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



-55%
Le deal à ne pas rater :
Friteuse sans huile – PHILIPS – Airfryer HD9200/90 Série 3000
49.99 € 109.99 €
Voir le deal

Partagez
 

 mettre choix "quete" menu

Voir le sujet précédent Voir le sujet suivant Aller en bas 
AuteurMessage
lyam7777
Habitant Lv.6
Habitant Lv.6
lyam7777


Age : 24
Inscrit le : 01/03/2011
Messages : 120

mettre choix "quete" menu Empty
MessageSujet: mettre choix "quete" menu   mettre choix "quete" menu Icon_minitimeLun 23 Mai 2011 - 19:10

bonjour a tous et a toutes, donc voila, je vous demande, si quelqu'un aurait la gentilesse de m'éxpliquer comment mettre ce script de quete:
Spoiler:
dans ce menu:
Spoiler:

si possible, je voudrais que le choix n'apparaissent pas tout en bas!

merci d'avance!
Revenir en haut Aller en bas
lyam7777
Habitant Lv.6
Habitant Lv.6
lyam7777


Age : 24
Inscrit le : 01/03/2011
Messages : 120

mettre choix "quete" menu Empty
MessageSujet: Re: mettre choix "quete" menu   mettre choix "quete" menu Icon_minitimeMer 25 Mai 2011 - 15:46

Up: si vous plait! je suis nul en script et j'en ai vraiment besoin!
Revenir en haut Aller en bas
Zangther
Maître des Duels
Maître des Duels
Zangther


Masculin Age : 32
Inscrit le : 29/07/2009
Messages : 7841

mettre choix "quete" menu Empty
MessageSujet: Re: mettre choix "quete" menu   mettre choix "quete" menu Icon_minitimeMer 25 Mai 2011 - 16:26

C'est marqué dans le script pourtant.
Suffit d'essayer un peu de comprendre l'anglais et tu verra comment faire.
Revenir en haut Aller en bas
Garruk
Aventurier Lv.16
Aventurier Lv.16
Garruk


Age : 40
Inscrit le : 03/09/2009
Messages : 1503

mettre choix "quete" menu Empty
MessageSujet: Re: mettre choix "quete" menu   mettre choix "quete" menu Icon_minitimeMer 25 Mai 2011 - 18:55

Comme ça. Par contre je n'ai pas testé, je n'ai pas les images du script.

Code:
#===============================================================================
#
# Yanfly Engine RD - Scene Menu ReDux + KGC Custom Menu Command
# Last Date Updated: 2009.06.22
# Level: Normal, Hard, Lunatic
#
# This is more or less a revision of the menu scene. Included in the script are
# a couple of features. Note that I will NOT take credit for KGC's custom menu
# command script as all I did was merely import it into this script and finished
# up the excluded functions that he's left behind. Everything else I did add
# to the script.
#
# COMMAND CONTROL - by KGC
# Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to
# this feature will include what KGC's original script was missing and that was
# easy functionality to include custom menu commands without hassling the core
# script itself. Also added is the ability to launch common events from the
# main menu itself for those who wish to event unique commands.
#
# REDUX MENUS
# The redux menus are completely optional and are mostly nothing other than
# visual changes to the menu scene. You can add icons to the command window,
# display more than just gold on the main menu screen, and added experience
# bars to the party window.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.22 - Fixed time calculation.
# o 2009.06.10 - Added Time, Steps, and Map Name to MultiVariable Window.
# o 2009.06.06 - Finished script.
# o 2009.06.05 - Started script.
#===============================================================================
# Instructions
#===============================================================================
#
# Note that the placement of this script is extremely important.
#
# 1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above
# this script. That way, they will not alter the menu.
# 2. Place all KGC and Yanfly scripts below this script to develop compatibility
# amongst all of the scripts.
#
# Note that the special rules other scripts may use to disable their respective
# commands will not follow those rules. You'll have to mimic them through usage
# of switches. Make sure you understand how and when those scripts disable their
# own commands before toggling your switches.
#
# Scroll down to MENU_COMMANDS to add/remove/reorder your own menu commands.
# Adjust any of the ReDux menu options if desired.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC scripts, Yanfly scripts, etc.
# - Alias: Game_Temp, initialize
# - Overwrites: Scene_Menu: anything regarding command window
# - Overwrites: Scene_Equip, Scene_Skill, and Scene_Status's return_scene
#
#===============================================================================
# Credits:
# All credits will go to KGC as I did not write the majority of this code.
# KGC for Custom Menu Command base coding and pretty much everything.
#===============================================================================

