RPG maker VX


Unirse al foro, es rápido y fácil

RPG maker VX
RPG maker VX
¿Quieres reaccionar a este mensaje? Regístrate en el foro con unos pocos clics o inicia sesión para continuar.
Últimos temas
» Script de menu
por maxi Jue 04 Dic 2014, 1:44 pm

» Ayuda intro animado!!!
por maxi Miér 03 Dic 2014, 9:41 pm

» ayuda con este engin
por maxi Miér 03 Dic 2014, 8:42 am

» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
por davidaikago Jue 20 Nov 2014, 10:58 am

» Ultimate parallax control by:GDS [ace]
por arellano Miér 08 Oct 2014, 8:28 pm

» Script Touhou (animated) Map name (v1.4)
por davidaikago Miér 08 Oct 2014, 2:09 pm

» tutorial puerta nueva
por davidaikago Miér 08 Oct 2014, 9:08 am

» cámara de fotos
por davidaikago Miér 08 Oct 2014, 9:05 am

» Imperial Action System II Demo
por davidaikago Miér 08 Oct 2014, 8:47 am

» VE Batalla animada [ACE]
por FhierusIV Jue 18 Sep 2014, 10:57 am

» Nuevo Reglamento del Foro [Vigente desde Septiembre 2014]
por maxi Miér 17 Sep 2014, 8:37 am

» MOG|Animated Title
por Souta21 Mar 09 Sep 2014, 7:24 pm

» Tutorial Engine - Cambiar Character al Equipar Objeto
por maxi Lun 21 Jul 2014, 10:19 am

» Script de climas
por gambasoxd Sáb 19 Jul 2014, 8:58 am

» Script de contraseña(codigo) para abrir un cofre
por rpgame Jue 03 Jul 2014, 6:03 pm

¿Quién está en línea?
En total hay 1 usuario en línea: 0 Registrados, 0 Ocultos y 1 Invitado

Ninguno

[ Ver toda la lista ]


El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm

Distribucion de Puntos de habilidad

3 participantes

Ir abajo

Distribucion de Puntos de habilidad Empty Distribucion de Puntos de habilidad

Mensaje por emiliovirtual Dom 15 Mayo 2011, 4:24 am

Este script lo que hace es que despues de obtener unos puntos de habilidad los puedes distribuir entre las cualidades que tu quieras como ataque, habilidad, hp, mp, etc...

Autor: Lettuce

Traducido y modulado en el menu: emiliovirtual OOK

Screems:
Spoiler:

Code:
Código:

=begin
#------------------------------------------------------------------------------#
#                  Sistema de distribuição de Atributos 1.6                  #
#                                   Por Lettuce.                                  #
#------------------------------------------------------------------------------                            #
#------------------------------------------------------------------------------#
# Este script possibilita que você distribua pontos entre os atributos do
# jogador.
#
# Chame o script assim: $scene = Scene_Stat_Dist.new(0)
#     
#                           
#  Você pode dar pontos a seus personagens usando isto: 
#                     
#    $game_party.members[<ID do herói>].points += <quantidade de pontos> 
#                     
#  Se você deseja que seu personagem ganhe pontos depois de aumentar de level: 
#  Em Game_Actor, na def change_exp, em baixo da linha level_up (Linha 525;
#  cole isto (modo 1):
#                                   
#          difference = @level - last_level 
#    $game_actors[@actor_id].points += <amount of points>
#                                   
#            ou se você desejar o modo 2 (explicado abaixo)
#                                   
#      difference = @level - last_level           
#      $game_actors[@actor_id].points += ((@level/5).floor+2).floor*difference
#                                             
#                                               
#  **Nota**                 
#  Este script não para de dar os pontos de atributos definidos do database
#  Coloque todos os atributos dos personagens no databse em 1
#  para desativar.
#------------------------------------------------------------------------------#
#  **Modos**
#  1 : Adiciona um ponto no atributo por ponto.
#  2 : Usa o sistema de ragnarok, atributos com valores mais altos necessita de
#  mais pontos.
#    Explicação: Em Ragnarok, se você possui um atributo com valor alto, você
#    vai precisar de mais pontos para aumentar ele. Então se você tem 90 de ataque
#  e 5 de inteligência... Você pode escolher entre usar 10 pontos para aumentar
#    em 1 ponto o ataque ou usar 10 pontos para aumentar um ponto de inteligência.
#------------------------------------------------------------------------------#
=end
#----------------------------- Configuração ----------------------------------#
#Pontos Iniciais; quantos pontos dar ao personagem no ínicio do game
StartPoints = 5
#Valor máximo do atributo no jogo.
MaxStat = 300
MaxHP = 9999
MaxMP = 999
#Taxa de acerto, esquiva e crítico máxima em porcentagem
MaxHIT = 90 # 100 significa que nunca erra
MaxEVA = 50 #100 significa que SEMPRE esquiva; 50-70 é um bom número
MaxCRIT = 50 #100 significa que sempre irá causa dano crítico

#Quantos pontos necessários por nível de aumento
PointsPerHP = 5
PointsPerMP = 5
PointsPerHIT = 4
PointsPerEVA = 7
PointsPerCRIT = 5

#Quantos pontos irão aumentar por ponto gasto no aumento de nível?
IncreaseBy = 10
HPIncreaseBy = 100
MPIncreaseBy = 50
HITIncreaseBy = 1
EVAIncreaseBy = 1
CRITIncreaseBy = 1


#1 para modo normal, ou 2 para modo ragnarok [pontos requiridos calculados por
#fórmula]
Mode = 1
#Você pode mudar a fonte e o tamanho dela aqui
Fontname = "Calibri"
Fontsize = 20

#Modo do Layout, se você utiliza palavras longas para atq, int, def ou agi;
#coloque LayoutMode em 2
LayoutMode = 2

