Marché de Biward [Fermé aux demandes]
Vers quel secteur de script dois-je me pencher ? Arme et Armure 6% [ 9 ] Combat 16% [ 23 ] Compétence 8% [ 11 ] Écran Titre 5% [ 7 ] Equipement 8% [ 12 ] Map 8% [ 12 ] Menu 8% [ 11 ] Objet 6% [ 8 ] Sauvegarde 4% [ 6 ] Window 6% [ 8 ] Musique 4% [ 6 ] Image 4% [ 6 ] Création d'autres scripts 8% [ 12 ] Modifications d'autres scripts 8% [ 11 ]
Total des votes : 142 Sondage clos
Auteur Message Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 25 Mai 2010 - 20:03 C'est bon arrête de stresser
Tu sais, je suis pas Script_Poule !
Les scripts j'les pond pas comme ça xD
Biward
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 8:34 Photo Voici la possibilité de faire des photos et de les mettre dans un album !
Screen :
Spoiler: Une photo débloquée :
L'album avec une seul photo :
L'album avec deux photos :
Possibilité de voir les images en pleine écran (ecran de jeu, soit 544*416) :
Script :
LIEN
Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 9:43 Pseudo : Mage
Projet : Final Darkness
Secteurs : choix (je pense)
script : Alors je voudrais un script qui gère un journal de bord. Je m'explique, une dame nous donne un journal avec rien d'écrit dedans, et moi je voidrais que plus on avance dans l'histoire, plus il se remplisse des récits de l'aventure. Il faudrait qu'on puisse choisir le cahpitre qui nous interresse (ex : Chapitre 1 : L'aventure débute). Il faudrait qu'il se mette à jour a certains moment du jeu avec ce que je souhaite écrire dedans evidement. J'en avait fait un en event commun avec condition et tout ca mais on se rettappe tout le texte depuis le début donc pas pratique du tout. Ah oui une derniere chose !!! Tu crois que tu pourrai l'inserer en onglet dans le menu ? Tu peux me faire ça ? Je suis désolé de t'embeter encore ^^"
Images : Un schéma tout moche.
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 9:44 Ok je te fais d'abord ça avant le script du Sylfurion sur lequel je galère un peu pour le moment
Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 9:51 ok merci beaucoup
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 16:57 Chapitre Permet de mettre un menu avec des Chapitres dans votre jeu !
Il y a plusieurs pages !
Screen :
Spoiler: Script :
LIEN
Biward
Voyageur Lv.10 Age : 27Inscrit le : 12/03/2010Messages : 465 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 17:12 Je vois pas trop trop l'utilité en fait
Mais c'est bien réalisé !
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 17:15 L'utilité ? Afficher des chapitres O_°Héros Retry Permet de retirer un héros avant le combat (comme dans pkm) Script : LIEN Biward
Templier Lv.15 Age : 27Inscrit le : 02/07/2009Messages : 1169 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 17:18 je prend
.Tu peut faire en sorte qu'on puisse mettre une image de fond?
Combien de fois je devrai mettre Biward dans les crédit
Edit:Héros retry est fesable en event...
Seigneur Lv.18 Age : 29Avertissements : 3Inscrit le : 20/12/2008Messages : 2292 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 17:25 Salut, en parcourant ton premier post, je me suis interrogé sur l'utilité d'un de tes scripts : celui qui affiche l'auteur et la date de parution sur l'écran-titre. Hmmm... Tant qu'à le faire, autant le faire graphiquement, non ? Le rendu ne peut-être que plus joli, alors je ne vois pas trop l'utilité du script ? Je critique pas hein, je saurais pas en faire autant. PS : J'ai également vu une "copie" du script de Block, pour afficher les objets trouvés. Pourquoi en refaire un ? Zod'
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 17:47 Zodiak a écrit: Hmmm... Tant qu'à le faire, autant le faire graphiquement, non ? Le rendu ne peut-être que plus joli, alors je ne vois pas trop l'utilité du script ? Zang' me la déjà dit mais bon...
C'est pas grave x)
On peut le faire des deux façon mais, sur une image, il faudra bien centrer le texte alors que la, il y est déjà !
Zodiak a écrit: Je critique pas hein, je saurais pas en faire autant. Même si ta critique avait été méchante, ça n'aurait rien changé
Zodiak a écrit: PS : J'ai également vu une "copie" du script de Block, pour afficher les objets trouvés. Pourquoi en refaire un ? Pour m'entraîner x)
Et je trouve qu'elle ressemble assez bien à l'original xD
Biward
PS = black974 → J'ai modifié le script ! Reclique sur le lien !
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 18:16 merci !!!! je vais voir si il me convient ^^
EDIT : il est parfait !!!! merci beaucoup biward
EDIT : c'est bizarre il s'affiche pas dans le menu, il y a pas l'onglet
EDIT 2 : c'est bon en faite il faut aussi modifié le script menu de base et rajouter un s7 dans ton script
merci encore
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 26 Mai 2010 - 20:39 File d'Attente Spécial Kingdom Hearts
VIP du Moment : Sora
(de Kingdom Hearts) pour son incroyable jeu ! (tellement incroyable que j'ai des demandes de ouf ! ;D )
- Panneau à la Kingdom Hearts
(Sylfurion) Environ plusieurs jours, + ou -
- Combat à la Kingdom Hearts
(Gelamine) Environ plusieurs semaines
Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Jeu 27 Mai 2010 - 18:52 Pseudo : MageProjet : Final DarknessSecteurs : Nouveau menu J'aurai besoin d'aide sur se script si tu veux bien(lien en bas car il est trés long), je voudrais ajouter l'onglet de ton script chapitre mais je n'y arrive pas ! Donc comme j'ai pas envie de tout buguer je te demande si tu peux le faire à ma place. Je voudrais mettre l'onglet "chapitre" avant l'onglet sauvegarder et l'onglet "équipe" avant l'onglet "chapitre". Tu crois que tu peux me faire ça ? Pour l'onglet chapitre, je t'ai mis le script que j'utilise en lien en dessous et j'ai mis ton script chapitre modifié au cas ou ^^ ICI pour le script menu ICI pour le script qui gère l'équipe ICI pour le script chapitre
Dernière édition par mage le Jeu 27 Mai 2010 - 19:02, édité 1 fois
Habitant Lv.6 Avertissements : Banni !Inscrit le : 02/04/2010Messages : 107 Sujet: Re: Marché de Biward [Fermé aux demandes] Jeu 27 Mai 2010 - 19:01 c super
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Jeu 27 Mai 2010 - 19:10 Mage, je peux te faire ça ! (encore) Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Jeu 27 Mai 2010 - 19:16 je suis vraiment désolé de te redemander encore quelque chose Prends ton temps surtout ^^ Et encore merci vraiment j'avais arreter d'avancer dans la création de mon jeu a cause de script manquant ou qui buguait et tu m'a vraiment beaucoup aidé ^^ EDIT : j'aurai besoin du script pour ce soir si possible ^^
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 10:47 Voilà pour toi mage (désolé du retard) :
script :
Il y a les configurations des trois scripts au début.
Au lieu de prendre le script de menu que tu m'as donné, j'ai pris le mien car il est facilement configurable !
Partie 1 Spoiler: Code: module Biw #=========================== # Début de la Configuration #=========================== Var = 2 #ID de la variable qui stockera le côté choisi # Ce qui suit concerne le choix : # Si vous rajoutez un choix, n'oubliez pas de mettre la virgule !! # N'oubliez pas non plus de mettre la Scene et l'icone Choix = { 0 =>"Inventaire", 1=>"Equipement", 2=>"Compétence", 3=>"Statut", 4=>"Equipe", 5=> "Chapitre", 6=>"Sauvegarde", 7=>"Quitter", } # Scene : # A modifier en fonction des choix plus haut ! Scene = { 0=> Scene_Item.new, #Inventaire 1=> Scene_Equip.new, 2=> Scene_Skill.new, #Compétences 3=> Scene_Status.new, #Statut 4=> Scene_PartyForm.new, 5=> Chapitre.new, 6=> Scene_File.new(true, false, false), # Sauvegarder 7=> Scene_End.new, # Quitter } # Icone : # A modifier en fonction des choix plus haut ! Icone = { 0=> 144, 1=> 52, 2=> 130, 3=> 145, 4=> 112, 5=> 141, 6=> 150, 7=> 145, } Opacity = 255 # Transparence de la fenêtre du choix (0 pour invisible) #Icone de l'argent, de la localisation et des pas : ICONE_GOLD = 147 ICONE_MAP = 153 ICONE_PAS = 137 #Texte de l'argent, de la localisation et des pas : TEXT_MAP = "Local : " TEXT_GOLD = "Argent : " TEXT_PAS = "Pas : " # Interrupteur qui active/desactive l'affichage de : # - L'argent : Gold = 1 # - Localisation : Map = 2 # - Nombre des pas : Pas = 3 #=========================== # Fin de la Configuration #=========================== end module BI module CHAP #============================================================================= # **Debut de la Configuration** # #============================================================================= # Mettez ici le nom de tout les chapitres ainsi que leurs ids ! Chapitre = { 1 => "Le Début ", 2 => "La Fin" } #Laissez ça ! #Image de fond. Mettez nil pour ne pas en avoir IMG_FOND = nil #Mettez ici les interrupteurs qui permmettent d'affiché les chapitres Interrupteur = { 1 => 50, 2 => 51 } # Laissez ça ! # Mettez ici les treizes lignes de la première Page ! Page1 = { 1 => [Ligne1 = "Un beau début.", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ], 2 => [Ligne1 = "Une belle fin.", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ] } # Laissez ça ! # Mettez ici les treizes lignes de la deuxième page ! Page2 = { 1 => [Ligne1 = "Un très beau début !", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ], 2 => [Ligne1 = "Une très belle fin !", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ] } # Laissez ça ! #============================================================================= # **Fin de la Configuration** # #============================================================================= end end module KGC module LargeParty # ??????? ON/OFF ???????? ??/??? ???????? PARTYFORM_SWITCH = 1 # ? ????????????????????? # ?????????????????????????????????? BATTLE_PARTYFORM_SWITCH = 1 # ? ????????????? # true ????????????????????????????????? # ???? ON ?????? DEFAULT_PARTYFORM_ENABLED = true # ? ????????? (??????) # 5 Nombre mximum dans les combats. (pas plus de 5) MAX_BATTLE_MEMBERS = 4 # Game_Party::MAX_MEMBERS ???????? # 100 ?????? [Window_MenuStatus] ??????? MAX_MEMBERS = 15 # ? ?????????????? # ??????????????????????????? FORBID_CHANGE_SHIFT_FIXED = false # ? ?????????? # ????????? Color.new(0, 0, 0, 0) STAND_BY_COLOR = Color.new(0, 0, 0, 128) # ? ?????????? FIXED_COLOR = Color.new(255, 128, 64, 96) # ? ????????? SELECTED_COLOR = Color.new(64, 255, 128, 128) # ? ????????? (???????) # ???????????????????????????????? # ???????? nil MENU_PARTYFORM_BUTTON = Input::A # ? ?????????????????????? # ??????????????????????? # ?????????????«????????????» ????????? USE_MENU_PARTYFORM_COMMAND = true # ? ???????????????????? VOCAB_MENU_PARTYFORM = "Equipe" # ? ??????????????????? # ????????????????????(???????)??? USE_BATTLE_PARTYFORM = false # ? ????????????????? VOCAB_BATTLE_PARTYFORM = "Ordonner" # ? ???????????????? [?, ??] # ??????????????????????????????? PARTY_FORM_CHARACTER_SIZE = [40, 48] # ? ???????????????????????????? BATTLE_MEMBER_BLANK_TEXT = "VIDE" # ? ??????????????????????? # ??????????????????????? # ???? 1 ???????? PARTY_MEMBER_WINDOW_ROW_MAX = 2 # ? ?????????????????????????????? SHOW_BATTLE_MEMBER_IN_PARTY = false # ? ?????????????????????????????? PARTY_MEMBER_BLANK_TEXT = "-" # ? ?????????????????? CAPTION_WINDOW_WIDTH = 192 # ? ??????????????????????? BATTLE_MEMBER_CAPTION = "Equipe de combat" if SHOW_BATTLE_MEMBER_IN_PARTY # ? ????????????????????????? # SHOW_BATTLE_MEMBER_IN_PARTY = true ??? PARTY_MEMBER_CAPTION = "Membres de l'équipe" else # ? ????????????????????????? # SHOW_BATTLE_MEMBER_IN_PARTY = false ??? PARTY_MEMBER_CAPTION = "Equipe remplaçante" end # ? ??????????? CONFIRM_WINDOW_WIDTH = 160 # ? ????????????? # ??????·?????????????? CONFIRM_WINDOW_COMMANDS = ["Confirmer", "Annuler", "Retour"] # ? ??????????????????????????????? # ????????????????????????????? # ?????????????? nil ???? # «????????????»????????????????? SHOP_STATUS_SCROLL_BUTTON = Input::A # ? ????????????????:‰(??? 1‰=0.1%)? # 500 ?? 50.0% ??? STAND_BY_EXP_RATE = 500 # ? ????????????????????????? # false ??????????????????? SHOW_STAND_BY_LEVEL_UP = true end end #??????????????????????????????????????? $imported = {} if $imported == nil $imported["LargeParty"] = true #??????????????????????????????????????? #============================================================================== # ? KGC::Commands #============================================================================== module KGC::Commands # ?????????? SORT_BY_ID = 0 # ID? SORT_BY_NAME = 1 # ??? SORT_BY_LEVEL = 2 # ???? module_function #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def call_partyform return if $game_temp.in_battle $game_temp.next_scene = :partyform end #-------------------------------------------------------------------------- # ? ???????????? # value : ?? (????????????????) #-------------------------------------------------------------------------- def set_max_battle_member_count(value = nil) $game_party.max_battle_member_count = value end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def party_full? return $game_party.full? end #-------------------------------------------------------------------------- # ? ??????????? # enabled : ????? (??? : true) #-------------------------------------------------------------------------- def permit_partyform(enabled = true) $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled end #-------------------------------------------------------------------------- # ? ??????????????? # enabled : ????? (??? : true) #-------------------------------------------------------------------------- def permit_battle_partyform(enabled = true) $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled end #-------------------------------------------------------------------------- # ? ???????????? # actor_id : ???? ID # fixed : ????? (??? : true) #-------------------------------------------------------------------------- def fix_actor(actor_id, fixed = true) $game_party.fix_actor(actor_id, fixed) end #-------------------------------------------------------------------------- # ? ???? # ????? index1 ??? index2 ???????? #-------------------------------------------------------------------------- def change_party_shift(index1, index2) $game_party.change_shift(index1, index2) end #-------------------------------------------------------------------------- # ? ?????? (??) # sort_type : ????? (SORT_BY_xxx) # reverse : true ???? #-------------------------------------------------------------------------- def sort_party_member(sort_type = SORT_BY_ID, reverse = false) $game_party.sort_member(sort_type, reverse) end end #=*=*=*=*=*=*=*==*= # PHS #=*=*=*=*=*=*=*=*= class Game_Interpreter include KGC::Commands end #??????????????????????????????????????? #============================================================================== # ¦ Vocab #============================================================================== module Vocab # ????????????? (????) def self.partyform return KGC::LargeParty::VOCAB_MENU_PARTYFORM end # ????????????? (??) def self.partyform_battle return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM end end #??????????????????????????????????????? #============================================================================== # ¦ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def party_index return $game_party.all_members.index(self) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_member? return $game_party.battle_members.include?