$imported = {} if $imported == nil
$imported["SceneMenuReDux"] = true

module YE
module REDUX
module MENU

#-----------------------------------------------------------------------
# BASIC MENU FUNCTIONS
#-----------------------------------------------------------------------

# This adjusts the input button used to call the main menu. By default,
# the input command is Input::B.
MENU_BUTTON = Input::B

# The following determines which option the menu will place the cursor
# at whenever launched.
START_INDEX = 0

# This will place the command window on the right hand side and all the
# rest on the left hand side if set to true.
RIGHT_SIDE_COMMAND = false

#-----------------------------------------------------------------------
# Instructions on how to set up the MENU_COMMANDS order.
#------------------------------------------------------------------------
# This array will let you determine how you want your menu command list
# to be ordered. Each command is assigned a number and these are the
# following numbers. The following are the default menu commands:
#
# 0..Items 1..Skills 2..Equipment 3..Status 4..Save 5..System
#
# The following are imports from KGC's original CustomMenuCommand.
#
# 10: Party .............. KGC_LargeParty
# 11: View AP ............ KGC_EquipLearnSkill
# 12: Skill Slots ........ KGC_SkillCPSystem
# 13: Difficulty ......... KGC_BattleDifficulty
# 14: Level Up ........... KGC_DistributeParameter
# 15: Bestiary ........... KGC_MonsterGuide
# 16: Outline ............ KGC_Outline
#
# The following are menu items for Yanfly Engine ReDux scripts.
#
# 51: Change Class ....... Yanfly's Subclass Selection System
# 52: Learn Skill ........ Yanfly's Subclass Selection System
# 53: Skill Slots ........ Yanfly's Equip Skill Slots
# 54: Bestiary ........... Yanfly's Bestiary + Display Scanned Enemy
#
# For commands 101 to 200, common events can be bound. Make sure you
# set up the COMMON_EVENTS hash to get the right common events you want.
#
# From command 201 and onward, custom scripted scenes can be launched.
# Already imported are a few rather popular scripts found throughout the
# RPG Maker VX community.
#
# 201: Quest Journal ..... Modern Algebra's Quest Journal
# 202: Factions .......... SojaBird's Factions
# 203: Rows .............. originalwij's Row Changer
# 204: Record Window ..... Stilleas' Record Window
# 205: Crafting .......... Cmpsr2000's Crafting Scene
#
# If you wish to add your own commands, you'll need to register them
# under the lunatic mode portion of the script.
#-----------------------------------------------------------------------
MENU_COMMANDS =[ # Make sure you've read the instructions above.
0, # Items
1, # Skills
2, # Equipment
3, # Status
54, # Bestiary
101, # Common-Event 9
102, # Common-Event 10
4, # Save
5, # System
6, # Quête
] # Do not remove this

# The following determines the maximum number of displayed rows for the
# customized command window.
MAX_ROWS = 10

#-----------------------------------------------------------------------
# How to Use: Lunatic Mode - Menu Command - Common Events
#-----------------------------------------------------------------------
# The following allows you to bind common events to the menu commands.
# When a common event is selected, it will exit the menu, go back to the
# map screen, and launch the common event there. Bind these ID's from
# 101 to 200. Here is what each of the categories mean:
#
# HideSw - Switch used to hide the command. Set to nil if not used.
# DisbSw - Switch used to disable the command. Set to nil if not used.
# Debug? - Only appears in test mode. Does not appear in normal play.
# CEvent - The ID of the common event that will be launched.
# Title - The title text that appears for the event.
#
# After binding your common events to ID's, go back to MENU_COMMANDS
# and insert the proper command ID at the proper location.
#-----------------------------------------------------------------------
COMMON_EVENTS ={ # These can only be from 101 to 199.
# -ID => [HideSw, DisbSw, Debug?, CEvent, Title Name]
101 => [ nil, nil, true, 9, "Debug"],
102 => [ nil, nil, false, 10, "Camp"],
} # Do not remove this.

