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 [VX] Script de lvl up custom

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akakin
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[VX] Script de lvl up custom Empty
MessageSujet: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 20 Oct 2008 - 17:16

Bonjour ,

Voici un script en Anglais qui vous montre une version custom de lvl up.
Je tiens a dire qu'il n'est pas de moi.

Comme tous les scripts ,il faut le placer au dessus de main.

Code:

module LevelUpDisplayConfig
#--------------------------------------------------------------------------
# * General Configuration Options
#--------------------------------------------------------------------------
  #The windowskin file name, minus the extension
  WINDOWSKIN_NAME = 'Window'
  #The sound effect name that is played when the window is displayed
  LEVEL_UP_SE = 'Recovery'
  #The sound effect volume
  LEVEL_UP_SE_VOLUME = 80
  #Display the skill window?
  USE_SKILL_WINDOW = true
  #The title text used in the "New Skills" window (if not nil) 
  #For example, NEW_SKILL_TITLE_TEXT = 'Abilities'
  NEW_SKILL_TITLE_TEXT = nil
  #Show the actor's sprite?
  USE_SPRITE_GRAPHIC = true
  #Opacity of the main window
  WINDOW_OPACITY = 255 
#--------------------------------------------------------------------------
# * Stat Window Configuration
#--------------------------------------------------------------------------
  #The color of the actor's name in the window (gold by default)
  NAME_COLOR = Color.new(255,235,0)
  #The color of the actor's level in the window (gold by default)
  LEVEL_COLOR = Color.new(255,235,0)
  #The color of the actor's stat names in the window (gold by default)
  STAT_COLOR = Color.new(255,235,0)
  #The color of the actor's old stat values (white by default)
  OLD_STAT_COLOR = Color.new(255,255,255)
  #The color of the actor's new stat values, if a net gain (green by default)
  NEW_STAT_VAL_COLOR = Color.new(0,250,154)
  #The color of the actor's new stat values, if a net loss (red by default)
  STAT_VAL_LOSS_COLOR = Color.new(255, 0, 0)
#--------------------------------------------------------------------------
# * Skill Window Configuration
#--------------------------------------------------------------------------
  #The color of the text in the skills title window
  SKILL_TITLE_COLOR = Color.new(255,215,0)
  #The color of the new skills text in the skills window
  SKILL_WINDOW_FONT_COLOR = Color.new(240,248,255)
#--------------------------------------------------------------------------
#  * There is no need to modify the constants below
#--------------------------------------------------------------------------
STAT_WINDOW_WIDTH = 320
SKILL_WINDOW_WIDTH = 165
WINDOW_HEIGHT = 220
SUB_WINDOW_HEIGHT = 45

end


Dernière édition par akakin le Lun 20 Oct 2008 - 17:25, édité 2 fois
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akakin
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 20 Oct 2008 - 17:18

Suite du code :

Code:


include LevelUpDisplayConfig
#==========================================================================
# * Window_LevelUpdate
#--------------------------------------------------------------------------
#  The main window that appears in battle when a level is gained.
#  Displays stat info, faceset, and (optionally) the actor sprite.
#==========================================================================
class Window_LevelUpdate < Window_Base
 
