn something new. ^-^
    #==============================================================================
    # ** Class Perks
    #==============================================================================
    class Perks
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Main
      #--------------------------------------------------------------------------
      def main
        # create windows
        @perk_selection_window   = Window_Perk_Selection.new
        @perk_discription_window = Window_Perk_Discription.new
        @perk_actor_stat_window  = Window_Perk_Actor_Stats.new
        @perk_grey_window        = Window_Perk_Grey.new(640, 480)
        @perk_points_window      = Window_Perk_Points.new
        @perk_confirm_window     = Window_Command.new(160, ["No", "Yes"])
        @perk_confirm_window.x = 240
        @perk_confirm_window.y = 196
        @perk_confirm_window.z = 10
        @perk_confirm_window.active  = false
        @perk_confirm_window.visible = false
        @perk_grey_window.visible    = false
        # main loop
        Graphics.transition
        loop do
          Graphics.update
          Input.update
          update
          break if $scene != self
        end
        Graphics.freeze
        # dispose windows
        @perk_selection_window.dispose
        @perk_discription_window.dispose
        @perk_actor_stat_window.dispose
        @perk_confirm_window.dispose
        @perk_grey_window.dispose
        @perk_points_window.dispose
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update
        @perk_index = @perk_selection_window.index
        if @perk_confirm_window.active
          @perk_confirm_window.update
          update_confirm
          return
        end
        @perk_grey_window.update
        @perk_selection_window.update
        @perk_actor_stat_window.update(@perk_index)
        @perk_discription_window.update(@perk_index)
        update_perk_selection
      end
      #--------------------------------------------------------------------------
      # * Update Confirm
      #--------------------------------------------------------------------------
      def update_confirm
        if Input.trigger?(Input::C)
          case @perk_confirm_window.index
          when 0
            $game_system.se_play($data_system.cancel_se)
          when 1
            $game_system.se_play($data_system.decision_se)
            $game_party.gain_perk(@perk_index)
            $game_party.perk_points -= 1
            @perk_selection_window.refresh
            @perk_points_window.refresh
            @perk_actor_stat_window.refresh
          end
          @perk_confirm_window.active   = false
          @perk_confirm_window.visible  = false
          @perk_grey_window.visible     = false
          @perk_selection_window.active = true
        end
        # exit
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @perk_confirm_window.active   = false
          @perk_confirm_window.visible  = false
          @perk_grey_window.visible     = false
          @perk_selection_window.active = true
        end
      end
      #--------------------------------------------------------------------------
      # * Update Perk Windwos
      #--------------------------------------------------------------------------
      def update_perk_selection
        # selection
        if Input.trigger?(Input::C)
          if $game_party.perk_selectable?(@perk_index) and 
              !$game_party.known_perks.include?(@perk_index)
            $game_system.se_play($data_system.decision_se)
            @perk_selection_window.active = false
            @perk_confirm_window.active   = true
            @perk_confirm_window.visible  = true
            @perk_grey_window.visible     = true
          else
            $game_system.se_play($data_system.buzzer_se)
          end
        end
        # exit
        if Input.trigger?(Input::B)
          if $game_party.perk_points > 0 and MUST_SPEND
            $game_system.se_play($data_system.buzzer_se)
            print ("You must chose #{$game_party.perk_points} Perk(s).")
          else
            $game_system.se_play($data_system.cancel_se)
            $scene = Scene_Map.new
            $game_map.refresh
          end
        end
      end
    end
     