#-----------------------------------------------------------------------
# How to Use: Lunatic Mode - Menu Command - Imported Scripts
#-----------------------------------------------------------------------
# The following is what KGC originally was going to have in his script
# but was actually missing it in his publicized script. This will regain
# functionality and also lift the "limit" of only 100 extra commands.
# The following will explain how to set up the individual options.
#
# HideSw - Switch used to hide the command. Set to nil if not used.
# DisbSw - Switch used to disable the command. Set to nil if not used.
# Actor? - Does this select an actor. Set to true if it does.
# Title - The title text that appears for the event.
# Scene - The scene used to launch the respective scene.
#
# Note that this does not automatically detect what will and will not
# disable the command ingame. You must understand and create a work
# around with them (if they do disable the commands) with switches.
# After binding your imported commands, go back to MENU_COMMANDS and
# insert the proper command ID at the proper location.
#-----------------------------------------------------------------------
IMPORTED_COMMANDS ={ # These can only be from 201 onward.
# -ID => [HideSw, DisbSw, Actor?, Title Name, Scene Name.new]
201 => [ 8, 9, false, "Quests", "Scene_Quest"],
202 => [ 10, 11, false, "Factions", "Scene_Factions"],
203 => [ nil, nil, false, "Rows", "Scene_Row"],
204 => [ nil, nil, false, "Records", "Scene_Record"],
205 => [ nil, nil, false, "Crafting", "Scene_Crafting"],
} # Do not remove this.

#-----------------------------------------------------------------------
# REDUX MENU FUNCTIONS
#-----------------------------------------------------------------------

# For those who would like to add icons to their commands, set this to
# true, then go to ICON_SETS and bind text to the icon desired.
COMMAND_ICONS = true

# Match the ingame command names with the icons. The reason this isn't
# implemented together with the index numbers is because this can allow
# for varying icons dependent on the command name (such as difficulty).
ICON_SETS ={ # "Unlisted" must exist for the unlisted commands.
"Unlisted" => 176,
# -----Vocab----- => Icon
"Bestiary" => 141,
"Camp" => 77,
"Class Change" => 131,
"Equip" => 44,
"Item" => 144,
"Learn Skills" => 133,
"Quests" => 193,
"Save" => 149,
"Shutdown" => 154,
"Slots" => 103,
"Skill" => 159,
"Status" => 137,
"System" => 134,
"Quête" => 133, # Icon que tu veux pour ton menu
} # Do not remove this.

# This part will trigger usage of the "new" party status window. Set it
# to false if you do not wish to use it. The "new" status window simply
# adds the experience bar to the menu and raises the coordinates of the
# various status items by a little bit.
USE_REDUX_STATUS = true

# This part will adjust the font size for the text shown in the Redux
# Status Menu. Affects all text.
REDUX_FONT_SIZE = 20

# The following determines how things are shown on the Redux Status Menu.
DRAWN_ACTOR_SETUP = 0 # 0 - Face only, 1 - Sprite only, 2 - Both
SPRITE_OFFSET = 32 # Sets the y offset for actor sprites
FACE_OPACITY = 128 # Sets the face opacity for setting 2

# The following adjusts the EXP bar. Fill out the info properly.
EXP_TEXT = "EXP" # Text used for EXP
PERCENT_EXP = "%#.04g%%" # Text format used for EXP percentage
EXP_GAUGE_1 = 28 # Colour 1 for the EXP Gauge
EXP_GAUGE_2 = 29 # Colour 2 for the EXP Gauge

# This part adjusts the multi-variable window. It will replace the gold
# window and allows you to display multiple variables (including gold) in
# the small bow at the bottom of the screen.
USE_MULTI_VARIABLE_WINDOW = true