#========================== Fim da configuração=================================
OFFSET = -10 #moves equipment part up and down XD
#==============================================================================
# ** Lettuce_Window_Top
#------------------------------------------------------------------------------
#  This window displays Title message
#==============================================================================

class Lettuce_Window_Top < Window_Base
  def initialize
   super(0,0,544,70)
   self.contents = Bitmap.new(width-32,height-32)
   self.contents.font.name = Fontname
   self.contents.font.size = Fontsize
   refresh
   end
   
  def refresh
   self.contents.clear
   self.contents.draw_text(0,-10,544-32,32,"Distribucion de puntos de atributos",1)
   self.contents.font.size = Fontsize-4
   self.contents.draw_text(0,10,544-32,32,"Presione izquierda o derecha para cambiar el personaje",1)
  end
   
end
#==============================================================================
# ** Lettuce_Window_Points
#------------------------------------------------------------------------------
#  This window displays the attributes of a party member
#==============================================================================
class Lettuce_Window_Points < Window_Base
  def initialize(member_index)
   super(401,320,144,52)
   self.contents = Bitmap.new(width-32,height-32)
   self.contents.font.name = Fontname
   self.contents.font.size = Fontsize
   refresh(member_index)
  end
 
  def refresh(member_index)
   actor = $game_party.members[member_index]
   points = actor.points
  self.contents.clear
   self.contents.draw_text(0,0,162,20,"Puntos: "+points.to_s)   
  end
end

#==============================================================================
# ** Lettuce_Window_Info
#------------------------------------------------------------------------------
#  This window displays the attributes of a party member
#==============================================================================

class Lettuce_Window_Info < Window_Base
  def initialize(member_index)
   super(0,71,400,346)
   self.contents = Bitmap.new(width-32,height-32)
   self.contents.font.name = Fontname
   self.contents.font.size = Fontsize
  @exo = 25 #equipment section X coordinate offset
  @exo2 = 35 #equipment section X coordinate offset
  @eyo = -10 #equipment section Y coordinate offset
   refresh(member_index)
  end
   
  def refresh(member_index)
   actor = $game_party.members[member_index]
   self.contents.clear
  self.contents.font.size = Fontsize
   draw_actor_face(actor,10,10,92)
   draw_actor_name(actor,120,10)
   self.contents.font.size = Fontsize
   self.contents.draw_text(190,30,200,20,"Clase: "+actor.class.name)
   self.contents.draw_text(120,30,200,20,"Nvl. "+actor.level.to_s)
 
  if LayoutMode == 1
    draw_actor_state(actor,200,280,168)
  elsif LayoutMode == 2
    draw_actor_state(actor,220,10)
  end
 
   s1 = actor.exp_s #total exp
  s2 = actor.current_lvl_exp #exp to get to this level
  if s1.is_a?(Numeric)
    s3 = s1-s2 #progress in this level
    s4 = actor.next_lvl_exp #exp needed for next level
    self.contents.font.size = Fontsize - 5
    self.contents.draw_text(230,74,90,20,"EXP: "+s3.to_s+"/"+s4.to_s,0)
    self.contents.font.size = Fontsize
  else
    self.contents.draw_text(230,74,85,20,"-----/-----",2)
  end
   
   #Preparing bar colours
   back_color = Color.new(39, 58, 83, 255)
   
   str_color1 = Color.new(229, 153, 73, 255)
   str_color2 = Color.new(255, 72, 0, 255)
   
   def_color1 = Color.new(210, 255, 0, 255)
   def_color2 = Color.new(85, 129, 9, 255)
   
   spi_color1 = Color.new(99, 133, 161, 255)
   spi_color2 = Color.new(10, 60,107, 255)
   
   agi_color1 = Color.new(167, 125, 180, 255)
   agi_color2 = Color.new(90, 11, 107, 255)
 
  hp_color1 = Color.new(66, 114, 164, 255)
  hp_color2 = Color.new(122, 175, 229, 255)
 
  mp_color1 = Color.new(93, 50, 158, 255)
  mp_color2 = Color.new(145, 122, 229, 255)
 
  exp_color1 = Color.new(246, 243, 224, 255)
  exp_color2 = Color.new(255, 182, 0, 255)
  if s1.is_a?(Numeric)
    self.contents.fill_rect(230,90,89,7,back_color)
    self.contents.gradient_fill_rect(232,92,(85*s3)/s4,3,exp_color1,exp_color2)

  else
    self.contents.fill_rect(230,60,89,7,back_color)
  end
 
   
  self.contents.fill_rect(120,67,104,7,back_color)
   self.contents.gradient_fill_rect(122,69,100*actor.hp/actor.maxhp,3,hp_color1,hp_color2)
  self.contents.draw_text(120,44,100,30,"HP",0)
  self.contents.draw_text(120,44,100,30,actor.hp.to_s + "/" + actor.maxhp.to_s,2)
 
  self.contents.fill_rect(120,90,104,7,back_color)
   self.contents.gradient_fill_rect(122,92,100*actor.mp/actor.maxmp,3,mp_color1,mp_color2)
  self.contents.draw_text(120,67,100,30,"MP",0)
  self.contents.draw_text(120,67,100,30,actor.mp.to_s + "/" + actor.maxmp.to_s,2)
 