    #==============================================================================
    # ** Game Party
    #==============================================================================
    class Game_Party
      include Wig_Config
      attr_reader   :known_perks
      attr_accessor :perk_points
      #--------------------------------------------------------------------------
      # * Intitialize
      #--------------------------------------------------------------------------
      alias :perk_init :initialize
      def initialize
        perk_init
        @known_perks = []
        @perk_points = 0
        @old_level   = 1
      end
      #--------------------------------------------------------------------------
      # * Gain Perk
      #--------------------------------------------------------------------------
      def gain_perk(perk_id)
        if !@known_perks.include?(perk_id)
          @known_perks.push(perk_id)
          @actors[0].perk_effects(perk_id)
        end
      end
      #--------------------------------------------------------------------------
      # * Gain Point to Spend
      #--------------------------------------------------------------------------
      def gain_perk_point?
        if @actors[0].level != @old_level
          @perk_points += 1 if @actors[0].level > @old_level
          @old_level = @actors[0].level 
        end
      end
      #--------------------------------------------------------------------------
      # * Can Select Perk
      #--------------------------------------------------------------------------
      def perk_selectable?(perk_id)
        # no points to spend
        return false if @perk_points <= 0
        # requirement check
        requirements = PERK_REQ[perk_id]
        for ment in requirements
          case ment[0]
          when "Level"
            return false if @actors[0].level.to_f    < ment[1].to_f
          when "Str" 
            return false if @actors[0].str.to_f < ment[1].to_f
          when "Dex" 
            return false if @actors[0].dex.to_f < ment[1].to_f
          when "Agi" 
            return false if @actors[0].agi.to_f < ment[1].to_f
          when "Int" 
            return false if @actors[0].int.to_f < ment[1].to_f
          end
        end
        # all requirements are met
        return true
      end
    end
     
    #==============================================================================
    # ** Scene Map
    #==============================================================================
    class Scene_Map
      alias :perk_update :update
      def update
        perk_update
        $game_party.gain_perk_point?
      end
    end
     
    #==============================================================================
    # ** Game System
    #==============================================================================
    class Game_System
      attr_accessor :actor_perk_mods
      #--------------------------------------------------------------------------
      # * Setup
      #--------------------------------------------------------------------------
      alias :perk_init :initialize
      def initialize
        perk_init
        @actor_perk_mods = []
        for i in 0...6
          @actor_perk_mods[i] = 0
        end
      end
    end
     
    #==============================================================================
    # ** Game Actor
    #==============================================================================
    class Game_Actor
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      alias :perk_init :initialize
      def initialize(*args)
        perk_init(*args)
        set_perk_mods
      end
      #--------------------------------------------------------------------------
      # * Setup
      #--------------------------------------------------------------------------
      def set_perk_mods
        @maxhp_plus = $game_system.actor_perk_mods[0]
        @maxsp_plus = $game_system.actor_perk_mods[1]
        @str_plus   = $game_system.actor_perk_mods[2]
        @dex_plus   = $game_system.actor_perk_mods[3]
        @agi_plus   = $game_system.actor_perk_mods[4]
        @int_plus   = $game_system.actor_perk_mods[5]
      end
      #--------------------------------------------------------------------------
      # * Perk Effects
      #--------------------------------------------------------------------------
      def perk_effects(perk_id)
        effects = PERK_EFFEC[perk_id]
        if effects.is_a?(String)
          error_print = "There is an error with perk #{perk_id}'s script."
          eval(effects) rescue print(error_print)
          return
        else
          for effect in effects
            case effect[0]
            when "HP"  
              @maxhp_plus += effect[1]
              $game_system.actor_perk_mods[0] = @maxhp_plus
            when "MP"  
              @maxsp_plus += effect[1]
              $game_system.actor_perk_mods[1] = @maxsp_plus
            when "Str" 
              @str_plus   += effect[1]
              $game_system.actor_perk_mods[2] = @str_plus
            when "Dex" 
              @dex_plus   += effect[1]
              $game_system.actor_perk_mods[3] = @dex_plus
            when "Agi" 
              @agi_plus   += effect[1]
              $game_system.actor_perk_mods[4] = @agi_plus
            when "Int" 
              @int_plus   += effect[1]
              $game_system.actor_perk_mods[5] = @int_plus
            end
          end
        end
      end
    
    end
     
    #==============================================================================
    # ** Window Perk Selection
    #==============================================================================
    class Window_Perk_Selection < Window_Selectable
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 240, 480)
        self.contents = Bitmap.new(width - 32, height - 32)
        @item_max     = PERK_NAMES.size
        @column_max   = 1
        self.index    = 0
        self.z = 1
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        @data = []
        for id in 0...PERK_NAMES.size
          @data.push(id)
        end
        for item in @data
          draw_item(item)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Item
      #--------------------------------------------------------------------------
      def draw_item(index)
        self.contents.font.color = $game_party.known_perks.include?(index) ? 
          system_color : $game_party.perk_selectable?(index) ? 
          normal_color : disabled_color
        x = 4
        y = index * 32
        self.contents.draw_text(x, y, 220, 32, PERK_NAMES[index])
      end
    end
     