# Variables will be shown in this order. Use 0 to show gold. Adjust the
# following information as seen necessary.
VARIABLES_SHOWN = [-5, -1, -2, 0, 1]
VARIABLES_ICONS = true
VARIABLES_HASH ={ # Note that value zero must exist.
# VarID => [Icon, Text]
-5 => [ 153, "Map"],
-2 => [ 48, "Steps"],
-1 => [ 188, "Time"],
0 => [ 205, "Gold"],
1 => [ 200, "Jewels"],
}# Do not remove this.

end
end
end

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Scene_Menu
#===============================================================================

class Scene_Menu < Scene_Base

#--------------------------------------------------------------------------
# create_command_list
#--------------------------------------------------------------------------
def create_command_list
commands = []
@ex_cmds = {}
index_list = {}
YE::REDUX::MENU::MENU_COMMANDS.each_with_index { |c, i|
case c
when 0 # Items
index_list[:item] = commands.size
commands.push(Vocab.item)

when 1 # Skills
index_list[:skill] = commands.size
commands.push(Vocab.skill)

when 2 # Equip
index_list[:equip] = commands.size
commands.push(Vocab.equip)

when 3 # Status
index_list[:status] = commands.size
commands.push(Vocab.status)

when 4 # Save
index_list[:save] = commands.size
commands.push(Vocab.save)

when 5 # System
index_list[:game_end] = commands.size
commands.push(Vocab.game_end)

when 6
index_list[:quest] = commands.size
commands.push("Quête")

when 10 # KGC's Large Party
next unless $imported["LargeParty"]
index_list[:partyform] = commands.size
@__command_partyform_index = commands.size
commands.push(Vocab.partyform)

when 11 # KGC's AP Viewer
next unless $imported["EquipLearnSkill"]
index_list[:ap_viewer] = commands.size
@__command_ap_viewer_index = commands.size
commands.push(Vocab.ap_viewer)

when 12 # KGC's CP Skill System
next unless $imported["SkillCPSystem"]
index_list[:set_battle_skill] = commands.size
@__command_set_battle_skill_index = commands.size
commands.push(Vocab.set_battle_skill)

when 13 # KGC's Battle Difficulty
next unless $imported["BattleDifficulty"]
index_list[:set_difficulty] = commands.size
@__command_set_difficulty_index = commands.size
commands.push(KGC::BattleDifficulty.get[:name])

when 14 # KGC's Distribute Parameter
next unless $imported["DistributeParameter"]
index_list[:distribute_parameter] = commands.size
@__command_distribute_parameter_index = commands.size
commands.push(Vocab.distribute_parameter)

when 15 # KGC's Enemy Guide
next unless $imported["EnemyGuide"]
index_list[:enemy_guide] = commands.size
@__command_enemy_guide_index = commands.size
commands.push(Vocab.enemy_guide)

when 16 # KGC's Outline
next unless $imported["Outline"]
index_list[:outline] = commands.size
@__command_outline_index = commands.size
commands.push(Vocab.outline)

when 51 # Yanfly Subclass Class Change
next unless $imported["SubclassSelectionSystem"]
next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
index_list[:classchange] = commands.size
@command_class_change = commands.size
commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)

when 52 # Yanfly Subclass Learn Skill
next unless $imported["SubclassSelectionSystem"]
next unless YE::SUBCLASS::USE_JP_SYSTEM and
YE::SUBCLASS::LEARN_SKILL_OPTION
next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
index_list[:learnskill] = commands.size
@command_learn_skill = commands.size
commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)

when 53 # Yanfly Equip Skill System
next unless $imported["EquipSkillSlots"]
next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
index_list[:equipskill] = commands.size
@command_equip_skill = commands.size
commands.push(YE::EQUIPSKILL::MENU_TITLE)

when 54 # Yanfly Bestiary
next unless $imported["DisplayScannedEnemy"]
next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
index_list[:bestiary] = commands.size
@command_bestiary = commands.size
commands.push(YE::MENU::MONSTER::BESTIARY_TITLE)