  def initialize(actor)
    w = STAT_WINDOW_WIDTH
    h = WINDOW_HEIGHT
    if USE_SKILL_WINDOW
      super(272 - (w / 2) - (SKILL_WINDOW_WIDTH / 2), 50, w, h)
    else
      super(272 - (w / 2), 50, w, h)
    end
    self.windowskin = Cache.system(WINDOWSKIN_NAME)
    self.back_opacity = WINDOW_OPACITY
    @actor = actor
    @animation_index = 0
    @arrow = Cache.picture('level_up_arrow')   
    @y_offset = 12  #give some room under level display
    #begin drawing new level and old stat text
    @col_one_offset = 0
    #Draw old stats
    @col_two_offset = @col_one_offset + 60   
    #begin drawing Faceset/sprite and skills gained
    @col_four_offset = 0
    #begin drawing Faceset/sprite graphics
    @col_five_offset = 190
    #play the sound effect
    se = RPG::SE.new(LEVEL_UP_SE, LEVEL_UP_SE_VOLUME)
    se.play
    #calculates the offet for drawing level info
    calc_level_offsets         
    setup_name_window
    draw_stat_names
    draw_old_stat_values 
    draw_arrows     
    draw_new_stat_values
    draw_actor_rep
    update   
  end
  #--------------------------------------------------------------------------
  # * Create and display the name window
  #--------------------------------------------------------------------------
  def setup_name_window
    @name_window = Window_Base.new(self.x + 20, self.y - 30 , fit_to_text(@actor.name), SUB_WINDOW_HEIGHT)
    @name_window.windowskin = Cache.system(WINDOWSKIN_NAME)
    @name_window.back_opacity = 255
    @name_sprite = Sprite.new
    @name_sprite.bitmap = Bitmap.new(@name_window.width, @name_window.height)
    @name_sprite.bitmap.font.color = NAME_COLOR
    @name_sprite.x = @name_window.x + 15
    @name_sprite.y = @name_window.y - 10
    @name_sprite.z = 300
    @name_sprite.bitmap.draw_text(0, 0, @name_sprite.bitmap.width, 60, @actor.name)
  end
  #--------------------------------------------------------------------------
  # * Draws the level and stat text (not the values themselves)
  #--------------------------------------------------------------------------
  def draw_stat_names   
    self.contents.font.color = LEVEL_COLOR
    self.contents.draw_text(@col_one_offset, 0, 60, WLH, "Lv.")
    self.contents.font.color = STAT_COLOR                                             
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.hp)   
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.mp)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.atk)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.def)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.spi)
    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.agi)
    #reset the font color
    self.contents.font.color = Font.default_color 
    #reset the y_offset to 12
    y_incr_reset
  end
  #--------------------------------------------------------------------------
  # * Draws the old level and stat values
  #--------------------------------------------------------------------------
  def draw_old_stat_values
    self.contents.font.color = OLD_STAT_COLOR
    self.contents.draw_text(@col_level_old_offset, 0, 60, WLH, @actor.last_level)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_hp)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_mp)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_atk)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_def)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_spi)
    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_agi)
    #reset the font color
    self.contents.font.color = Font.default_color
    #reset the y_offset to 12
    y_incr_reset
  end

  #--------------------------------------------------------------------------
  # * Draws the arrows
  #--------------------------------------------------------------------------
  def draw_arrows
    if @actor.last_hp - 100 < 0
      @col_three_offset = @col_two_offset + 30   
    elsif @actor.last_hp - 1000 < 0
      @col_three_offset = @col_two_offset + 40
    else
      @col_three_offset = @col_two_offset + 50
    end   
    draw_arrow(@col_level_arrow_offset, 6)    #level
    draw_arrow(@col_three_offset, y_incr + 6)  #hp
    draw_arrow(@col_three_offset, y_incr + 6)  #mp
    draw_arrow(@col_three_offset, y_incr + 6)  #atk
    draw_arrow(@col_three_offset, y_incr + 6)  #def
    draw_arrow(@col_three_offset, y_incr + 6)  #spi
    draw_arrow(@col_three_offset, y_incr + 6)  #agi
    calc_col_four_offset(@col_three_offset)
    #reset the y_offset to 12
    y_incr_reset
  end
  #--------------------------------------------------------------------------
  # * Draws the new level and stat values
  #--------------------------------------------------------------------------
  def draw_new_stat_values     
    draw_new_stat(@col_level_new_offset, 0, 60, WLH, @actor.last_level, @actor.level)   
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_hp, @actor.maxhp)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_mp, @actor.maxmp)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_atk, @actor.base_atk)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_def, @actor.base_def)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_spi, @actor.base_spi)
    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_agi, @actor.base_agi)
    self.contents.font.color = Font.default_color 
    #reset the y_offset to 12
    y_incr_reset
  end
 
