Sujet: Re: [VX] Menu de Quéte Ven 4 Fév 2011 - 10:56
Excusez-moi, mais Avira Antivir à trouvé un virus dans le pack images à télécharger, c'est normal ?
lyam7777
Habitant Lv.6
Age : 24 Inscrit le : 01/03/2011 Messages : 120
Sujet: Re: [VX] Menu de Quéte Lun 18 Avr 2011 - 17:14
bon voila, je fait un up, mais j'ai une question a posé:
je voudrais utiliser ce script, mais le seul probleme est que je ne sais pas comment inserer le choix "quete" dans le menu, le script est celui de yanfli,KGC:
Code:
#=============================================================================== # # Yanfly Engine RD - Scene Menu ReDux + KGC Custom Menu Command # Last Date Updated: 2009.06.22 # Level: Normal, Hard, Lunatic # # This is more or less a revision of the menu scene. Included in the script are # a couple of features. Note that I will NOT take credit for KGC's custom menu # command script as all I did was merely import it into this script and finished # up the excluded functions that he's left behind. Everything else I did add # to the script. # # COMMAND CONTROL - by KGC # Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to # this feature will include what KGC's original script was missing and that was # easy functionality to include custom menu commands without hassling the core # script itself. Also added is the ability to launch common events from the # main menu itself for those who wish to event unique commands. # # REDUX MENUS # The redux menus are completely optional and are mostly nothing other than # visual changes to the menu scene. You can add icons to the command window, # display more than just gold on the main menu screen, and added experience # bars to the party window. # #=============================================================================== # Updates: # ---------------------------------------------------------------------------- # o 2009.06.22 - Fixed time calculation. # o 2009.06.10 - Added Time, Steps, and Map Name to MultiVariable Window. # o 2009.06.06 - Finished script. # o 2009.06.05 - Started script. #=============================================================================== # Instructions #=============================================================================== # # Note that the placement of this script is extremely important. # # 1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above # this script. That way, they will not alter the menu. # 2. Place all KGC and Yanfly scripts below this script to develop compatibility # amongst all of the scripts. # # Note that the special rules other scripts may use to disable their respective # commands will not follow those rules. You'll have to mimic them through usage # of switches. Make sure you understand how and when those scripts disable their # own commands before toggling your switches. # # Scroll down to MENU_COMMANDS to add/remove/reorder your own menu commands. # Adjust any of the ReDux menu options if desired. # #=============================================================================== # # Compatibility # - Works With: KGC scripts, Yanfly scripts, etc. # - Alias: Game_Temp, initialize # - Overwrites: Scene_Menu: anything regarding command window # - Overwrites: Scene_Equip, Scene_Skill, and Scene_Status's return_scene # #=============================================================================== # Credits: # All credits will go to KGC as I did not write the majority of this code. # KGC for Custom Menu Command base coding and pretty much everything. #===============================================================================
$imported = {} if $imported == nil $imported["SceneMenuReDux"] = true
module YE module REDUX module MENU
#----------------------------------------------------------------------- # BASIC MENU FUNCTIONS #-----------------------------------------------------------------------
# This adjusts the input button used to call the main menu. By default, # the input command is Input::B. MENU_BUTTON = Input::B
# The following determines which option the menu will place the cursor # at whenever launched. START_INDEX = 0
# This will place the command window on the right hand side and all the # rest on the left hand side if set to true. RIGHT_SIDE_COMMAND = false
#----------------------------------------------------------------------- # Instructions on how to set up the MENU_COMMANDS order. #------------------------------------------------------------------------ # This array will let you determine how you want your menu command list # to be ordered. Each command is assigned a number and these are the # following numbers. The following are the default menu commands: # # 0..Items 1..Skills 2..Equipment 3..Status 4..Save 5..System # # The following are imports from KGC's original CustomMenuCommand. # # 10: Party .............. KGC_LargeParty # 11: View AP ............ KGC_EquipLearnSkill # 12: Skill Slots ........ KGC_SkillCPSystem # 13: Difficulty ......... KGC_BattleDifficulty # 14: Level Up ........... KGC_DistributeParameter # 15: Bestiary ........... KGC_MonsterGuide # 16: Outline ............ KGC_Outline # # The following are menu items for Yanfly Engine ReDux scripts. # # 51: Change Class ....... Yanfly's Subclass Selection System # 52: Learn Skill ........ Yanfly's Subclass Selection System # 53: Skill Slots ........ Yanfly's Equip Skill Slots # 54: Bestiary ........... Yanfly's Bestiary + Display Scanned Enemy # # For commands 101 to 200, common events can be bound. Make sure you # set up the COMMON_EVENTS hash to get the right common events you want. # # From command 201 and onward, custom scripted scenes can be launched. # Already imported are a few rather popular scripts found throughout the # RPG Maker VX community. # # 201: Quest Journal ..... Modern Algebra's Quest Journal # 202: Factions .......... SojaBird's Factions # 203: Rows .............. originalwij's Row Changer # 204: Record Window ..... Stilleas' Record Window # 205: Crafting .......... Cmpsr2000's Crafting Scene # # If you wish to add your own commands, you'll need to register them # under the lunatic mode portion of the script. #----------------------------------------------------------------------- MENU_COMMANDS =[ # Make sure you've read the instructions above. 0, # Items 1, # Skills 2, # Equipment 3, # Status 54, # Bestiary 101, # Common-Event 9 102, # Common-Event 10 4, # Save 5, # System ] # Do not remove this
# The following determines the maximum number of displayed rows for the # customized command window. MAX_ROWS = 10
#----------------------------------------------------------------------- # How to Use: Lunatic Mode - Menu Command - Common Events #----------------------------------------------------------------------- # The following allows you to bind common events to the menu commands. # When a common event is selected, it will exit the menu, go back to the # map screen, and launch the common event there. Bind these ID's from # 101 to 200. Here is what each of the categories mean: # # HideSw - Switch used to hide the command. Set to nil if not used. # DisbSw - Switch used to disable the command. Set to nil if not used. # Debug? - Only appears in test mode. Does not appear in normal play. # CEvent - The ID of the common event that will be launched. # Title - The title text that appears for the event. # # After binding your common events to ID's, go back to MENU_COMMANDS # and insert the proper command ID at the proper location. #----------------------------------------------------------------------- COMMON_EVENTS ={ # These can only be from 101 to 199. # -ID => [HideSw, DisbSw, Debug?, CEvent, Title Name] 101 => [ nil, nil, true, 9, "Debug"], 102 => [ nil, nil, false, 10, "Camp"], } # Do not remove this.
#----------------------------------------------------------------------- # How to Use: Lunatic Mode - Menu Command - Imported Scripts #----------------------------------------------------------------------- # The following is what KGC originally was going to have in his script # but was actually missing it in his publicized script. This will regain # functionality and also lift the "limit" of only 100 extra commands. # The following will explain how to set up the individual options. # # HideSw - Switch used to hide the command. Set to nil if not used. # DisbSw - Switch used to disable the command. Set to nil if not used. # Actor? - Does this select an actor. Set to true if it does. # Title - The title text that appears for the event. # Scene - The scene used to launch the respective scene. # # Note that this does not automatically detect what will and will not # disable the command ingame. You must understand and create a work # around with them (if they do disable the commands) with switches. # After binding your imported commands, go back to MENU_COMMANDS and # insert the proper command ID at the proper location. #----------------------------------------------------------------------- IMPORTED_COMMANDS ={ # These can only be from 201 onward. # -ID => [HideSw, DisbSw, Actor?, Title Name, Scene Name.new] 201 => [ 8, 9, false, "Quests", "Scene_Quest"], 202 => [ 10, 11, false, "Factions", "Scene_Factions"], 203 => [ nil, nil, false, "Rows", "Scene_Row"], 204 => [ nil, nil, false, "Records", "Scene_Record"], 205 => [ nil, nil, false, "Crafting", "Scene_Crafting"], } # Do not remove this.
