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 Modification d'arbre de compétences

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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.

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Frozen'
Mage Lv.11
Mage Lv.11
Frozen'


Masculin Age : 28
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
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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.
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Frozen'
Mage Lv.11
Mage Lv.11
Frozen'


Masculin Age : 28
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
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