  def draw_new_stat(x, y, w, h, prev_val, val)
    if val > prev_val      #gain
      self.contents.font.color = NEW_STAT_VAL_COLOR
    elsif val == prev_val  #no change
      self.contents.font.color = OLD_STAT_COLOR
    else                  #loss
      self.contents.font.color = STAT_VAL_LOSS_COLOR
    end   
    self.contents.draw_text(x, y, w, h, val)   
  end
  #--------------------------------------------------------------------------
  # * Draws the faceset and optionally the actor sprite
  #--------------------------------------------------------------------------
  def draw_actor_rep
    draw_actor_face(@actor, @col_five_offset, 0)
    if (USE_SPRITE_GRAPHIC)
      x_pos = @col_five_offset + ((self.width - @col_five_offset) / 2) - 18
      draw_character(@actor.character_name, @actor.character_index, x_pos, 160)
    end
  end
  #--------------------------------------------------------------------------
  # * Draws an arrow
  #--------------------------------------------------------------------------
  def draw_arrow(x, y)
    src_rect = Rect.new(0, 0, @arrow.width, @arrow.height)
    self.contents.blt(x, y, @arrow, src_rect)
  end
  #--------------------------------------------------------------------------
  # * figures out the spacing for the level text display
  #--------------------------------------------------------------------------
  def calc_level_offsets
    @col_level_old_offset = @col_one_offset + 30   
    if @actor.last_level < 10
      @col_level_arrow_offset = @col_level_old_offset + 20
    else
      @col_level_arrow_offset = @col_level_old_offset + 30
    end   
    @col_level_new_offset = @col_level_arrow_offset + 26
  end
  #--------------------------------------------------------------------------
  # * Increments the y counter
  #--------------------------------------------------------------------------
  def y_incr
    @y_offset += WLH
    return @y_offset
  end
  #--------------------------------------------------------------------------
  # * Resets the y counter
  #--------------------------------------------------------------------------
  def y_incr_reset
    @y_offset = 12
  end
  #--------------------------------------------------------------------------
  # * calculate where to draw col four text (new stat values)
  #--------------------------------------------------------------------------
  def calc_col_four_offset(col_three) 
    @col_four_offset = col_three + 22
  end
  #--------------------------------------------------------------------------
  # * Fit the window width to the text
  #--------------------------------------------------------------------------
  def fit_to_text(text)
    w = self.contents.text_size(text).width + 32
    return w > 90 ? w : 90
  end
  #--------------------------------------------------------------------------
  # * Update the child window position
  #--------------------------------------------------------------------------
  def update_child_window_pos
    @name_window.x = self.x + 20
    @name_window.y = self.y - 30 
    @name_sprite.x = @name_window.x + 15
    @name_sprite.y = @name_window.y - 10 
  end
  #--------------------------------------------------------------------------
  # * Destroy the sprite!
  #--------------------------------------------------------------------------
  def dispose
    super
    @name_window.dispose
    @name_sprite.dispose
  end
 
end
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akakin
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 20 Oct 2008 - 17:19

Suite et fin :
Code:

#============================================================================
# * Window_SkillUpdate
#----------------------------------------------------------------------------
#  The learned skill window
#============================================================================
class Window_SkillUpdate < Window_Base
 
  def initialize(actor, parent_x, parent_y, parent_width)
    x = parent_x + parent_width
    h = WINDOW_HEIGHT
    w = SKILL_WINDOW_WIDTH
    super(x, parent_y, w, h)
    self.windowskin = Cache.system(WINDOWSKIN_NAME)
    self.back_opacity = WINDOW_OPACITY
    self.contents.font.color = SKILL_WINDOW_FONT_COLOR
    @actor = actor
    @skills = []
    setup_title_window
    populate_skill_list
  end
  #--------------------------------------------------------------------------
  # * create the title window
  #--------------------------------------------------------------------------
  def setup_title_window
    #check to see if custom text is defined
    if NEW_SKILL_TITLE_TEXT == nil
      skill_title_text = sprintf("New %ss", Vocab.skill)
    else
      skill_title_text = NEW_SKILL_TITLE_TEXT
    end
    middle_parent = self.x + (self.width / 2)
    w = fit_to_text(skill_title_text)
    h = SUB_WINDOW_HEIGHT
    x = middle_parent - (w / 2)
    y = self.y - 30
    @title_window = Window_Base.new(x, y, w, h)
    @title_window.windowskin = Cache.system(WINDOWSKIN_NAME)
    @title_window.back_opacity = 255
    @title_sprite = Sprite.new
    @title_sprite.bitmap = Bitmap.new(@title_window.width, @title_window.height)
    @title_sprite.bitmap.font.color = SKILL_TITLE_COLOR
    @title_sprite.x = @title_window.x + 15
    @title_sprite.y = @title_window.y + 4
    @title_sprite.z = 300
    @title_sprite.bitmap.draw_text(0, 0, @title_sprite.bitmap.width, 32, skill_title_text)
  end
  #--------------------------------------------------------------------------
  # * My edit of draw_item_name.
  #  Necessary because the default one changes the font color.
  #--------------------------------------------------------------------------
  def draw_my_item_name(item, x, y, enabled = true)
    if item != nil
      draw_icon(item.icon_index, x, y, enabled)     
      self.contents.font.color.alpha = enabled ? 255 : 128
      self.contents.draw_text(x + 24, y, 172, WLH, item.name)
    end
  end
  #--------------------------------------------------------------------------
  # * draw all of the skills that were learned
  #--------------------------------------------------------------------------
  def populate_skill_list
    skills = @actor.last_learned_skills
    y = 0
    for skill in skills
      draw_my_item_name(skill, 0, y)
      y += 32
    end
  end
  #--------------------------------------------------------------------------
  # * Fit the window width to the text
  #--------------------------------------------------------------------------
  def fit_to_text(text)   
    return self.contents.text_size(text).width + 32
  end
  #--------------------------------------------------------------------------
  # * Kill the sprite!
  #--------------------------------------------------------------------------
  alias :eds_old_dispose :dispose
  def dispose   
    eds_old_dispose
    @title_window.dispose
    @title_sprite.dispose
  end
 
