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 [VX] Arbre de compétences

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AuteurMessage
gelamine
Mage Lv.11
Mage Lv.11
gelamine


Masculin Age : 26
Avertissements : 3
Inscrit le : 03/04/2010
Messages : 512

[VX] Arbre de compétences Empty
MessageSujet: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitimeVen 17 Juin 2011 - 12:12

Script: Arbre de compétences
Créateur:Deity
Utilité: Permet de créer un arbre de compétences. Je n'ai pas trouvé ce script dans la liste de script "héros". Prévenez-moi s'il existe déjà.

Possibilités :
. Un arbre avec pour maximum 99 compétences
. Un arbre pour chaque personnage
. Cache les compétences si les conditions ne sont pas remplies

Facile d'utilisation, aussi.

Utilisation: Les instructions au début du script sont en anglais, voici une brève traduction de Coco' :
Pour utiliser l'arbre, il faut un appel de script :
Code:
$scene = Scene_SkillTree.new(party_member_id)

Si vous utilisez :
Code:
add_skill_points(party_member_id,points)
précisez l'ID, le personnage gagnera x points pour l'arbre des compétences.
Quant au compétences, vous devez préciser dans leurs commentaires, dans la BDD :
Code:
<skills> needed_skill_id,needed_skill_id <skills_end>       
<costs> skillpoint_costs_to_learn <costs_end>
<coords> x-coordinate,y-coordinate <coords_end>

.skills correspond aux conditions pour obtenir cette compétence (par exemple en avoir une telle autre en précisant l'ID)
.cost correspond au coût du sort
.coord correspond à la position des sorts sur l'écran. Vous avez une fenêtre de 272*328 px pour placer tous vos sorts. Le plus grand "x" que vous pourrez utiliser est 244, et le plus grand "y" est 300.

Et voici le script:

