Age : 26 Avertissements : 3Inscrit le : 03/04/2010 Messages : 512
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 17:19
A qui parle-tu ?
ballbreaker66
Poulet Lv.1
Age : 28 Inscrit le : 07/06/2010 Messages : 8
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 17:25
matt77164==>
je serais toi, j'irais me présenter... Je suis moi-même un nouveau ici, mais j'ai bien vu les réactions des modos sur certains topic!
Red-seeds
Templier Lv.15
Age : 27 Inscrit le : 02/07/2009 Messages : 1169
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 17:26
MAT77164 sans vouloir joué les modo va te présenter!Biward ne peut pas accepter de message sans présentation.
EDIT:Biward n'accepte plus aussi de demande sans formulaire.
Biward
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 17:33
1.- Va te présenter. 2.- Regarde mon premier post. Le script qui se nomme "Affiche Quete".
@> gelamine → J'essayerais x) Biward
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 17:43
@black974 : Merci de pas flooder, ton post est inutile c'est une répétition de celui d'au dessus.
@MAT77164 : Tu sais ce qu'il te reste à faire. 1 averto.
Garruk
Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 18:18
Salut Biward, ça fait un moment que je ne t'ai pas fait de demande je vais donc me rattraper xD
J'utilise le système de matéria et je voulais savoir si tu pouvais rajouter les AP (Point d'aptitude pour les matéria) que notre équipe gagne en fin de combat. Je vais devoir prendre 3 posts pour postés (les script de Yanfly sont trop longs ^^).
Le script de rapport de combat
Spoiler:
Code:
=============================================================================== # # Yanfly Engine Zealous - Victory Aftermath # Last Date Updated: 2010.01.17 # Level: Normal, Hard, Lunatic # # The victory aftermath scene after battles are finished hardly display any # data at all for the player. All that's generally mentioned is how much EXP # they've acquired, who levels up, and what items are dropped in only a message # box window. Now, the whole process is more visual and will contain lists to # show the player what changes have been made as far as the victory portion is # concerned. The item drop list will also no longer go on and on forever with # the message windows, but instead, show them properly in a list window. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 2010.01.17 - Custom Message System compatibility. # o 2010.01.03 - Started script and Finished. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials but above ▼ Main. Remember to save. # #=============================================================================== # Compatibility # ----------------------------------------------------------------------------- # - Works With: YEZ Party Selection System # ----------------------------------------------------------------------------- # Note: This script may not work with former Yanfly Engine ReDux scripts. # Use Yanfly Engine Zealous scripts to work with this if available. #===============================================================================
$imported = {} if $imported == nil $imported["VictoryAftermath"] = true
module YEZ module VICTORY
#=========================================================================== # Basic Settings # -------------------------------------------------------------------------- # The following below will adjust the basic settings and vocabulary that # will display throughout the script. Change them as you see fit. #===========================================================================
# This is how many frames to wait before displaying the victory aftermath # scene on the screen. WAIT = 60
# The following adjusts the two switches that are associated with this # script so bind them accordingly. Bypassing the BGM will cause no BGM # change from battle start to end. Skip victory switch will cause the # victory display portion to be ignored (but gaining EXP and such will # still occur). BYPASS_BGM_SWITCH = 61 SKIP_VICTORY_SWITCH = 62
# This hash adjusts the vocabulary used throughout the script. VOCAB ={ :top_message => "Battle Results", :gold_found => "Found %s Gold", :exp_receive => "Earned %s EXP", :percent_exp => "%1.2f%%", :next_level => "To Level %s", :max_level => "Max Level", :next_exp => "%s EXP", :level_up => "LEVELS UP", :to_level => "to Level %s", :level_msg => "%s has reached level %s!", :next_stat => "→", :new_skills => "Skills Acquired", :spoils => "Victory Spoils", :no_items => "No items were found.", :found_items => "%s has found items!", :item_amount => "×%2d", } # Do not remove this.