end
#==========================================================================
# * Game_Actor
#--------------------------------------------------------------------------
#  overrides -
#    * display_level_up (if DISPLAY_DEF_MESSAGE is set to false in config)
#==========================================================================
class Game_Actor < Game_Battler
 
  attr_reader :last_level
  attr_reader :last_hp
  attr_reader :last_mp
  attr_reader :last_atk
  attr_reader :last_def
  attr_reader :last_spi
  attr_reader :last_agi
  attr_reader :last_learned_skills
  #--------------------------------------------------------------------------
  # * Change Experience
  #    exp  : New experience
  #    show : Level up display flag
  #--------------------------------------------------------------------------
  alias :eds_old_change_exp :change_exp
  def change_exp(exp, show)
    #save off the old paramters   
    prev_skills = skills   
    @last_level = @level
    @last_hp = self.maxhp
    @last_mp = self.maxmp
    @last_atk = self.atk
    @last_def = self.def
    @last_spi = self.spi
    @last_agi = self.agi
    eds_old_change_exp(exp, show)
    @last_learned_skills =  skills - prev_skills
  end
 
if USE_SKILL_WINDOW  #below method is only used if we are using the skill window
 
  #--------------------------------------------------------------------------
  # * Show Level Up Message
  #    new_skills : Array of newly learned skills
  #--------------------------------------------------------------------------
  #  If we are not displaying the standard message when
  #  gaining a level, simply remove the loop that creates
  #  the learned skills message.  Continue to display
  #  the skills that were learned if we are not in battle.
  #--------------------------------------------------------------------------
  alias :eds_old_display_level_up :display_level_up
  def display_level_up(new_skills)
    if $game_temp.in_battle
      $game_message.new_page
      text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
      $game_message.texts.push(text)   
    else
      eds_old_display_level_up(new_skills)
    end
  end
 
end #skill window check
 
end
#============================================================================
# * Scene_Battle
#----------------------------------------------------------------------------
#  overrides -
#    * display_level_up
#============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # * Display Level Up
  #--------------------------------------------------------------------------
  def display_level_up
    #patch for KGC Equip Learn Skill script
    if $imported != nil and $imported["EquipLearnSkill"]
      display_master_equipment_skill
    end
    exp = $game_troop.exp_total
    for actor in $game_party.existing_members
      last_level = actor.level
      last_skills = actor.skills
      actor.gain_exp(exp, true)     
      if actor.level > last_level
        win = Window_LevelUpdate.new(actor) 
        #if we are using the skill window and the skills have changed...
        if USE_SKILL_WINDOW && last_skills.length != actor.skills.length         
          s_win = Window_SkillUpdate.new(actor, win.x, win.y, win.width)       
          wait_for_message
          s_win.dispose if USE_SKILL_WINDOW
        else
          #move the window back to center screen and update the name window
          win.x = 272 - (win.width / 2)
          win.update_child_window_pos
          wait_for_message 
        end     
        win.dispose     
      end
    end
  end
 
end

Un petit screen :
[VX] Script de lvl up custom Scr1
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Blockade
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMar 21 Oct 2008 - 17:27

Il manque un fichier graphique pour lancer le script ^^
Ce sont les flèches sinon je trouve le script génial, je le traduit en français et je l'améliore xD
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akakin
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 22 Oct 2008 - 11:54

Ah ,je n'avais pas vu . Merci d'avoir remarqué.
Comment s'appelle le fichier graphique ?
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 22 Oct 2008 - 13:46

akakin a écrit:
Ah ,je n'avais pas vu . Merci d'avoir remarqué.
Comment s'appelle le fichier graphique ?

Serait-ce ceci?

[VX] Script de lvl up custom Level_10
et je crois qu'il faut nommer le fichier level_up_arrow et il doit être placé dans \Graphics\Pictures.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 22 Oct 2008 - 16:13

Oui c'est ça ^^ Merci ^^
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akakin
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 22 Oct 2008 - 17:00

Merci d'avoir complété Fred020
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 22 Oct 2008 - 17:16

Il n'y a pas de quoi^^

@ Akakin: Désolé pour le tileset je ne l'ai pas fini j'étais malade la semaine passée alors c'est pour ça que t'avais pas de nouvelles de moi mais bon je suis revenu.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 22 Oct 2008 - 18:43

Chez moi,je sais pas démarrer un combat.

Bug à la ligne 454...

C'est pas mon jour niveau making...
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeJeu 23 Oct 2008 - 14:54

454 tu dis ?