Code:
#════════════════════════════════════════════════════════════════#
# script:  Deity's SkillTree                                    #
# by Deity                                                      #
# v. 1.2                                                        #
#════════════════════════════════════════════════════════════════#
# Description:                                                  #
# This script allow you tu use your own individual SkillTree for #
# your Game.                                                    #
#════════════════════════════════════════════════════════════════#
# Using:                                                        #
# As first you have to setup the Settings as you wish.          #
# To call the SkillTree you have to write this in the "Call ..." #
# $scene = Scene_SkillTree.new(party_member_id)                  #
# If you use this line:                                          #
# add_skill_points(party_member_id,points)                      #
# the partymember with the id (party_member_id) get points      #
# skillpoints.                                                  #
# Just add the skills an actor can learn as ever in the database.#
# Now you have following notes which you can place into the note #
# of a skill.                                                    #
# <skills> needed_skill_id,needed_skill_id <skills_end>          #
# <costs> skillpoint_costs_to_learn <costs_end>                  #
# <coords> x-coordinate,y-coordinate <coords_end>                #
# <hide> Let the skill only apear if the condiotions are        #
# sufussed.                                                      #
# If you skip <skills> the script notice that there no skills    #
# which the actor need to learn this skill.                      #
# If you skip <costs> the script give the skill automaticaly    #
# the cost of 1 skillpoint.                                      #
# The coordinates are important so dont skip them.              #
# You have a window of 272*328 pxl to place you skills(icons).  #
# So you can place about 99 Skills in you skilltree              #
# The biggst x-ccordinate you should use is: 244                #
# The biggst x-ccordinate you should use is: 300                #
#▼════════════════════════ Settings ════════════════════════════▼#
#                  true = jes / false = no                      #
module Deity
  module SkillTree
              #Color Settings
    # Color of the Edge from the Slot
    SLOT_COLOR1 = Color.new(255,255,255,200)
    # Backgroundcolor of the Icon
    SLOT_COLOR2 = Color.new(10,10,10,200)
    # Color of the Cursor
    CURSOR_COLOR = Color.new(255,0,0,255)
    # Color of learned skills and lines
    LEARNED_SKILL_COLOR = Color.new(0,255,0,255)
    # Color of not learned skills and lines
    NOT_LEARNED_SKILL_COLOR = Color.new(255,0,0,255)
    # Commands to confirm or cancel
    CONFIRM_WINDOW_TEXT = ["Jes.","No."]
    # Text for conditions
    CONDITIONS = "Conditions"
    # Text for needed level
    SKILL_LEVEL = "Level:"
    # Text if skill deal damage
    SKILL_DAMAGE = "Damage:"
    # Text if skill heal
    SKILL_RECOVER = "Heal:"
    # Name of the skillpoints
    SKILL_POINTS = "Skillpoints"
    # Short name of the skillpoints
    SHORT_SP_NAME = "SP"
    # BGM-Title for the Scene
    BGM_NAME = "Field1"
    # Text for MP-Cost
    SKILL_COST = "MP-Cost:"
    # Header for Element
    SKILL_ELEMENTS = "Elements of the Skill"
    # Header for Status
    SKILL_STATE = "Statuseffects"
    # Header for + States
    SKILL_ADD_STATE = "Add"
    # Header for - States
    SKILL_SUB_STATE = "Sub"
    # Text if skill already learned
    SKILL_LEARNED = "Already learned."
    # Text if no skills lernable
    NO_LERNABLE_SKILLS = "This character doesn't have any skills."
    # Text for cost to learn this skill
    SKILL_COST = "Skillcost:"
    # Text if user wants to learn the skill
    LEARN_SKILL = "Want to learn this skill?"
    # Text for big information window
    INFO_TEXT = "Informations"
    # Should the script open Biginformationwindow if press Shift?
    ALLOW_BIG_INFO = true
    # Should the script use the level conditions of the skills?
    LEVEL_CONDITIONS = false
    # Should the script draw connectionlines between the skills?
    USE_CONNECTION_LINES = true
    # How many pxl should be skipped? in pxl
    SKIPPED_PXL = 0 # 0 = not skipping
    # Linewidth/height in pxl
    # it sounds confusing but with 2 parameter you are able
    # to make an better looking line.
    LINES_WIDTH = 1
    LINES_HEIGHT = 1
    # Use Scene_Skil Addon?
    USE_SKILL_SCENE = true
    # Use Scene_Status Addon?
    USE_STATUS_SCENE = true
    # How many level have the player to reach to get skillpoints?
    POINTS_LEVEL_RANGE = 3
    # How many skillpoints the actor get if he become a higher level?
    LEVEL_UP_POINTS = 1
    # The name of the returning scene
    LAST_SCENE = "Scene_Map"
  end
end
# Don't change anything above this lines except you know what  #
# you do.                                                      #
#▲═════════════════════════════════════════════════════════════▲#
include Deity::SkillTree

class Game_Actor
 
  attr_accessor :skill_points
 
  alias initialize_skilltree initialize if !$@
  def initialize(actor_id)
    initialize_skilltree(actor_id)
    @skills = []
    @skill_points = (@level / POINTS_LEVEL_RANGE).to_i
    @skill_point_range = @level - (@skill_points * POINTS_LEVEL_RANGE).to_i
  end
 
  def level_up
    @level += 1
    @skill_point_range += 1
    if @skill_point_range == POINTS_LEVEL_RANGE
      @skill_point_range = 0
      @skill_points += LEVEL_UP_POINTS
    end
  end
 
end

class SkillTree_Skill
 
  def initialize(skill_id,actor_id,level)
    @skill_id = skill_id
    @skill = $data_skills[skill_id]
    @level = level
    @actor = $game_party.members[actor_id]
  end
 
  def id
    return @skill_id
  end
 
  def hidden?
    notes = @skill.note.split
    if notes.include?("<hide>") && !conditions_suffused
      return true
    else
      return false
    end
  end
 
  def conditions_suffused
    state = true
    for i in conditions
      if !@actor.skill_learn?($data_skills[i.to_i])
        state = false
      end
    end
    return state
  end
 
  def level
    return @level
  end
 
  def costs
    notes = @skill.note.split
    if notes.include?("<costs>")
      indexes = [notes.index("<costs>"),notes.index("<costs_end>")]
      string = ""
      for i in indexes[0]...indexes[1]
        string += notes[i]
      end
      string = string.gsub("<costs>","")
      string = string.gsub("<costs_end>","")
      cost = string.to_i
    else
      cost = 1
    end
    return cost
  end
 
