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Index du forum > Entraide > [VX Ace] Compatibilité de script


Ryukko - posté le 11/04/2013 à 23:26:30 (30 messages postés)

❤ 0

Domaine concerné: script
Logiciel utilisé: VX Ace
Salut, salut!

J'utilise le script Ace Item Engine de YANFLY que voici :

Portion de code : Tout sélectionner

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#==============================================================================
# 
# ▼ Yanfly Engine Ace - Ace Item Menu v1.02
# -- Last Updated: 2012.01.05
# -- Level: Normal, Hard
# -- Requires: n/a
# 
#==============================================================================
 
$imported = {} if $imported.nil?
$imported["YEA-ItemMenu"] = true
 
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.05 - Compatibility Update with Equip Dynamic Stats.
# 2012.01.03 - Started Script and Finished.
#            - Compatibility Update with Ace Menu Engine.
# 
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# The Ace Item Menu offers more item categorization control and a better layout
# that simulatenously provides information regarding the items to the player,
# while keeping a good amount of the item list visible on screen at once. The
# script can also be customized to rearrange commands and categories.
# 
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
# 
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the item notebox in the database.
# -----------------------------------------------------------------------------
# <category: string>
# Places this object into the item category for "string". Whenever the selected
# category is highlighted in the Ace Item Menu command window, this object will
# be included and shown in the item window.
# 
# <image: string>
# Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
# directory with the filename of "string" (without the extension) as the image
# picture shown in the Ace Item Menu.
# 
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapon notebox in the database.
# -----------------------------------------------------------------------------
# <category: string>
# Places this object into the item category for "string". Whenever the selected
# category is highlighted in the Ace Item Menu command window, this object will
# be included and shown in the item window.
# 
# <image: string>
# Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
# directory with the filename of "string" (without the extension) as the image
# picture shown in the Ace Item Menu.
# 
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armour notebox in the database.
# -----------------------------------------------------------------------------
# <category: string>
# Places this object into the item category for "string". Whenever the selected
# category is highlighted in the Ace Item Menu command window, this object will
# be included and shown in the item window.
# 
# <image: string>
# Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's
# directory with the filename of "string" (without the extension) as the image
# picture shown in the Ace Item Menu.
# 
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
# 
#==============================================================================
 
module YEA
  module ITEM
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Item Command Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This array adjusts what options appear in the initial item command window
    # before the items are split into separate categories. Add commands, remove
    # commands, or rearrange them. Here's a list of which does what:
    # 
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # :item            Opens up the various item categories. Default.
    # :weapon          Opens up the various weapon categories. Default.
    # :armor           Opens up the various armour categories. Default.
    # :key_item        Shows a list of the various key items. Default.
    # 
    # :gogototori      Requires Kread-EX's Go Go Totori Synthesis.
    # 
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMANDS =[
      :item,         # Opens up the various item categories. Default.
      :weapon,       # Opens up the various weapon categories. Default.
      :armor,        # Opens up the various armour categories. Default.
      :key_item,     # Shows a list of the various key items. Default.
      :gogototori,   # Requires Kread-EX's Go Go Totori Synthesis.
    # :custom1,      # Custom command 1.
    # :custom2,      # Custom command 2.
    ] # Do not remove this.
    
    #--------------------------------------------------------------------------
    # - Item Custom Commands -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # For those who use scripts to that may produce unique effects for the item
    # scene, use this hash to manage the custom commands for the Item Command
    # Window. You can disable certain commands or prevent them from appearing
    # by using switches. If you don't wish to bind them to a switch, set the
    # proper switch to 0 for it to have no impact.
    #--------------------------------------------------------------------------
    CUSTOM_ITEM_COMMANDS ={
    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
      :gogototori => ["Synthesis",            0,         0, :command_totori],
      :custom1 => [ "Custom Name",            0,          0, :command_name1],
      :custom2 => [ "Custom Text",           13,          0, :command_name2],
    } # Do not remove this.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Item Type Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These arrays adjusts and shows the various item types shown for Items,
    # Weapons, and Armours. Note that when using :category symbols, the
    # specific category shown will be equal to the text used for the Display
    # and the included item must contain a category equal to the Display name.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This array contains the order for the Item categories.
    ITEM_TYPES =[
    # [  :symbol,   "Display"],
      [   :field,     "Field"], # Shows Menu-usable items.
      [  :battle,    "Battle"], # Shows Battle-usable items.
      [:category,   "Special"], # Categorized by <category: string>
      [:category,"Ingredient"], # Categorized by <category: string>
      [:key_item,  "Key Item"], # Shows all key items.
      [     :all,       "All"], # Shows all usable items.
    ] # Do not remove this.
    