  ##weapons
  weapon = $data_weapons[actor.weapon_id]
  shield = $data_armors[actor.armor1_id]
  helm =$data_armors[actor.armor2_id]
  body =$data_armors[actor.armor3_id]
  accessory =$data_armors[actor.armor4_id]
 
  bonus_atk = 0
  bonus_def = 0
  bonus_spi = 0
  bonus_agi = 0
  evasion = 0
  crit = 4
 
  if $data_actors[actor.id].critical_bonus
    crit +=4
  end
 
  if weapon
    bonus_atk += weapon.atk
    bonus_def += weapon.def
    bonus_spi += weapon.spi
    bonus_agi += weapon.agi
    if weapon.critical_bonus
      crit += 4
    end
  end
  if shield
    bonus_atk += shield.atk
    bonus_def += shield.def
    bonus_spi += shield.spi
    bonus_agi += shield.agi
    evasion += shield.eva
  end
    if helm
    bonus_atk += helm.atk
    bonus_def += helm.def
    bonus_spi += helm.spi
    bonus_agi += helm.agi
    evasion += helm.eva
  end
    if body
    bonus_atk += body.atk
    bonus_def += body.def
    bonus_spi += body.spi
    bonus_agi += body.agi
    evasion += body.eva
  end
    if accessory
    bonus_atk += accessory.atk
    bonus_def += accessory.def
    bonus_spi += accessory.spi
    bonus_agi += accessory.agi
    evasion += accessory.eva
  end
  if LayoutMode == 1
    draw_item_name(weapon,160+@exo,125+@eyo,true)
    if weapon.two_handed == true
      draw_item_name(weapon,160+@exo,155+@eyo,true)     
    else
      draw_item_name(shield,160+@exo,155+@eyo,true)
    end
    draw_item_name(helm,160+@exo,185+@eyo,true)
    draw_item_name(body,160+@exo,215+@eyo,true)
    draw_item_name(accessory,160+@exo,245+@eyo,true)
   
    #Testing area for Weapon upgrade script
    #self.contents.font.size = Fontsize - 7
    #self.contents.draw_text(160+@exo,135,30,20,"[+"+weapon.level.to_s+"]",0)
   
    self.contents.font.color = Color.new(87,87,87,255)
    if !weapon
      draw_icon(216,160+@exo,125+@eyo,true)
      self.contents.draw_text(184+@exo,127+@eyo,200,20,"Desequipado")
    end
    if !shield
      draw_icon(217,160+@exo,155+@eyo,true)
      self.contents.draw_text(184+@exo,157+@eyo,200,20,"Desequipado")
    end
    if !helm
      draw_icon(218,160+@exo,185+@eyo,true)
      self.contents.draw_text(184+@exo,187+@eyo,200,20,"Desequipado")
    end
    if !body
      draw_icon(219,160+@exo,215+@eyo,true)
      self.contents.draw_text(184+@exo,217+@eyo,200,20,"Desequipado")
    end
    if !accessory
      draw_icon(220,160+@exo,245+@eyo,true)
      self.contents.draw_text(184+@exo,247+@eyo,200,20,"Desequipado")
    end
    self.contents.font.color = Color.new(255,255,255,255)
   
  elsif LayoutMode == 2
    draw_item_name(weapon,160+@exo2,125+OFFSET+@eyo,true)
    if weapon.two_handed == true
      draw_item_name(weapon,160+@exo2,165+OFFSET+@eyo,true)
    else
      draw_item_name(shield,160+@exo2,165+OFFSET+@eyo,true)
    end
    draw_item_name(helm,160+@exo2,205+OFFSET+@eyo,true)
    draw_item_name(body,160+@exo2,245+OFFSET+@eyo,true)
    draw_item_name(accessory,160+@exo2,285+OFFSET+@eyo,true)
   

     
      self.contents.font.color = Color.new(87,87,87,255)
    if !weapon
      draw_icon(216,160+@exo2,125+OFFSET+@eyo,true)
      self.contents.draw_text(184+@exo2,127+OFFSET+@eyo,200,20,"Desequipado")
    end
    if !shield and weapon.two_handed == false
      draw_icon(217,160+@exo2,165+OFFSET+@eyo,true)
      self.contents.draw_text(184+@exo2,167+OFFSET+@eyo,200,20,"Desequipado")
    end
    if !helm
      draw_icon(218,160+@exo2,205+OFFSET+@eyo,true)
      self.contents.draw_text(184+@exo2,207+OFFSET+@eyo,200,20,"Desequipado")
    end
    if !body
      draw_icon(219,160+@exo2,245+OFFSET+@eyo,true)
      self.contents.draw_text(184+@exo2,247+OFFSET+@eyo,200,20,"Desequipado")
    end
    if !accessory
      draw_icon(220,160+@exo2,285+OFFSET+@eyo,true)
      self.contents.draw_text(184+@exo2,287+OFFSET+@eyo,200,20,"Desequipado")
    end
    self.contents.font.color = Color.new(255,255,255,255)
  end
 
 
 
  self.contents.font.size = Fontsize - 5
   self.contents.draw_text(10,120,100,20,Vocab::atk+": ")
   self.contents.draw_text(10,120,100,20,(actor.atk-bonus_atk).to_s+" + "+bonus_atk.to_s,2)
   
   self.contents.fill_rect(10,140,104,7,back_color)
   self.contents.gradient_fill_rect(12,142,((actor.atk-bonus_atk)*100)/MaxStat,3,str_color1,str_color2)
   
   self.contents.draw_text(10,150,100,20,Vocab::def+": ")
   self.contents.draw_text(10,150,100,20,(actor.def-bonus_def).to_s+" + "+bonus_def.to_s,2)
   
   self.contents.fill_rect(10,170,104,7,back_color)
   self.contents.gradient_fill_rect(12,172,((actor.def-bonus_def)*100)/MaxStat,3,def_color1,def_color2)
   
   self.contents.draw_text(10,180,100,20,Vocab::spi+": ")
   self.contents.draw_text(10,180,100,20,(actor.spi-bonus_spi).to_s+" + "+bonus_spi.to_s,2)
   