#----------------------------------------------------------------------- # REDUX MENU FUNCTIONS #-----------------------------------------------------------------------
# For those who would like to add icons to their commands, set this to # true, then go to ICON_SETS and bind text to the icon desired. COMMAND_ICONS = false
# Match the ingame command names with the icons. The reason this isn't # implemented together with the index numbers is because this can allow # for varying icons dependent on the command name (such as difficulty). ICON_SETS ={ # "Unlisted" must exist for the unlisted commands. "Unlisted" => 176, # -----Vocab----- => Icon "Bestiary" => 204, "Camp" => 77, "Class Change" => 131, "Equip" => 44, "Item" => 144, "Learn Skills" => 133, "Quests" => 193, "Save" => 149, "Shutdown" => 154, "Slots" => 103, "Skill" => 159, "Status" => 137, "System" => 134, } # Do not remove this.
# This part will trigger usage of the "new" party status window. Set it # to false if you do not wish to use it. The "new" status window simply # adds the experience bar to the menu and raises the coordinates of the # various status items by a little bit. USE_REDUX_STATUS = true
# This part will adjust the font size for the text shown in the Redux # Status Menu. Affects all text. REDUX_FONT_SIZE = 20
# The following determines how things are shown on the Redux Status Menu. DRAWN_ACTOR_SETUP = 0 # 0 - Face only, 1 - Sprite only, 2 - Both SPRITE_OFFSET = 32 # Sets the y offset for actor sprites FACE_OPACITY = 128 # Sets the face opacity for setting 2
# The following adjusts the EXP bar. Fill out the info properly. EXP_TEXT = "EXP" # Text used for EXP PERCENT_EXP = "%#.04g%%" # Text format used for EXP percentage EXP_GAUGE_1 = 28 # Colour 1 for the EXP Gauge EXP_GAUGE_2 = 29 # Colour 2 for the EXP Gauge
# This part adjusts the multi-variable window. It will replace the gold # window and allows you to display multiple variables (including gold) in # the small bow at the bottom of the screen. USE_MULTI_VARIABLE_WINDOW = true
# Variables will be shown in this order. Use 0 to show gold. Adjust the # following information as seen necessary. VARIABLES_SHOWN = [-5, -1, -2, 0, 1] VARIABLES_ICONS = true VARIABLES_HASH ={ # Note that value zero must exist. # VarID => [Icon, Text] -5 => [ 153, "Map"], -2 => [ 48, "Steps"], -1 => [ 188, "Time"], 0 => [ 205, "Gold"], 1 => [ 200, "Jewels"], }# Do not remove this.
end end end
#=============================================================================== # 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. #===============================================================================
#-------------------------------------------------------------------------- # create_command_list #-------------------------------------------------------------------------- def create_command_list commands = [] @ex_cmds = {} index_list = {} YE::REDUX::MENU::MENU_COMMANDS.each_with_index { |c, i| case c when 0 # Items index_list[:item] = commands.size commands.push(Vocab.item)
when 1 # Skills index_list[:skill] = commands.size commands.push(Vocab.skill)
when 2 # Equip index_list[:equip] = commands.size commands.push(Vocab.equip)
when 3 # Status index_list[:status] = commands.size commands.push(Vocab.status)
when 4 # Save index_list[:save] = commands.size commands.push(Vocab.save)
when 5 # System index_list[:game_end] = commands.size commands.push(Vocab.game_end)
when 10 # KGC's Large Party next unless $imported["LargeParty"] index_list[:partyform] = commands.size @__command_partyform_index = commands.size commands.push(Vocab.partyform)
when 11 # KGC's AP Viewer next unless $imported["EquipLearnSkill"] index_list[:ap_viewer] = commands.size @__command_ap_viewer_index = commands.size commands.push(Vocab.ap_viewer)
when 12 # KGC's CP Skill System next unless $imported["SkillCPSystem"] index_list[:set_battle_skill] = commands.size @__command_set_battle_skill_index = commands.size commands.push(Vocab.set_battle_skill)
when 13 # KGC's Battle Difficulty next unless $imported["BattleDifficulty"] index_list[:set_difficulty] = commands.size @__command_set_difficulty_index = commands.size commands.push(KGC::BattleDifficulty.get[:name])
when 14 # KGC's Distribute Parameter next unless $imported["DistributeParameter"] index_list[:distribute_parameter] = commands.size @__command_distribute_parameter_index = commands.size commands.push(Vocab.distribute_parameter)
when 15 # KGC's Enemy Guide next unless $imported["EnemyGuide"] index_list[:enemy_guide] = commands.size @__command_enemy_guide_index = commands.size commands.push(Vocab.enemy_guide)