  def conditions
    notes = @skill.note.split
    if notes.include?("<skills>")
      indexes = [notes.index("<skills>")+1,notes.index("<skills_end>")]
      string = ""
      for i in indexes[0]...indexes[1]
        string += notes[i]
      end
      string = string.gsub(","," ")
      skillids = string.split
    else
      skillids = []
    end
    return skillids
  end
 
  def place
    notes = @skill.note.split
    if notes.include?("<coords>")
      indexes = [notes.index("<coords>")+1,notes.index("<coords_end>")]
      string = ""
      for i in indexes[0]...indexes[1]
        string += notes[i]
      end
      string = string.gsub(","," ")
      coords = string.split
      coords[0] = coords[0].to_i
      coords[1] = coords[1].to_i
    else
      coords = [10,10]
    end
    return coords
  end
 
end

class SkillTree_Cursor < Sprite
 
  def initialize(x,y,viewport)
    super(viewport)
    self.x = x
    self.y = y
    self.bitmap = Bitmap.new(28,28)
    @bitmap = self.bitmap
    refresh
  end
 
  def refresh
    @bitmap.fill_rect(0,0,28,28,CURSOR_COLOR)
    @bitmap.clear_rect(2,2,24,24)
  end
 
end

class Window_SkillTree < Window_Base
 
  def initialize(x,y,width,heigth,actor_id,skills)
    super(x,y,width,heigth)
    @actor = $game_party.members[actor_id]
    @actor_id = actor_id
    @skills = skills
    refresh
  end
 
  def refresh
    self.contents.clear
    if @skills.size > 0
      if USE_CONNECTION_LINES
        sprite = Sprite.new(Viewport.new(self.x + 16,self.y + 16,self.width - 32,self.height - 32))
        sprite.x = self.x + 16
        sprite.y = self.y + 16
        sprite.bitmap = Bitmap.new(self.width - 32,self.height - 32)
        sprite.visible = false
        for skill in @skills
          next if skill.hidden?
          for cond in skill.conditions
            cond = cond.to_i
            if @actor.skills.include?($data_skills[cond])
              sprite.bitmap.draw_line(skill.place[0]+13,skill.place[1]+13,@skills[search_id(cond)].place[0]+13,@skills[search_id(cond)].place[1]+13,LEARNED_SKILL_COLOR,LINES_WIDTH,LINES_HEIGHT,SKIPPED_PXL)
            else
              sprite.bitmap.draw_line(skill.place[0]+13,skill.place[1]+13,@skills[search_id(cond)].place[0]+13,@skills[search_id(cond)].place[1]+13,NOT_LEARNED_SKILL_COLOR,LINES_WIDTH,LINES_HEIGHT,SKIPPED_PXL)
            end
          end
        end
        rect = Rect.new(0,0,sprite.width,sprite.height)
        self.contents.blt(0,0,sprite.bitmap,rect)
      end
      icons = []
      for i in @actor.class.learnings
        next if SkillTree_Skill.new(i.skill_id,@actor_id,i.level).hidden?
        skill = [i.skill_id,@actor.skill_learn?($data_skills[i.skill_id])]
        icons.push(skill)
      end
      for i in 0...icons.size
        x = @skills[i].place[0].to_i
        y = @skills[i].place[1].to_i
        self.contents.fill_rect(x,y,26,26,SLOT_COLOR1)
        self.contents.fill_rect(x+1,y+1,24,24,SLOT_COLOR2)
        draw_icon($data_skills[icons[i][0]].icon_index, x+1, y+1, icons[i][1])
      end
    end
  end
 
  def search_id(skill_id)
    id = 0
    for i in 0...@skills.size
      if @skills[i].id == skill_id
        id = i
      end
    end
    return id
  end
 
end 

class Window_SkillTreeInformationSmall < Window_Base
 
  def initialize(x,y,width,heigth,skill_id,skills,actor_id)
    super(x,y,width,heigth)
    @bitmap = self.contents
    @skills = skills
    @actor = $game_party.members[actor_id]
    refresh(skill_id) if skill_id != 0
  end
 