when 101..200
next unless YE::REDUX::MENU::COMMON_EVENTS.include?(c)
common_event = YE::REDUX::MENU::COMMON_EVENTS[c]
next if !$TEST and common_event[2]
next if common_event[0] != nil and $game_switches[common_event[0]]
index_list[c] = commands.size
@ex_cmds[c] = commands.size
commands.push(common_event[4])

else
next unless YE::REDUX::MENU::IMPORTED_COMMANDS.include?(c)
command_array = YE::REDUX::MENU::IMPORTED_COMMANDS[c]
next if command_array[0] != nil and $game_switches[command_array[0]]
index_list[c] = commands.size
@ex_cmds[c] = commands.size
commands.push(command_array[3])

end
} # Do not remove this.
$game_temp.menu_command_index = index_list
return commands
end

#--------------------------------------------------------------------------
# set_command_enabled
#--------------------------------------------------------------------------
def set_command_enabled
disable_items = []
@disabled_command_index = []
# If zero party members are present
if $game_party.members.size == 0
disable_items.push(:item, :skill, :equip, :status, :partyform,
:ap_viewer, :set_battle_skill, :distribute_parameter, :classchange,
:learnskill, :equipskill)
end
# If saving has been disabled
if $game_system.save_disabled
disable_items.push(:save)
end
# If party changing is disabled
if $imported["LargeParty"] and !$game_party.partyform_enable?
disable_items.push(:partyform)
end
for key in YE::REDUX::MENU::COMMON_EVENTS
next unless $game_temp.menu_command_index.has_key?(key[0])
next if key[1][1] == nil
disable_items.push(key[0]) if $game_switches[key[1][1]]
end
for key in YE::REDUX::MENU::IMPORTED_COMMANDS
next unless $game_temp.menu_command_index.has_key?(key[0])
next if key[1][1] == nil
disable_items.push(key[0]) if $game_switches[key[1][1]]
end
# Disable each of the items.
disable_items.each { |i|
if $game_temp.menu_command_index.has_key?(i)
index = $game_temp.menu_command_index[i]
@command_window.draw_item(index, false)
@disabled_command_index.push(index)
end
}
end

#--------------------------------------------------------------------------
# overwrite update_command_selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
index = @command_window.index
unless command_enabled?(index)
Sound.play_buzzer
return
end
Sound.play_decision
case index
# Item Command
when $game_temp.menu_command_index[:item]
$scene = Scene_Item.new
# Skill, Equip, and Status Commands
when $game_temp.menu_command_index[:skill],
$game_temp.menu_command_index[:equip],
$game_temp.menu_command_index[:status]
start_actor_selection
# Save Command
when $game_temp.menu_command_index[:save]
$scene = Scene_File.new(true, false, false)
when # Quest
$game_temp.menu_command_index[:quest]
$scene = Scene_Quest.new
# System Command
when $game_temp.menu_command_index[:game_end]
$scene = Scene_End.new
else # Custom Commands
return_check = true
for key in @ex_cmds
if @ex_cmds[key[0]] == index
return_check = false
found_key = key[0]
break
end
end
return if return_check
if found_key >= 101 and found_key <= 200 # Play a common event
common_event = YE::REDUX::MENU::COMMON_EVENTS[found_key]
$game_temp.common_event_id = common_event[3]
$scene = Scene_Map.new
else # Play an imported scene
menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
if menu_command[2]
start_actor_selection
else
$scene = eval(menu_command[4] + ".new")
end
end # End found_key
end # End case check
end
end

#--------------------------------------------------------------------------
# overwrite update_actor_selection
#--------------------------------------------------------------------------
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 $game_temp.menu_command_index[:skill] # Skill Command
$scene = Scene_Skill.new(@status_window.index)
when $game_temp.menu_command_index[:equip] # Equip Command
$scene = Scene_Equip.new(@status_window.index)
when $game_temp.menu_command_index[:status] # Status Command
$scene = Scene_Status.new(@status_window.index)
when $game_temp.menu_command_index[:quest] # Quête Command
$scene = Scene_Quest.new(@status_window.index)
else # Custom Commands
return_check = true
for key in @ex_cmds
if @ex_cmds[key[0]] == @command_window.index
return_check = false
found_key = key[0]
break
end
end
return if return_check
menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
$scene = eval(menu_command[4] + ".new(@status_window.index)")
end
end
end