(self) end end #??????????????????????????????????????? #============================================================================== # ¦ Game_Party #============================================================================== class Game_Party #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # ???????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias initialize_KGC_LargeParty initialize def initialize initialize_KGC_LargeParty @max_battle_member_count = nil @battle_member_count = 0 @fixed_actors = [] end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def max_battle_member_count if @max_battle_member_count == nil return KGC::LargeParty::MAX_BATTLE_MEMBERS else return @max_battle_member_count end end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def max_battle_member_count=(value) if value.is_a?(Integer) value = [value, 1].max end @max_battle_member_count = value end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_member_count if @battle_member_count == nil @battle_member_count = @actors.size end @battle_member_count = [@battle_member_count, @actors.size, max_battle_member_count].min return @battle_member_count end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_member_count=(value) @battle_member_count = [[value, 0].max, @actors.size, max_battle_member_count].min end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- alias members_KGC_LargeParty members def members return ($game_temp.in_battle ? battle_members : members_KGC_LargeParty) end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def all_members return members_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_members result = [] battle_member_count.times { |i| result << $game_actors[@actors[i]] } return result end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def stand_by_members return (all_members - battle_members) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def fixed_members result = [] @fixed_actors.each { |i| result << $game_actors[i] } return result end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias setup_starting_members_KGC_LargeParty setup_starting_members def setup_starting_members setup_starting_members_KGC_LargeParty self.battle_member_count = @actors.size end #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members def setup_battle_test_members setup_battle_test_members_KGC_LargeParty self.battle_member_count = @actors.size end #-------------------------------------------------------------------------- # ? ????????? # new_member : ??????? #-------------------------------------------------------------------------- def set_member(new_member) @actors = [] new_member.each { |actor| @actors << actor.id } end #-------------------------------------------------------------------------- # ? ??????????? # new_member : ????????? #-------------------------------------------------------------------------- def set_battle_member(new_member) new_battle_member = [] new_member.each { |actor| @actors.delete(actor.id) new_battle_member << actor.id } @actors = new_battle_member + @actors self.battle_member_count = new_member.size end #-------------------------------------------------------------------------- # ? ???????????????? #-------------------------------------------------------------------------- def partyform_enable? return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] end #-------------------------------------------------------------------------- # ? ???????????????????? #-------------------------------------------------------------------------- def battle_partyform_enable? return false unless partyform_enable? return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def full? return (@actors.size >= MAX_MEMBERS) end #-------------------------------------------------------------------------- # ? ????????? # actor_id : ????????? ID #-------------------------------------------------------------------------- def actor_fixed?(actor_id) return @fixed_actors.include?(actor_id) end #-------------------------------------------------------------------------- # ? ???????? # actor_id : ???? ID #-------------------------------------------------------------------------- alias add_actor_KGC_LargeParty add_actor def add_actor(actor_id) last_size = @actors.size add_actor_KGC_LargeParty(actor_id) if last_size < @actors.size self.battle_member_count += 1 end end #-------------------------------------------------------------------------- # ? ???????????? # actor_id : ???? ID # fixed : ????? (??? : false) #-------------------------------------------------------------------------- def fix_actor(actor_id, fixed = false) unless @actors.include?(actor_id) return end if fixed # ?? unless @fixed_actors.include?(actor_id) @fixed_actors << actor_id unless battle_members.include?($game_actors[actor_id]) self.battle_member_count += 1 end end # ???? apply_force_launch else # ???? @fixed_actors.delete(actor_id) end $game_player.refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def apply_force_launch @actors -= @fixed_actors @actors = @fixed_actors + @actors end #-------------------------------------------------------------------------- # ? ?????? (??) # sort_type : ????? (SORT_BY_xxx) # reverse : true ???? #-------------------------------------------------------------------------- def sort_member(sort_type = KGC::Commands::SORT_BY_ID, reverse = false) # ??????? b_actors = battle_members actors = all_members - b_actors f_actors = fixed_members # ???????????? if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED actors -= f_actors b_actors -= f_actors end # ??? case sort_type when KGC::Commands::SORT_BY_ID # ID? actors.sort! { |a, b| a.id <=> b.id } b_actors.sort! { |a, b| a.id <=> b.id } when KGC::Commands::SORT_BY_NAME # ??? actors.sort! { |a, b| a.name <=> b.name } b_actors.sort! { |a, b| a.name <=> b.name } when KGC::Commands::SORT_BY_LEVEL # ???? actors.sort! { |a, b| a.level <=> b.level } b_actors.sort! { |a, b| a.level <=> b.level } end # ?? if reverse actors.reverse! b_actors.reverse! end # ?????????????? if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED actors = f_actors + actors b_actors = f_actors + b_actors end # ?? set_member(actors) set_battle_member(b_actors) apply_force_launch $game_player.refresh end #-------------------------------------------------------------------------- # ? ???? # ??????? index1 ??? index2 ???????? #-------------------------------------------------------------------------- def change_shift(index1, index2) size = @actors.size if index1 >= size || index2 >= size return end buf = @actors[index1] @actors[index1] = @actors[index2] @actors[index2] = buf $game_player.refresh end end #??????????????????????????????????????? #============================================================================== # ¦ Window_Command #============================================================================== class Window_Command < Window_Selectable unless method_defined?(:add_command) #-------------------------------------------------------------------------- # ? ??????? # ????????? #-------------------------------------------------------------------------- def add_command(command) @commands << command @item_max = @commands.size item_index = @item_max - 1 refresh_command draw_item(item_index) return item_index end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def refresh_command buf = self.contents.clone self.height = [self.height, row_max * WLH + 32].max create_contents self.contents.blt(0, 0, buf, buf.rect) buf.dispose end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def insert_command(index, command) @commands.insert(index, command) @item_max = @commands.size refresh_command refresh end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def remove_command(command) @commands.delete(command) @item_max = @commands.size refresh end end end #??????????????????????????????????????? #============================================================================== # ¦ Window_MenuStatus #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- STATUS_HEIGHT = 96 # ??????????? #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [height - 32, row_max * STATUS_HEIGHT].max) end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def top_row return self.oy / STATUS_HEIGHT end #-------------------------------------------------------------------------- # ? ??????? # row : ???????? #-------------------------------------------------------------------------- def top_row=(row) super(row) self.oy = self.oy / WLH * STATUS_HEIGHT end #-------------------------------------------------------------------------- # ? 1 ?????????????? #-------------------------------------------------------------------------- def page_row_max return (self.height - 32) / STATUS_HEIGHT end #-------------------------------------------------------------------------- # ? ???????????? # index : ???? #-------------------------------------------------------------------------- def item_rect(index) rect = super(index) rect.height = STATUS_HEIGHT rect.y = index / @column_max * STATUS_HEIGHT return rect end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh @item_max = $game_party.all_members.size create_contents fill_stand_by_background draw_member end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def draw_member for actor in $game_party.members draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92) x = 104 y = actor.party_index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) end end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def fill_stand_by_background color = KGC::LargeParty::STAND_BY_COLOR dy = STATUS_HEIGHT * $game_party.battle_members.size dh = STATUS_HEIGHT * $game_party.stand_by_members.size if dh > 0 self.contents.fill_rect(0, dy, self.width - 32, dh, color) end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def update_cursor if @index < 0 # ?????? self.cursor_rect.empty elsif @index < @item_max # ?? super elsif @index >= 100 # ?? self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT, contents.width, STATUS_HEIGHT) else # ?? self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT) end end end #??????????????????????????????????????? #============================================================================== # ¦ Window_ShopStatus #============================================================================== class Window_ShopStatus < Window_Base #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, WLH * ($game_party.members.size + 1) * 2) end end #??????????????????????????????????????? #============================================================================== # ¦ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [WLH * $game_party.members.size, height - 32].max) end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- alias refresh_KGC_LargeParty refresh def refresh create_contents refresh_KGC_LargeParty end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormCaption #------------------------------------------------------------------------------ # ?????????????????????????????????? #============================================================================== class Window_PartyFormCaption < Window_Base #-------------------------------------------------------------------------- # ? ????????? # caption : ?????????? #-------------------------------------------------------------------------- def initialize(caption = "") super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32) self.z = 1500 @caption = caption refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, 0, width - 32, WLH, @caption) end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormMember #------------------------------------------------------------------------------ # ?????????????????????????? #============================================================================== class Window_PartyFormMember < Window_Selectable #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_accessor :selected_index # ?????????? #-------------------------------------------------------------------------- # ? ????????? # x : ?????? X ?? # y : ?????? Y ?? # width : ??????? # height : ???????? # spacing : ?????????????? #-------------------------------------------------------------------------- def initialize(x, y, width, height, spacing = 8) super(x, y, width, height, spacing) self.z = 1000 end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [height - 32, row_max * DRAW_SIZE[1]].max) end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def top_row return self.oy / DRAW_SIZE[1] end #-------------------------------------------------------------------------- # ? ??????? # row : ???????? #-------------------------------------------------------------------------- def top_row=(row) super(row) self.oy = self.oy / WLH * DRAW_SIZE[1] end #-------------------------------------------------------------------------- # ? 