Je vais voir ce que je peux faire.
De toute façon Blockade a dit qu'elle allait le traduire.
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeJeu 23 Oct 2008 - 14:57

Lorsque vous avez un bug, merci de donner le message d'erreur (en plus du numéro de ligne..)
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akakin
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeJeu 23 Oct 2008 - 15:01

Whurio en indique un à la ligne 454 a ce que je vois.
Mais il faudrait déja traduire le script avant de l'utiliser.

Je veux bien le faire ,juste m'indiquer ce qu'il faut traduire. Mes connaissances en Anglais vont pour une fois me servir.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 29 Oct 2008 - 3:34

Pouvez vous le traduire s'il vous plait sa serait assez gentil :pleaaase:
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 29 Oct 2008 - 16:42

Je vais m en occuper.
Pour le moment je suis en vacances donc ce sera fait pour la semaine prochaine.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeMer 29 Oct 2008 - 17:48

Intelligent Ok merci ^^ C\\'est bien
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeSam 1 Nov 2008 - 14:50

Si sa peut te rassurer ,tu l'auras Lundi soir.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeSam 1 Nov 2008 - 16:19

Ok Merci baucoup. Et ce serait pas possible de changer la couleur ?? Où c'est avec le windows skin ?
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:23

La couleur ?
T'aime pas le bleu ?

Oui je pense qu'avec le windows skin sa devrai aller.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:32

J'ai le même script mais en différent !

[VX] Script de lvl up custom Vx-xp-11
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:33

C'est un autre ou le même ?
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:35

Ce doit être une autre version du tiens !
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:36

Oui ,elle est pas mal mais la fenêtre est un peu grande je trouve.
Mets ton code toi aussi comme sa les membres auront le choix.
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MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:49

Tiens le voilà :
Code:
module LevelUpDisplayConfig

#--------------------------------------------------------------------------

# * General Configuration Options

#--------------------------------------------------------------------------

  #The windowskin file name, minus the extension

  WINDOWSKIN_NAME = 'Window'

  #The sound effect name that is played when the window is displayed

  LEVEL_UP_SE = 'Recovery'

  #The sound effect volume

  LEVEL_UP_SE_VOLUME = 80

  #Display the skill window?

  USE_SKILL_WINDOW = true

  #The title text used in the "New Skills" window (if not nil)

  #For example, NEW_SKILL_TITLE_TEXT = 'Abilities'

  NEW_SKILL_TITLE_TEXT = nil

  #Show the actor's sprite?

  USE_SPRITE_GRAPHIC = true

  #Opacity of the main window

  WINDOW_OPACITY = 255

#--------------------------------------------------------------------------

# * Stat Window Configuration

#--------------------------------------------------------------------------

  #The color of the actor's name in the window (gold by default)

  NAME_COLOR = Color.new(255,235,0)

  #The color of the actor's level in the window (gold by default)

  LEVEL_COLOR = Color.new(255,235,0)

  #The color of the actor's stat names in the window (gold by default)

  STAT_COLOR = Color.new(255,235,0)

  #The color of the actor's old stat values (white by default)

  OLD_STAT_COLOR = Color.new(255,255,255)

  #The color of the actor's new stat values, if a net gain (green by default)

  NEW_STAT_VAL_COLOR = Color.new(0,250,154)

  #The color of the actor's new stat values, if a net loss (red by default)

  STAT_VAL_LOSS_COLOR = Color.new(255, 0, 0)

#--------------------------------------------------------------------------

# * Skill Window Configuration

#--------------------------------------------------------------------------

  #The color of the text in the skills title window

  SKILL_TITLE_COLOR = Color.new(255,215,0)

  #The color of the new skills text in the skills window

  SKILL_WINDOW_FONT_COLOR = Color.new(240,248,255)

#--------------------------------------------------------------------------

#  * There is no need to modify the constants below

#--------------------------------------------------------------------------

STAT_WINDOW_WIDTH = 320

SKILL_WINDOW_WIDTH = 165

WINDOW_HEIGHT = 220

SUB_WINDOW_HEIGHT = 45



end

include LevelUpDisplayConfig

#==========================================================================

# * Window_LevelUpdate

#--------------------------------------------------------------------------

#  The main window that appears in battle when a level is gained.

#  Displays stat info, faceset, and (optionally) the actor sprite.

#==========================================================================

class Window_LevelUpdate < Window_Base

 

  def initialize(actor)

    w = STAT_WINDOW_WIDTH

    h = WINDOW_HEIGHT

    if USE_SKILL_WINDOW

      super(272 - (w / 2) - (SKILL_WINDOW_WIDTH / 2), 50, w, h)

    else

      super(272 - (w / 2), 50, w, h)

    end

    self.windowskin = Cache.system(WINDOWSKIN_NAME)

    self.back_opacity = WINDOW_OPACITY

    @actor = actor

    @animation_index = 0

    @arrow = Cache.picture('level_up_arrow') 

