AccueilAccueil  PortailPortail  RechercherRechercher  Dernières imagesDernières images  S'enregistrerS'enregistrer  ConnexionConnexion  



Le deal à ne pas rater :
Cartes Pokémon : la prochaine extension Pokémon sera EV6.5 Fable ...
Voir le deal

Partagez
 

 Modification d'arbre de compétences

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
pmoli12
Poulet carnivore Lv.2
Poulet carnivore Lv.2
pmoli12


Inscrit le : 25/06/2011
Messages : 16

Modification d'arbre de compétences Empty
MessageSujet: Modification d'arbre de compétences   Modification d'arbre de compétences Icon_minitimeLun 27 Juin 2011 - 13:54

Bonjour à tous. Je voudrai savoir si un scripteur veux bien modifier cescript qui est uns cript d'arbre des compétences. La modification consisterait à pouvoir rajouter que au lieu d'une compétence, il y ai un changement de classe et donc d'arbre de compétences.

Merci d'avance, pmoli12.

Revenir en haut Aller en bas
Frozen'
Mage Lv.11
Mage Lv.11
Frozen'


Masculin Age : 29
Inscrit le : 20/04/2011
Messages : 572

Modification d'arbre de compétences Empty
MessageSujet: Re: Modification d'arbre de compétences   Modification d'arbre de compétences Icon_minitimeLun 27 Juin 2011 - 14:46

Modifier un script a ce point risque d'être compliqué ...
Mais pour un changement de classe tu peux te servir de ce script:

Code:
#===============================================================
#==============================================================================
# ** Scene_Job
#------------------------------------------------------------------------------
# This Script was written by The Black Knight
# (aka tk_blackknight, aka Keith Brewer, aka rockstar1986)
#
# IF YOU USE THIS SCRIPT, ALL I ASK IS THAT YOU PUT MY NAME IN THE CREDITS
# It's free to use as long as you do put me in the credits.
#
#
# WHAT IT DOES:
# This script basically just gives you a graphical interface to allow
# the player to select which job to switch to for a character.
#
# This script was created upon request by Baka Artses Studios Inc.
#==============================================================================

class Scene_Job < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, from_menu = false)
@actor_index = actor_index
@from_menu = from_menu
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
@actor = $game_party.members[@actor_index]
create_menu_background
@actor = $game_party.members[@actor_index]
@class_status_window = Window_ClassStatus.new(@actor)
@scenename_window = Window_SceneName.new(0, 0, "Job Change")
@help_window = Window_Help.new
@help_window.x = 160
@help_window.y = 0
@help_window.width = 384
create_class_list
create_option_list

@command_window.active = false
@command_window2.active = true
end
#--------------------------------------------------------------------------
# * Create Option List
#--------------------------------------------------------------------------
def create_option_list
s1 = "Change Class"
s2 = "Cancel"
@command_window2 = Window_Command.new(544, [s1, s2], 2)
@command_window2.x = 0
@command_window2.y = 56
@command_window2.height = 56
end
#--------------------------------------------------------------------------
# * Create Class List
#--------------------------------------------------------------------------
def create_class_list
s1 = $data_classes[1].name
s2 = $data_classes[2].name
s3 = $data_classes[3].name
s4 = $data_classes[4].name
s5 = $data_classes[5].name
s6 = $data_classes[6].name
s7 = $data_classes[7].name
s8 = $data_classes[8].name
@command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6, s7, s8], 2)
@command_window.x = 0
@command_window.y = 240
@command_window.height = 176
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background