#--------------------------------------------------------------------------
# command_enabled?
#--------------------------------------------------------------------------
def command_enabled?(index)
if $game_system.save_disabled and
index == $game_temp.menu_command_index[:save]
return false
end
if $game_party.members.size == 0 and
@disabled_command_index.include?(index)
return false
end
for key in @ex_cmds
if @ex_cmds[key[0]] == index
return false if @disabled_command_index.include?(index)
end
end
return true
end

#--------------------------------------------------------------------------
# overwrite initialize
#--------------------------------------------------------------------------
def initialize(menu_index = YE::REDUX::MENU::START_INDEX)
@menu_index = menu_index
end

#--------------------------------------------------------------------------
# alias start
#--------------------------------------------------------------------------
alias start_menurd start unless $@
def start
start_menurd
if YE::REDUX::MENU::USE_REDUX_STATUS
@status_window.dispose
@status_window = Window_ReDuxMenuStatus.new(160, 0)
end
if YE::REDUX::MENU::USE_MULTI_VARIABLE_WINDOW
@gold_window.dispose
@gold_window = Window_MultiVariableWindow.new
end
if YE::REDUX::MENU::RIGHT_SIDE_COMMAND
@status_window.x = 0
@command_window.x = Graphics.width - 160
@gold_window.x = Graphics.width - 160
end
end

#--------------------------------------------------------------------------
# overwrite create_command_window
#--------------------------------------------------------------------------
def create_command_window
commands = create_command_list
if YE::REDUX::MENU::COMMAND_ICONS
@command_window = Window_MenuCommand.new(160, commands)
else
@command_window = Window_Command.new(160, commands)
end
@command_window.height = [@command_window.height,
YE::REDUX::MENU::MAX_ROWS * 24 + 32].min
@command_window.index = [@menu_index, commands.size - 1].min
set_command_enabled
end

end # Scene_Menu

#===============================================================================
# Scene_Map
#===============================================================================

class Scene_Map < Scene_Base

#--------------------------------------------------------------------------
# overwrite update_call_menu
#--------------------------------------------------------------------------
def update_call_menu
if Input.trigger?(YE::REDUX::MENU::MENU_BUTTON)
return if $game_map.interpreter.running?
return if $game_system.menu_disabled
$game_temp.menu_beep = true
$game_temp.next_scene = "menu"
end
end

end # Scene_Map

#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
attr_accessor :menu_command_index
attr_accessor :next_scene_actor_index

alias initialize_KGC_CustomMenuCommand initialize unless $@
def initialize
initialize_KGC_CustomMenuCommand

@menu_command_index = {}
@next_scene_actor_index = 0
end
end

module KGC
module Commands
module_function
def call_item
return if $game_temp.in_battle
$game_temp.next_scene = :menu_item
$game_temp.next_scene_actor_index = 0
$game_temp.menu_command_index = {}
end
def call_skill(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_skill
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
def call_equip(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_equip
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
def call_status(actor_index = 0)
return if $game_temp.in_battle
$game_temp.next_scene = :menu_status
$game_temp.next_scene_actor_index = actor_index
$game_temp.menu_command_index = {}
end
end
end

class Game_Interpreter
include KGC::Commands
end

class Scene_Map < Scene_Base
alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
def update_scene_change
return if $game_player.moving?
case $game_temp.next_scene
when :menu_item
call_menu_item
when :menu_skill
call_menu_skill
when :menu_equip
call_menu_equip
when :menu_status
call_menu_status
else
update_scene_change_KGC_CustomMenuCommand
end
end
def call_menu_item
$game_temp.next_scene = nil
$scene = Scene_Item.new
end
def call_menu_skill
$game_temp.next_scene = nil
$scene = Scene_Skill.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
def call_menu_equip
$game_temp.next_scene = nil
$scene = Scene_Equip.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
def call_menu_status
$game_temp.next_scene = nil
$scene = Scene_Status.new($game_temp.next_scene_actor_index)
$game_temp.next_scene_actor_index = 0
end
end