  def change_actor_id(actor_id)
    @actor = $game_party.members[actor_id]
  end
 
  def refresh(skill_id)
    if @skills.size > 0
      @bitmap.clear
      @bitmap.draw_text(0,0,self.width-32,24,@actor.name,0)
      draw_actor_level(@actor, self.width-32-56, 0)
      self.contents.font.color = system_color
      @bitmap.draw_text(0,24,self.width-32,24,SKILL_POINTS + ":",0)
      @bitmap.draw_text(0,84,self.width-32,24,SKILL_COST,0)
      self.contents.font.color = normal_color
      @bitmap.draw_text(0,24,self.width-32,24,@actor.skill_points.to_s,2)
      @bitmap.draw_text(0,84,self.width-32,24,@skills[search_id(skill_id)].costs.to_s,2)
      @bitmap.draw_text(0,54,self.width-32,24,$data_skills[skill_id].name,1)
      @bitmap.draw_text(0,114,self.width-32,24,CONDITIONS,1)
      y = 134
      for i in @skills
        if i.id == skill_id
          @bitmap.font.color = NOT_LEARNED_SKILL_COLOR
          if LEVEL_CONDITIONS
            if @actor.level >= i.level
              @bitmap.font.color = LEARNED_SKILL_COLOR
            end
            @bitmap.draw_text(0,y,self.width-32,24,SKILL_LEVEL + " " + i.level.to_s,0)
            y += 22
          end
          for o in i.conditions
            @bitmap.font.color = NOT_LEARNED_SKILL_COLOR
            if @actor.skill_learn?($data_skills[o.to_i])
              @bitmap.font.color = LEARNED_SKILL_COLOR
            end
            @bitmap.draw_text(0,y,self.width-32,24,$data_skills[o.to_i].name,0)
            y += 22
          end
        end
      end
      @bitmap.font.color = Font.default_color
    end
  end
 
  def search_id(skill_id)
    for i in 0...@skills.size
      if @skills[i].id == skill_id
        return i
      end
    end
  end
 
end

class Window_SkillTreeInformationBig < Window_Base
 
  def initialize(x,y,width,heigth,skill_id,actor_id)
    super(x,y,width,heigth)
    self.visible = false
    @bitmap = self.contents
    @actor = $game_party.members[actor_id]
    refresh(skill_id) if skill_id != 0
  end
 
  def change_actor_id(actor_id)
    @actor = $game_party.members[actor_id]
  end
 
  def refresh(skill_id)
    @bitmap.clear
    skill = $data_skills[skill_id]
    @bitmap.font.bold = true
    @bitmap.draw_text(0,0,self.width-32,24,skill.name,1)
    @bitmap.font.bold = false
    @bitmap.draw_text(0,24,self.width-32,24,skill.description)
    if skill.base_damage > 0
      text = SKILL_DAMAGE + " " + skill.base_damage.to_s
    else
      text = SKILL_RECOVER + " " + (skill.base_damage * -1).to_s
    end
    @bitmap.draw_text(0,50,self.width/2-16,24,text,0)
    @bitmap.draw_text(self.width/2-16,50,self.width/2,24,SKILL_COST + " " + skill.mp_cost.to_s,0)
    eles = []
    for i in skill.element_set
      eles.push($data_system.elements[i])
    end
    @bitmap.font.bold = true
    @bitmap.draw_text(0,74,self.width-32,24,SKILL_ELEMENTS,1)
    @bitmap.font.bold = false
    y = 74
    for i in 0...eles.size
      if i % 2 == 0
        x = 0
        y = y + 24
      else
        x = self.width/2
      end
      @bitmap.draw_text(x,y,self.width/2-16,24,eles[i],1)
    end
    y = y + 26
    @bitmap.font.bold = true
    @bitmap.draw_text(0,y,self.width-32,24,SKILL_STATE,1)
    @bitmap.font.bold = false
    y += 24
    @bitmap.font.bold = true
    @bitmap.draw_text(0,y,self.width/2-16,24,SKILL_ADD_STATE,1)
    @bitmap.draw_text(self.width/2-16,y,self.width/2,24,SKILL_SUB_STATE,1)
    @bitmap.font.bold = false
    y += 24
    z = y
    for i in skill.plus_state_set
      @bitmap.draw_text(0,z,self.width/2-16,24,$data_states[i].name,1)
      z += 24
    end
    for i in skill.minus_state_set
      @bitmap.draw_text(self.width/2-16,y,self.width/2,24,$data_states[i].name,1)
      y += 24
    end
  end
 