when 16 # KGC's Outline next unless $imported["Outline"] index_list[:outline] = commands.size @__command_outline_index = commands.size commands.push(Vocab.outline)
when 51 # Yanfly Subclass Class Change next unless $imported["SubclassSelectionSystem"] next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH] index_list[:classchange] = commands.size @command_class_change = commands.size commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)
when 52 # Yanfly Subclass Learn Skill next unless $imported["SubclassSelectionSystem"] next unless YE::SUBCLASS::USE_JP_SYSTEM and YE::SUBCLASS::LEARN_SKILL_OPTION next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH] index_list[:learnskill] = commands.size @command_learn_skill = commands.size commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
when 53 # Yanfly Equip Skill System next unless $imported["EquipSkillSlots"] next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH] index_list[:equipskill] = commands.size @command_equip_skill = commands.size commands.push(YE::EQUIPSKILL::MENU_TITLE)
when 54 # Yanfly Bestiary next unless $imported["DisplayScannedEnemy"] next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH] index_list[:bestiary] = commands.size @command_bestiary = commands.size commands.push(YE::MENU::MONSTER::BESTIARY_TITLE)
when 101..200 next unless YE::REDUX::MENU::COMMON_EVENTS.include?(c) common_event = YE::REDUX::MENU::COMMON_EVENTS[c] next if !$TEST and common_event[2] next if common_event[0] != nil and $game_switches[common_event[0]] index_list[c] = commands.size @ex_cmds[c] = commands.size commands.push(common_event[4])
else next unless YE::REDUX::MENU::IMPORTED_COMMANDS.include?(c) command_array = YE::REDUX::MENU::IMPORTED_COMMANDS[c] next if command_array[0] != nil and $game_switches[command_array[0]] index_list[c] = commands.size @ex_cmds[c] = commands.size commands.push(command_array[3])
end } # Do not remove this. $game_temp.menu_command_index = index_list return commands end
#-------------------------------------------------------------------------- # set_command_enabled #-------------------------------------------------------------------------- def set_command_enabled disable_items = [] @disabled_command_index = [] # If zero party members are present if $game_party.members.size == 0 disable_items.push(:item, :skill, :equip, :status, :partyform, :ap_viewer, :set_battle_skill, :distribute_parameter, :classchange, :learnskill, :equipskill) end # If saving has been disabled if $game_system.save_disabled disable_items.push(:save) end # If party changing is disabled if $imported["LargeParty"] and !$game_party.partyform_enable? disable_items.push(:partyform) end for key in YE::REDUX::MENU::COMMON_EVENTS next unless $game_temp.menu_command_index.has_key?(key[0]) next if key[1][1] == nil disable_items.push(key[0]) if $game_switches[key[1][1]] end for key in YE::REDUX::MENU::IMPORTED_COMMANDS next unless $game_temp.menu_command_index.has_key?(key[0]) next if key[1][1] == nil disable_items.push(key[0]) if $game_switches[key[1][1]] end # Disable each of the items. disable_items.each { |i| if $game_temp.menu_command_index.has_key?(i) index = $game_temp.menu_command_index[i] @command_window.draw_item(index, false) @disabled_command_index.push(index) end } end
#-------------------------------------------------------------------------- # overwrite update_command_selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) index = @command_window.index unless command_enabled?(index) Sound.play_buzzer return end Sound.play_decision case index # Item Command when $game_temp.menu_command_index[:item] $scene = Scene_Item.new # Skill, Equip, and Status Commands when $game_temp.menu_command_index[:skill], $game_temp.menu_command_index[:equip], $game_temp.menu_command_index[:status] start_actor_selection # Save Command when $game_temp.menu_command_index[:save] $scene = Scene_File.new(true, false, false) # System Command when $game_temp.menu_command_index[:game_end] $scene = Scene_End.new else # Custom Commands return_check = true for key in @ex_cmds if @ex_cmds[key[0]] == index return_check = false found_key = key[0] break end end return if return_check if found_key >= 101 and found_key <= 200 # Play a common event common_event = YE::REDUX::MENU::COMMON_EVENTS[found_key] $game_temp.common_event_id = common_event[3] $scene = Scene_Map.new else # Play an imported scene menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key] if menu_command[2] start_actor_selection else $scene = eval(menu_command[4] + ".new") end end # End found_key end # End case check end end