1 ?????????????? #-------------------------------------------------------------------------- def page_row_max return (self.height - 32) / DRAW_SIZE[1] end #-------------------------------------------------------------------------- # ? ???????????? # index : ???? #-------------------------------------------------------------------------- def item_rect(index) rect = super(index) rect.width = DRAW_SIZE[0] rect.height = DRAW_SIZE[1] rect.y = index / @column_max * DRAW_SIZE[1] return rect end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def actor return @actors[self.index] end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear restore_member_list draw_member end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def restore_member_list # ?????? end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_member # ?????? end #-------------------------------------------------------------------------- # ? ???????? # index : ???? #-------------------------------------------------------------------------- def draw_empty_actor(index) # ?????? end #-------------------------------------------------------------------------- # ? ????????? # index : ???? #-------------------------------------------------------------------------- def draw_fixed_back(index) rect = item_rect(index) self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR) end #-------------------------------------------------------------------------- # ? ?????????? # index : ???? #-------------------------------------------------------------------------- def draw_selected_back(index) rect = item_rect(index) self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR) end end
Biward
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 10:50 Partie 2 Spoiler: Code: #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormBattleMember #------------------------------------------------------------------------------ # ???????????????????????????? #============================================================================== class Window_PartyFormBattleMember < Window_PartyFormMember #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_accessor :selected_index # ?????????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, 64, DRAW_SIZE[1] + 32) column_width = DRAW_SIZE[0] + @spacing nw = [column_width * $game_party.max_battle_member_count + 32, Graphics.width].min self.width = nw @item_max = $game_party.max_battle_member_count @column_max = width / column_width @selected_index = nil create_contents refresh self.active = true self.index = 0 end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def restore_member_list @actors = $game_party.battle_members end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_member @item_max.times { |i| actor = @actors[i] if actor == nil draw_empty_actor(i) else if i == @selected_index draw_selected_back(i) elsif $game_party.actor_fixed?(actor.id) draw_fixed_back(i) end rect = item_rect(i) draw_actor_graphic(actor, rect.x + DRAW_SIZE[0] / 2, rect.y + DRAW_SIZE[1] - 4) end } end #-------------------------------------------------------------------------- # ? ???????? # index : ???? #-------------------------------------------------------------------------- def draw_empty_actor(index) rect = item_rect(index) self.contents.font.color = system_color self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1) self.contents.font.color = normal_color end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormAllMember #------------------------------------------------------------------------------ # ??????????????????????????? #============================================================================== class Window_PartyFormAllMember < Window_PartyFormMember #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, 64, 64) restore_member_list @item_max = $game_party.all_members.size # ??????? column_width = DRAW_SIZE[0] + @spacing sw = [@item_max * column_width + 32, Graphics.width].min @column_max = (sw - 32) / column_width sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32 sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min # ??·????? self.y += DRAW_SIZE[1] + 32 self.width = sw self.height = sh create_contents refresh self.active = false self.index = 0 end #-------------------------------------------------------------------------- # ? ??????????????????? #-------------------------------------------------------------------------- def actor_index return @index_offset + self.index end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def restore_member_list if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY @actors = $game_party.all_members @index_offset = 0 else @actors = $game_party.stand_by_members @index_offset = $game_party.battle_members.size end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_member @item_max.times { |i| actor = @actors[i] if actor == nil draw_empty_actor(i) next end if $game_party.actor_fixed?(actor.id) draw_fixed_back(i) end rect = item_rect(i) opacity = ($game_party.battle_members.include?(actor) ? 96 : 255) draw_actor_graphic(actor, rect.x + DRAW_SIZE[0] / 2, rect.y + DRAW_SIZE[1] - 4, opacity) } end #-------------------------------------------------------------------------- # ? ??????????????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # opacity : ???? #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y, opacity = 255) draw_character(actor.character_name, actor.character_index, x, y, opacity) end #-------------------------------------------------------------------------- # ? ??????????? # character_name : ???????? ????? # character_index : ???????? ?????? # x : ??? X ?? # y : ??? Y ?? # opacity : ???? #-------------------------------------------------------------------------- def draw_character(character_name, character_index, x, y, opacity = 255) return if character_name == nil bitmap = Cache.character(character_name) sign = character_name[/^[!$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity) end #-------------------------------------------------------------------------- # ? ???????? # index : ???? #-------------------------------------------------------------------------- def draw_empty_actor(index) rect = item_rect(index) self.contents.font.color = system_color self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1) self.contents.font.color = normal_color end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormStatus #------------------------------------------------------------------------------ # ???????????????????????????????? #============================================================================== class Window_PartyFormStatus < Window_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, 384, 128) self.z = 1000 @actor = nil refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def set_actor(actor) if @actor != actor @actor = actor refresh end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear if @actor == nil return end draw_actor_face(@actor, 0, 0) dx = 104 draw_actor_name(@actor, dx, 0) draw_actor_level(@actor, dx, WLH * 1) draw_actor_hp(@actor, dx, WLH * 2) draw_actor_mp(@actor, dx, WLH * 3) 4.times { |i| draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120) } end #-------------------------------------------------------------------------- # ? ?????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # type : ?????? (0~3) # width : ??? #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type, width = 156) case type when 0 parameter_name = Vocab::atk parameter_value = actor.atk when 1 parameter_name = Vocab::def parameter_value = actor.def when 2 parameter_name = Vocab::spi parameter_value = actor.spi when 3 parameter_name = Vocab::agi parameter_value = actor.agi end nw = width - 36 self.contents.font.color = system_color self.contents.draw_text(x, y, nw, WLH, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2) end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormControl #------------------------------------------------------------------------------ # ?????????????????????????? #============================================================================== class Window_PartyFormControl < Window_Base #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- MODE_BATTLE_MEMBER = 0 MODE_SHIFT_CHANGE = 1 MODE_PARTY_MEMBER = 2 #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width - 384, 128) self.z = 1000 @mode = MODE_BATTLE_MEMBER refresh end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def mode=(value) @mode = value refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear case @mode when MODE_BATTLE_MEMBER # ?????? buttons = [ "A: Retirer", "B: Fin", "C: Confirmer", "X: Classer" ] when MODE_SHIFT_CHANGE # ???? buttons = [ "B: Annuler", "C: Confirmer", "X: Confirmer" ] when MODE_PARTY_MEMBER # ???????? buttons = [ "B: Annuler", "C: Confirmer" ] else return end buttons.each_with_index { |c, i| self.contents.draw_text(0, WLH * i, width - 32, WLH, c) } end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Title #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ? ?????????????? #-------------------------------------------------------------------------- alias create_game_objects_KGC_LargeParty create_game_objects def create_game_objects create_game_objects_KGC_LargeParty if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true end end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias update_scene_change_KGC_LargeParty update_scene_change def update_scene_change return if $game_player.moving? # ?????????? if $game_temp.next_scene == :partyform call_partyform return end update_scene_change_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ?????????????? #-------------------------------------------------------------------------- def call_partyform $game_temp.next_scene = nil $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP) end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Shop #============================================================================== unless $imported["HelpExtension"] class Scene_Shop < Scene_Base #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- alias udpate_KGC_LargeParty update def update # ??????? if !@command_window.active && KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil && Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON) super update_menu_background update_scroll_status return else @status_window.cursor_rect.empty end udpate_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ?????????????????? #-------------------------------------------------------------------------- def update_scroll_status # ?????????????????? @status_window.cursor_rect.width = @status_window.contents.width @status_window.cursor_rect.height = @status_window.height - 32 @status_window.update if Input.press?(Input::UP) @status_window.oy = [@status_window.oy - 4, 0].max elsif Input.press?(Input::DOWN) max_pos = [@status_window.contents.height - (@status_window.height - 32), 0].max @status_window.oy = [@status_window.oy + 4, max_pos].min end end end end #??????????????????????????????????????? #============================================================================== # ? Scene_PartyForm #------------------------------------------------------------------------------ # ???????????????????? #============================================================================== class Scene_PartyForm < Scene_Base #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- CAPTION_OFFSET = 40 # ???????????????? HOST_MENU = 0 # ????? : ???? HOST_MAP = 1 # ????? : ??? HOST_BATTLE = 2 # ????? : ?? #-------------------------------------------------------------------------- # ? ????????? # menu_index : ????????????? # host_scene : ????? (0..???? 1..??? 