    # This array contains the order for the Weapon categories.
    WEAPON_TYPES =[
    # [  :symbol,   "Display"],
      [   :types,  "WPNTYPES"], # Lists all of the individual weapon types.
      [:category,  "Training"], # Categorized by <category: string>
      [:category, "Legendary"], # Categorized by <category: string>
      [     :all,       "All"], # Shows all weapons.
    ] # Do not remove this.
    
    # This array contains the order for the Armour categories.
    ARMOUR_TYPES =[
    # [  :symbol,   "Display"],
      [   :slots,  "ARMSLOTS"], # Lists all of the individual armour slots.
      [   :types,  "ARMTYPES"], # Lists all of the individual armours types.
      [:category,  "Training"], # Categorized by <category: string>
      [:category, "Legendary"], # Categorized by <category: string>
      [     :all,       "All"], # Shows all armours.
    ] # Do not remove this.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Item Status Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # The item status window displays information about the item in detail.
    # Adjust the settings below to change the way the status window appears.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    STATUS_FONT_SIZE = 20       # Font size used for status window.
    MAX_ICONS_DRAWN  = 10       # Maximum number of icons drawn for states.
    
    # The following adjusts the vocabulary used for the status window. Each
    # of the vocabulary settings are self explanatory.
    VOCAB_STATUS ={
      :empty      => "---",          # Text used when nothing is shown.
      :hp_recover => "HP Heal",      # Text used for HP Recovery.
      :mp_recover => "MP Heal",      # Text used for MP Recovery.
      :tp_recover => "TP Heal",      # Text used for TP Recovery.
      :tp_gain    => "TP Gain",      # Text used for TP Gain.
      :applies    => "Applies",      # Text used for applied states and buffs.
      :removes    => "Removes",      # Text used for removed states and buffs.
    } # Do not remove this.
    
  end # ITEM
end # YEA
 
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
 
module YEA
  module REGEXP
  module BASEITEM
    
    CATEGORY = /<(?:CATEGORIES|category):[ ](.*)>/i
    IMAGE    = /<(?:IMAGE|image):[ ](.*)>/i
    
  end # BASEITEM
  end # REGEXP
end # YEA
 
#==============================================================================
# ■ Numeric
#==============================================================================
 
class Numeric
  
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
    
end # Numeric
 
#==============================================================================
# ■ Vocab
#==============================================================================
 
module Vocab
  
  #--------------------------------------------------------------------------
  # new method: self.item_status
  #--------------------------------------------------------------------------
  def self.item_status(type)
    return YEA::ITEM::VOCAB_STATUS[type]
  end
  
end # Vocab
 
#==============================================================================
# ■ DataManager
#==============================================================================
 
module DataManager
  
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_aim load_database; end
  def self.load_database
    load_database_aim
    load_notetags_aim
  end
  
  #--------------------------------------------------------------------------
  # new method: load_notetags_aim
  #--------------------------------------------------------------------------
  def self.load_notetags_aim
    groups = [$data_items, $data_weapons, $data_armors]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_aim
      end
    end
  end
  
end # DataManager
 
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
 
class RPG::BaseItem
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :category
  attr_accessor :image
  