@class_status_window.dispose
@scenename_window.dispose
@command_window.dispose
@command_window2.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Switch to Next Actor Screen
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Job.new(@actor_index, @from_menu)
end
#--------------------------------------------------------------------------
# * Switch to Previous Actor Screen
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Job.new(@actor_index, @from_menu)
end
#--------------------------------------------------------------------------
# * Update Class Selection Window >> This allows it to check for input
#--------------------------------------------------------------------------
def update_class_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@command_window2.active = true
@command_window.active = false
elsif Input.trigger?(Input::C)
Sound.play_decision
case @command_window.index
when 0
@actor.class_id = 1
$scene = Scene_Job.new(@actor_index, @from_menu)
when 1
@actor.class_id = 2
$scene = Scene_Job.new(@actor_index, @from_menu)
when 2
@actor.class_id = 3
$scene = Scene_Job.new(@actor_index, @from_menu)
when 3
@actor.class_id = 4
$scene = Scene_Job.new(@actor_index, @from_menu)
when 4
@actor.class_id = 5
$scene = Scene_Job.new(@actor_index, @from_menu)
when 5
@actor.class_id = 6
$scene = Scene_Job.new(@actor_index, @from_menu)
when 6
@actor.class_id = 7
$scene = Scene_Job.new(@actor_index, @from_menu)
when 7
@actor.class_id = 8
$scene = Scene_Job.new(@actor_index, @from_menu)
end
end
end
#--------------------------------------------------------------------------
# * Update Class Selection Window >> This allows it to check for input
#--------------------------------------------------------------------------
def update_option_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if @from_menu == false
$scene = Scene_Map.new
else
$scene = Scene_Menu.new
end
elsif Input.trigger?(Input::C)
Sound.play_decision
case @command_window2.index
when 0
Sound.play_decision
@command_window.active = true
@command_window2.active = false
when 1
Sound.play_decision
if @from_menu == false
$scene = Scene_Map.new
else
$scene = Scene_Menu.new
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_menu_background
if @command_window.active
#If the Command Window is active, tell the help window to say this:
@help_window.set_text("Change to which class?")
else
#Otherwise, tell it to say this:
@help_window.set_text("")
end
if @command_window2.active
update_option_selection
else
update_class_selection
end
@command_window.update
@command_window2.update
@class_status_window.update
@help_window.update
if Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
super
end
end
#==============================================================================
# ** Window_ClassStatus
#------------------------------------------------------------------------------
# This window displays full status specs on the Job Change screen.
#==============================================================================

class Window_ClassStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 112, 544, 128)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 128, 0)
draw_actor_class(@actor, 128, 24)
draw_actor_face(@actor, 0, 0)
draw_actor_graphic(@actor, 96, 96)
draw_basic_info(216, 0)
#~ draw_parameters(32, 160)
draw_exp_info(364, 0)
#~ draw_equipments(288, 160)
end
#--------------------------------------------------------------------------
# * Draw Basic Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_parameters(x, y)
#~ draw_actor_parameter(@actor, x, y + WLH * 0, 0)
#~ draw_actor_parameter(@actor, x, y + WLH * 1, 1)
#~ draw_actor_parameter(@actor, x, y + WLH * 2, 2)
#~ draw_actor_parameter(@actor, x, y + WLH * 3, 3)
#~ end
#--------------------------------------------------------------------------
# * Draw Experience Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 0)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 0)
end
#--------------------------------------------------------------------------
# * Draw Equipment
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_equipments(x, y)
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
#~ for i in 0..4
#~ draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
#~ end
#~ end
end
#==============================================================================
# ** Window_ClassStatus
#------------------------------------------------------------------------------
# This window displays full status specs on the Job Change screen.
#==============================================================================

class Window_ClassStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 112, 544, 128)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 128, 0)
draw_actor_class(@actor, 128, 24)
draw_actor_face(@actor, 0, 0)
draw_actor_graphic(@actor, 96, 96)
draw_basic_info(216, 0)
#~ draw_parameters(32, 160)
draw_exp_info(364, 0)
#~ draw_equipments(288, 160)
end
#--------------------------------------------------------------------------
# * Draw Basic Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_parameters(x, y)
#~ draw_actor_parameter(@actor, x, y + WLH * 0, 0)
#~ draw_actor_parameter(@actor, x, y + WLH * 1, 1)
#~ draw_actor_parameter(@actor, x, y + WLH * 2, 2)
#~ draw_actor_parameter(@actor, x, y + WLH * 3, 3)
#~ end
#--------------------------------------------------------------------------
# * Draw Experience Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 0)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 0)
end
#--------------------------------------------------------------------------
# * Draw Equipment
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_equipments(x, y)
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
#~ for i in 0..4
#~ draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
#~ end
#~ end
end
class Window_SceneName < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, text)
super(x, y, 160, 56)
@text = text
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(4, 0, 128, WLH, @text, 1)
end
end
Revenir en haut Aller en bas
pmoli12
Poulet carnivore Lv.2
Poulet carnivore Lv.2
pmoli12