# This determines the gauge information for the victory screens. FACE_OPACITY = 200 # This adjusts the opacity of the actor's faces EXP_TICKS = 10 # This is how many ticks it takes to fill the gauge. EXP_GAUGE_1 = 28 # Experience gauge colour 1 for non-leveled characters. EXP_GAUGE_2 = 29 # Experience gauge colour 2 for non-leveled characters. EXP_FONT_SIZE = 18 # Font size used for experience gauge. LVL_COLOUR = 6 # Text colour used for leveling up. LVL_GAUGE_1 = 20 # Experience gauge colour 1 for leveled characters. LVL_GAUGE_2 = 21 # Experience gauge colour 2 for leveled characters.
#=========================================================================== # Experience Settings # -------------------------------------------------------------------------- # The following below allows you to adjust the amount of experience each # actor will earn and the rules that govern the experience gained. #===========================================================================
# If any allies are dead, are they allowed to gain EXP? DEAD_ALLY_EXP = false
# Do you want the game to scale the experience based on how many actors are # in the party? This means actors can earn more or less. PARTY_SPLIT_EXP = false PARTY_SIZE_SCALING ={ 1 => 1.000, # If one actor is active. 2 => 0.500, # If two actors are active. 3 => 0.334, # If three actors are active. 4 => 0.250, # If four actors are active. 5 => 0.200, # If five actors are active. 6 => 0.167, # If six actors are active. 7 => 0.143, # If seven actors are active. 8 => 0.125, # If eight actors are active. } # Do not remove this.
# The following will determine how HP and MP recovery is calculated upon # leveling up. 0 - no change. 1 - difference from max. 2 - full recovery. HP_RECOVERY = 1 # Adjusts HP Recovery Style MP_RECOVERY = 1 # Adjusts MP Recovery Style
#=========================================================================== # Level Settings # -------------------------------------------------------------------------- # The following below allows you to adjust the amount of experience each # actor will earn and the rules that govern the experience gained. #===========================================================================
# The following array determines which stats will be shown with level up # increases and also what order. Only the following can be used. # :maxhp, :maxmp, :atk, :def, :spi, :res, :dex, :agi SHOWN_STATS = [:maxhp, :maxmp, :atk, :def, :spi, :res, :dex, :agi]
# The following hash adjusts the colours used to display each of the # various objects inside of the level window. LEVEL_COLOURS ={ :stat_name => 4, # The stat's name. :arrow => 4, # Arrow in between the old and new stats. :old_stat => 5, # The older unleveled stat. :new_stat => 6, # The newer leveled stat. } # Do not remove this.
# Changing the following value to an icon ID will change the → arrow to use # an icon instead. i.e. ARROW_ICON = 142 ARROW_ICON = nil
# Changing the following below will show the change in stat difference from # the old stat to the new stat rather than just showing the new stat. SHOW_DIFFERENCE = false
#=========================================================================== # Audio Settings # -------------------------------------------------------------------------- # This part of the module adjusts everything that's audio related. Be sure # to modify them accordingly. #===========================================================================
# This victory BGM will play once the fanfare finishes. BGM = RPG::BGM.new("Field1", 100, 100)
# This sound adjusts the ticking noise that occurs as the experience bar # goes upward. Adjust it accordingly. TICK_SOUND = RPG::SE.new("Decision1", 80, 100)
# The following adjusts how long to play the Victory ME after finishing # battle in milliseconds (if it is still continuing). FANFARE_FADE = 1000
# This is the level up sound that plays when an actor levels up. LEVEL_SOUND = RPG::SE.new("Flash1", 100, 100)
# This is the sound that will play if items were found. ITEM_SOUND = RPG::SE.new("Item1", 80, 100)
end # VICTORY end # YEZ