    #==============================================================================
    # ** Window Perk Discription
    #==============================================================================
    class Window_Perk_Discription < Window_Selectable
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(240, 120, 400, 296)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 1
        @old_perk_id = -1
        update
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh(index = 0)
        self.contents.clear
        old_size = self.contents.font.size
        # format and draw perk discription
        self.contents.font.color = $game_party.perk_selectable?(index) ? 
          normal_color : disabled_color
        format_string(0, 0, PERK_DISC[index], 360)
        # draw perk effects
        effects = PERK_EFFEC[index]
        text = []
        for fect in effects
          break if fect.is_a?(String)
          i = effects.index(fect)
          text.push("+#{fect[1]} to #{fect[0]}")
          text.push(", ") if i != effects.size - 1
        end
        self.contents.font.color = system_color
        self.contents.draw_text(4, 190, 200, 32, "Bonuses:") if 
          effects.size > 0 and !effects.is_a?(String)
        self.contents.font.color = normal_color
        self.contents.font.size = 16
        self.contents.draw_text(4, 205, 360, 32, text.to_s, 2)
        self.contents.font.size = old_size
        # draw perk requirements
        requirements = PERK_REQ[index]
        text = []
        for ment in requirements
          i = requirements.index(ment)
          text.push("#{ment[0]} #{ment[1]}")
          text.push(", ") if i != requirements.size - 1
        end
        text.flatten!
        self.contents.font.color = system_color
        self.contents.draw_text(4, 225, 200, 32, "Requirements:") if 
          requirements.size > 0
        self.contents.font.color = normal_color
        self.contents.font.size = 16
        self.contents.draw_text(4, 240, 360, 32, text.to_s, 2)
        self.contents.font.size = old_size
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update(index = 0)
        super()
        if @old_perk_id != index
          refresh(index)
          @old_perk_id = index
        end
      end
    end
     
    #==============================================================================
    # ** Window Perk Actor Stats
    #==============================================================================
    class Window_Perk_Actor_Stats < Window_Base
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(240, 0, 400, 120)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 1
        @maxsp_plus = @str_plus = @dex_plus = @agi_plus = @int_plus = 0
        @maxhp_plus = 0
        @perk_id    = -1
        @actor      = $game_party.actors[0]
        update
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.size = 18
        actor = $game_party.actors[0]
        draw_actor_level(actor, 300, 64)
        draw_actor_hp(actor,   0, 0)
        draw_actor_sp(actor, 200, 0)
        for type in 0...4
          draw_actor_parameter(actor, type)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Parameter
      #--------------------------------------------------------------------------
      def draw_actor_parameter(actor, type, x = 0, y = 32)
        case type
        when 0 # Str
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.str)
          self.contents.font.color = @require[1] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.str.to_s, 2)
        when 1 # Dex
          y += 32
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.dex)
          self.contents.font.color = @require[2] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.dex.to_s, 2)
        when 2 # Agi
          x += 90
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.agi)
          self.contents.font.color = @require[3] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.agi.to_s, 2)
        when 3 # Int
          x += 90; y += 32
          self.contents.font.color = system_color
          self.contents.draw_text(x, y, 120, 32, $data_system.words.int)
          self.contents.font.color = @require[4] ? knockout_color : normal_color
          self.contents.draw_text(x + 40, y, 36, 32, actor.int.to_s, 2)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Level
      #--------------------------------------------------------------------------
      def draw_actor_level(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, "Lv")
        self.contents.font.color = @require[0] ? knockout_color : normal_color
        self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
      end
      #--------------------------------------------------------------------------
      # * Requirements Met
      #--------------------------------------------------------------------------
      def requirements_met?
        # create fail array
        fails = []
        # return if perk is known
        return fails if $game_party.known_perks.include?(@perk_id)
        # test if player meets requirements
        requirements = PERK_REQ[@perk_id]
        for ment in requirements
          case ment[0]
          when "Level"
            fails[0] = true if @actor.level.to_f    < ment[1].to_f
          when "Str"
            fails[1] = true if @actor.str.to_f < ment[1].to_f
          when "Dex" 
            fails[2] = true if @actor.dex.to_f < ment[1].to_f
          when "Agi" 
            fails[3] = true if @actor.agi.to_f < ment[1].to_f
          when "Int" 
            fails[4] = true if @actor.int.to_f < ment[1].to_f
          end
        end
        return fails
      end
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update(perk_id = 0)
        if @perk_id != perk_id
          @perk_id = perk_id
          @require = requirements_met?
          refresh
        end
      end
      #--------------------------------------------------------------------------
      # * Make Temp Effects
      #--------------------------------------------------------------------------
      def make_temp_effects
        effects = PERK_EFFEC[@perk_id]
        for effect in effects
          case effect[0]
          when "HP"
            @maxhp_plus = effect[1]
          when "MP"  
            @maxsp_plus = effect[1]
          when "Str" 
            @str_plus   = effect[1]
          when "Dex" 
            @dex_plus   = effect[1]
          when "Agi" 
            @agi_plus   = effect[1]
          when "Int" 
            @int_plus   = effect[1]
          end
        end
      end
    end
     