   self.contents.fill_rect(10,200,104,7,back_color)
   self.contents.gradient_fill_rect(12,202,((actor.spi-bonus_spi)*100)/MaxStat,3,spi_color1,spi_color2)
   
   self.contents.draw_text(10,210,100,20,Vocab::agi+": ")
   self.contents.draw_text(10,210,100,20,(actor.agi-bonus_agi).to_s+" + "+bonus_agi.to_s,2)
   
   self.contents.fill_rect(10,230,104,7,back_color)
   self.contents.gradient_fill_rect(12,232,((actor.agi-bonus_agi)*100)/MaxStat,3,agi_color1,agi_color2)
   
  if weapon
    hit_rate = weapon.hit
  else
    hit_rate = 95
  end
   
   
  self.contents.font.size = Fontsize - 5
  self.contents.font.color = Color.new(162,212,98,255)
  self.contents.draw_text(10,245,100,20,"Atq Máximo :",2)
  self.contents.draw_text(10,260,100,20,"Acierto (%) :",2)
  self.contents.draw_text(10,275,100,20,"Esquiva (%) :",2)
  self.contents.draw_text(10,290,100,20,"Crítico (%) :",2)
 
  self.contents.draw_text(120,245,60,20,(actor.atk*4).to_s,0)
  self.contents.draw_text(120,260,60,20,actor.base_hit.to_s + "+" + actor.hitr.to_s,0)
  self.contents.draw_text(120,275,60,20,actor.base_eva.to_s + "+" +actor.evar.to_s,0)
  self.contents.draw_text(120,290,60,20,actor.base_cri.to_s + "+" + actor.crir.to_s,0)
 
  self.contents.font.size = Fontsize-6
  self.contents.font.color = text_color(16)
  self.contents.draw_text(135,260,60,20,"[Req:"+PointsPerHIT.to_s+"pt.]",2)
  self.contents.draw_text(135,275,60,20,"[Req:"+PointsPerEVA.to_s+"pt.]",2)
  self.contents.draw_text(135,290,60,20,"[Req:"+PointsPerCRIT.to_s+"pt.]",2)
 
  #self.contents.draw_text(120,260,60,20,(hit_rate+actor.hit_bonus).to_s,0)
  #self.contents.draw_text(120,275,60,20,(evasion+actor.eva).to_s,0)
  #self.contents.draw_text(120,290,60,20,(crit+actor.cri_bonus).to_s,0)
 
  if LayoutMode == 1
   
  self.contents.font.color = Color.new(155,199,206,255)
  self.contents.font.size = Fontsize - 8
  if weapon
  self.contents.draw_text(185+@exo,140+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
  self.contents.draw_text(219+@exo,140+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
  self.contents.draw_text(253+@exo,140+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
  self.contents.draw_text(287+@exo,140+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
  end

  if shield
  self.contents.draw_text(185+@exo,170+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
  self.contents.draw_text(219+@exo,170+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
  self.contents.draw_text(253+@exo,170+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
  self.contents.draw_text(287+@exo,170+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
  end
 
  if helm
  self.contents.draw_text(185+@exo,200+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
  self.contents.draw_text(219+@exo,200+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
  self.contents.draw_text(253+@exo,200+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
  self.contents.draw_text(287+@exo,200+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
  end
 
  if body
  self.contents.draw_text(185+@exo,230+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
  self.contents.draw_text(219+@exo,230+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
  self.contents.draw_text(253+@exo,230+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
  self.contents.draw_text(287+@exo,230+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
  end
 
  if accessory
  self.contents.draw_text(185+@exo,260+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
  self.contents.draw_text(219+@exo,260+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
  self.contents.draw_text(253+@exo,260+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
  self.contents.draw_text(287+@exo,260+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
  end
  end
 
   if Mode == 2
     self.contents.font.size = Fontsize - 8
     self.contents.font.color = Color.new(155,199,206,255)
     self.contents.draw_text(23,100,125,20,"PUNTOS",2)
     self.contents.draw_text(29,110,125,20,"REQUERIDOS",2)
     self.contents.font.size = Fontsize - 4
     self.contents.draw_text(20,125,115,20,required(actor.atk-bonus_atk).to_s,2)
     self.contents.draw_text(20,155,115,20,required(actor.def-bonus_def).to_s,2)
     self.contents.draw_text(20,185,115,20,required(actor.spi-bonus_spi).to_s,2)
     self.contents.draw_text(20,215,115,20,required(actor.agi-bonus_agi).to_s,2)
   end

  if LayoutMode == 2
  self.contents.font.color = Color.new(155,199,206,255)
  self.contents.font.size = Fontsize - 8
  if weapon
  self.contents.draw_text(185+@exo2,140+OFFSET+@eyo,100,20,Vocab::atk+"+"+weapon.atk.to_s)
  self.contents.draw_text(185+@exo2,150+OFFSET+@eyo,100,20,Vocab::def+"+"+weapon.def.to_s)
  self.contents.draw_text(253+@exo2,140+OFFSET+@eyo,100,20,Vocab::spi+"+"+weapon.spi.to_s)
  self.contents.draw_text(253+@exo2,150+OFFSET+@eyo,100,20,Vocab::agi+"+"+weapon.agi.to_s)
  end

  if shield
  self.contents.draw_text(185+@exo2,180+OFFSET+@eyo,100,20,Vocab::atk+"+"+shield.atk.to_s)
  self.contents.draw_text(185+@exo2,190+OFFSET+@eyo,100,20,Vocab::def+"+"+shield.def.to_s)
  self.contents.draw_text(253+@exo2,180+OFFSET+@eyo,100,20,Vocab::spi+"+"+shield.spi.to_s)
  self.contents.draw_text(253+@exo2,190+OFFSET+@eyo,100,20,Vocab::agi+"+"+shield.agi.to_s)
  end
 