#=============================================================================== # Lunatic Mode - Victory Aftermath # ----------------------------------------------------------------------------- # This mode allows you to add in a bit more of a personal touch to your game by # adding in victory battle quotes. If they're on, actors who were participating # in battle can brief the victory spoils and whatnot. # # To use this mode, bind each actor to a common event ID. Those common events # will play out the messages written for them. However, to distinguish when to # display each message, use conditional branches with a script value check. # Insert the following into your script value checks: # # victory_quote("Main") Occurs at the first page of victory. # victory_quote("JP") Requires YEZ Job System: Base. # victory_quote("Level") Occurs when leveling up your character. # victory_quote("Skill") Occurs when leveling up and learning a skill. # victory_quote("Nothing") Occurs when no drops are found. # victory_quote("Drops") Occurs if the enemy has left drops. # # When displaying the message events, a few new text shortcuts should be taken # note of. They are the two following: # # \VN This displays the talking actor's name. # \VF This displays the talking actor's face. # # Anything else in the common event will run normally. #===============================================================================
module YEZ::VICTORY
# If this is enabled, victory quotes will occur instead of the typical # battle end messages. ENABLE_QUOTES = true
# The following hash determines which common event ID's are bound to which # actors when their victory quotes are to be launched. ACTOR_QUOTES ={ # Actor 0 is the actor used for unlisted actors. # ActorID => Common Event ID 0 => 20, # Common Victory Quotes 1 => 21, # Ralph's Victory Quotes 2 => 22, # Ulrika's Victory Quotes 3 => 23, # Bennett's Victory Quotes 4 => 24, # Ylva's Victory Quotes 5 => 25, # Lawrence's Victory Quotes 6 => 26, # Oscar's Victory Quotes 7 => 27, # Vera's Victory Quotes 8 => 28, # Elmer's Victory Quotes } # Do not remove this.
end # YEZ::VICTORY
#=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #===============================================================================
#-------------------------------------------------------------------------- # new method: learned_skills #-------------------------------------------------------------------------- def learned_skills result = [] for i in @skills result.push($data_skills[i]) end return result end
#-------------------------------------------------------------------------- # new method: now_exp #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end
#-------------------------------------------------------------------------- # new method: next_exp #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end
#-------------------------------------------------------------------------- # victory_quote #-------------------------------------------------------------------------- def victory_quote(text) return false unless $game_temp.in_battle and $scene.is_a?(Scene_Battle) return false if $game_temp.victory_quote == nil return true if text.upcase == $game_temp.victory_quote return false end
end # Game_Interpreter
#=============================================================================== # Scene Map #===============================================================================
class Scene_Map < Scene_Base
#-------------------------------------------------------------------------- # alias method: call battle #-------------------------------------------------------------------------- alias call_battle_va call_battle unless $@ def call_battle if $game_switches[YEZ::VICTORY::BYPASS_BGM_SWITCH] @spriteset.update Graphics.update $game_player.make_encounter_count $game_player.straighten $game_temp.map_bgm = RPG::BGM.last $game_temp.map_bgs = RPG::BGS.last Sound.play_battle_start $game_temp.next_scene = nil $scene = Scene_Battle.new else call_battle_va end end
#-------------------------------------------------------------------------- # alias method: terminate #-------------------------------------------------------------------------- alias terminate_va terminate unless $@ def terminate @top_window.dispose if @top_window != nil @exp_window.dispose if @exp_window != nil @gold_window.dispose if @gold_window != nil @exp_back_window.dispose if @exp_back_window != nil @exp_front_window.dispose if @exp_front_window != nil @drops_window.dispose if @drops_window != nil terminate_va end