    @y_offset = 12  #give some room under level display

    #begin drawing new level and old stat text

    @col_one_offset = 0

    #Draw old stats

    @col_two_offset = @col_one_offset + 60 

    #begin drawing Faceset/sprite and skills gained

    @col_four_offset = 0

    #begin drawing Faceset/sprite graphics

    @col_five_offset = 190

    #play the sound effect

    se = RPG::SE.new(LEVEL_UP_SE, LEVEL_UP_SE_VOLUME)

    se.play

    #calculates the offet for drawing level info

    calc_level_offsets       

    setup_name_window

    draw_stat_names

    draw_old_stat_values

    draw_arrows   

    draw_new_stat_values

    draw_actor_rep

    update 

  end

  #--------------------------------------------------------------------------

  # * Create and display the name window

  #--------------------------------------------------------------------------

  def setup_name_window

    @name_window = Window_Base.new(self.x + 20, self.y - 30 , fit_to_text(@actor.name), SUB_WINDOW_HEIGHT)

    @name_window.windowskin = Cache.system(WINDOWSKIN_NAME)

    @name_window.back_opacity = 255

    @name_sprite = Sprite.new

    @name_sprite.bitmap = Bitmap.new(@name_window.width, @name_window.height)

    @name_sprite.bitmap.font.color = NAME_COLOR

    @name_sprite.x = @name_window.x + 15

    @name_sprite.y = @name_window.y - 10

    @name_sprite.z = 300

    @name_sprite.bitmap.draw_text(0, 0, @name_sprite.bitmap.width, 60, @actor.name)

  end

  #--------------------------------------------------------------------------

  # * Draws the level and stat text (not the values themselves)

  #--------------------------------------------------------------------------

  def draw_stat_names 

    self.contents.font.color = LEVEL_COLOR

    self.contents.draw_text(@col_one_offset, 0, 60, WLH, "Lv.")

    self.contents.font.color = STAT_COLOR                                           

    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.hp) 

    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.mp)

    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.atk)

    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.def)

    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.spi)

    self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.agi)

    #reset the font color

    self.contents.font.color = Font.default_color

    #reset the y_offset to 12

    y_incr_reset

  end

  #--------------------------------------------------------------------------

  # * Draws the old level and stat values

  #--------------------------------------------------------------------------

  def draw_old_stat_values

    self.contents.font.color = OLD_STAT_COLOR

    self.contents.draw_text(@col_level_old_offset, 0, 60, WLH, @actor.last_level)

    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_hp)

    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_mp)

    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_atk)

    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_def)

    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_spi)

    self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_agi)

    #reset the font color

    self.contents.font.color = Font.default_color

    #reset the y_offset to 12

    y_incr_reset

  end



  #--------------------------------------------------------------------------

  # * Draws the arrows

  #--------------------------------------------------------------------------

  def draw_arrows

    if @actor.last_hp - 100 < 0

      @col_three_offset = @col_two_offset + 30 

    elsif @actor.last_hp - 1000 < 0

      @col_three_offset = @col_two_offset + 40

    else

      @col_three_offset = @col_two_offset + 50

    end 

    draw_arrow(@col_level_arrow_offset, 6)    #level

    draw_arrow(@col_three_offset, y_incr + 6)  #hp

    draw_arrow(@col_three_offset, y_incr + 6)  #mp

    draw_arrow(@col_three_offset, y_incr + 6)  #atk

    draw_arrow(@col_three_offset, y_incr + 6)  #def

    draw_arrow(@col_three_offset, y_incr + 6)  #spi

    draw_arrow(@col_three_offset, y_incr + 6)  #agi

    calc_col_four_offset(@col_three_offset)

    #reset the y_offset to 12

    y_incr_reset

  end

  #--------------------------------------------------------------------------

  # * Draws the new level and stat values

  #--------------------------------------------------------------------------

  def draw_new_stat_values   

    draw_new_stat(@col_level_new_offset, 0, 60, WLH, @actor.last_level, @actor.level) 

    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_hp, @actor.maxhp)

    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_mp, @actor.maxmp)

    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_atk, @actor.base_atk)

    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_def, @actor.base_def)