#-------------------------------------------------------------------------- # overwrite update_actor_selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when $game_temp.menu_command_index[:skill] # Skill Command $scene = Scene_Skill.new(@status_window.index) when $game_temp.menu_command_index[:equip] # Equip Command $scene = Scene_Equip.new(@status_window.index) when $game_temp.menu_command_index[:status] # Status Command $scene = Scene_Status.new(@status_window.index) else # Custom Commands return_check = true for key in @ex_cmds if @ex_cmds[key[0]] == @command_window.index return_check = false found_key = key[0] break end end return if return_check menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key] $scene = eval(menu_command[4] + ".new(@status_window.index)") end end end
#-------------------------------------------------------------------------- # command_enabled? #-------------------------------------------------------------------------- def command_enabled?(index) if $game_system.save_disabled and index == $game_temp.menu_command_index[:save] return false end if $game_party.members.size == 0 and @disabled_command_index.include?(index) return false end for key in @ex_cmds if @ex_cmds[key[0]] == index return false if @disabled_command_index.include?(index) end end return true end
#-------------------------------------------------------------------------- # alias start #-------------------------------------------------------------------------- alias start_menurd start unless $@ def start start_menurd if YE::REDUX::MENU::USE_REDUX_STATUS @status_window.dispose @status_window = Window_ReDuxMenuStatus.new(160, 0) end if YE::REDUX::MENU::USE_MULTI_VARIABLE_WINDOW @gold_window.dispose @gold_window = Window_MultiVariableWindow.new end if YE::REDUX::MENU::RIGHT_SIDE_COMMAND @status_window.x = 0 @command_window.x = Graphics.width - 160 @gold_window.x = Graphics.width - 160 end end
#-------------------------------------------------------------------------- # overwrite update_call_menu #-------------------------------------------------------------------------- def update_call_menu if Input.trigger?(YE::REDUX::MENU::MENU_BUTTON) return if $game_map.interpreter.running? return if $game_system.menu_disabled $game_temp.menu_beep = true $game_temp.next_scene = "menu" end end
end # Scene_Map
#============================================================================== # Imported from KGC's Custom Menu Command # to improve compatibility amongst KGC scripts #============================================================================== $imported["CustomMenuCommand"] = true class Game_Temp attr_accessor :menu_command_index attr_accessor :next_scene_actor_index
alias initialize_KGC_CustomMenuCommand initialize unless $@ def initialize initialize_KGC_CustomMenuCommand
@menu_command_index = {} @next_scene_actor_index = 0 end end
module KGC module Commands module_function def call_item return if $game_temp.in_battle $game_temp.next_scene = :menu_item $game_temp.next_scene_actor_index = 0 $game_temp.menu_command_index = {} end def call_skill(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_skill $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end def call_equip(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_equip $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end def call_status(actor_index = 0) return if $game_temp.in_battle $game_temp.next_scene = :menu_status $game_temp.next_scene_actor_index = actor_index $game_temp.menu_command_index = {} end end end
class Game_Interpreter include KGC::Commands end
class Scene_Map < Scene_Base alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@ def update_scene_change return if $game_player.moving? case $game_temp.next_scene when :menu_item call_menu_item when :menu_skill call_menu_skill when :menu_equip call_menu_equip when :menu_status call_menu_status else update_scene_change_KGC_CustomMenuCommand end end def call_menu_item $game_temp.next_scene = nil $scene = Scene_Item.new end def call_menu_skill $game_temp.next_scene = nil $scene = Scene_Skill.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end def call_menu_equip $game_temp.next_scene = nil $scene = Scene_Equip.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end def call_menu_status $game_temp.next_scene = nil $scene = Scene_Status.new($game_temp.next_scene_actor_index) $game_temp.next_scene_actor_index = 0 end end
class Scene_Item < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:item) $scene = Scene_Menu.new($game_temp.menu_command_index[:item]) else $scene = Scene_Map.new end end end