  if helm
  self.contents.draw_text(185+@exo2,220+OFFSET+@eyo,100,20,Vocab::atk+"+"+helm.atk.to_s)
  self.contents.draw_text(185+@exo2,230+OFFSET+@eyo,100,20,Vocab::def+"+"+helm.def.to_s)
  self.contents.draw_text(253+@exo2,220+OFFSET+@eyo,100,20,Vocab::spi+"+"+helm.spi.to_s)
  self.contents.draw_text(253+@exo2,230+OFFSET+@eyo,100,20,Vocab::agi+"+"+helm.agi.to_s)
  end
 
  if body
  self.contents.draw_text(185+@exo2,260+OFFSET+@eyo,100,20,Vocab::atk+"+"+body.atk.to_s)
  self.contents.draw_text(185+@exo2,270+OFFSET+@eyo,100,20,Vocab::def+"+"+body.def.to_s)
  self.contents.draw_text(253+@exo2,260+OFFSET+@eyo,100,20,Vocab::spi+"+"+body.spi.to_s)
  self.contents.draw_text(253+@exo2,270+OFFSET+@eyo,100,20,Vocab::agi+"+"+body.agi.to_s)
  end
 
  if accessory
  self.contents.draw_text(185+@exo2,300+OFFSET+@eyo,100,20,Vocab::atk+"+"+accessory.atk.to_s)
  self.contents.draw_text(185+@exo2,310+OFFSET+@eyo,100,20,Vocab::def+"+"+accessory.def.to_s)
  self.contents.draw_text(253+@exo2,300+OFFSET+@eyo,100,20,Vocab::spi+"+"+accessory.spi.to_s)
  self.contents.draw_text(253+@exo2,310+OFFSET+@eyo,100,20,Vocab::agi+"+"+accessory.agi.to_s)
  end
  end
end

  def required(base)
   return (((base-1)/10)+2).floor
  end
 
end

#==============================================================================
# ** Lettuce_Window_Help
#------------------------------------------------------------------------------
#  This window displays property of each attribute
#==============================================================================
class Lettuce_Window_Help < Window_Base
  def initialize(index)
   super(401,372,144,44)
   self.contents = Bitmap.new(width-32,height-32)
   self.contents.font.size = Fontsize - 6
   refresh(index)
  end
 
  def refresh(index)
   self.contents.clear
  self.contents.font.color = text_color(16)

    case index
    when 0
      self.contents.draw_text(0,-5,112,20,"HP + "+HPIncreaseBy.to_s)
    when 1
      self.contents.draw_text(0,-5,112,20,"MP + "+MPIncreaseBy.to_s)
    when 2
      self.contents.draw_text(0,-5,112,20,Vocab::atk+" + "+IncreaseBy.to_s)
    when 3
      self.contents.draw_text(0,-5,112,20,Vocab::def+" + "+IncreaseBy.to_s)
    when 4
      self.contents.draw_text(0,-5,112,20,Vocab::spi+" + "+IncreaseBy.to_s)
    when 5
      self.contents.draw_text(0,-5,112,20,Vocab::agi+" + "+IncreaseBy.to_s)
    when 6
      self.contents.draw_text(0,-5,112,20,"Acierto + "+HITIncreaseBy.to_s)
    when 7
      self.contents.draw_text(0,-5,112,20,"Esquiva + "+EVAIncreaseBy.to_s)
    when 8
      self.contents.draw_text(0,-5,112,20,"Critíco + "+CRITIncreaseBy.to_s)
    end

 
  end
 
end
 

#==============================================================================
# ** Scene_Stat_Dist
#------------------------------------------------------------------------------
#  Performs stat distribution process :)
#==============================================================================
class Scene_Stat_Dist < Scene_Base
  def initialize(menu_index)
   @menu_index = menu_index
  end
 
  def start
   super
   create_menu_background
  ihp = Vocab::hp
  imp = Vocab::mp
   i1 = Vocab::atk
   i2 = Vocab::def
   i3 = Vocab::spi
   i4 = Vocab::agi
  i5 = "Acierto"
  i6 = "Esquiva"
  i7 = "Crítico"
   @window_select = Window_Command.new(144,[ihp,imp,i1,i2,i3,i4,i5,i6,i7])
   if $position
     @window_select.index = $position - 1
   else
     @window_select.index = 0
   end
   
   @window_select.active = true
   @window_select.x = 401
   @window_select.y = 71
   
   @window_top = Lettuce_Window_Top.new
   @window_points = Lettuce_Window_Points.new(@menu_index)
   @window_info = Lettuce_Window_Info.new(@menu_index)
   @window_help = Lettuce_Window_Help.new(@window_select.index)
  end
   
  def terminate
   super
   dispose_menu_background
   @window_top.dispose
   @window_points.dispose
   @window_info.dispose
   @window_help.dispose
   @window_select.dispose
  end
 
  def update
   update_menu_background
   #@window_points.refresh(@menu_index)
 
   @window_select.update
   #@window_help.refresh(@window_select.index)
  if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
    @window_help.refresh(@window_select.index)
  end
 
   @changes = 0
   if Input.trigger?(Input::B)
     Sound.play_cancel
     $scene = Scene_Map.new
   elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
     @menu_index += 1
     @menu_index %= $game_party.members.size
     $scene = Scene_Stat_Dist.new(@menu_index)
   elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
     @menu_index += $game_party.members.size - 1
     @menu_index %= $game_party.members.size
     $scene = Scene_Stat_Dist.new(@menu_index)
   elsif Input.trigger?(Input::C)
     #Points addition begins
     #which attribute
     if Mode == 1
      do_point_reg
     elsif Mode == 2
      do_point_rag
     end
   end 

  end
 
  def do_point_reg
   @att = @window_select.index
 
  actor = $game_party.members[@menu_index]
 