2..??) #-------------------------------------------------------------------------- def initialize(menu_index = 0, host_scene = HOST_MENU) @menu_index = menu_index @host_scene = host_scene end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def start super create_menu_background create_windows create_confirm_window adjust_window_location # ??????????? @battle_actors = $game_party.battle_members.dup @party_actors = $game_party.all_members.dup end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def create_windows # ??????????? @battle_member_window = Window_PartyFormBattleMember.new @party_member_window = Window_PartyFormAllMember.new @status_window = Window_PartyFormStatus.new @status_window.set_actor(@battle_member_window.actor) # ???????????? @battle_member_caption_window = Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION) @party_member_caption_window = Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION) @control_window = Window_PartyFormControl.new end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_confirm_window commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS @confirm_window = Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands) @confirm_window.index = 0 @confirm_window.x = (Graphics.width - @confirm_window.width) / 2 @confirm_window.y = (Graphics.height - @confirm_window.height) / 2 @confirm_window.z = 2000 @confirm_window.openness = 0 @confirm_window.active = false end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def adjust_window_location # ??????? base_x = [@battle_member_window.width, @party_member_window.width].max base_x = [(Graphics.width - base_x) / 2, 0].max base_y = @battle_member_window.height + @party_member_window.height + @status_window.height + CAPTION_OFFSET * 2 base_y = [(Graphics.height - base_y) / 2, 0].max # ??????????????? @battle_member_window.x = base_x @battle_member_window.y = base_y + CAPTION_OFFSET @party_member_window.x = base_x @party_member_window.y = @battle_member_window.y + @battle_member_window.height + CAPTION_OFFSET @status_window.x = 0 @status_window.y = @party_member_window.y + @party_member_window.height # ???????????????? @battle_member_caption_window.x = [base_x - 16, 0].max @battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET @party_member_caption_window.x = [base_x - 16, 0].max @party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET @control_window.x = @status_window.width @control_window.y = @status_window.y end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def terminate super dispose_menu_background @battle_member_window.dispose @party_member_window.dispose @status_window.dispose @battle_member_caption_window.dispose @party_member_caption_window.dispose @control_window.dispose @confirm_window.dispose end #-------------------------------------------------------------------------- # ? ???????????? #-------------------------------------------------------------------------- def create_menu_background super @menuback_sprite.z = 500 end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def return_scene case @host_scene when HOST_MENU $scene = Scene_Menu.new when HOST_MAP $scene = Scene_Map.new when HOST_BATTLE $scene = Scene_Battle.new end $game_player.refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super update_menu_background update_window if @battle_member_window.active update_battle_member elsif @party_member_window.active update_party_member elsif @confirm_window.active update_confirm end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def update_window @battle_member_window.update @party_member_window.update @status_window.update @battle_member_caption_window.update @party_member_caption_window.update @control_window.update @confirm_window.update end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def refresh_window @battle_member_window.refresh @party_member_window.refresh end #-------------------------------------------------------------------------- # ? ?????? (????????????????????) #-------------------------------------------------------------------------- def update_battle_member @status_window.set_actor(@battle_member_window.actor) if Input.trigger?(Input::A) if @battle_member_window.selected_index == nil # ???????? actor = @battle_member_window.actor # ??????????? if actor == nil || $game_party.actor_fixed?(actor.id) Sound.play_buzzer return end # ??????? Sound.play_decision actors = $game_party.battle_members actors.delete_at(@battle_member_window.index) $game_party.set_battle_member(actors) refresh_window end elsif Input.trigger?(Input::B) if @battle_member_window.selected_index == nil # ???????? # ???????????? Sound.play_cancel show_confirm_window else # ????? # ?????? Sound.play_cancel @battle_member_window.selected_index = nil @battle_member_window.refresh @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end elsif Input.trigger?(Input::C) if @battle_member_window.selected_index == nil # ???????? actor = @battle_member_window.actor # ??????????? if actor != nil && $game_party.actor_fixed?(actor.id) Sound.play_buzzer return end # ?????????????????? Sound.play_decision @battle_member_window.active = false @party_member_window.active = true @control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER else # ????? unless can_change_shift?(@battle_member_window.actor) Sound.play_buzzer return end # ?????? Sound.play_decision index1 = @battle_member_window.selected_index index2 = @battle_member_window.index change_shift(index1, index2) @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end elsif Input.trigger?(Input::X) # ?????????? unless can_change_shift?(@battle_member_window.actor) Sound.play_buzzer return end if @battle_member_window.selected_index == nil # ???????? # ?????? Sound.play_decision @battle_member_window.selected_index = @battle_member_window.index @battle_member_window.refresh @control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE else # ????? # ?????? Sound.play_decision index1 = @battle_member_window.selected_index index2 = @battle_member_window.index change_shift(index1, index2) @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end end end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def can_change_shift?(actor) # ??????????????????????????? if actor == nil || (KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED && $game_party.actor_fixed?(actor.id)) return false end return true end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def change_shift(index1, index2) # ??????? $game_party.change_shift(index1, index2) # ?????????????? @battle_member_window.selected_index = nil refresh_window end #-------------------------------------------------------------------------- # ? ?????? (??????????????????) #-------------------------------------------------------------------------- def update_party_member @status_window.set_actor(@party_member_window.actor) if Input.trigger?(Input::B) Sound.play_cancel # ???????????????? @battle_member_window.active = true @party_member_window.active = false @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER elsif Input.trigger?(Input::C) actor = @party_member_window.actor # ?????????????????? if $game_party.battle_members.include?(actor) Sound.play_buzzer return end # ????????? Sound.play_decision actors = $game_party.all_members battle_actors = $game_party.battle_members if @battle_member_window.actor != nil actors[@party_member_window.actor_index] = @battle_member_window.actor actors[@battle_member_window.index] = actor $game_party.set_member(actors.compact) end battle_actors[@battle_member_window.index] = actor $game_party.set_battle_member(battle_actors.compact) refresh_window # ???????????????? @battle_member_window.active = true @party_member_window.active = false @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end end #-------------------------------------------------------------------------- # ? ?????? (????????????????) #-------------------------------------------------------------------------- def update_confirm if Input.trigger?(Input::B) Sound.play_cancel hide_confirm_window elsif Input.trigger?(Input::C) case @confirm_window.index when 0 # ???? # ???????????? if $game_party.battle_members.size == 0 Sound.play_buzzer return end Sound.play_decision $scene = Scene_Menu.new when 1 # ???? Sound.play_decision # ?????????????? $game_party.set_member(@party_actors) $game_party.set_battle_member(@battle_actors) $scene = Scene_Menu.new when 2 # ????? Sound.play_cancel hide_confirm_window end end end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def show_confirm_window if @battle_member_window.active @last_active_window = @battle_member_window else @last_active_window = @party_member_window end @battle_member_window.active = false @party_member_window.active = false @confirm_window.draw_item(0, $game_party.battle_members.size > 0) @confirm_window.open @confirm_window.active = true end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def hide_confirm_window @confirm_window.active = true @confirm_window.close @last_active_window.active = true end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- alias wait_for_message_KGC_LargeParty wait_for_message def wait_for_message return if @ignore_wait_for_message # ????????????????? wait_for_message_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias display_level_up_KGC_LargeParty display_level_up def display_level_up @ignore_wait_for_message = true display_level_up_KGC_LargeParty exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000 $game_party.stand_by_members.each { |actor| if actor.exist? actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP) end } @ignore_wait_for_message = false wait_for_message end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias start_party_command_selection_KGC_LargeParty start_party_command_selection def start_party_command_selection if $game_temp.in_battle @status_window.index = 0 end start_party_command_selection_KGC_LargeParty end if KGC::LargeParty::USE_BATTLE_PARTYFORM #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias create_info_viewport_KGC_LargeParty create_info_viewport def create_info_viewport create_info_viewport_KGC_LargeParty @__command_partyform_index = @party_command_window.add_command(Vocab.partyform_battle) @party_command_window.draw_item(@__command_partyform_index, $game_party.battle_partyform_enable?) end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias update_party_command_selection_KGC_LargeParty update_party_command_selection def update_party_command_selection if Input.trigger?(Input::C) case @party_command_window.index when @__command_partyform_index # ?????? unless $game_party.battle_partyform_enable? Sound.play_buzzer return end Sound.play_decision process_partyform return end end update_party_command_selection_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def process_partyform Graphics.freeze snapshot_for_background $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE) $scene.main $scene = self @status_window.refresh perform_transition end end end #=*=*=*=*=*=*=*=*=*=*=*=*=* # Chapitre #=*=*=*=*=*=*=*=*=*=*=*=*=* class Chapitre < Scene_Base def start create_menu_background @choix = [] @commands = [] @page = 0 for i in 1..BI::CHAP::Chapitre.size if $game_switches[BI::CHAP::Interrupteur[i]] == true @commands.push(BI::CHAP::Chapitre[i]) end # if end # for @choix = Window_Command.new(150, @commands) @win_name = Window_Chapitre_Name.new @win_page = Window_Chapitre_Page.new @win_text = Window_Chapitre_Text.new if BI::CHAP::IMG_FOND != nil @sprite = Sprite.new @sprite.bitmap = Cache.picture(BI::CHAP::IMG_FOND) @win_name.opacity = 0 @win_page.opacity = 0 @win_text.opacity = 0 @choix.opacity = 0 end @y = -200 end # start def terminate dispose_menu_background @choix.dispose @win_name.dispose @win_page.dispose @win_text.dispose if BI::CHAP::IMG_FOND != nil @sprite.dispose end end # Terminate def update @choix.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Menu.new(4) end # if if Input.trigger?(Input::C) and @commands.size != 0 @y = -200 @win_name.contents.clear @win_page.contents.clear @win_text.contents.clear @win_name.contents.draw_text(75, -200, 544, 416, BI::CHAP::Chapitre[@choix.index + 1], 0) if @page == 0 @tab = BI::CHAP::Page1 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end if @page == 1 @tab = BI::CHAP::Page2 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end # if for i in 0..@tab[@page + 1].size @win_text.contents.draw_text(0, @y, 544, 416, @tab[@choix.index + 1][i .to_i], 0) @y += 25 end # for end # if if Input.trigger?(Input::RIGHT) and @page != 1 @y = -200 @page += 1 @win_text.contents.clear @win_page.contents.clear @win_name.contents.clear @win_name.contents.draw_text(75, -200, 544, 416, BI::CHAP::Chapitre[@choix.index + 1], 0) if @page == 0 @tab = BI::CHAP::Page1 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end if @page == 1 @tab = BI::CHAP::Page2 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end # if for i in 0..@tab[@page.to_i + 1].size @win_text.contents.draw_text(0, @y, 544, 416, @tab[@choix.index + 1][i .to_i], 0) @y += 25 end # for end if Input.trigger?(Input::LEFT) and @page != 0 @y = -200 @page -= 1 @win_text.contents.clear @win_page.contents.clear @win_name.contents.clear @win_name.contents.draw_text(75, -200, 544, 416, BI::CHAP::Chapitre[@choix.index + 1], 0) if @page == 0 @tab = BI::CHAP::Page1 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end if @page == 1 @tab = BI::CHAP::Page2 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end # if for i in 0..@tab[@page + 1].size @win_text.contents.draw_text(0, @y, 544, 416, @tab[@choix.index + 1][i .to_i], 0) @y += 25 end # for end end # Update end # Chapitre class Window_Chapitre_Name < Window_Base def initialize super(150, 0, 300, 56) end end class Window_Chapitre_Page < Window_Base def initialize super(150+300, 0, 94, 56) end end class Window_Chapitre_Text < Window_Base def initialize super(150, 56, 544-150, 416-56) end end class Scene_Menu < Scene_Base def start create_menu_background @choix = [] @commands = [] @for = Biw::Choix.size - 1 for id in 0..@for @commands.push(Biw::Choix[id]) end @choix = Window_Command.new(150, @commands) if $game_variables[Biw::Var] == 0 @choix.x = 50 @choix.y = 0 else @choix.x = 394 @choix.y = 0 end @choix.z = 255 @choix.opacity = 0 @win = Windoo.new @win.z = 200 @win.opacity = Biw::Opacity @wind = Windo.new @wind.z = 0 @wind.opacity = 255 end def terminate dispose_menu_background @choix.dispose @win.dispose @wind.dispose end def update update_menu_background update_command_selection @wind.update @choix.