#-------------------------------------------------------------------------- # overwrite method: process_victory #-------------------------------------------------------------------------- def process_victory wait(YEZ::VICTORY::WAIT, true) @info_viewport.visible = false if $imported["BattleEngineZealous"] @message_window.dispose @message_window = Window_BattleMessage.new elsif $imported["VictoryCompatibility"] @message_window.dispose @message_window = Window_BattleMessageCompatible.new end @message_window.visible = true unless $game_switches[YEZ::VICTORY::BYPASS_BGM_SWITCH] RPG::BGM.stop $game_system.battle_end_me.play YEZ::VICTORY::BGM.play unless YEZ::VICTORY::BGM == nil end create_victory_clones create_victory_actor display_exp_and_gold display_level_up display_drop_items battle_end(0) $game_temp.victory_actor = nil $game_temp.victory_clone = nil if $imported["BattleEngineZealous"] and YEZ::BATTLE::ZEALOUS::COMMON_EVENTS[:battle_end] != nil common_event = YEZ::BATTLE::ZEALOUS::COMMON_EVENTS[:battle_end] $game_temp.common_event_id = common_event end victory_me = Thread.new { time = YEZ::VICTORY::FANFARE_FADE RPG::ME.fade(time) sleep(time / 1000.0) RPG::ME.stop } battle_end(0) end
#-------------------------------------------------------------------------- # overwrite method: display_exp_and_gold #-------------------------------------------------------------------------- def display_exp_and_gold unless $game_switches[YEZ::VICTORY::SKIP_VICTORY_SWITCH] show_exp_and_gold else @exp = $game_troop.exp_total if YEZ::VICTORY::PARTY_SPLIT_EXP size = YEZ::VICTORY::DEAD_ALLY_EXP ? $game_party.members.size : $game_party.existing_members.size @exp = Integer(@exp * YEZ::VICTORY::PARTY_SIZE_SCALING[size]) end $game_party.gain_gold($game_troop.gold_total) end end
#-------------------------------------------------------------------------- # overwrite method: display_level_up #-------------------------------------------------------------------------- def display_level_up unless $game_switches[YEZ::VICTORY::SKIP_VICTORY_SWITCH] show_level_up else group = YEZ::VICTORY::DEAD_ALLY_EXP ? $game_party.members : $game_party.existing_members for actor in group last_level = actor.level last_skills = actor.learned_skills.clone actor.gain_exp(@exp, false) end if $imported["PartySelectionSystem"] @exp = Integer(@exp * YEZ::PARTY::BATTLE_RESERVE_EXP) for actor in $game_party.reserve_members last_level = actor.level last_skills = actor.learned_skills.clone actor.gain_exp(@exp, false) if actor.exist? or YEZ::VICTORY::DEAD_ALLY_EXP end end end end
#-------------------------------------------------------------------------- # overwrite method: display_drop_items #-------------------------------------------------------------------------- def display_drop_items @active_battler = nil unless $game_switches[YEZ::VICTORY::SKIP_VICTORY_SWITCH] show_drop_items else drop_items = $game_troop.make_drop_items for item in drop_items; $game_party.gain_item(item, 1); end end end
#-------------------------------------------------------------------------- # new method: create_victory_clones #-------------------------------------------------------------------------- def create_victory_clones $game_temp.victory_clone = {} $game_temp.in_battle = false for actor in $game_party.members $game_temp.victory_clone[actor.id] = actor.clone end $game_temp.in_battle = true end
#-------------------------------------------------------------------------- # new method: create_victory_actor #-------------------------------------------------------------------------- def create_victory_actor $game_temp.victory_actor = nil @original_victory_actor = victory_actor end
#-------------------------------------------------------------------------- # new method: victory_actor #-------------------------------------------------------------------------- def victory_actor if $game_temp.victory_actor == nil roulette = [] for actor in $game_party.existing_members; roulette.push(actor); end $game_temp.victory_actor = roulette.size > 0 ? roulette[rand(roulette.size)] : nil end return $game_temp.victory_actor end