unless $imported["SceneSkillReDux"] class Scene_Skill < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:skill) $scene = Scene_Menu.new($game_temp.menu_command_index[:skill]) else $scene = Scene_Map.new end end end end
unless $imported["SceneEquipReDux"] class Scene_Equip < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:equip) $scene = Scene_Menu.new($game_temp.menu_command_index[:equip]) else $scene = Scene_Map.new end end end end
unless $imported["SceneStatusReDux"] class Scene_Status < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:status) $scene = Scene_Menu.new($game_temp.menu_command_index[:status]) else $scene = Scene_Map.new end end end end
class Scene_File < Scene_Base alias return_scene_KGC_CustomMenuCommand return_scene unless $@ def return_scene if @from_title || @from_event return_scene_KGC_CustomMenuCommand elsif $game_temp.menu_command_index.has_key?(:save) $scene = Scene_Menu.new($game_temp.menu_command_index[:save]) else $scene = Scene_Map.new end end end
class Scene_End < Scene_Base def return_scene if $game_temp.menu_command_index.has_key?(:game_end) $scene = Scene_Menu.new($game_temp.menu_command_index[:game_end]) else $scene = Scene_Map.new end end end
#-------------------------------------------------------------------------- # map name #-------------------------------------------------------------------------- unless method_defined?(:map_name) def map_name data = load_data("Data/MapInfos.rvdata") text = data[@map_id].name.gsub(/\[.*\]/) { "" } return text end end
#-------------------------------------------------------------------------- # Now Exp - The experience gained for the current level. #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end
#-------------------------------------------------------------------------- # Next Exp - The experience needed for the next level. #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end
#-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @item_max = $game_party.members.size create_contents fill_stand_by_background if $imported["LargeParty"] for actor in $game_party.members draw_rd_menu_actor(actor) x = 104 y = actor.index * 96 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, 120) draw_actor_mp(actor, x + 120, y + WLH * 2, 120) draw_rd_menu_exp(actor, x + 120, y + WLH * 3, 120) end end
#-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh @data = [] for i in YE::REDUX::MENU::VARIABLES_SHOWN next unless YE::REDUX::MENU::VARIABLES_HASH.include?(i) @time_index = @data.size if i == -1 @data.push(i) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end
#-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) sw = self.width - 32 dy = WLH * index self.contents.clear_rect(rect) i = @data[index] case i when -5 # Draw Map Name self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
when -2 # Draw Steps if YE::REDUX::MENU::VARIABLES_ICONS text = $game_party.steps self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-2][0], sw-24, dy) else text = YE::REDUX::MENU::VARIABLES_HASH[-2][1] value = $game_party.steps cx = contents.text_size(text).width self.contents.font.color = normal_color self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(0, dy, sw, WLH, text, 2) end
when -1 # Draw Time if YE::REDUX::MENU::VARIABLES_ICONS text = game_time self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-1][0], sw-24, dy) else self.contents.font.color = normal_color text = game_time self.contents.draw_text(0, dy, sw, WLH, text, 1) end
when 0 # Draw Gold if YE::REDUX::MENU::VARIABLES_ICONS text = $game_party.gold self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YE::REDUX::MENU::VARIABLES_HASH[0][0], sw-24, dy) else draw_currency_value($game_party.gold, 4, dy, 120) end
else # Draw Variables if YE::REDUX::MENU::VARIABLES_ICONS text = $game_variables[i] self.contents.draw_text(0, dy, sw-24, WLH, text, 2) draw_icon(YE::REDUX::MENU::VARIABLES_HASH[i][0], sw-24, dy) else text = YE::REDUX::MENU::VARIABLES_HASH[i][1] value = $game_variables[i] cx = contents.text_size(text).width self.contents.font.color = normal_color self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(0, dy, sw, WLH, text, 2) end end end
#-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- if YE::REDUX::MENU::VARIABLES_SHOWN.include?(-1) def update if @gametime != (Graphics.frame_count / Graphics.frame_rate) draw_item(@time_index) end end end
end # Window_MultiVariableWindow
#=============================================================================== # # END OF FILE # #===============================================================================
merci d'avance!