  #--------------------------------------------------------------------------
  # common cache: load_notetags_aim
  #--------------------------------------------------------------------------
  def load_notetags_aim
    @category = []
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::BASEITEM::CATEGORY
        @category.push($1.upcase.to_s)
      when YEA::REGEXP::BASEITEM::IMAGE
        @image = $1.to_s
      end
    } # self.note.split
    #---
  end
  
end # RPG::BaseItem
 
#==============================================================================
# ■ Game_Temp
#==============================================================================
 
class Game_Temp
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :scene_item_index
  attr_accessor :scene_item_oy
  
end # Game_Temp
 
#==============================================================================
# ■ Window_ItemList
#==============================================================================
 
class Window_ItemList < Window_Selectable
  
  #--------------------------------------------------------------------------
  # overwrite method: draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    return if item.nil?
    rect = item_rect(index)
    rect.width -= 4
    draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
    draw_item_number(rect, item)
  end
  
end # Window_ItemList
 
#==============================================================================
# ■ Window_ItemCommand
#==============================================================================
 
class Window_ItemCommand < Window_Command
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_reader   :item_window
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y)
  end
  
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 160; end
  
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; return 4; end
  
  #--------------------------------------------------------------------------
  # process_ok
  #--------------------------------------------------------------------------
  def process_ok
    $game_temp.scene_item_index = index
    $game_temp.scene_item_oy = self.oy
    super
  end
  
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    for command in YEA::ITEM::COMMANDS
      case command
      #--- Default Commands ---
      when :item
        add_command(Vocab::item, :item)
      when :weapon
        add_command(Vocab::weapon, :weapon)
      when :armor
        add_command(Vocab::armor, :armor)
      when :key_item
        add_command(Vocab::key_item, :key_item)
      #--- Imported ---
      when :gogototori
        next unless $imported["KRX-AlchemicSynthesis"]
        process_custom_command(command)
      #--- Custom Commands ---
      else
        process_custom_command(command)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # process_custom_command
  #--------------------------------------------------------------------------
  def process_custom_command(command)
    return unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
    show = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][2]
    continue = show <= 0 ? true : $game_switches[show]
    return unless continue
    text = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][0]
    switch = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][1]
    enabled = switch <= 0 ? true : $game_switches[switch]
    add_command(text, command, enabled)
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return unless self.active
    @item_window.category = current_symbol if @item_window
  end
  
  #--------------------------------------------------------------------------
  # item_window=
  #--------------------------------------------------------------------------
  def item_window=(item_window)
    @item_window = item_window
    update
  end
  
end # Window_ItemCommand
 
#==============================================================================
# ■ Window_ItemType
#==============================================================================
 
class Window_ItemType < Window_Command
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_reader   :item_window
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y)
    deactivate
    @type = nil
  end
  
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 160; end
  
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; return 4; end
  
  #--------------------------------------------------------------------------
  # reveal
  #--------------------------------------------------------------------------
  def reveal(type)
    @type = type
    refresh
    activate
    select(0)
  end
  
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    return if @type.nil?
    #---
    case @type
    when :item
      commands = YEA::ITEM::ITEM_TYPES
    when :weapon
      commands = YEA::ITEM::WEAPON_TYPES
    else
      commands = YEA::ITEM::ARMOUR_TYPES
    end
    #---
    for command in commands
      case command[0]
      #---
      when :types
        case @type
        when :weapon
          for i in 1...$data_system.weapon_types.size
            name = $data_system.weapon_types[i]
            add_command(name, :w_type, true, i)
          end
        else
          for i in 1...$data_system.armor_types.size
            name = $data_system.armor_types[i]
            add_command(name, :a_type, true, i)
          end
        end
      #---
      when :slots
        if $imported["YEA-AceEquipEngine"]
          maximum = 1
          for key in YEA::EQUIP::TYPES
            maximum = [maximum, key[0]].max
          end
        else
          maximum = 4
        end
        for i in 1..maximum
          name = Vocab::etype(i)
          add_command(name, :e_type, true, i) if name != ""
        end
      #---
      else
        add_command(command[1], command[0], true, @type)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return unless self.active
    @item_window.category = current_symbol if @item_window
  end
  
  #--------------------------------------------------------------------------
  # item_window=
  #--------------------------------------------------------------------------
  def item_window=(item_window)
    @item_window = item_window
    update
  end
  
end # Window_ItemType
 
#==============================================================================
# ■ Window_ItemList
#==============================================================================
 
class Window_ItemList < Window_Selectable
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias window_itemlist_initialize_aim initialize
  def initialize(dx, dy, dw, dh)
    window_itemlist_initialize_aim(dx, dy, dw, dh)
    @ext = :none
    @name = ""
  end
  