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new end @win.set_action(@choix.index) end end class Windoo < Window_Base def initialize if $game_variables[Biw::Var] == 0 @x = 0 @h = (Biw::Choix.size * 30) - (Biw::Choix.size * 10 / 5) else @x = 344 @h = Biw::Choix.size * 30 end super(@x, 0, 200, @h) refresh end def set_action(num) @action = num refresh end def refresh @IY = -20 @for = Biw::Choix.size - 1 for ico in 0..@for.to_i @IX = 0 @IY = @IY.to_i + 23 @icone = Biw::Icone[ico] bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, @IY, bitmap, rect) end if Input.trigger?(Input::C) case @action when 0 $scene = Biw::Scene[@action] when 1 $scene = Biw::Scene[@action] when 2 $scene = Biw::Scene[@action] when 3 $scene = Biw::Scene[@action] when 4 $scene = Biw::Scene[@action] when 5 $scene = Biw::Scene[@action] when 6 $scene = Biw::Scene[@action] when 7 $scene = Biw::Scene[@action] end end end end #============================================================================== # ** Windo #============================================================================== class Windo < Window_Base def initialize if $game_variables[Biw::Var] == 0 @x = 295 @y = 315 else @x = 0 @y = 315 end super (@x, @y, 250, 100) @gold = $game_party.gold @pas = $game_party.steps @map = $game_map.map_id refresh end def refresh $data_mapinfo = load_data("Data/MapInfos.rvdata") @mpname = $data_mapinfo[@map].name @textgold = Biw::TEXT_GOLD.to_s + @gold.to_s @textmap= Biw::TEXT_MAP.to_s + @mpname.to_s @textpas = Biw::TEXT_PAS.to_s + @pas.to_s if $game_switches[Biw::Gold] == true self.contents.draw_text(25, -40, 100, 100, @textgold, 0) @icone = Biw::ICONE_GOLD bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, 0, bitmap, rect) end if $game_switches[Biw::Map] == true @icone = Biw::ICONE_MAP bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, 25, bitmap, rect) self.contents.draw_text(25, -40, 200, 150, @textmap, 0) end if $game_switches[Biw::Pas] == true @icone = Biw::ICONE_PAS bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, 45, bitmap, rect) self.contents.draw_text(25, 10, 100, 100, @textpas, 0) end end end
Il faut remplacer les 3 scripts (menu / phs / chapitre) par celui-ci Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 11:52 merci biward mais j'ai un probleme avec ton script ! 1/ on doit coller les 2 scripts l'un a l'autre ? 2/ il me dit erreur a cette ligne : 4=> Scene_PartyForm.new, il dit : "Script 'tout en 1' line 29: name error occured uninitialized constant Biw::Scene_PartyForm" ('tout en 1" c'est le nom que je lui ai donné)
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 12:32 Alors, à mettre dans l'ordre :
Chapitre Spoiler: Code: module BI module CHAP #============================================================================= # **Debut de la Configuration** # #============================================================================= # Mettez ici le nom de tout les chapitres ainsi que leurs ids ! Chapitre = { 1 => "Le Début ", 2 => "La Fin" } #Laissez ça ! #Image de fond. Mettez nil pour ne pas en avoir IMG_FOND = nil #Mettez ici les interrupteurs qui permmettent d'affiché les chapitres Interrupteur = { 1 => 50, 2 => 51 } # Laissez ça ! # Mettez ici les treizes lignes de la première Page ! Page1 = { 1 => [Ligne1 = "Un beau début.", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ], 2 => [Ligne1 = "Une belle fin.", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ] } # Laissez ça ! # Mettez ici les treizes lignes de la deuxième page ! Page2 = { 1 => [Ligne1 = "Un très beau début !", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ], 2 => [Ligne1 = "Une très belle fin !", Ligne2 = "L2", Ligne3 = "L3", Ligne4 = "L4", Ligne5 = "L5", Ligne6 = "L6", Ligne7 = "L7", Ligne8 = "L8", Ligne9 = "L9", Ligne10 = "L10", Ligne11 = "L11", Ligne12 = "L12", Ligne13 = "L13", ] } # Laissez ça ! #============================================================================= # **Fin de la Configuration** # #============================================================================= end end #=*=*=*=*=*=*=*=*=*=*=*=*=* # Chapitre #=*=*=*=*=*=*=*=*=*=*=*=*=* class Chapitre < Scene_Base def start create_menu_background @choix = [] @commands = [] @page = 0 for i in 1..BI::CHAP::Chapitre.size if $game_switches[BI::CHAP::Interrupteur[i]] == true @commands.push(BI::CHAP::Chapitre[i]) end # if end # for @choix = Window_Command.new(150, @commands) @win_name = Window_Chapitre_Name.new @win_page = Window_Chapitre_Page.new @win_text = Window_Chapitre_Text.new if BI::CHAP::IMG_FOND != nil @sprite = Sprite.new @sprite.bitmap = Cache.picture(BI::CHAP::IMG_FOND) @win_name.opacity = 0 @win_page.opacity = 0 @win_text.opacity = 0 @choix.opacity = 0 end @y = -200 end # start def terminate dispose_menu_background @choix.dispose @win_name.dispose @win_page.dispose @win_text.dispose if BI::CHAP::IMG_FOND != nil @sprite.dispose end end # Terminate def update @choix.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Menu.new(4) end # if if Input.trigger?(Input::C) and @commands.size != 0 @y = -200 @win_name.contents.clear @win_page.contents.clear @win_text.contents.clear @win_name.contents.draw_text(75, -200, 544, 416, BI::CHAP::Chapitre[@choix.index + 1], 0) if @page == 0 @tab = BI::CHAP::Page1 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end if @page == 1 @tab = BI::CHAP::Page2 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end # if for i in 0..@tab[@page + 1].size @win_text.contents.draw_text(0, @y, 544, 416, @tab[@choix.index + 1][i .to_i], 0) @y += 25 end # for end # if if Input.trigger?(Input::RIGHT) and @page != 1 @y = -200 @page += 1 @win_text.contents.clear @win_page.contents.clear @win_name.contents.clear @win_name.contents.draw_text(75, -200, 544, 416, BI::CHAP::Chapitre[@choix.index + 1], 0) if @page == 0 @tab = BI::CHAP::Page1 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end if @page == 1 @tab = BI::CHAP::Page2 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end # if for i in 0..@tab[@page.to_i + 1].size @win_text.contents.draw_text(0, @y, 544, 416, @tab[@choix.index + 1][i .to_i], 0) @y += 25 end # for end if Input.trigger?(Input::LEFT) and @page != 0 @y = -200 @page -= 1 @win_text.contents.clear @win_page.contents.clear @win_name.contents.clear @win_name.contents.draw_text(75, -200, 544, 416, BI::CHAP::Chapitre[@choix.index + 1], 0) if @page == 0 @tab = BI::CHAP::Page1 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end if @page == 1 @tab = BI::CHAP::Page2 @win_page.contents.draw_text(15, -200, 544, 416, ((@page.to_i + 1).to_s + "/2"), 0) end # if for i in 0..@tab[@page + 1].size @win_text.contents.draw_text(0, @y, 544, 416, @tab[@choix.index + 1][i .to_i], 0) @y += 25 end # for end end # Update end # Chapitre class Window_Chapitre_Name < Window_Base def initialize super(150, 0, 300, 56) end end class Window_Chapitre_Page < Window_Base def initialize super(150+300, 0, 94, 56) end end class Window_Chapitre_Text < Window_Base def initialize super(150, 56, 544-150, 416-56) end end
PHS Les deux parties sont à coller à la suite !
Partie I Spoiler: Code: module KGC module LargeParty # ??????? ON/OFF ???????? ??/??? ???????? PARTYFORM_SWITCH = 1 # ? ????????????????????? # ?????????????????????????????????? BATTLE_PARTYFORM_SWITCH = 1 # ? ????????????? # true ????????????????????????????????? # ???? ON ?????? DEFAULT_PARTYFORM_ENABLED = true # ? ????????? (??????) # 5 Nombre mximum dans les combats. (pas plus de 5) MAX_BATTLE_MEMBERS = 4 # Game_Party::MAX_MEMBERS ???????? # 100 ?????? [Window_MenuStatus] ??????? MAX_MEMBERS = 15 # ? ?????????????? # ??????????????????????????? FORBID_CHANGE_SHIFT_FIXED = false # ? ?????????? # ????????? Color.new(0, 0, 0, 0) STAND_BY_COLOR = Color.new(0, 0, 0, 128) # ? ?????????? FIXED_COLOR = Color.new(255, 128, 64, 96) # ? ????????? SELECTED_COLOR = Color.new(64, 255, 128, 128) # ? ????????? (???????) # ???????????????????????????????? # ???????? nil MENU_PARTYFORM_BUTTON = Input::A # ? ?????????????????????? # ??????????????????????? # ?????????????«????????????» ????????? USE_MENU_PARTYFORM_COMMAND = true # ? ???????????????????? VOCAB_MENU_PARTYFORM = "Equipe" # ? ??????????????????? # ????????????????????(???????)??? USE_BATTLE_PARTYFORM = false # ? ????????????????? VOCAB_BATTLE_PARTYFORM = "Ordonner" # ? ???????????????? [?, ??] # ??????????????????????????????? PARTY_FORM_CHARACTER_SIZE = [40, 48] # ? ???????????????????????????? BATTLE_MEMBER_BLANK_TEXT = "VIDE" # ? ??????????????????????? # ??????????????????????? # ???? 1 ???????? PARTY_MEMBER_WINDOW_ROW_MAX = 2 # ? ?????????????????????????????? SHOW_BATTLE_MEMBER_IN_PARTY = false # ? ?????????????????????????????? PARTY_MEMBER_BLANK_TEXT = "-" # ? ?????????????????? CAPTION_WINDOW_WIDTH = 192 # ? ??????????????????????? BATTLE_MEMBER_CAPTION = "Equipe de combat" if SHOW_BATTLE_MEMBER_IN_PARTY # ? ????????????????????????? # SHOW_BATTLE_MEMBER_IN_PARTY = true ??? PARTY_MEMBER_CAPTION = "Membres de l'équipe" else # ? ????????????????????????? # SHOW_BATTLE_MEMBER_IN_PARTY = false ??? PARTY_MEMBER_CAPTION = "Equipe remplaçante" end # ? ??????????? CONFIRM_WINDOW_WIDTH = 160 # ? ????????????? # ??????·?????????????? CONFIRM_WINDOW_COMMANDS = ["Confirmer", "Annuler", "Retour"] # ? ??????????????????????????????? # ????????????????????????????? # ?????????????? nil ???? # «????????????»????????????????? SHOP_STATUS_SCROLL_BUTTON = Input::A # ? ????????????????:‰(??? 1‰=0.1%)? # 500 ?? 50.0% ??? STAND_BY_EXP_RATE = 500 # ? ????????????????????????? # false ??????????????????? SHOW_STAND_BY_LEVEL_UP = true end end #??????????????????????????????????????? $imported = {} if $imported == nil $imported["LargeParty"] = true #??????????????????????????????????????? #============================================================================== # ? KGC::Commands #============================================================================== module KGC::Commands # ?????????? SORT_BY_ID = 0 # ID? SORT_BY_NAME = 1 # ??? SORT_BY_LEVEL = 2 # ???? module_function #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def call_partyform return if $game_temp.in_battle $game_temp.next_scene = :partyform end #-------------------------------------------------------------------------- # ? ???????????? # value : ?? (????????????????) #-------------------------------------------------------------------------- def set_max_battle_member_count(value = nil) $game_party.max_battle_member_count = value end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def party_full? return $game_party.full? end #-------------------------------------------------------------------------- # ? ??????????? # enabled : ????? (??? : true) #-------------------------------------------------------------------------- def permit_partyform(enabled = true) $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled end #-------------------------------------------------------------------------- # ? ??????????????? # enabled : ????? (??? : true) #-------------------------------------------------------------------------- def permit_battle_partyform(enabled = true) $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled end #-------------------------------------------------------------------------- # ? ???????????? # actor_id : ???? ID # fixed : ????? (??? : true) #-------------------------------------------------------------------------- def fix_actor(actor_id, fixed = true) $game_party.fix_actor(actor_id, fixed) end #-------------------------------------------------------------------------- # ? ???? # ????? index1 ??? index2 ???????? #-------------------------------------------------------------------------- def change_party_shift(index1, index2) $game_party.change_shift(index1, index2) end #-------------------------------------------------------------------------- # ? ?????? (??) # sort_type : ????? (SORT_BY_xxx) # reverse : true ???? #-------------------------------------------------------------------------- def sort_party_member(sort_type = SORT_BY_ID, reverse = false) $game_party.sort_member(sort_type, reverse) end end #=*=*=*=*=*=*=*==*= # PHS #=*=*=*=*=*=*=*=*= class Game_Interpreter include KGC::Commands end #??????????????????????????????????????? #============================================================================== # ¦ Vocab #============================================================================== module Vocab # ????????????? (????) def self.partyform return KGC::LargeParty::VOCAB_MENU_PARTYFORM end # ????????????? (??) def self.partyform_battle return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM end end #??????????????????????????????????????? #============================================================================== # ¦ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def party_index return $game_party.all_members.index(self) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_member? return $game_party.battle_members.include?(self) end end #??????????????????????????????????????? #============================================================================== # ¦ Game_Party #============================================================================== class Game_Party #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # ???????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias initialize_KGC_LargeParty initialize def initialize initialize_KGC_LargeParty @max_battle_member_count = nil @battle_member_count = 0 @fixed_actors = [] end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def max_battle_member_count if @max_battle_member_count == nil return KGC::LargeParty::MAX_BATTLE_MEMBERS else return @max_battle_member_count end end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def max_battle_member_count=(value) if value.is_a?