Inscrit le : 25/06/2011
Messages : 16

Modification d'arbre de compétences Empty
MessageSujet: Re: Modification d'arbre de compétences   Modification d'arbre de compétences Icon_minitimeLun 27 Juin 2011 - 18:48

Okay merci, je vais voir un peu ce que ce script sait faire.
Revenir en haut Aller en bas
Frozen'
Mage Lv.11
Mage Lv.11
Frozen'


Masculin Age : 29
Inscrit le : 20/04/2011
Messages : 572

Modification d'arbre de compétences Empty
MessageSujet: Re: Modification d'arbre de compétences   Modification d'arbre de compétences Icon_minitimeLun 27 Juin 2011 - 18:56

J'avais oublié un détail, j'ai traduit les termes anglais. Crédits pour Rockstar1986.
Code:
#===============================================================
#==============================================================================
# ** Scene_Job
#------------------------------------------------------------------------------
# This Script was written by The Black Knight
# (aka tk_blackknight, aka Keith Brewer, aka rockstar1986)
#
# IF YOU USE THIS SCRIPT, ALL I ASK IS THAT YOU PUT MY NAME IN THE CREDITS
# It's free to use as long as you do put me in the credits.
#
#
# WHAT IT DOES:
# This script basically just gives you a graphical interface to allow
# the player to select which job to switch to for a character.
#
# This script was created upon request by Baka Artses Studios Inc.
#==============================================================================

class Scene_Job < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, from_menu = false)
@actor_index = actor_index
@from_menu = from_menu
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
@actor = $game_party.members[@actor_index]
create_menu_background
@actor = $game_party.members[@actor_index]
@class_status_window = Window_ClassStatus.new(@actor)
@scenename_window = Window_SceneName.new(0, 0, "Changer de Classe")
@help_window = Window_Help.new
@help_window.x = 160
@help_window.y = 0
@help_window.width = 384
create_class_list
create_option_list

@command_window.active = false
@command_window2.active = true
end
#--------------------------------------------------------------------------
# * Create Option List
#--------------------------------------------------------------------------
def create_option_list
s1 = "Changer de Classe"
s2 = "Annuler"
@command_window2 = Window_Command.new(544, [s1, s2], 2)
@command_window2.x = 0
@command_window2.y = 56
@command_window2.height = 56
end
#--------------------------------------------------------------------------
# * Create Class List
#--------------------------------------------------------------------------
def create_class_list
s1 = $data_classes[1].name
s2 = $data_classes[2].name
s3 = $data_classes[3].name
s4 = $data_classes[4].name
s5 = $data_classes[5].name
s6 = $data_classes[6].name
s7 = $data_classes[7].name
s8 = $data_classes[8].name
@command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6, s7, s8], 2)
@command_window.x = 0
@command_window.y = 240
@command_window.height = 176
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background

@class_status_window.dispose
@scenename_window.dispose
@command_window.dispose
@command_window2.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Switch to Next Actor Screen
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Job.new(@actor_index, @from_menu)
end
#--------------------------------------------------------------------------
# * Switch to Previous Actor Screen
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Job.new(@actor_index, @from_menu)
end
#--------------------------------------------------------------------------
# * Update Class Selection Window >> This allows it to check for input
#--------------------------------------------------------------------------
def update_class_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@command_window2.active = true
@command_window.active = false
elsif Input.trigger?(Input::C)
Sound.play_decision
case @command_window.index
when 0
@actor.class_id = 1
$scene = Scene_Job.new(@actor_index, @from_menu)
when 1
@actor.class_id = 2
$scene = Scene_Job.new(@actor_index, @from_menu)
when 2
@actor.class_id = 3
$scene = Scene_Job.new(@actor_index, @from_menu)
when 3
@actor.class_id = 4
$scene = Scene_Job.new(@actor_index, @from_menu)
when 4
@actor.class_id = 5
$scene = Scene_Job.new(@actor_index, @from_menu)
when 5
@actor.class_id = 6
$scene = Scene_Job.new(@actor_index, @from_menu)
when 6
@actor.class_id = 7
$scene = Scene_Job.new(@actor_index, @from_menu)
when 7
@actor.class_id = 8
$scene = Scene_Job.new(@actor_index, @from_menu)
end
end
end
#--------------------------------------------------------------------------
# * Update Class Selection Window >> This allows it to check for input
#--------------------------------------------------------------------------
def update_option_selection
if Input.trigger?(Input::B)
Sound.play_cancel
if @from_menu == false
$scene = Scene_Map.new
else
$scene = Scene_Menu.new
end
elsif Input.trigger?(Input::C)
Sound.play_decision
case @command_window2.index
when 0
Sound.play_decision
@command_window.active = true
@command_window2.active = false
when 1
Sound.play_decision
if @from_menu == false
$scene = Scene_Map.new
else
$scene = Scene_Menu.new
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
update_menu_background
if @command_window.active
#If the Command Window is active, tell the help window to say this:
@help_window.set_text("Change to which class?")
else
#Otherwise, tell it to say this:
@help_window.set_text("")
end
if @command_window2.active
update_option_selection
else
update_class_selection
end
@command_window.update
@command_window2.update
@class_status_window.update
@help_window.update
if Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
super
end
end
#==============================================================================
# ** Window_ClassStatus
#------------------------------------------------------------------------------
# This window displays full status specs on the Job Change screen.
#==============================================================================