#-------------------------------------------------------------------------- # new method: victory_actor_quote #-------------------------------------------------------------------------- def victory_actor_quote(value) $game_temp.victory_quote = value if YEZ::VICTORY::ACTOR_QUOTES.include?(victory_actor.id) $game_temp.common_event_id = YEZ::VICTORY::ACTOR_QUOTES[victory_actor.id] else $game_temp.common_event_id = YEZ::VICTORY::ACTOR_QUOTES[0] end @message_window.visible = true process_victory_event end
#-------------------------------------------------------------------------- # new method: process_victory_event #-------------------------------------------------------------------------- def process_victory_event loop do $game_troop.interpreter.update $game_troop.setup_battle_event wait_for_message return unless $game_troop.interpreter.running? update_basic end end
#-------------------------------------------------------------------------- # new method: show_exp_and_gold #-------------------------------------------------------------------------- def show_exp_and_gold #--- Draw Victory Message @top_window = Window_Help.new text = YEZ::VICTORY::VOCAB[:top_message] @top_window.set_text(text, 1) #--- Draw EXP Window @exp = $game_troop.exp_total if YEZ::VICTORY::PARTY_SPLIT_EXP size = YEZ::VICTORY::DEAD_ALLY_EXP ? $game_party.members.size : $game_party.existing_members.size @exp = Integer(@exp * YEZ::VICTORY::PARTY_SIZE_SCALING[size]) end @exp_window = Window_Base.new(272, 56, 272, 56) text = sprintf(YEZ::VICTORY::VOCAB[:exp_receive], @exp) @exp_window.contents.draw_text(0, 0, 240, 24, text, 1) #--- Draw Gold Window @gold = $game_troop.gold_total $game_party.gain_gold(@gold) @gold_window = Window_Base.new(0, 56, 272, 56) text = sprintf(YEZ::VICTORY::VOCAB[:gold_found], @gold) @gold_window.contents.draw_text(0, 0, 240, 24, text, 1) #--- Draw Party EXP Windows @exp_back_window = Window_Party_Exp_Back.new @exp_front_window = Window_Party_Exp_Front.new fill_exp_gauge #--- Battle Quotes if YEZ::VICTORY::ENABLE_QUOTES victory_actor_quote("MAIN") else text = sprintf(Vocab::Victory, $game_party.name) $game_message.texts.push(text) wait_for_message end end
#-------------------------------------------------------------------------- # new method: fill_exp_gauge #-------------------------------------------------------------------------- def fill_exp_gauge ticks = 0 percent = 0 increase = 100 / YEZ::VICTORY::EXP_TICKS until ticks > YEZ::VICTORY::EXP_TICKS ticks += 1 percent += increase @exp_front_window.refresh(percent) if @exp_front_window.full_actors != $game_party.existing_members.size YEZ::VICTORY::TICK_SOUND.play if YEZ::VICTORY::TICK_SOUND != nil end update_basic end end
#-------------------------------------------------------------------------- # new method: show_level_up #-------------------------------------------------------------------------- def show_level_up @exp_window.visible = false @gold_window.visible = false @exp_back_window.visible = false @exp_front_window.visible = false group = YEZ::VICTORY::DEAD_ALLY_EXP ? $game_party.members : $game_party.existing_members for actor in group last_level = actor.level last_skills = actor.learned_skills.clone actor.gain_exp(@exp, false) create_level_up_windows(actor, last_skills) if actor.level > last_level end if $imported["PartySelectionSystem"] @exp = Integer(@exp * YEZ::PARTY::BATTLE_RESERVE_EXP) for actor in $game_party.reserve_members last_level = actor.level last_skills = actor.learned_skills.clone actor.gain_exp(@exp, false) if actor.exist? or YEZ::VICTORY::DEAD_ALLY_EXP create_level_up_windows(actor, last_skills) if actor.level > last_level end end wait_for_message end