(Integer) value = [value, 1].max end @max_battle_member_count = value end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_member_count if @battle_member_count == nil @battle_member_count = @actors.size end @battle_member_count = [@battle_member_count, @actors.size, max_battle_member_count].min return @battle_member_count end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_member_count=(value) @battle_member_count = [[value, 0].max, @actors.size, max_battle_member_count].min end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- alias members_KGC_LargeParty members def members return ($game_temp.in_battle ? battle_members : members_KGC_LargeParty) end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def all_members return members_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def battle_members result = [] battle_member_count.times { |i| result << $game_actors[@actors[i]] } return result end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def stand_by_members return (all_members - battle_members) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def fixed_members result = [] @fixed_actors.each { |i| result << $game_actors[i] } return result end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias setup_starting_members_KGC_LargeParty setup_starting_members def setup_starting_members setup_starting_members_KGC_LargeParty self.battle_member_count = @actors.size end #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members def setup_battle_test_members setup_battle_test_members_KGC_LargeParty self.battle_member_count = @actors.size end #-------------------------------------------------------------------------- # ? ????????? # new_member : ??????? #-------------------------------------------------------------------------- def set_member(new_member) @actors = [] new_member.each { |actor| @actors << actor.id } end #-------------------------------------------------------------------------- # ? ??????????? # new_member : ????????? #-------------------------------------------------------------------------- def set_battle_member(new_member) new_battle_member = [] new_member.each { |actor| @actors.delete(actor.id) new_battle_member << actor.id } @actors = new_battle_member + @actors self.battle_member_count = new_member.size end #-------------------------------------------------------------------------- # ? ???????????????? #-------------------------------------------------------------------------- def partyform_enable? return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] end #-------------------------------------------------------------------------- # ? ???????????????????? #-------------------------------------------------------------------------- def battle_partyform_enable? return false unless partyform_enable? return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def full? return (@actors.size >= MAX_MEMBERS) end #-------------------------------------------------------------------------- # ? ????????? # actor_id : ????????? ID #-------------------------------------------------------------------------- def actor_fixed?(actor_id) return @fixed_actors.include?(actor_id) end #-------------------------------------------------------------------------- # ? ???????? # actor_id : ???? ID #-------------------------------------------------------------------------- alias add_actor_KGC_LargeParty add_actor def add_actor(actor_id) last_size = @actors.size add_actor_KGC_LargeParty(actor_id) if last_size < @actors.size self.battle_member_count += 1 end end #-------------------------------------------------------------------------- # ? ???????????? # actor_id : ???? ID # fixed : ????? (??? : false) #-------------------------------------------------------------------------- def fix_actor(actor_id, fixed = false) unless @actors.include?(actor_id) return end if fixed # ?? unless @fixed_actors.include?(actor_id) @fixed_actors << actor_id unless battle_members.include?($game_actors[actor_id]) self.battle_member_count += 1 end end # ???? apply_force_launch else # ???? @fixed_actors.delete(actor_id) end $game_player.refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def apply_force_launch @actors -= @fixed_actors @actors = @fixed_actors + @actors end #-------------------------------------------------------------------------- # ? ?????? (??) # sort_type : ????? (SORT_BY_xxx) # reverse : true ???? #-------------------------------------------------------------------------- def sort_member(sort_type = KGC::Commands::SORT_BY_ID, reverse = false) # ??????? b_actors = battle_members actors = all_members - b_actors f_actors = fixed_members # ???????????? if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED actors -= f_actors b_actors -= f_actors end # ??? case sort_type when KGC::Commands::SORT_BY_ID # ID? actors.sort! { |a, b| a.id <=> b.id } b_actors.sort! { |a, b| a.id <=> b.id } when KGC::Commands::SORT_BY_NAME # ??? actors.sort! { |a, b| a.name <=> b.name } b_actors.sort! { |a, b| a.name <=> b.name } when KGC::Commands::SORT_BY_LEVEL # ???? actors.sort! { |a, b| a.level <=> b.level } b_actors.sort! { |a, b| a.level <=> b.level } end # ?? if reverse actors.reverse! b_actors.reverse! end # ?????????????? if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED actors = f_actors + actors b_actors = f_actors + b_actors end # ?? set_member(actors) set_battle_member(b_actors) apply_force_launch $game_player.refresh end #-------------------------------------------------------------------------- # ? ???? # ??????? index1 ??? index2 ???????? #-------------------------------------------------------------------------- def change_shift(index1, index2) size = @actors.size if index1 >= size || index2 >= size return end buf = @actors[index1] @actors[index1] = @actors[index2] @actors[index2] = buf $game_player.refresh end end #??????????????????????????????????????? #============================================================================== # ¦ Window_Command #============================================================================== class Window_Command < Window_Selectable unless method_defined?(:add_command) #-------------------------------------------------------------------------- # ? ??????? # ????????? #-------------------------------------------------------------------------- def add_command(command) @commands << command @item_max = @commands.size item_index = @item_max - 1 refresh_command draw_item(item_index) return item_index end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def refresh_command buf = self.contents.clone self.height = [self.height, row_max * WLH + 32].max create_contents self.contents.blt(0, 0, buf, buf.rect) buf.dispose end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def insert_command(index, command) @commands.insert(index, command) @item_max = @commands.size refresh_command refresh end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def remove_command(command) @commands.delete(command) @item_max = @commands.size refresh end end end #??????????????????????????????????????? #============================================================================== # ¦ Window_MenuStatus #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- STATUS_HEIGHT = 96 # ??????????? #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [height - 32, row_max * STATUS_HEIGHT].max) end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def top_row return self.oy / STATUS_HEIGHT end #-------------------------------------------------------------------------- # ? ??????? # row : ???????? #-------------------------------------------------------------------------- def top_row=(row) super(row) self.oy = self.oy / WLH * STATUS_HEIGHT end #-------------------------------------------------------------------------- # ? 1 ?????????????? #-------------------------------------------------------------------------- def page_row_max return (self.height - 32) / STATUS_HEIGHT end #-------------------------------------------------------------------------- # ? ???????????? # index : ???? #-------------------------------------------------------------------------- def item_rect(index) rect = super(index) rect.height = STATUS_HEIGHT rect.y = index / @column_max * STATUS_HEIGHT return rect end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh @item_max = $game_party.all_members.size create_contents fill_stand_by_background draw_member end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def draw_member for actor in $game_party.members draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92) x = 104 y = actor.party_index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) end end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- def fill_stand_by_background color = KGC::LargeParty::STAND_BY_COLOR dy = STATUS_HEIGHT * $game_party.battle_members.size dh = STATUS_HEIGHT * $game_party.stand_by_members.size if dh > 0 self.contents.fill_rect(0, dy, self.width - 32, dh, color) end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def update_cursor if @index < 0 # ?????? self.cursor_rect.empty elsif @index < @item_max # ?? super elsif @index >= 100 # ?? self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT, contents.width, STATUS_HEIGHT) else # ?? self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT) end end end #??????????????????????????????????????? #============================================================================== # ¦ Window_ShopStatus #============================================================================== class Window_ShopStatus < Window_Base #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, WLH * ($game_party.members.size + 1) * 2) end end #??????????????????????????????????????? #============================================================================== # ¦ Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [WLH * $game_party.members.size, height - 32].max) end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- alias refresh_KGC_LargeParty refresh def refresh create_contents refresh_KGC_LargeParty end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormCaption #------------------------------------------------------------------------------ # ?????????????????????????????????? #============================================================================== class Window_PartyFormCaption < Window_Base #-------------------------------------------------------------------------- # ? ????????? # caption : ?????????? #-------------------------------------------------------------------------- def initialize(caption = "") super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32) self.z = 1500 @caption = caption refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, 0, width - 32, WLH, @caption) end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormMember #------------------------------------------------------------------------------ # ?????????????????????????? #============================================================================== class Window_PartyFormMember < Window_Selectable #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_accessor :selected_index # ?????????? #-------------------------------------------------------------------------- # ? ????????? # x : ?????? X ?? # y : ?????? Y ?? # width : ??????? # height : ???????? # spacing : ?????????????? #-------------------------------------------------------------------------- def initialize(x, y, width, height, spacing = 8) super(x, y, width, height, spacing) self.z = 1000 end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [height - 32, row_max * DRAW_SIZE[1]].max) end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def top_row return self.oy / DRAW_SIZE[1] end #-------------------------------------------------------------------------- # ? ??????? # row : ???????? #-------------------------------------------------------------------------- def top_row=(row) super(row) self.oy = self.oy / WLH * DRAW_SIZE[1] end #-------------------------------------------------------------------------- # ? 1 ?????????????? #-------------------------------------------------------------------------- def page_row_max return (self.height - 32) / DRAW_SIZE[1] end #-------------------------------------------------------------------------- # ? ???????????? # index : ???? #-------------------------------------------------------------------------- def item_rect(index) rect = super(index) rect.width = DRAW_SIZE[0] rect.height = DRAW_SIZE[1] rect.y = index / @column_max * DRAW_SIZE[1] return rect end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def actor return @actors[self.index] end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear restore_member_list draw_member end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def restore_member_list # ?????? end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_member # ?????? end #-------------------------------------------------------------------------- # ? ???????? # index : ???? #-------------------------------------------------------------------------- def draw_empty_actor(index) # ?????? end #-------------------------------------------------------------------------- # ? ????????? # index : ???? #-------------------------------------------------------------------------- def draw_fixed_back(index) rect = item_rect(index) self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR) end #-------------------------------------------------------------------------- # ? ?????????? # index : ???? #-------------------------------------------------------------------------- def draw_selected_back(index) rect = item_rect(index) self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR) end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormBattleMember #------------------------------------------------------------------------------ # ???????????????????????????? #============================================================================== class Window_PartyFormBattleMember < Window_PartyFormMember #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_accessor :selected_index # ?????????? #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, 64, DRAW_SIZE[1] + 32) column_width = DRAW_SIZE[0] + @spacing nw = [column_width * $game_party.max_battle_member_count + 32, Graphics.width].min self.width = nw @item_max = $game_party.max_battle_member_count @column_max = width / column_width @selected_index = nil create_contents refresh self.active = true self.index = 0 end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def restore_member_list @actors = $game_party.battle_members end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_member @item_max.times { |i| actor = @actors[i] if actor == nil draw_empty_actor(i) else if i == @selected_index draw_selected_back(i) elsif $game_party.actor_fixed?