##weapons
  weapon = $data_weapons[actor.weapon_id]
  shield = $data_armors[actor.armor1_id]
  helm =$data_armors[actor.armor2_id]
  body =$data_armors[actor.armor3_id]
  accessory =$data_armors[actor.armor4_id]
 
  bonus_atk = 0
  bonus_def = 0
  bonus_spi = 0
  bonus_agi = 0
 
  if weapon
    bonus_atk += weapon.atk
    bonus_def += weapon.def
    bonus_spi += weapon.spi
    bonus_agi += weapon.agi
  end
  if shield
    bonus_atk += shield.atk
    bonus_def += shield.def
    bonus_spi += shield.spi
    bonus_agi += shield.agi
  end
    if helm
    bonus_atk += helm.atk
    bonus_def += helm.def
    bonus_spi += helm.spi
    bonus_agi += helm.agi
  end
    if body
    bonus_atk += body.atk
    bonus_def += body.def
    bonus_spi += body.spi
    bonus_agi += body.agi
  end
    if accessory
    bonus_atk += accessory.atk
    bonus_def += accessory.def
    bonus_spi += accessory.spi
    bonus_agi += accessory.agi
  end
 
     case @att
   
    when 0 #HP
      if actor.points < PointsPerHP
        Sound.play_cancel
      elsif actor.maxhp >= MaxHP
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].maxhp += HPIncreaseBy
      if $game_party.members[@menu_index].maxhp > MaxHP
        $game_party.members[@menu_index].maxhp = MaxHP
      end
        actor.points -= PointsPerHP
        @changes += 1
      $position = 1
      end
   
    when 1 #MP
      if actor.points < PointsPerMP
        Sound.play_cancel
      elsif actor.maxmp >= MaxMP
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].maxmp += MPIncreaseBy
      if $game_party.members[@menu_index].maxmp > MaxMP
        $game_party.members[@menu_index].maxmp = MaxMP
      end
        actor.points -= PointsPerMP
        @changes += 1
      $position = 1
      end
   
     when 2 #ATK
      if actor.points < 1
        Sound.play_cancel
      elsif (actor.atk-bonus_atk) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].atk += IncreaseBy
      if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
        $game_party.members[@menu_index].atk = MaxStat+bonus_atk
      end
        actor.points -= 1
        @changes += 1
      $position = 1
      end
      
     when 3 #DEF
      if actor.points < 1
        Sound.play_cancel
      elsif (actor.def-bonus_def) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].def += IncreaseBy
      if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
        $game_party.members[@menu_index].def = MaxStat+bonus_def
      end
        actor.points -= 1
        @changes += 1
      $position = 2
      end
      
     when 4 #SPI
      if actor.points < 1
        Sound.play_cancel
      elsif (actor.spi-bonus_spi) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].spi += IncreaseBy
      if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
        $game_party.members[@menu_index].spi = MaxStat+bonus_spi
      end
        actor.points -= 1
        @changes += 1
      $position = 3
      end
     when 5 #AGI
      if actor.points < 1
        Sound.play_cancel
      elsif (actor.agi-bonus_agi) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].agi += IncreaseBy
      if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
        $game_party.members[@menu_index].agi = MaxStat+bonus_agi
      end
        actor.points -= 1
        @changes += 1
      $position = 4
      end
    
    
    when 6 #HIT
      if actor.points < PointsPerHIT
        Sound.play_cancel
      elsif actor.hitr >= MaxHIT
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].hitr += HITIncreaseBy
      if $game_party.members[@menu_index].hitr > MaxHIT
        $game_party.members[@menu_index].hitr = MaxHIT
      end
        actor.points -= PointsPerHIT
        @changes += 1
      $position = 1
      end
    when 7 #EVA
      if actor.points < PointsPerEVA
        Sound.play_cancel
      elsif actor.evar >= MaxEVA
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].evar += EVAIncreaseBy
      if $game_party.members[@menu_index].evar > MaxEVA
        $game_party.members[@menu_index].evar = MaxEVA
      end
        actor.points -= PointsPerEVA
        @changes += 1
      $position = 1
      end
    when 8 #CRIT
      if actor.points < PointsPerCRIT
        Sound.play_cancel
      elsif actor.crir >= MaxCRIT
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].crir += CRITIncreaseBy
      if $game_party.members[@menu_index].crir > MaxCRIT
        $game_party.members[@menu_index].crir = MaxCRIT
      end
        actor.points -= PointsPerCRIT
        @changes += 1
      $position = 1
      end
  end
 
  if @changes > 0
      @window_info.refresh(@menu_index)
      @window_points.refresh(@menu_index)
        #$scene = Scene_Stat_Dist.new(@menu_index)
     end
  end
 
  def do_point_rag
   @att = @window_select.index
 
  actor = $game_party.members[@menu_index]
 