#-------------------------------------------------------------------------- # new method: create_level_up_windows #-------------------------------------------------------------------------- def create_level_up_windows(actor, last_skills) @active_battler = actor #--- Basic Settings YEZ::VICTORY::LEVEL_SOUND.play if YEZ::VICTORY::LEVEL_SOUND != nil $game_temp.victory_actor = actor new_skills = actor.learned_skills - last_skills @top_window.contents.clear text = sprintf(YEZ::VICTORY::VOCAB[:level_msg], actor.name, actor.level) @top_window.set_text(text, 1) case YEZ::VICTORY::HP_RECOVERY when 1; actor.hp += actor.maxhp - $game_temp.victory_clone[actor.id].maxhp when 2; actor.hp = actor.maxhp end case YEZ::VICTORY::MP_RECOVERY when 1; actor.mp += actor.maxmp - $game_temp.victory_clone[actor.id].maxmp when 2; actor.mp = actor.maxmp end #--- Create Windows if new_skills != [] @levelup_window = Window_Level_Up.new(actor, 0, 56, 316, 232) @skill_back_window = Window_Base.new(316, 56, 228, 232) @skill_back_window.contents.font.color = @skill_back_window.system_color text = YEZ::VICTORY::VOCAB[:new_skills] @skill_back_window.contents.draw_text(0, 0, 196, 24, text, 1) @skill_list_window = Window_New_Skills.new(new_skills) else @levelup_window = Window_Level_Up.new(actor, 0, 56, 544, 232) end if YEZ::VICTORY::ENABLE_QUOTES value = (last_skills != actor.learned_skills) ? "SKILL" : "LEVEL" victory_actor_quote(value) else text = sprintf(Vocab::LevelUp, actor.name, Vocab::level, actor.level) $game_message.new_page $game_message.texts.push(text) if new_skills != [] for skill in new_skills text = sprintf(Vocab::ObtainSkill, skill.name) $game_message.texts.push(text) end end wait_for_message end #--- Skill Window Scrolling if new_skills.size > 7 @skill_list_window.index = 0 @skill_list_window.active = true @skill_list_window.help_window = @top_window loop do update_basic @skill_list_window.update if Input.trigger?(Input::C) Sound.play_decision; break elsif Input.trigger?(Input::B) Sound.play_cancel; break elsif Input.press?(Input::A) break end end end #--- Disposal of Windows @levelup_window.dispose if @levelup_window != nil @levelup_window = nil @skill_back_window.dispose if @skill_back_window != nil @skill_back_window = nil @skill_list_window.dispose if @skill_list_window != nil @skill_list_window = nil #--- HP and MP Recovery end
#-------------------------------------------------------------------------- # new method: show_drop_items #-------------------------------------------------------------------------- def show_drop_items @drop_items = $game_troop.make_drop_items for item in @drop_items; $game_party.gain_item(item, 1); end if @drop_items != [] @top_window.set_text(YEZ::VICTORY::VOCAB[:spoils],1) YEZ::VICTORY::ITEM_SOUND.play if YEZ::VICTORY::ITEM_SOUND != nil @drops_window = Window_BattleDrops.new(@drop_items) else @top_window.set_text(YEZ::VICTORY::VOCAB[:no_items],1) @exp_window.visible = true @gold_window.visible = true @exp_back_window.visible = true @exp_front_window.visible = true @exp_front_window.refresh end if YEZ::VICTORY::ENABLE_QUOTES $game_temp.victory_actor = @original_victory_actor value = (@drop_items == []) ? "NOTHING" : "DROPS" victory_actor_quote(value) else if @drop_items == [] text = YEZ::VICTORY::VOCAB[:no_items] else text = sprintf(YEZ::VICTORY::VOCAB[:found_items], $game_party.name) end $game_message.texts.push(text) wait_for_message end if @drop_items != [] and @drops_window.item_max > 16 @drops_window.index = 0 @drops_window.active = true @drops_window.help_window = @top_window loop do update_basic @drops_window.update if Input.trigger?(Input::C) Sound.play_decision; break elsif Input.trigger?(Input::B) Sound.play_cancel; break elsif Input.press?(Input::A) break end end end end
#-------------------------------------------------------------------------- # skill #-------------------------------------------------------------------------- def skill; return @data[self.index]; end
#-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] for skill in @new_skills @data.push(skill) end @item_max = @data.size create_contents for i in 0..(@item_max-1) draw_item(i) end end
#-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] return if skill == nil draw_item_name(skill, rect.x, rect.y) end
