function SkillPoint(){ SkillPoints = GrabRPGSetting('SkillPoints',RPGData, 0) Content = "
Puntos de Skill
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Los Puntos de Skill son recompensas cuando tu personaje sube de nivel. Actualmente ganas "+SkillPointAward+" Punot s de Skill por nivel, Estos puntos pueden ser usados para aumentar el Status de cuaquier estado de tu personaje que tu elijas.
Abajo se muestra una tabla de conversión y un formulario que puedes usar para aprovechar esos Puntos de Skill.
Tabla de Conversión
Puntos de Skill usadosCantidad de Status que aumenta
1HP: "+SkillToHP+"
1MP: "+SkillToMP+"
1STR: "+SkillToSTR+"
1DEF: "+SkillToDEF+"
Formulario para uso de los Puntos de Skill
Tus Puntos de Skill: "+SkillPoints+"
Por favor deja un 0 si no deseas usar los Puntos de Skill en ese Status.
# para usar en HP:# para usar en MP:
# para usar en DEF:# para usar en STR:
" BuildRPGDisplay("Puntos de Skill", Content); } function UseSkillPoints(){ HPM = GrabRPGSetting('HPM',RPGData, 0) MPM = GrabRPGSetting('MPM',RPGData, 0) STR = GrabRPGSetting('STR',RPGData, 0) DEF = GrabRPGSetting('DEF',RPGData, 0) // Before we attempt anything, check user is not trying to use more skill points then they currently have cskill_on_hp = document.getElementById('skill_on_hp').value cskill_on_mp = document.getElementById('skill_on_mp').value cskill_on_str = document.getElementById('skill_on_str').value cskill_on_def = document.getElementById('skill_on_def').value // Well i said don't put blank input's, but you always get the one's who pay no attention... if(cskill_on_hp == '' || cskill_on_hp < 0){ cskill_on_hp = 0 } if(cskill_on_mp == '' || cskill_on_mp < 0){ cskill_on_mp = 0 } if(cskill_on_str == '' || cskill_on_str < 0){ cskill_on_str = 0 } if(cskill_on_def == '' || cskill_on_def < 0){ cskill_on_def = 0 } TotalSkillPointsUsed = parseInt(cskill_on_hp) + parseInt(cskill_on_mp) + parseInt(cskill_on_str) + parseInt(cskill_on_def) if(TotalSkillPointsUsed > SkillPoints){ alert('You have tried to use more skill points than you currently have.') } else { addHP = parseInt(parseInt(cskill_on_hp * SkillToHP)) + parseInt(HPM) addMP = parseInt(parseInt(cskill_on_mp * SkillToMP)) + parseInt(MPM) addSTR = parseInt(parseInt(cskill_on_str * SkillToSTR)) + parseInt(STR) addDEF = parseInt(parseInt(cskill_on_def * SkillToDEF)) + parseInt(DEF) newSkillPoints = parseInt(SkillPoints - TotalSkillPointsUsed) RPGData = SwapRPGSetting('HPM', RPGData, addHP) RPGData = SwapRPGSetting('MPM', RPGData, addMP) RPGData = SwapRPGSetting('STR', RPGData, addSTR) RPGData = SwapRPGSetting('DEF', RPGData, addDEF) RPGData = SwapRPGSetting('SkillPoints', RPGData, newSkillPoints) ReBuildData(RPGData) } } SkillPoint()