    #==============================================================================
    # ** Window_Perk_Points
    #==============================================================================
    class Window_Perk_Points < Window_Base
      include Wig_Config
      #--------------------------------------------------------------------------
      # * Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(240, 416, 400, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 1
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = $game_party.perk_points > 0 ? 
          normal_color : disabled_color
        string = "You have #{$game_party.perk_points} Perk Points to spend."
        self.contents.draw_text(0, 0, 400, 32, string)
      end
    end
     
    #==============================================================================
    # ** Window Perk Grey
    #==============================================================================
    class Window_Perk_Grey < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(w, h, x = 0, y = 0)
        super(x - 16, y - 16, w + 32, h + 32)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.z = 5
        self.opacity = 0
        @width = w + 32
        @height = h + 32
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        rect = Rect.new(0, 0, @width, @height)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 120))
      end
    end
     
    #==============================================================================
    # ** Window Base
    #==============================================================================
    class Window_Base
      #--------------------------------------------------------------------------
      # * Format String
      #--------------------------------------------------------------------------
      def format_string(x, y, string, max_width = 100)
        temp_word_array = string.scan (/./)
        position = line_break = 0
        lines = []
        blank_width = []
        new_string = [lines, blank_width]
        for i in 0...temp_word_array.size
          character = temp_word_array[i]
          if character == " " or i == temp_word_array.size - 1
            i += 1 if i == temp_word_array.size - 1
            if self.contents.text_size(string[line_break, 
                i-line_break]).width <= max_width
              position = i
            else
              line = temp_word_array[line_break, position-line_break]
              new_string[0].push(line)
              line_blank = max_width - self.contents.text_size(string[
                line_break, position-line_break]).width
              new_string[1].push(line_blank.to_f / (line.size.to_f - 1.0))
              line_break = position + 1
              position = i
            end
          end
        end
        new_string[0].push(temp_word_array[line_break, 
          temp_word_array.size - line_break])
        return if new_string[0].nil?
        for line in 0...lines[0].size
          self.contents.draw_text(x, y + (line * 32), 380, 32, lines[line].to_s)
        end
      end
    end



    Требования перков по силе и т.п. проверяются с учетом бонусов от других перков, распределенных очков, бонусов от оружия/брони.

    Кстати, скрипт точно работоспособной версии? У меня он даже сам по себе, как выяснилось, благополучно задваивал бонусные статы на чистом проекте.
    Последний раз редактировалось Nefas; 19.03.2015 в 21:55.
    ...sed semel insanivimus omnes...

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