end

class Scene_SkillTree < Scene_Base
 
  def initialize(actor_id)
    @viewport = Viewport.new(0,0,544,416)
    @actor_id = actor_id
    @actor = $game_party.members[actor_id]
    @skills = []
    @index = 0
    for i in @actor.class.learnings
      skill = SkillTree_Skill.new(i.skill_id,actor_id,i.level)
      @skills.push(skill)
    end
    @info = Window_Help.new
    if @actor.skills.include?($data_skills[@skills[@index].id])
      @info.set_text(SKILL_LEARNED,1)
    else
      @info.set_text(LEARN_SKILL,1)
    end
    @skilltree = Window_SkillTree.new(0,56,544-240,416-56,actor_id,@skills)
    if @skills.size > 0
      @info_small = Window_SkillTreeInformationSmall.new(544-240,56,240,416-56,@skills[0].id,@skills,actor_id)
      @cursor = SkillTree_Cursor.new(@skills[0].place[0] + 15,@skills[0].place[1] + 71,@viewport)
      @info_big = Window_SkillTreeInformationBig.new(0,56,544,416-56,@skills[0].id,actor_id)
    else
      @info.set_text(NO_LERNABLE_SKILLS,1)
      @info_small = Window_SkillTreeInformationSmall.new(544-240,56,240,416-56,0,@skills,actor_id)
      @cursor = SkillTree_Cursor.new(25,81,@viewport)
      @cursor.visible = false
      @info_big = Window_SkillTreeInformationBig.new(0,56,544,416-56,0,actor_id)
    end
    @confirm = Window_Command.new(160,CONFIRM_WINDOW_TEXT,2)
    @confirm.x = 544 - @confirm.width
    @confirm.visible = false
    @confirm.opacity = 0
    @confirm.active = false
    @info_small.viewport = @viewport
    @info.viewport = @viewport
    @skilltree.viewport = @viewport
    @info_big.viewport = @viewport
    @confirm.viewport = @viewport
    @info_small.z = 100
    @info.z = 100
    @skilltree.z = 100
    @cursor.z = 150
    @info_big.z = 200
    @confirm.z = 201
  end
 
  def start
    Audio.bgm_play("Audio/BGM/"+BGM_NAME,100,100)
  end
 
  def update
    @confirm.update
    if @confirm.active
      update_skill_confirm
    else
      update_cursor if @skills.size > 0
      update_big_window if ALLOW_BIG_INFO && @skills.size > 0
      if Input.trigger?(Input::C) && @skills.size > 0
        if @skills[@index].conditions_suffused and !@actor.skills.include?($data_skills[@skills[@index].id]) and @skills[@index].costs <= @actor.skill_points
          if LEVEL_CONDITIONS
            if @skills[@index].level <= @actor.level
              @confirm.active = true
              @confirm.visible = true
              @info.set_text(LEARN_SKILL,0)
              Sound.play_decision
            else
              Sound.play_buzzer
            end
          else
            @confirm.active = true
            @confirm.visible = true
            @info.set_text(LEARN_SKILL,0)
          end
        else
          Sound.play_buzzer
        end
      end
      if Input.trigger?(Input::R)
        Sound.play_cursor
        @actor_id += 1
        if @actor_id > $game_party.members.size - 1
          @actor_id = 0
        end
        $scene = Scene_SkillTree.new(@actor_id)
      elsif Input.trigger?(Input::L)
        Sound.play_cursor
        @actor_id -= 1
        if @actor_id < 0
          @actor_id = $game_party.members.size - 1
        end
        $scene = Scene_SkillTree.new(@actor_id)
      elsif Input.trigger?(Input::B) && !@confirm.active
        Sound.play_cancel
        $scene = Scene_Map.new
      end
    end
  end
 