(actor.id) draw_fixed_back(i) end rect = item_rect(i) draw_actor_graphic(actor, rect.x + DRAW_SIZE[0] / 2, rect.y + DRAW_SIZE[1] - 4) end } end #-------------------------------------------------------------------------- # ? ???????? # index : ???? #-------------------------------------------------------------------------- def draw_empty_actor(index) rect = item_rect(index) self.contents.font.color = system_color self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1) self.contents.font.color = normal_color end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormAllMember #------------------------------------------------------------------------------ # ??????????????????????????? #============================================================================== class Window_PartyFormAllMember < Window_PartyFormMember #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, 64, 64) restore_member_list @item_max = $game_party.all_members.size # ??????? column_width = DRAW_SIZE[0] + @spacing sw = [@item_max * column_width + 32, Graphics.width].min @column_max = (sw - 32) / column_width sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32 sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min # ??·????? self.y += DRAW_SIZE[1] + 32 self.width = sw self.height = sh create_contents refresh self.active = false self.index = 0 end #-------------------------------------------------------------------------- # ? ??????????????????? #-------------------------------------------------------------------------- def actor_index return @index_offset + self.index end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def restore_member_list if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY @actors = $game_party.all_members @index_offset = 0 else @actors = $game_party.stand_by_members @index_offset = $game_party.battle_members.size end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def draw_member @item_max.times { |i| actor = @actors[i] if actor == nil draw_empty_actor(i) next end if $game_party.actor_fixed?(actor.id) draw_fixed_back(i) end rect = item_rect(i) opacity = ($game_party.battle_members.include?(actor) ? 96 : 255) draw_actor_graphic(actor, rect.x + DRAW_SIZE[0] / 2, rect.y + DRAW_SIZE[1] - 4, opacity) } end #-------------------------------------------------------------------------- # ? ??????????????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # opacity : ???? #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y, opacity = 255) draw_character(actor.character_name, actor.character_index, x, y, opacity) end #-------------------------------------------------------------------------- # ? ??????????? # character_name : ???????? ????? # character_index : ???????? ?????? # x : ??? X ?? # y : ??? Y ?? # opacity : ???? #-------------------------------------------------------------------------- def draw_character(character_name, character_index, x, y, opacity = 255) return if character_name == nil bitmap = Cache.character(character_name) sign = character_name[/^[!$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity) end #-------------------------------------------------------------------------- # ? ???????? # index : ???? #-------------------------------------------------------------------------- def draw_empty_actor(index) rect = item_rect(index) self.contents.font.color = system_color self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1) self.contents.font.color = normal_color end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormStatus #------------------------------------------------------------------------------ # ???????????????????????????????? #============================================================================== class Window_PartyFormStatus < Window_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, 384, 128) self.z = 1000 @actor = nil refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def set_actor(actor) if @actor != actor @actor = actor refresh end end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear if @actor == nil return end draw_actor_face(@actor, 0, 0) dx = 104 draw_actor_name(@actor, dx, 0) draw_actor_level(@actor, dx, WLH * 1) draw_actor_hp(@actor, dx, WLH * 2) draw_actor_mp(@actor, dx, WLH * 3) 4.times { |i| draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120) } end #-------------------------------------------------------------------------- # ? ?????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # type : ?????? (0~3) # width : ??? #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type, width = 156) case type when 0 parameter_name = Vocab::atk parameter_value = actor.atk when 1 parameter_name = Vocab::def parameter_value = actor.def when 2 parameter_name = Vocab::spi parameter_value = actor.spi when 3 parameter_name = Vocab::agi parameter_value = actor.agi end nw = width - 36 self.contents.font.color = system_color self.contents.draw_text(x, y, nw, WLH, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2) end end #??????????????????????????????????????? #============================================================================== # ? Window_PartyFormControl #------------------------------------------------------------------------------ # ?????????????????????????? #============================================================================== class Window_PartyFormControl < Window_Base #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- MODE_BATTLE_MEMBER = 0 MODE_SHIFT_CHANGE = 1 MODE_PARTY_MEMBER = 2 #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width - 384, 128) self.z = 1000 @mode = MODE_BATTLE_MEMBER refresh end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def mode=(value) @mode = value refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear case @mode when MODE_BATTLE_MEMBER # ?????? buttons = [ "A: Retirer", "B: Fin", "C: Confirmer", "X: Classer" ] when MODE_SHIFT_CHANGE # ???? buttons = [ "B: Annuler", "C: Confirmer", "X: Confirmer" ] when MODE_PARTY_MEMBER # ???????? buttons = [ "B: Annuler", "C: Confirmer" ] else return end buttons.each_with_index { |c, i| self.contents.draw_text(0, WLH * i, width - 32, WLH, c) } end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Title #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # ? ?????????????? #-------------------------------------------------------------------------- alias create_game_objects_KGC_LargeParty create_game_objects def create_game_objects create_game_objects_KGC_LargeParty if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED $game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true end end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias update_scene_change_KGC_LargeParty update_scene_change def update_scene_change return if $game_player.moving? # ?????????? if $game_temp.next_scene == :partyform call_partyform return end update_scene_change_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ?????????????? #-------------------------------------------------------------------------- def call_partyform $game_temp.next_scene = nil $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP) end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Shop #============================================================================== unless $imported["HelpExtension"] class Scene_Shop < Scene_Base #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- alias udpate_KGC_LargeParty update def update # ??????? if !@command_window.active && KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil && Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON) super update_menu_background update_scroll_status return else @status_window.cursor_rect.empty end udpate_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ?????????????????? #-------------------------------------------------------------------------- def update_scroll_status # ?????????????????? @status_window.cursor_rect.width = @status_window.contents.width @status_window.cursor_rect.height = @status_window.height - 32 @status_window.update if Input.press?(Input::UP) @status_window.oy = [@status_window.oy - 4, 0].max elsif Input.press?(Input::DOWN) max_pos = [@status_window.contents.height - (@status_window.height - 32), 0].max @status_window.oy = [@status_window.oy + 4, max_pos].min end end end end
Biward
Dernière édition par Biward le Dim 30 Mai 2010 - 12:42, édité 2 fois
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 12:33 Partie II Spoiler: Code: #??????????????????????????????????????? #============================================================================== # ? Scene_PartyForm #------------------------------------------------------------------------------ # ???????????????????? #============================================================================== class Scene_PartyForm < Scene_Base #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- CAPTION_OFFSET = 40 # ???????????????? HOST_MENU = 0 # ????? : ???? HOST_MAP = 1 # ????? : ??? HOST_BATTLE = 2 # ????? : ?? #-------------------------------------------------------------------------- # ? ????????? # menu_index : ????????????? # host_scene : ????? (0..???? 1..??? 2..??) #-------------------------------------------------------------------------- def initialize(menu_index = 0, host_scene = HOST_MENU) @menu_index = menu_index @host_scene = host_scene end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def start super create_menu_background create_windows create_confirm_window adjust_window_location # ??????????? @battle_actors = $game_party.battle_members.dup @party_actors = $game_party.all_members.dup end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def create_windows # ??????????? @battle_member_window = Window_PartyFormBattleMember.new @party_member_window = Window_PartyFormAllMember.new @status_window = Window_PartyFormStatus.new @status_window.set_actor(@battle_member_window.actor) # ???????????? @battle_member_caption_window = Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION) @party_member_caption_window = Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION) @control_window = Window_PartyFormControl.new end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def create_confirm_window commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS @confirm_window = Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands) @confirm_window.index = 0 @confirm_window.x = (Graphics.width - @confirm_window.width) / 2 @confirm_window.y = (Graphics.height - @confirm_window.height) / 2 @confirm_window.z = 2000 @confirm_window.openness = 0 @confirm_window.active = false end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def adjust_window_location # ??????? base_x = [@battle_member_window.width, @party_member_window.width].max base_x = [(Graphics.width - base_x) / 2, 0].max base_y = @battle_member_window.height + @party_member_window.height + @status_window.height + CAPTION_OFFSET * 2 base_y = [(Graphics.height - base_y) / 2, 0].max # ??????????????? @battle_member_window.x = base_x @battle_member_window.y = base_y + CAPTION_OFFSET @party_member_window.x = base_x @party_member_window.y = @battle_member_window.y + @battle_member_window.height + CAPTION_OFFSET @status_window.x = 0 @status_window.y = @party_member_window.y + @party_member_window.height # ???????????????? @battle_member_caption_window.x = [base_x - 16, 0].max @battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET @party_member_caption_window.x = [base_x - 16, 0].max @party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET @control_window.x = @status_window.width @control_window.y = @status_window.y end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def terminate super dispose_menu_background @battle_member_window.dispose @party_member_window.dispose @status_window.dispose @battle_member_caption_window.dispose @party_member_caption_window.dispose @control_window.dispose @confirm_window.dispose end #-------------------------------------------------------------------------- # ? ???????????? #-------------------------------------------------------------------------- def create_menu_background super @menuback_sprite.z = 500 end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def return_scene case @host_scene when HOST_MENU $scene = Scene_Menu.new when HOST_MAP $scene = Scene_Map.new when HOST_BATTLE $scene = Scene_Battle.new end $game_player.refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super update_menu_background update_window if @battle_member_window.active update_battle_member elsif @party_member_window.active update_party_member elsif @confirm_window.active update_confirm end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def update_window @battle_member_window.update @party_member_window.update @status_window.update @battle_member_caption_window.update @party_member_caption_window.update @control_window.update @confirm_window.update end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def refresh_window @battle_member_window.refresh @party_member_window.refresh end #-------------------------------------------------------------------------- # ? ?????? (????????????????????) #-------------------------------------------------------------------------- def update_battle_member @status_window.set_actor(@battle_member_window.actor) if Input.trigger?