Wow, this is really cool to see this plugin evolve into greater possibility! :D
Unfortunately though, initial testing of v2.4 has some issues.
Updating to the new version was causing crashes when opening database, LUCKILY adding and removing the plugin from the plugin manager and then adding it again seems to have fixed this. Must be that certain settings were persisting from the previous version.
Playtest ran fine, menus, mouse buttons, and stats all augment in default configuration. All buttons correctly lock out when 0 distributions points and minus buttons all correctly lock after confirmation.
Curious bug: using event function - class change: actor - causes them to gain 1 level worth of distribution points every single time the actor changes class, even if changed to same class they already are.
Next, there is no way to change which actor is selected in the Distribute Points Menu using mouse or touch input.
Also, certain s-parameters and x-parameters are actually desirable to decrease when adding points, so the values in the settings need to allow negative values (they currently do not) for any parameter so they can be used properly for the player to benefit.
It would be amazing to be able to set multiple parameters in a single custom stat. So adding per point would increase or decrease multiple parameters, s-parameters, x-parameters at the set rates we put to each of those as consolidated a single point spend.
That way we could have a streamlined experience for the player just adding into a few different stats (instead of the current mega list it is by default) and getting many different benefits from these simplified choices on the front end.
This could also open up more design possibilities, where adding certain stats have both desirable and undesirable effects per point added (with negative and positive value possible on each parameter), so the player has to consider spending differently.
Also very desirable is MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK to optionally be augmented by percent like all the other stats. This is how it actually works in most of the database as a parameter trait (rather than just parameter) just like when it is a buff state or actor trait multiplying any of those parameters.
This would allow for a lot better stat scaling control, since the base values could be fixed and then many points spent would not send the stat to the moon, while still allowing all stats to be augmented with many points. End result is the player feeling very free in progression choices with balancing issues being way easier to manage.
I give all this feedback because I am huge fan of this plugin.
Thank you so much for your awesome work! :)
Edit - Just realized that the stat icons settings are now in the customizable stat list parameter icon index, and is working correctly.