#-------------------------------------------------------------------------- # draw_stats #-------------------------------------------------------------------------- def draw_stats(dx, dy) arrow = YEZ::VICTORY::VOCAB[:next_stat] colours = YEZ::VICTORY::LEVEL_COLOURS for stat in YEZ::VICTORY::SHOWN_STATS case stat when :maxhp icon = $imported["Icons"] ? YEZ::ICONS[:hp] : 0 text = Vocab.hp value1 = @clone.maxhp value2 = @actor.maxhp when :maxmp icon = $imported["Icons"] ? YEZ::ICONS[:mp] : 0 text = Vocab.mp value1 = @clone.maxmp value2 = @actor.maxmp when :atk icon = $imported["Icons"] ? YEZ::ICONS[:atk] : 0 text = Vocab.atk value1 = @clone.atk value2 = @actor.atk when :def icon = $imported["Icons"] ? YEZ::ICONS[:def] : 0 text = Vocab.def value1 = @clone.def value2 = @actor.def when :spi icon = $imported["Icons"] ? YEZ::ICONS[:spi] : 0 text = Vocab.spi value1 = @clone.spi value2 = @actor.spi when :agi icon = $imported["Icons"] ? YEZ::ICONS[:agi] : 0 text = Vocab.agi value1 = @clone.agi value2 = @actor.agi when :dex next unless $imported["BattlerStatDEX"] icon = $imported["Icons"] ? YEZ::ICONS[:dex] : 0 text = Vocab.dex value1 = @clone.dex value2 = @actor.dex when :res next unless $imported["BattlerStatRES"] icon = $imported["Icons"] ? YEZ::ICONS[:res] : 0 text = Vocab.res value1 = @clone.res value2 = @actor.res else; next end value2 = sprintf("%+d", value2 - value1) if YEZ::VICTORY::SHOW_DIFFERENCE draw_icon(icon, dx, dy) self.contents.font.color = text_color(colours[:stat_name]) self.contents.draw_text(dx+24, dy, 60, WLH, text, 0) self.contents.font.color = text_color(colours[:old_stat]) self.contents.draw_text(dx+84, dy, 60, WLH, value1, 2) if YEZ::VICTORY::ARROW_ICON.is_a?(Integer) draw_icon(YEZ::VICTORY::ARROW_ICON, dx+147, dy) else self.contents.font.color = text_color(colours[:arrow]) self.contents.draw_text(dx+144, dy, 30, WLH, arrow, 1) end self.contents.font.color = text_color(colours[:new_stat]) self.contents.draw_text(dx+174, dy, 60, WLH, value2, 0) dy += WLH end end
end # Window_Level_Up
#=============================================================================== # # END OF FILE # #===============================================================================
Garruk
Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 18:43
Une dernière chose je voulais savoir si tu pouvais notamment rajouter les Ap dans le bestiaire au niveau de xp et l'argent que les monstres laissent en fin de combat.
Etant donné que le script en lui même ne peux pas être poster du fait de sa longueur voici une demo avec le script: http://www.mediafire.com/?je1hy4zyumh
Et au pire le lien du script http://www.rpgrevolution.com/forums/lofiversion/index.php/t30210.html
Désolé du double post mais les script sont trop longs pour être mis en une fois. ^^
Biward
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 19:37
Oh..un revenant xD
J'ai pas tout saisie... Les AP existent déjà ? Si oui, tu veux que je les mette dans le rapport de combat et dans le bestiaire. C'est ça ?
Biward
Message à tous : Si jamais, vous remarquez que j'oublie votre demande, signalez-le moi !
Garruk
Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
Sujet: Re: Marché de Biward [Fermé aux demandes] Lun 14 Juin 2010 - 20:35
Après grande réflexion j'aime pas ce rapport, car j'aurais trop de chose à changer par la suite.
Biward uniquement dans le bestiaire laisse tomber le rapport. =)
Biward
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 5:18
D'accord Tu as une position préféfée ?
Biward
Sylfurion
Mage Lv.11
Age : 27 Inscrit le : 02/03/2009 Messages : 513
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 16:18
Biward a écrit:
Message à tous : Si jamais, vous remarquez que j'oublie votre demande, signalez-le moi !
Tu n'as pas oublié ma demande j'espère ?
Si tu n'as pas oublié mais que tu comprends pas très bien le système de panneaux, je peux peut être t'aider ^^
Biward
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 16:32
Nan, en faîtes, ta demande, c'est juste que je n'arrive pas à la faire... Sorry
Biward
Sylfurion
Mage Lv.11
Age : 27 Inscrit le : 02/03/2009 Messages : 513
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 16:42
Arf, donc c'est abandonné j'imagine, tant pis, merci quand même
Biward
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 16:46
C'est extrêmement dure de faire des scripts à la KH u_u... J'espère ne plus avoir à en faire
Biward
Sylfurion
Mage Lv.11
Age : 27 Inscrit le : 02/03/2009 Messages : 513
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 18:20
Xd pleurs pas biwardounet
puisque tu en parles j'ai justement un nouveau script KH à te demander et il a l'air vraiment compliqué
Biward
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 20:26
En faites, cela dépend aussi de la demande
Sinon, ASHKA été chaud pour faire les panneaux non ?