  def terminate
    Audio.bgm_stop
    @info_small.dispose
    @info.dispose
    @skilltree.dispose
    @info_big.dispose
    @confirm.dispose
    @cursor.dispose
    @viewport.dispose
  end
 
  def update_big_window
    if Input.trigger?(Input::A)
      if @info_big.visible == true
        refresh_windows(@skills[@index].id) if @skills[@index] != nil
        @info_big.visible = false
        @info_small.visible = true
        @skilltree.visible = true
        @cursor.visible = true
      else
        @info.set_text(INFO_TEXT,1)
        @info_big.visible = true
        @info_small.visible = false
        @skilltree.visible = false
        @cursor.visible = false
      end
    end
  end

  def update_cursor
    if Input.trigger?(Input::LEFT)
      search_nearst_skill("left")
      Sound.play_cursor
      refresh_windows(@skills[@index].id) if @skills[@index] != nil
      refresh_cursor(@skills[@index].place) if @skills[@index] != nil
    elsif Input.trigger?(Input::RIGHT)
      search_nearst_skill("right")
      Sound.play_cursor
      refresh_windows(@skills[@index].id) if @skills[@index] != nil
      refresh_cursor(@skills[@index].place) if @skills[@index] != nil
    elsif Input.trigger?(Input::UP)
      search_nearst_skill("up")
      Sound.play_cursor
      refresh_windows(@skills[@index].id) if @skills[@index] != nil
      refresh_cursor(@skills[@index].place) if @skills[@index] != nil
    elsif Input.trigger?(Input::DOWN)
      search_nearst_skill("down")
      Sound.play_cursor
      refresh_windows(@skills[@index].id) if @skills[@index] != nil
      refresh_cursor(@skills[@index].place) if @skills[@index] != nil
    end
  end

  def search_nearst_skill(direction)
    sid = 0
    skills = {}
    for i in @skills
      sid += 1 if i == @skills[@index]
      next if i == @skills[@index]
      case direction
      when "up"
        if i.place[1] < @skills[@index].place[1]
          skills[sid] = ((i.place[0] - @skills[@index].place[0]).abs+(i.place[1] + 24 - @skills[@index].place[1]).abs).abs
        end
      when "down"
        if i.place[1] > @skills[@index].place[1]
          skills[sid] = ((i.place[0] - @skills[@index].place[0]).abs+(i.place[1] - @skills[@index].place[1] + 24).abs).abs
        end
      when "right"
        if i.place[0] > @skills[@index].place[0]
          skills[sid] = ((i.place[0] - @skills[@index].place[0] + 24).abs+(i.place[1] - @skills[@index].place[1]).abs).abs
        end
      when "left"
        if i.place[0] < @skills[@index].place[0]
          skills[sid] = ((i.place[0] + 24 - @skills[@index].place[0]).abs+(i.place[1] - @skills[@index].place[1]).abs).abs
        end
      end
      sid += 1
    end
    if !skills.empty?
      skill = skills.invert.sort
      id = 0
      while @skills[skill[id][1]].hidden? do
        id += 1
      end
      skill = skill[id][1]
      @index = skill
      return skill
    else
      return @index
    end
  end
 
  def update_skill_confirm
    if Input.trigger?(Input::C)
      case @confirm.index
      when 0
        $game_party.members[@actor_id].learn_skill(@skills[@index].id)
        @confirm.active = false
        @confirm.visible = false
        @actor.skill_points -= @skills[@index].costs
        Sound.play_decision
        refresh_windows(@skills[@index].id) if @skills[@index] != nil
      when 1
        @confirm.active = false
        @confirm.visible = false
        Sound.play_cancel
      end
    end
  end
 
 
  def refresh_windows(skill_id)
    if @skills.size > 0
      @info_small.refresh(skill_id)
      @skilltree.refresh
      @info_big.refresh(skill_id)
      if @actor.skills.include?($data_skills[@skills[@index].id]) && !@info_big.visible
        @info.set_text(SKILL_LEARNED,1)
      else
        @info.set_text(LEARN_SKILL,1)
      end
    else
      @info.set_text(NO_LERNABLE_SKILLS,1)
    end
  end
 