class Window_ClassStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 112, 544, 128)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 128, 0)
draw_actor_class(@actor, 128, 24)
draw_actor_face(@actor, 0, 0)
draw_actor_graphic(@actor, 96, 96)
draw_basic_info(216, 0)
#~ draw_parameters(32, 160)
draw_exp_info(364, 0)
#~ draw_equipments(288, 160)
end
#--------------------------------------------------------------------------
# * Draw Basic Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_parameters(x, y)
#~ draw_actor_parameter(@actor, x, y + WLH * 0, 0)
#~ draw_actor_parameter(@actor, x, y + WLH * 1, 1)
#~ draw_actor_parameter(@actor, x, y + WLH * 2, 2)
#~ draw_actor_parameter(@actor, x, y + WLH * 3, 3)
#~ end
#--------------------------------------------------------------------------
# * Draw Experience Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 0)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 0)
end
#--------------------------------------------------------------------------
# * Draw Equipment
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_equipments(x, y)
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
#~ for i in 0..4
#~ draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
#~ end
#~ end
end
#==============================================================================
# ** Window_ClassStatus
#------------------------------------------------------------------------------
# This window displays full status specs on the Job Change screen.
#==============================================================================

class Window_ClassStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 112, 544, 128)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 128, 0)
draw_actor_class(@actor, 128, 24)
draw_actor_face(@actor, 0, 0)
draw_actor_graphic(@actor, 96, 96)
draw_basic_info(216, 0)
#~ draw_parameters(32, 160)
draw_exp_info(364, 0)
#~ draw_equipments(288, 160)
end
#--------------------------------------------------------------------------
# * Draw Basic Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
end
#--------------------------------------------------------------------------
# * Draw Parameters
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_parameters(x, y)
#~ draw_actor_parameter(@actor, x, y + WLH * 0, 0)
#~ draw_actor_parameter(@actor, x, y + WLH * 1, 1)
#~ draw_actor_parameter(@actor, x, y + WLH * 2, 2)
#~ draw_actor_parameter(@actor, x, y + WLH * 3, 3)
#~ end
#--------------------------------------------------------------------------
# * Draw Experience Information
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 0)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 0)
end
#--------------------------------------------------------------------------
# * Draw Equipment
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
#~ def draw_equipments(x, y)
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
#~ for i in 0..4
#~ draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
#~ end
#~ end
end
class Window_SceneName < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, text)
super(x, y, 160, 56)
@text = text
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(4, 0, 128, WLH, @text, 1)
end
end
Revenir en haut Aller en bas
Contenu sponsorisé




Modification d'arbre de compétences Empty
MessageSujet: Re: Modification d'arbre de compétences   Modification d'arbre de compétences Icon_minitime

Revenir en haut Aller en bas
 

Modification d'arbre de compétences

Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

 Sujets similaires

-
» Modification A-rpg
» Modification des RTP [VX-ACE]
» Modification de script
» Petite modification
» Modification du GTBS 2

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
RPG Maker VX :: Entraide :: Scripts :: Requêtes :: Archives-
Créer un forum | ©phpBB | Forum gratuit d'entraide | Signaler un abus | Forum gratuit