class Scene_Item < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:item)
$scene = Scene_Menu.new($game_temp.menu_command_index[:item])
else
$scene = Scene_Map.new
end
end
end

unless $imported["SceneSkillReDux"]
class Scene_Skill < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:skill)
$scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
else
$scene = Scene_Map.new
end
end
end
end

unless $imported["SceneEquipReDux"]
class Scene_Equip < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:equip)
$scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
else
$scene = Scene_Map.new
end
end
end
end

unless $imported["SceneStatusReDux"]
class Scene_Status < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:status)
$scene = Scene_Menu.new($game_temp.menu_command_index[:status])
else
$scene = Scene_Map.new
end
end
end
end

class Scene_File < Scene_Base
alias return_scene_KGC_CustomMenuCommand return_scene unless $@
def return_scene
if @from_title || @from_event
return_scene_KGC_CustomMenuCommand
elsif $game_temp.menu_command_index.has_key?(:save)
$scene = Scene_Menu.new($game_temp.menu_command_index[:save])
else
$scene = Scene_Map.new
end
end
end

class Scene_End < Scene_Base
def return_scene
if $game_temp.menu_command_index.has_key?(:game_end)
$scene = Scene_Menu.new($game_temp.menu_command_index[:game_end])
else
$scene = Scene_Map.new
end
end
end

#===============================================================================
# Game_Map
#===============================================================================

class Game_Map

#--------------------------------------------------------------------------
# map name
#--------------------------------------------------------------------------
unless method_defined?(:map_name)
def map_name
data = load_data("Data/MapInfos.rvdata")
text = data[@map_id].name.gsub(/\[.*\]/) { "" }
return text
end
end

end # Game_Map

#===============================================================================
# Game_Actor
#===============================================================================

class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# Now Exp - The experience gained for the current level.
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end

#--------------------------------------------------------------------------
# Next Exp - The experience needed for the next level.
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end

end # Game_Actor

#===============================================================================
# Window_MenuCommand
#===============================================================================

class Window_MenuCommand < Window_Command

#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
dx = rect.x
dy = rect.y
dw = rect.width
dh = rect.height
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
if YE::REDUX::MENU::ICON_SETS.include?(@commands[index])
icon = YE::REDUX::MENU::ICON_SETS[@commands[index]]
else
icon = YE::REDUX::MENU::ICON_SETS["Unlisted"]
end
draw_icon(icon, dx, dy, enabled)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(dx+24, dy, dw-24, dh, @commands[index])
end

end # Window_MenuCommand

#===============================================================================
# Window_ReDuxMenuStatus
#===============================================================================

class Window_ReDuxMenuStatus < Window_MenuStatus

#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.members.size
create_contents
fill_stand_by_background if $imported["LargeParty"]
for actor in $game_party.members
draw_rd_menu_actor(actor)
x = 104
y = actor.index * 96
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1, 120)
draw_actor_mp(actor, x + 120, y + WLH * 2, 120)
draw_rd_menu_exp(actor, x + 120, y + WLH * 3, 120)
end
end

#--------------------------------------------------------------------------
# draw_rd_menu_actor
#--------------------------------------------------------------------------
def draw_rd_menu_actor(actor)
case YE::REDUX::MENU::DRAWN_ACTOR_SETUP
when 0
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
when 1
offset = YE::REDUX::MENU::SPRITE_OFFSET
draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
when 2
offset = YE::REDUX::MENU::SPRITE_OFFSET
opacity = YE::REDUX::MENU::FACE_OPACITY
face_name = actor.face_name
face_index = actor.face_index
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + 4 / 2
rect.y = face_index / 4 * 96 + 4 / 2
rect.width = 92
rect.height = 92
self.contents.blt(2, actor.index * 96 + 2, bitmap, rect, opacity)
bitmap.dispose
draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
end
end