  def return_scene
    $scene = LAST_SCENE + ".new"
  end
 
  def refresh_cursor(place)
    if place != nil
      @cursor.x = place[0] + 15
      @cursor.y = place[1] + 71
    else
      @cursor.x = 25
      @cursor.y = 81
    end
  end
 
end

class Game_Interpreter
 
  def add_skill_points(party_member_id,points)
    $game_party.members[party_member_id].skill_points += points
  end
 
end

class Window_Base
 
  def draw_actor_sp(actor,x,y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, Deity::SkillTree::SHORT_SP_NAME)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, WLH, actor.skill_points, 2)
  end
 
end

if Deity::SkillTree::USE_SKILL_SCENE

  class Window_SkillStatus < Window_Base
 
    def refresh
      self.contents.clear
      draw_actor_name(@actor, 0, 0)
      draw_actor_level(@actor, 120, 0)
      draw_actor_hp(@actor, 200, 0, 100)
      draw_actor_mp(@actor, 310, 0, 100)
      draw_actor_sp(@actor, 430, 0)
    end
 
  end
 
end

if Deity::SkillTree::USE_SKILL_SCENE
 
  class Window_Status
   
    alias refresh_skilltree_status refresh unless $@
    def refresh
      refresh_skilltree_status
      draw_actor_sp(@actor,300,0)
    end
   
  end
 
end

Screens

[VX] Arbre de compétences Rr8ZYRpUUS8u

[VX] Arbre de compétences S80X2MNEDY6c

Bon making.

Gela


Dernière édition par gelamine le Ven 17 Juin 2011 - 12:21, édité 1 fois
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Brandobscure001
Seigneur Lv.18
Seigneur Lv.18
Brandobscure001


Masculin Age : 28
Inscrit le : 26/12/2010
Messages : 2220

[VX] Arbre de compétences Empty
MessageSujet: Re: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitimeVen 17 Juin 2011 - 12:15

On pourait avoir des screen s'il te plait Very Happy
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gelamine
Mage Lv.11
Mage Lv.11
gelamine


Masculin Age : 26
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Messages : 512

[VX] Arbre de compétences Empty
MessageSujet: Re: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitimeVen 17 Juin 2011 - 12:21

J'ai édité le sujet.
Screens :

[VX] Arbre de compétences Rr8ZYRpUUS8u

[VX] Arbre de compétences S80X2MNEDY6c

Gela
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Brandobscure001
Seigneur Lv.18
Seigneur Lv.18
Brandobscure001


Masculin Age : 28
Inscrit le : 26/12/2010
Messages : 2220

[VX] Arbre de compétences Empty
MessageSujet: Re: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitimeVen 17 Juin 2011 - 12:28

Ah merci c est super Very Happy
je vais le prendre pour mon jeux re merci Very Happy
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Moi
Citadin Lv.7
Citadin Lv.7
Moi


Inscrit le : 14/06/2011
Messages : 165

[VX] Arbre de compétences Empty
MessageSujet: Re: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitimeVen 17 Juin 2011 - 21:10

Il me semble qu'il a déjà été posté sur le forum. Il faut que je vérifie ça.

EDIT: il me semblait bien que je l'avais vu sur le forum : https://rpg-maker-vx.bbactif.com/t9995-comment-faire-un-arbre-de-competence-resolu?highlight=arbre+de+comp%E9tences

Mais il n'est pas dans la section partage de scripts. Donc merci du partage ^^
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Malum
Révolutionnaire mais ça rentrait pas alors autre chose
Révolutionnaire mais ça rentrait pas alors autre chose
Malum


Masculin Age : 30
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[VX] Arbre de compétences Empty
MessageSujet: Re: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitimeSam 18 Juin 2011 - 6:06

Ah ouais cool c'est sympa merci à toi Gela' Very Happy
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[VX] Arbre de compétences Empty
MessageSujet: Re: [VX] Arbre de compétences   [VX] Arbre de compétences Icon_minitime

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[VX] Arbre de compétences

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