##weapons
  weapon = $data_weapons[actor.weapon_id]
  shield = $data_armors[actor.armor1_id]
  helm =$data_armors[actor.armor2_id]
  body =$data_armors[actor.armor3_id]
  accessory =$data_armors[actor.armor4_id]
 
  bonus_atk = 0
  bonus_def = 0
  bonus_spi = 0
  bonus_agi = 0
 
  if weapon
    bonus_atk += weapon.atk
    bonus_def += weapon.def
    bonus_spi += weapon.spi
    bonus_agi += weapon.agi
  end
  if shield
    bonus_atk += shield.atk
    bonus_def += shield.def
    bonus_spi += shield.spi
    bonus_agi += shield.agi
  end
    if helm
    bonus_atk += helm.atk
    bonus_def += helm.def
    bonus_spi += helm.spi
    bonus_agi += helm.agi
  end
    if body
    bonus_atk += body.atk
    bonus_def += body.def
    bonus_spi += body.spi
    bonus_agi += body.agi
  end
    if accessory
    bonus_atk += accessory.atk
    bonus_def += accessory.def
    bonus_spi += accessory.spi
    bonus_agi += accessory.agi
  end
 
     case @att
   
    when 0 #HP
      if actor.points < PointsPerHP
        Sound.play_cancel
      elsif actor.maxhp >= MaxHP
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].maxhp += HPIncreaseBy
      if $game_party.members[@menu_index].maxhp > MaxHP
        $game_party.members[@menu_index].maxhp = MaxHP
      end
        actor.points -= PointsPerHP
        @changes += 1
      $position = 1
      end
   
    when 1 #MP
      if actor.points < PointsPerMP
        Sound.play_cancel
      elsif actor.maxmp >= MaxMP
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].maxmp += MPIncreaseBy
      if $game_party.members[@menu_index].maxmp > MaxMP
        $game_party.members[@menu_index].maxmp = MaxMP
      end
        actor.points -= PointsPerMP
        @changes += 1
      $position = 1
      end
   
     when 2 #ATK
      base_value = actor.atk-bonus_atk
      points = actor.points
      if enough_point(base_value,points)
        Sound.play_cancel
      elsif (actor.atk-bonus_atk) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].atk += IncreaseBy
      if ($game_party.members[@menu_index].atk-bonus_atk) > MaxStat
        $game_party.members[@menu_index].atk = MaxStat+bonus_atk
      end
        actor.points -= required(base_value)
        @changes += 1
        $position = 1
      end
      
     when 3 #DEF
      base_value = actor.def-bonus_def
      points = actor.points
      if enough_point(base_value,points)
        Sound.play_cancel
      elsif (actor.def-bonus_def) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].def += IncreaseBy
      if ($game_party.members[@menu_index].def-bonus_def) > MaxStat
        $game_party.members[@menu_index].def = MaxStat+bonus_def
      end
        actor.points -= required(base_value)
        @changes += 1
        $position = 2
      end
      
     when 4 #SPI
      base_value = actor.spi-bonus_spi
      points = actor.points
      if enough_point(base_value,points)
        Sound.play_cancel
      elsif (actor.spi-bonus_spi) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].spi += IncreaseBy
      if ($game_party.members[@menu_index].spi-bonus_spi) > MaxStat
        $game_party.members[@menu_index].spi = MaxStat+bonus_spi
      end
        actor.points -= required(base_value)
        @changes += 1
        $position = 3
      end
     when 5 #AGI
      base_value = actor.agi-bonus_agi
      points = actor.points
      if enough_point(base_value,points)
        Sound.play_cancel
      elsif (actor.agi-bonus_agi) >= MaxStat
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].agi += IncreaseBy
      if ($game_party.members[@menu_index].agi-bonus_agi) > MaxStat
        $game_party.members[@menu_index].agi = MaxStat+bonus_agi
      end
        actor.points -= required(base_value)
        @changes += 1
        $position = 4
      end
    when 6 #HIT
      if actor.points < PointsPerHIT
        Sound.play_cancel
      elsif actor.hitr >= MaxHIT
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].hitr += HITIncreaseBy
      if $game_party.members[@menu_index].hitr > MaxHIT
        $game_party.members[@menu_index].hitr = MaxHIT
      end
        actor.points -= PointsPerHIT
        @changes += 1
      $position = 1
      end
    when 7 #EVA
      if actor.points < PointsPerEVA
        Sound.play_cancel
      elsif actor.evar >= MaxEVA
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].evar += EVAIncreaseBy
      if $game_party.members[@menu_index].evar > MaxEVA
        $game_party.members[@menu_index].evar = MaxEVA
      end
        actor.points -= PointsPerEVA
        @changes += 1
      $position = 1
      end
    when 8 #CRIT
      if actor.points < PointsPerCRIT
        Sound.play_cancel
      elsif actor.crir >= MaxCRIT
        Sound.play_cancel
      else
      Sound.play_use_item
        $game_party.members[@menu_index].crir += CRITIncreaseBy
      if $game_party.members[@menu_index].crir > MaxCRIT
        $game_party.members[@menu_index].crir = MaxCRIT
      end
        actor.points -= PointsPerCRIT
        @changes += 1
      $position = 1
      end
     end
     if @changes > 0
      @window_points.refresh(@menu_index)
      @window_info.refresh(@menu_index)
      #$scene = Scene_Stat_Dist.new(@menu_index)
     end
  end
 
  def enough_point(base,points)
   required = (((base-1)/10)+2).floor
   if required > points
     return true
   elsif required <= points
     return false
   end
  end
 
  def required(base)
   return (((base-1)/10)+2).floor
  end
 
end


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  Giving game actor a point attribute
#  -> $game_party.member[x].points
#==============================================================================

class Game_Actor < Game_Battler

  attr_accessor :points
  attr_accessor :hit_bonus
  attr_accessor :eva_bonus
  attr_accessor :cri_bonus
  attr_accessor :hitr
  attr_accessor :evar
  attr_accessor :crir
  #attr_accessor :current_lvl_exp
  #attr_accessor :next_lvl_exp
  alias Lettuce_Game_Actor_Ini initialize
 
  def initialize(actor_id)
    Lettuce_Game_Actor_Ini(actor_id)
    @points = StartPoints
    @hitr = 0
    @evar = 0
    @crir = 0
    #@current_lvl_exp = @exp_list[@level-1]
    #@next_lvl_exp = @exp_list[@level]
  end