    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_spi, @actor.base_spi)

    draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_agi, @actor.base_agi)

    self.contents.font.color = Font.default_color

    #reset the y_offset to 12

    y_incr_reset

  end

 

  def draw_new_stat(x, y, w, h, prev_val, val)

    if val > prev_val      #gain

      self.contents.font.color = NEW_STAT_VAL_COLOR

    elsif val == prev_val  #no change

      self.contents.font.color = OLD_STAT_COLOR

    else                  #loss

      self.contents.font.color = STAT_VAL_LOSS_COLOR

    end 

    self.contents.draw_text(x, y, w, h, val) 

  end

  #--------------------------------------------------------------------------

  # * Draws the faceset and optionally the actor sprite

  #--------------------------------------------------------------------------

  def draw_actor_rep

    draw_actor_face(@actor, @col_five_offset, 0)

    if (USE_SPRITE_GRAPHIC)

      x_pos = @col_five_offset + ((self.width - @col_five_offset) / 2) - 18

      draw_character(@actor.character_name, @actor.character_index, x_pos, 160)

    end

  end

  #--------------------------------------------------------------------------

  # * Draws an arrow

  #--------------------------------------------------------------------------

  def draw_arrow(x, y)

    src_rect = Rect.new(0, 0, @arrow.width, @arrow.height)

    self.contents.blt(x, y, @arrow, src_rect)

  end

  #--------------------------------------------------------------------------

  # * figures out the spacing for the level text display

  #--------------------------------------------------------------------------

  def calc_level_offsets

    @col_level_old_offset = @col_one_offset + 30 
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[VX] Script de lvl up custom Empty
MessageSujet: Re: [VX] Script de lvl up custom   [VX] Script de lvl up custom Icon_minitimeLun 3 Nov 2008 - 16:50

Suite du code :
Code:
   
    if @actor.last_level < 10

      @col_level_arrow_offset = @col_level_old_offset + 20

    else

      @col_level_arrow_offset = @col_level_old_offset + 30

    end 

    @col_level_new_offset = @col_level_arrow_offset + 26

  end

  #--------------------------------------------------------------------------

  # * Increments the y counter

  #--------------------------------------------------------------------------

  def y_incr

    @y_offset += WLH

    return @y_offset

  end

  #--------------------------------------------------------------------------

  # * Resets the y counter

  #--------------------------------------------------------------------------

  def y_incr_reset

    @y_offset = 12

  end

  #--------------------------------------------------------------------------

  # * calculate where to draw col four text (new stat values)

  #--------------------------------------------------------------------------

  def calc_col_four_offset(col_three)

    @col_four_offset = col_three + 22

  end

  #--------------------------------------------------------------------------

  # * Fit the window width to the text

  #--------------------------------------------------------------------------

  def fit_to_text(text)

    w = self.contents.text_size(text).width + 32

    return w > 90 ? w : 90

  end

  #--------------------------------------------------------------------------

  # * Update the child window position

  #--------------------------------------------------------------------------

  def update_child_window_pos

    @name_window.x = self.x + 20

    @name_window.y = self.y - 30

    @name_sprite.x = @name_window.x + 15

    @name_sprite.y = @name_window.y - 10

  end

  #--------------------------------------------------------------------------

  # * Destroy the sprite!

  #--------------------------------------------------------------------------

  def dispose

    super

    @name_window.dispose

    @name_sprite.dispose

  end

 

end

#============================================================================

# * Window_SkillUpdate

#----------------------------------------------------------------------------

#  The learned skill window

#============================================================================

class Window_SkillUpdate < Window_Base

 

  def initialize(actor, parent_x, parent_y, parent_width)

    x = parent_x + parent_width

    h = WINDOW_HEIGHT

    w = SKILL_WINDOW_WIDTH

    super(x, parent_y, w, h)

    self.windowskin = Cache.system(WINDOWSKIN_NAME)

    self.back_opacity = WINDOW_OPACITY

    self.contents.font.color = SKILL_WINDOW_FONT_COLOR

    @actor = actor

    @skills = []

    setup_title_window

    populate_skill_list

  end

  #--------------------------------------------------------------------------

  # * create the title window

  #--------------------------------------------------------------------------

  def setup_title_window

    #check to see if custom text is defined

    if NEW_SKILL_TITLE_TEXT == nil

      skill_title_text = sprintf("Nouvelle %s", Vocab.skill)

    else

      skill_title_text = NEW_SKILL_TITLE_TEXT

    end

    middle_parent = self.x + (self.width / 2)

    w = fit_to_text(skill_title_text)

    h = SUB_WINDOW_HEIGHT

    x = middle_parent - (w / 2)

    y = self.y - 30

    @title_window = Window_Base.new(x, y, w, h)

    @title_window.windowskin = Cache.system(WINDOWSKIN_NAME)

    @title_window.back_opacity = 255

    @title_sprite = Sprite.new

    @title_sprite.bitmap = Bitmap.new(@title_window.width, @title_window.height)