Marichant
Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
Sujet: Re: [VX] Menu de Quéte Lun 18 Avr 2011 - 17:44
Bon déjà je connais pas ce menu, j'ai regardé vite fait et je crois qu'il faut que vers la ligne 130 là où il y a MENU_COMANDS insérer un numéros qui correspond au choix quête (par exemple 66) puis vers la ligne 292 où il y a pleins de "when x" rajouté when 66 qui correspond à ton onglet quete mais bon ça c'est juste ma petite théorie ,je sais si ça marche à la pratique
J'espère que ça t'as aidé
lyam7777
Habitant Lv.6
Age : 24 Inscrit le : 01/03/2011 Messages : 120
Sujet: Re: [VX] Menu de Quéte Lun 18 Avr 2011 - 18:26
j'ai essayer, mais sa n'a pas marché, apres, je sais pas si c'est moi qui est fait une "biiip" ou si c'est pas la bonne soluce..
Marichant
Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
Sujet: Re: [VX] Menu de Quéte Mar 19 Avr 2011 - 11:06
P.S. Enfin j'ai trouvé , il faut: aller dans le script de vocab vers ligne 484 201 et rajouter
Code:
# Quête def self.Quête return "Quête" end
ensuite sur le script de Yanfly vers la ligne 226 qui est comme ça à l'origine:
Code:
"Status" => 137, "System" => 134, } # Do not remove this.
rajouter ceci:
Code:
"Status" => 137, "System" => 134, "Quête" => 135, } # Do not remove this.
plus loin vers la ligne 317 on a
Code:
when 5 # System index_list[:game_end] = commands.size commands.push(Vocab.game_end)
when 10 # KGC's Large Party next unless $imported["LargeParty"] index_list[:partyform] = commands.size @__command_partyform_index = commands.size commands.push(Vocab.partyform)
à remplacer par:
Code:
when 5 # System index_list[:game_end] = commands.size commands.push(Vocab.game_end)
when 6 index_list[:Quête] = commands.size commands.push(Vocab.Quête)
when 10 # KGC's Large Party next unless $imported["LargeParty"] index_list[:partyform] = commands.size @__command_partyform_index = commands.size commands.push(Vocab.partyform)
et enfin vers la ligne 480 il y a:
Code:
# Save Command when $game_temp.menu_command_index[:save] $scene = Scene_File.new(true, false, false) # System Command when $game_temp.menu_command_index[:game_end] $scene = Scene_End.new
où on rajoute
Code:
# Save Command when $game_temp.menu_command_index[:save] $scene = Scene_File.new(true, false, false) # Quête when $game_temp.menu_command_index[:Quête] $scene = Scene_Quete.new # System Command when $game_temp.menu_command_index[:game_end] $scene = Scene_End.new
Voilà normalement j'ai rien oublier
Dernière édition par Marichant le Jeu 21 Avr 2011 - 16:01, édité 1 fois
lyam7777
Habitant Lv.6
Age : 24 Inscrit le : 01/03/2011 Messages : 120
Sujet: Re: [VX] Menu de Quéte Mer 20 Avr 2011 - 18:46
et ben, sa ne marche toujours pas,sa ne m'affiche pas de message d'erreur mais il n'y a pas de choix "Quête" (ou autre) dans le menu..
tu a du oublier un truc! car, j'ai vérifier et, j'ai tou bien mis!
il y a juste le premier morceau de code que je ne sais pas trop ou mettre, donc je l'ai mis a la fin des "end"
Marichant
Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 15:48
Donc c'est pour ça que ça ne marche pas, il faut mettre le premier morceau de code dans Vocab (il se trouve au tous debut de la liste de script) et l'insérer vers la ligne 201 après "# quitter le jeu" et normalement là ça marche (pour moi en tous cas).
lyam7777
Habitant Lv.6
Age : 24 Inscrit le : 01/03/2011 Messages : 120
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 16:59
toujours pareil...