Biward
Garruk
Aventurier Lv.16
Age : 40 Inscrit le : 03/09/2009 Messages : 1503
Sujet: Re: Marché de Biward [Fermé aux demandes] Mar 15 Juin 2010 - 21:12
Biward a écrit:
D'accord Tu as une position préféfée ?
Biward
Dans la page avec les Gains et l'xp que les monstres rapportent si tu peux par exemple dans cette ordre.
Exp Ap Gils
Sinon c'est pas grave du moment qu'ont les voient c'est le principal, merci à toi. =)
Magi
Mage Lv.11
Age : 30 Inscrit le : 20/05/2010 Messages : 542
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 9:08
(cherche activement son prochain script) J'arrive pas à trouver ce que je vais te demander XD
C'est pas la peine de flooder non plus
----Roxxor----
Voyageur Lv.10
Age : 27 Inscrit le : 08/05/2010 Messages : 383
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:08
Moi j'ai trouvé Biward, pourrais-tu me faire un script qui affiche une barre noire en haut et en bas pour les cinématiques ? En faisant un appel de script. Un peu comme la bordure noir du plein écran. J'ai essayer de mettre le carré noir du tile A mais quand les perso se déplace les cases noir ne se déplacent pas ...
Screen :
Matsuo Kaito
Age : 33 Inscrit le : 27/06/2008 Messages : 10881
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:15
Zomg, heureusement que la commande en event "afficher une image" existe quoi O_o Faut pas non plus faire une demande de script pour tout et pour rien.
TaZ
Age : 30 Inscrit le : 22/11/2008 Messages : 3382
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:19
J'me permets un +1.
Les gens, vous voulez des scripts pour tout et rien à la fois. Là l'exemple est bidon parce qu'on n'a pas besoin de réfléchir et de se poser la question, mais quand on sait pas scripter, on peut très bien se débrouiller avec les évents. Quasiment tout est faisable en évent, quand on va pas trop dans les systèmes compliqués qui touchent aux combats/menus et tout ça. Sauf que c'est souvent plus propre en évent.
Mais j'avoue que là, faut pas exagérer non plus x)
PS : J'te rassure, Roxxor, j'dis pas ça pour te blâmer (si, un peu), mais ça s'adresse pas uniquement à toi. T'es pas le seul à vouloir des scripts à gogo pour des fonctions qui sont largement réalisables en évents. Par contre j'crois que toi, t'es une belle perle 8D.
----Roxxor----
Voyageur Lv.10
Age : 27 Inscrit le : 08/05/2010 Messages : 383
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:39
Comme si je n'y avais pas pensé... Testez avant de faire la morale aux autres, le héros ne fait que passer sous les bandes noire u_u Je pensais à un script qui ajoute juste des barres noir en haut et en bas pendant les cinématiques... Merci quand même
TaZ
Age : 30 Inscrit le : 22/11/2008 Messages : 3382
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:44
Et alors ? Vu que c'est une cinématique, tu déplaces l'écran en même temps.
----Roxxor----
Voyageur Lv.10
Age : 27 Inscrit le : 08/05/2010 Messages : 383
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:46
Ouais mais l'image ne vas pas bouger, non ?
TaZ
Age : 30 Inscrit le : 22/11/2008 Messages : 3382
Sujet: Re: Marché de Biward [Fermé aux demandes] Mer 16 Juin 2010 - 11:48
En quoi tu veux qu'elle bouge ? Tu veux qu'il y ait deux bandes noires pendant toute une cinématique.
Tu affiches l'image, puis tu fais ta cinématique en faisant bien attention que toutes les actions soient pas mangées par les bandes noires en faisant défiler la carte.