(Input::A) if @battle_member_window.selected_index == nil # ???????? actor = @battle_member_window.actor # ??????????? if actor == nil || $game_party.actor_fixed?(actor.id) Sound.play_buzzer return end # ??????? Sound.play_decision actors = $game_party.battle_members actors.delete_at(@battle_member_window.index) $game_party.set_battle_member(actors) refresh_window end elsif Input.trigger?(Input::B) if @battle_member_window.selected_index == nil # ???????? # ???????????? Sound.play_cancel show_confirm_window else # ????? # ?????? Sound.play_cancel @battle_member_window.selected_index = nil @battle_member_window.refresh @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end elsif Input.trigger?(Input::C) if @battle_member_window.selected_index == nil # ???????? actor = @battle_member_window.actor # ??????????? if actor != nil && $game_party.actor_fixed?(actor.id) Sound.play_buzzer return end # ?????????????????? Sound.play_decision @battle_member_window.active = false @party_member_window.active = true @control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER else # ????? unless can_change_shift?(@battle_member_window.actor) Sound.play_buzzer return end # ?????? Sound.play_decision index1 = @battle_member_window.selected_index index2 = @battle_member_window.index change_shift(index1, index2) @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end elsif Input.trigger?(Input::X) # ?????????? unless can_change_shift?(@battle_member_window.actor) Sound.play_buzzer return end if @battle_member_window.selected_index == nil # ???????? # ?????? Sound.play_decision @battle_member_window.selected_index = @battle_member_window.index @battle_member_window.refresh @control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE else # ????? # ?????? Sound.play_decision index1 = @battle_member_window.selected_index index2 = @battle_member_window.index change_shift(index1, index2) @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end end end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def can_change_shift?(actor) # ??????????????????????????? if actor == nil || (KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED && $game_party.actor_fixed?(actor.id)) return false end return true end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def change_shift(index1, index2) # ??????? $game_party.change_shift(index1, index2) # ?????????????? @battle_member_window.selected_index = nil refresh_window end #-------------------------------------------------------------------------- # ? ?????? (??????????????????) #-------------------------------------------------------------------------- def update_party_member @status_window.set_actor(@party_member_window.actor) if Input.trigger?(Input::B) Sound.play_cancel # ???????????????? @battle_member_window.active = true @party_member_window.active = false @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER elsif Input.trigger?(Input::C) actor = @party_member_window.actor # ?????????????????? if $game_party.battle_members.include?(actor) Sound.play_buzzer return end # ????????? Sound.play_decision actors = $game_party.all_members battle_actors = $game_party.battle_members if @battle_member_window.actor != nil actors[@party_member_window.actor_index] = @battle_member_window.actor actors[@battle_member_window.index] = actor $game_party.set_member(actors.compact) end battle_actors[@battle_member_window.index] = actor $game_party.set_battle_member(battle_actors.compact) refresh_window # ???????????????? @battle_member_window.active = true @party_member_window.active = false @control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER end end #-------------------------------------------------------------------------- # ? ?????? (????????????????) #-------------------------------------------------------------------------- def update_confirm if Input.trigger?(Input::B) Sound.play_cancel hide_confirm_window elsif Input.trigger?(Input::C) case @confirm_window.index when 0 # ???? # ???????????? if $game_party.battle_members.size == 0 Sound.play_buzzer return end Sound.play_decision $scene = Scene_Menu.new when 1 # ???? Sound.play_decision # ?????????????? $game_party.set_member(@party_actors) $game_party.set_battle_member(@battle_actors) $scene = Scene_Menu.new when 2 # ????? Sound.play_cancel hide_confirm_window end end end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def show_confirm_window if @battle_member_window.active @last_active_window = @battle_member_window else @last_active_window = @party_member_window end @battle_member_window.active = false @party_member_window.active = false @confirm_window.draw_item(0, $game_party.battle_members.size > 0) @confirm_window.open @confirm_window.active = true end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def hide_confirm_window @confirm_window.active = true @confirm_window.close @last_active_window.active = true end end #??????????????????????????????????????? #============================================================================== # ¦ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- alias wait_for_message_KGC_LargeParty wait_for_message def wait_for_message return if @ignore_wait_for_message # ????????????????? wait_for_message_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- alias display_level_up_KGC_LargeParty display_level_up def display_level_up @ignore_wait_for_message = true display_level_up_KGC_LargeParty exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000 $game_party.stand_by_members.each { |actor| if actor.exist? actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP) end } @ignore_wait_for_message = false wait_for_message end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias start_party_command_selection_KGC_LargeParty start_party_command_selection def start_party_command_selection if $game_temp.in_battle @status_window.index = 0 end start_party_command_selection_KGC_LargeParty end if KGC::LargeParty::USE_BATTLE_PARTYFORM #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias create_info_viewport_KGC_LargeParty create_info_viewport def create_info_viewport create_info_viewport_KGC_LargeParty @__command_partyform_index = @party_command_window.add_command(Vocab.partyform_battle) @party_command_window.draw_item(@__command_partyform_index, $game_party.battle_partyform_enable?) end #-------------------------------------------------------------------------- # ? ????????????? #-------------------------------------------------------------------------- alias update_party_command_selection_KGC_LargeParty update_party_command_selection def update_party_command_selection if Input.trigger?(Input::C) case @party_command_window.index when @__command_partyform_index # ?????? unless $game_party.battle_partyform_enable? Sound.play_buzzer return end Sound.play_decision process_partyform return end end update_party_command_selection_KGC_LargeParty end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def process_partyform Graphics.freeze snapshot_for_background $scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE) $scene.main $scene = self @status_window.refresh perform_transition end end end
Menu Spoiler: Code: module Biw #=========================== # Début de la Configuration #=========================== Var = 2 #ID de la variable qui stockera le côté choisi # si la variable = 0 : côté gauche # si la variable = 1 ou autres ; côté droit # Ce qui suit concerne le choix : # Si vous rajoutez un choix, n'oubliez pas de mettre la virgule !! # N'oubliez pas non plus de mettre la Scene et l'icone Choix = { 0 =>"Inventaire", 1=>"Equipement", 2=>"Compétence", 3=>"Statut", 4=>"Equipe", 5=> "Chapitre", 6=>"Sauvegarde", 7=>"Quitter", } # Scene : # A modifier en fonction des choix plus haut ! Scene = { 0=> Scene_Item.new, #Inventaire 1=> Scene_Equip.new, 2=> Scene_Skill.new, #Compétences 3=> Scene_Status.new, #Statut 4=> Scene_PartyForm.new, 5=> Chapitre.new, 6=> Scene_File.new(true, false, false), # Sauvegarder 7=> Scene_End.new, # Quitter } # Icone : # A modifier en fonction des choix plus haut ! Icone = { 0=> 144, 1=> 52, 2=> 130, 3=> 145, 4=> 112, 5=> 141, 6=> 150, 7=> 145, } Opacity = 255 # Transparence de la fenêtre du choix (0 pour invisible) #Icone de l'argent, de la localisation et des pas : ICONE_GOLD = 147 ICONE_MAP = 153 ICONE_PAS = 137 #Texte de l'argent, de la localisation et des pas : TEXT_MAP = "Local : " TEXT_GOLD = "Argent : " TEXT_PAS = "Pas : " # Interrupteur qui active/desactive l'affichage de : # - L'argent : Gold = 1 # - Localisation : Map = 2 # - Nombre des pas : Pas = 3 #=========================== # Fin de la Configuration #=========================== end class Scene_Menu < Scene_Base def start create_menu_background @choix = [] @commands = [] @for = Biw::Choix.size - 1 for id in 0..@for @commands.push(Biw::Choix[id]) end @choix = Window_Command.new(150, @commands) if $game_variables[Biw::Var] == 0 @choix.x = 50 @choix.y = 0 else @choix.x = 394 @choix.y = 0 end @choix.z = 255 @choix.opacity = 0 @win = Windoo.new @win.z = 200 @win.opacity = Biw::Opacity @wind = Windo.new @wind.z = 0 @wind.opacity = 255 end def terminate dispose_menu_background @choix.dispose @win.dispose @wind.dispose end def update update_menu_background update_command_selection @wind.update @choix.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new end @win.set_action(@choix.index) end end class Windoo < Window_Base def initialize if $game_variables[Biw::Var] == 0 @x = 0 @h = (Biw::Choix.size * 30) - (Biw::Choix.size * 10 / 5) else @x = 344 @h = Biw::Choix.size * 30 end super(@x, 0, 200, @h) refresh end def set_action(num) @action = num refresh end def refresh @IY = -20 @for = Biw::Choix.size - 1 for ico in 0..@for.to_i @IX = 0 @IY = @IY.to_i + 23 @icone = Biw::Icone[ico] bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, @IY, bitmap, rect) end if Input.trigger?(Input::C) case @action when 0 $scene = Biw::Scene[@action] when 1 $scene = Biw::Scene[@action] when 2 $scene = Biw::Scene[@action] when 3 $scene = Biw::Scene[@action] when 4 $scene = Biw::Scene[@action] when 5 $scene = Biw::Scene[@action] when 6 $scene = Biw::Scene[@action] when 7 $scene = Biw::Scene[@action] end end end end #============================================================================== # ** Windo #============================================================================== class Windo < Window_Base def initialize if $game_variables[Biw::Var] == 0 @x = 295 @y = 315 else @x = 0 @y = 315 end super (@x, @y, 250, 100) @gold = $game_party.gold @pas = $game_party.steps @map = $game_map.map_id refresh end def refresh $data_mapinfo = load_data("Data/MapInfos.rvdata") @mpname = $data_mapinfo[@map].name @textgold = Biw::TEXT_GOLD.to_s + @gold.to_s @textmap= Biw::TEXT_MAP.to_s + @mpname.to_s @textpas = Biw::TEXT_PAS.to_s + @pas.to_s if $game_switches[Biw::Gold] == true self.contents.draw_text(25, -40, 100, 100, @textgold, 0) @icone = Biw::ICONE_GOLD bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, 0, bitmap, rect) end if $game_switches[Biw::Map] == true @icone = Biw::ICONE_MAP bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, 25, bitmap, rect) self.contents.draw_text(25, -40, 200, 150, @textmap, 0) end if $game_switches[Biw::Pas] == true @icone = Biw::ICONE_PAS bitmap = Cache.system("Iconset") rect = Rect.new(@icone % 16 * 24, @icone / 16 * 24, 24, 24) self.contents.blt(0, 45, bitmap, rect) self.contents.draw_text(25, 10, 100, 100, @textpas, 0) end end end
Voilà !
Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 12:41 j'ai encore des problèmes ^^"
alors :
1/ j'aime bien ton script menu mais le probleme c'est que je veux la partie ou l'on voit les persos avec leur HP/MP, donc ca m'embete un peu
2 quand je clik sur tout les onglets, a chaque fois il y a une erreur a cette ligne :
ligne 339 du script chapitre :" case @command_window.index "
ne t'embete pas va je vais reprendre le script menu que j'avais avant même si je l'aime moins
Gardien des Scripts Age : 28Inscrit le : 30/12/2009Messages : 1067 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 12:43 Regarde le premier post de cette page !
Prends le script de chapitre qui y est
Sinon, le menu que tu m'as passé est extrêmement difficile à modifier alors que le mien est facile !
Biward
Mage Lv.11 Age : 30Inscrit le : 20/05/2010Messages : 542 Sujet: Re: Marché de Biward [Fermé aux demandes] Dim 30 Mai 2010 - 12:51 je vais manger mon 1000 feuille et je test =P EDIT : ca marche toujours pas ^^" pourtant j'ai utilisé les scripts que tu m'as donné, c'est pas grave je vais reprendre mon ancien, ca marchait avec ^^
Sujet: Re: Marché de Biward [Fermé aux demandes]
Marché de Biward [Fermé aux demandes]
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