Marichant
Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 17:34
tu peux me montrer le message d'erreur
lyam7777
Habitant Lv.6
Age : 24 Inscrit le : 01/03/2011 Messages : 120
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 18:17
y'en a pas, c'est juste que il n'y a pas de choix "quete" dans le menu!
Marichant
Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 18:56
essaye de faire sur un projet vierge où il y a juste ce script de quête et de menu (en faisant les manips que je t'ai dit plus haut) si ça marche c'est que ce doit être un problême de compatibilité avec un de tes scripts
On vas trouvé, j'en fait une affaire
Doddy
Citadin Lv.7
Age : 38 Inscrit le : 12/02/2010 Messages : 204
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 19:56
Tu places le script de menu en dessous de tout tes autres scripts.
ensuite tu remplaces ce qui se trouve entre la ligne 130 et 143, par ca:
Code:
MENU_COMMANDS =[ # Make sure you've read the instructions above. 0, # Items 1, # Skills 2, # Equipment 3, # Status 54, # Bestiary 201,#quetes 101, # Common-Event 9 102, # Common-Event 10 4, # Save 5, # System ] # Do not remove this
Marichant
Poulet carnivore Lv.2
Age : 28 Inscrit le : 19/05/2010 Messages : 14
Sujet: Re: [VX] Menu de Quéte Jeu 21 Avr 2011 - 20:05
Pourquoi c'est censé faire quoi car avec ma méthode, ça marche, sinon oui faut essayer mais cette ligne 193 correspond à quoi? j'sais pas
P.S. s'ayer j'ai compris pourquoi ça marchais pas Lyam j'ai oublier de te dire sur le script de rajouter à la ligne 141 ça:
Code:
5, # System 6, # Quête ] # Do not remove this
Toute mes escuses
bandicraft
Poulet carnivore Lv.2
Age : 25 Avertissements : 2Inscrit le : 10/05/2011 Messages : 18
Sujet: Re: [VX] Menu de Quéte Mer 11 Mai 2011 - 11:59
J'aimerai bien mettre ton scrip dans mon jeu mais comment faire veut tu mieux expliquer merci.
Matsuo Kaito
Age : 33 Inscrit le : 27/06/2008 Messages : 10881
Sujet: Re: [VX] Menu de Quéte Mer 11 Mai 2011 - 14:25
bandicraft a écrit:
J'aimerai bien mettre ton scrip dans mon jeu mais comment faire veut tu mieux expliquer merci.
Bonjour,
Pourrais-tu tout d'abord aller lire le règlement, et l'appliquer en allant te présenter dans la section adéquate ? C'est obligatoire. Merci !
bandicraft
Poulet carnivore Lv.2
Age : 25 Avertissements : 2Inscrit le : 10/05/2011 Messages : 18
Sujet: Re: [VX] Menu de Quéte Jeu 12 Mai 2011 - 4:29
J'ai compris ou entrer le script et ces se que j'ai fait j'ai mis les 2 premier script dans scene menu et sa marche pas.Et puis sa veut dire koi quand tu dis ce code la et ensuite a remplacer par celui la merci de bien vouloir repondre.
Matsuo Kaito
Age : 33 Inscrit le : 27/06/2008 Messages : 10881
Sujet: Re: [VX] Menu de Quéte Jeu 12 Mai 2011 - 6:10
Deuxième avertissement, donc. Va te présenter dans la section présentation, nous pourrons répondre à tes questions après cela.
En attendant, je locke, puisque tu ne sembles pas lire ce que j'écris ou bien t'en moquer.