  def points
    return @points
  end
 
  #--------------------------------------------------------------------------
  # * Get Hit Rate
  #--------------------------------------------------------------------------
  def hit
    if two_swords_style
      n1 = weapons[0] == nil ? 95 : weapons[0].hit
      n2 = weapons[1] == nil ? 95 : weapons[1].hit
      n = [n1, n2].min
    else
      n = weapons[0] == nil ? 95 : weapons[0].hit
    end
    if n+@hitr <= MaxHIT
    return n+@hitr
  else return MaxHIT
    end
  end
  #--------------------------------------------------------------------------
  # * Get Evasion Rate
  #--------------------------------------------------------------------------
  def eva
    n = 5
    for item in armors.compact do n += item.eva end
    if n+@evar <= MaxEVA
    return n+@evar
  else return MaxEVA
    end
  end
  #--------------------------------------------------------------------------
  # * Get Critical Ratio
  #--------------------------------------------------------------------------
  def cri
    n = 4
    n += 4 if actor.critical_bonus
    for weapon in weapons.compact
      n += 4 if weapon.critical_bonus
    end
    if n+@crir <= MaxCRIT
      return n+@crir
    else return MaxCRIT
      end
  end
 
 #--------------------------------------------------------------------------
  # * Get Hit Rate
  #--------------------------------------------------------------------------
  def base_hit
    if two_swords_style
      n1 = weapons[0] == nil ? 95 : weapons[0].hit
      n2 = weapons[1] == nil ? 95 : weapons[1].hit
      n = [n1, n2].min
    else
      n = weapons[0] == nil ? 95 : weapons[0].hit
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Evasion Rate
  #--------------------------------------------------------------------------
  def base_eva
    n = 5
    for item in armors.compact do n += item.eva end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Critical Ratio
  #--------------------------------------------------------------------------
  def base_cri
    n = 4
    n += 4 if actor.critical_bonus
    for weapon in weapons.compact
      n += 4 if weapon.critical_bonus
    end
    return n
  end
 
 
  #--------------------------------------------------------------------------
  # * bonus rates
  #-------------------------------------------------------------------------- 
  def hitr
    return @hitr
  end
 
  def evar
    return @evar
  end
 
  def crir
    return @crir
  end
   
   
 
  def current_lvl_exp
    return @exp_list[@level]
  end
 
  def next_lvl_exp
    return @exp_list[@level+1]-@exp_list[@level]
  end
end

En la demo, como el script no incluia modulo en el menu y habia que llamar el script por un evento, he creado un nuevo modulo para que el script salga en el menu...
Solo copiar y pegar el code en Scene_Menu:

Código:

#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
#  メニュー画面の処理を行うクラスです。
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    menu_index : コマンドのカーソル初期位置
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # ● 終了処理
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # ● コマンドウィンドウの作成
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    s7 = "Distribucion de puntos"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # パーティ人数が 0 人の場合
      @command_window.draw_item(0, false)    # アイテムを無効化
      @command_window.draw_item(1, false)    # スキルを無効化
      @command_window.draw_item(2, false)    # 装備を無効化
      @command_window.draw_item(3, false)    # ステータスを無効化
    end
    if $game_system.save_disabled            # セーブ禁止の場合
      @command_window.draw_item(4, false)    # セーブを無効化
    end
  end
  #--------------------------------------------------------------------------
  # ● コマンド選択の更新
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # アイテム
        $scene = Scene_Item.new
      when 1,2,3  # スキル、装備、ステータス
        start_actor_selection
      when 4      # セーブ
        $scene = Scene_File.new(true, false, false)
      when 5      # ゲーム終了
        $scene = Scene_End.new
      when 6      # Distribucion de puntos de habilidad
        $scene = Scene_Stat_Dist.new(0)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の開始
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の終了
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # ● アクター選択の更新
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # スキル
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # 装備
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # ステータス
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

DEMO: En la demo se llama el script de dos maneras: por un evento y desde menu...
[Tienes que estar registrado y conectado para ver este vínculo] OOK
emiliovirtual
emiliovirtual
50
50

Masculino

Edad 53

Cantidad de envíos 102

Maker Cash 152

Reputación 33


Volver arriba Ir abajo

Distribucion de Puntos de habilidad Empty Re: Distribucion de Puntos de habilidad

Mensaje por bernatjuarez Vie 26 Ago 2011, 9:53 am

Me encantaa!:D pero cuando lo pongo todo no me sale en el menu lo de subir los stats...:( +1 si alguien me ayuda:D
Gracias
bernatjuarez
bernatjuarez
0
0

Masculino

Edad 28

Cantidad de envíos 3

Maker Cash 3

Reputación 0


Volver arriba Ir abajo

Distribucion de Puntos de habilidad Empty Re: Distribucion de Puntos de habilidad

Mensaje por emmux Vie 26 Ago 2011, 12:17 pm

[Tienes que estar registrado y conectado para ver este vínculo] no podes revivir temas con mas de 1 mes de inactividad.
Así que la proxima vez que tengas una duda, sobre un script, agarras y creas un tema en la seccion de "ayudas" poniendo tu duda, asi los usuarios pueden ayudarte.
O le envias un mensaje privado al que subio el script.
Igual, este user no tiene actividad reciente, asi que mejor plantea tu duda creando un tema.
Saludos!
y vigila de no estar reviviendo temas que si no lleva un % de ban

temacerrado
emmux
emmux
Administrador
Administrador

Masculino

Edad 32

Cantidad de envíos 1303

Maker Cash 6711

Reputación 189


Volver arriba Ir abajo

Distribucion de Puntos de habilidad Empty Re: Distribucion de Puntos de habilidad

Mensaje por Contenido patrocinado


Contenido patrocinado


Volver arriba Ir abajo

Volver arriba

- Temas similares

 
Permisos de este foro:
No puedes responder a temas en este foro.