    @title_sprite.bitmap.font.color = SKILL_TITLE_COLOR

    @title_sprite.x = @title_window.x + 15

    @title_sprite.y = @title_window.y + 4

    @title_sprite.z = 300

    @title_sprite.bitmap.draw_text(0, 0, @title_sprite.bitmap.width, 32, skill_title_text)

  end

  #--------------------------------------------------------------------------

  # * My edit of draw_item_name.

  #  Necessary because the default one changes the font color.

  #--------------------------------------------------------------------------

  def draw_my_item_name(item, x, y, enabled = true)

    if item != nil

      draw_icon(item.icon_index, x, y, enabled)   

      self.contents.font.color.alpha = enabled ? 255 : 128

      self.contents.draw_text(x + 24, y, 172, WLH, item.name)

    end

  end

  #--------------------------------------------------------------------------

  # * draw all of the skills that were learned

  #--------------------------------------------------------------------------

  def populate_skill_list

    skills = @actor.last_learned_skills

    y = 0

    for skill in skills

      draw_my_item_name(skill, 0, y)

      y += 32

    end

  end

  #--------------------------------------------------------------------------

  # * Fit the window width to the text

  #--------------------------------------------------------------------------

  def fit_to_text(text) 

    return self.contents.text_size(text).width + 32

  end

  #--------------------------------------------------------------------------

  # * Kill the sprite!

  #--------------------------------------------------------------------------

  alias :eds_old_dispose :dispose

  def dispose 

    eds_old_dispose

    @title_window.dispose

    @title_sprite.dispose

  end

 

end

#==========================================================================

# * Game_Actor

#--------------------------------------------------------------------------

#  overrides -

#    * display_level_up (if DISPLAY_DEF_MESSAGE is set to false in config)

#==========================================================================

class Game_Actor < Game_Battler

 

  attr_reader :last_level

  attr_reader :last_hp

  attr_reader :last_mp

  attr_reader :last_atk

  attr_reader :last_def

  attr_reader :last_spi

  attr_reader :last_agi

  attr_reader :last_learned_skills

  #--------------------------------------------------------------------------

  # * Change Experience

  #    exp  : New experience

  #    show : Level up display flag

  #--------------------------------------------------------------------------

  alias :eds_old_change_exp :change_exp

  def change_exp(exp, show)

    #save off the old paramters 

    prev_skills = skills 

    @last_level = @level

    @last_hp = self.maxhp

    @last_mp = self.maxmp

    @last_atk = self.atk

    @last_def = self.def

    @last_spi = self.spi

    @last_agi = self.agi

    eds_old_change_exp(exp, show)

    @last_learned_skills =  skills - prev_skills

  end

 

if USE_SKILL_WINDOW  #below method is only used if we are using the skill window

 

  #--------------------------------------------------------------------------

  # * Show Level Up Message

  #    new_skills : Array of newly learned skills

  #--------------------------------------------------------------------------

  #  If we are not displaying the standard message when

  #  gaining a level, simply remove the loop that creates

  #  the learned skills message.  Continue to display

  #  the skills that were learned if we are not in battle.

  #--------------------------------------------------------------------------

  alias :eds_old_display_level_up :display_level_up

  def display_level_up(new_skills)

    if $game_temp.in_battle

      $game_message.new_page

      text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)

      $game_message.texts.push(text) 

    else

      eds_old_display_level_up(new_skills)

    end

  end

 

end #skill window check

 

end

#============================================================================

# * Scene_Battle

#----------------------------------------------------------------------------

#  overrides -

#    * display_level_up

#============================================================================

class Scene_Battle < Scene_Base

 

  #--------------------------------------------------------------------------

  # * Display Level Up

  #--------------------------------------------------------------------------

  def display_level_up

    #patch for KGC Equip Learn Skill script

    if $imported != nil and $imported["EquipLearnSkill"]

      display_master_equipment_skill

    end

    exp = $game_troop.exp_total

    for actor in $game_party.existing_members

      last_level = actor.level

      last_skills = actor.skills

      actor.gain_exp(exp, true)   

      if actor.level > last_level

        win = Window_LevelUpdate.new(actor)

        #if we are using the skill window and the skills have changed...

        if USE_SKILL_WINDOW && last_skills.length != actor.skills.length       

          s_win = Window_SkillUpdate.new(actor, win.x, win.y, win.width)     

          wait_for_message

          s_win.dispose if USE_SKILL_WINDOW

        else

          #move the window back to center screen and update the name window

          win.x = 272 - (win.width / 2)

          win.update_child_window_pos

          wait_for_message

        end   

        win.dispose   

      end

    end

  end

 

end

Et l'image qu'il faut placer dans le dossier pictures du jeu et à appeler : level_up_arrow

[VX] Script de lvl up custom Level_10
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[VX] Script de lvl up custom Empty
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[VX] Script de lvl up custom

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