#--------------------------------------------------------------------------
# draw_rd_menu_exp
#--------------------------------------------------------------------------
def draw_rd_menu_exp(actor, x, y, size = 120)
if actor.next_exp != 0
gw = size * actor.now_exp
gw /= actor.next_exp
else
gw = size
end
gc1 = text_color(YE::REDUX::MENU::EXP_GAUGE_1)
gc2 = text_color(YE::REDUX::MENU::EXP_GAUGE_2)
self.contents.fill_rect(x, y + WLH - 8, size, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)

self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, WLH, YE::REDUX::MENU::EXP_TEXT)
self.contents.font.color = normal_color
if actor.next_exp != 0
expercent = actor.now_exp * 100.000
expercent /= actor.next_exp
else
expercent = 100.000
end
expercent = 100.000 if expercent > 100.000
text = sprintf(YE::REDUX::MENU::PERCENT_EXP, expercent)
self.contents.draw_text(x, y, size, WLH, text, 2)
end

end # Window_ReDuxMenuStatus

#===============================================================================
# Window_MultiVariableWindow
#===============================================================================

class Window_MultiVariableWindow < Window_Selectable

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
dh = 32 + 24 * YE::REDUX::MENU::VARIABLES_SHOWN.size
dy = Graphics.height - dh
super(0, dy, 160, dh)
refresh
end

#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
@data = []
for i in YE::REDUX::MENU::VARIABLES_SHOWN
next unless YE::REDUX::MENU::VARIABLES_HASH.include?(i)
@time_index = @data.size if i == -1
@data.push(i)
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end

#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
sw = self.width - 32
dy = WLH * index
self.contents.clear_rect(rect)
i = @data[index]
case i
when -5 # Draw Map Name
self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)

when -2 # Draw Steps
if YE::REDUX::MENU::VARIABLES_ICONS
text = $game_party.steps
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
else
text = YE::REDUX::MENU::VARIABLES_HASH[-2][1]
value = $game_party.steps
cx = contents.text_size(text).width
self.contents.font.color = normal_color
self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, dy, sw, WLH, text, 2)
end

when -1 # Draw Time
if YE::REDUX::MENU::VARIABLES_ICONS
text = game_time
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
else
self.contents.font.color = normal_color
text = game_time
self.contents.draw_text(0, dy, sw, WLH, text, 1)
end

when 0 # Draw Gold
if YE::REDUX::MENU::VARIABLES_ICONS
text = $game_party.gold
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[0][0], sw-24, dy)
else
draw_currency_value($game_party.gold, 4, dy, 120)
end

else # Draw Variables
if YE::REDUX::MENU::VARIABLES_ICONS
text = $game_variables[i]
self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
draw_icon(YE::REDUX::MENU::VARIABLES_HASH[i][0], sw-24, dy)
else
text = YE::REDUX::MENU::VARIABLES_HASH[i][1]
value = $game_variables[i]
cx = contents.text_size(text).width
self.contents.font.color = normal_color
self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, dy, sw, WLH, text, 2)
end
end
end

#--------------------------------------------------------------------------
# game_time
#--------------------------------------------------------------------------
def game_time
@gametime = Graphics.frame_count / Graphics.frame_rate
hours = @gametime / 3600
minutes = @gametime / 60 % 60
seconds = @gametime % 60
result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
return result
end

#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
if YE::REDUX::MENU::VARIABLES_SHOWN.include?(-1)
def update
if @gametime != (Graphics.frame_count / Graphics.frame_rate)
draw_item(@time_index)
end
end
end

end # Window_MultiVariableWindow

#===============================================================================
#
# END OF FILE
#
#===============================================================================
Revenir en haut Aller en bas
Contenu sponsorisé




mettre choix "quete" menu Empty
MessageSujet: Re: mettre choix "quete" menu   mettre choix "quete" menu Icon_minitime

Revenir en haut Aller en bas
 

mettre choix "quete" menu

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

 Sujets similaires

-
» Menu de Quète
» [VX] Menu de Quéte
» Problème script menu + quète
» Script de syteme de quête dans le menu
» Fusion menu quête avec fond en image !!!

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 | Cookies | Forumactif.com