  #--------------------------------------------------------------------------
  # alias method: category=
  #--------------------------------------------------------------------------
  alias window_itemlist_category_aim category=
  def category=(category)
    if @types_window.nil?
      window_itemlist_category_aim(category)
    else
      return unless update_types?(category)
      @category = category
      if @types_window.active
        @name = @types_window.current_data[:name]
        @ext = @types_window.current_ext
      end
      refresh
      self.oy = 0
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: update_types?
  #--------------------------------------------------------------------------
  def update_types?(category)
    return true if @category != category
    return false unless @types_window.active
    if category == :category
      return @name != @types_window.current_data[:name]
    end
    return @ext != @types_window.current_ext
  end
  
  #--------------------------------------------------------------------------
  # new method: types_window=
  #--------------------------------------------------------------------------
  def types_window=(window)
    @types_window = window
  end
  
  #--------------------------------------------------------------------------
  # alias method: include?
  #--------------------------------------------------------------------------
  alias window_itemlist_include_aim include?
  def include?(item)
    if @types_window.nil?
      return window_itemlist_include_aim(item)
    else
      return ace_item_menu_include?(item)
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: ace_item_menu_include?
  #--------------------------------------------------------------------------
  def ace_item_menu_include?(item)
    case @category
    #---
    when :field
      return false unless item.is_a?(RPG::Item)
      return item.menu_ok?
    when :battle
      return false unless item.is_a?(RPG::Item)
      return item.battle_ok?
    #---
    when :w_type
      return false unless item.is_a?(RPG::Weapon)
      return item.wtype_id == @types_window.current_ext
    when :a_type
      return false unless item.is_a?(RPG::Armor)
      return item.atype_id == @types_window.current_ext
    when :e_type
      return false unless item.is_a?(RPG::Armor)
      return item.etype_id == @types_window.current_ext
    #---
    when :all
      case @types_window.current_ext
      when :item
        return item.is_a?(RPG::Item)
      when :weapon
        return item.is_a?(RPG::Weapon)
      else
        return item.is_a?(RPG::Armor)
      end
    #---
    when :category
      case @types_window.current_ext
      when :item
        return false unless item.is_a?(RPG::Item)
      when :weapon
        return false unless item.is_a?(RPG::Weapon)
      else
        return false unless item.is_a?(RPG::Armor)
      end
      return item.category.include?(@types_window.current_data[:name].upcase)
    #---
    else
      return window_itemlist_include_aim(item)
    end
  end
  
end # Window_ItemList
 
#==============================================================================
# ■ Window_ItemStatus
#==============================================================================
 
class Window_ItemStatus < Window_Base
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy, item_window)
    super(dx, dy, Graphics.width - dx, fitting_height(4))
    @item_window = item_window
    @item = nil
    refresh
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_item(@item_window.item)
  end
  
  #--------------------------------------------------------------------------
  # update_item
  #--------------------------------------------------------------------------
  def update_item(item)
    return if @item == item
    @item = item
    refresh
  end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    reset_font_settings
    return draw_empty if @item.nil?
    contents.font.size = YEA::ITEM::STATUS_FONT_SIZE
    draw_item_image
    draw_item_stats
    draw_item_effects
  end
  
  #--------------------------------------------------------------------------
  # draw_empty
  #--------------------------------------------------------------------------
  def draw_empty
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(1, 1, 94, 94)
    contents.fill_rect(rect, colour)
    dx = 96; dy = 0
    dw = (contents.width - 96) / 2
    for i in 0...8
      draw_background_box(dx, dy, dw)
      dx = dx >= 96 + dw ? 96 : 96 + dw
      dy += line_height if dx == 96
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_background_box
  #--------------------------------------------------------------------------
  def draw_background_box(dx, dy, dw)
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
    contents.fill_rect(rect, colour)
  end
  
  #--------------------------------------------------------------------------
  # draw_item_image
  #--------------------------------------------------------------------------
  def draw_item_image
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(1, 1, 94, 94)
    contents.fill_rect(rect, colour)
    if @item.image.nil?
      icon_index = @item.icon_index
      bitmap = Cache.system("Iconset")
      rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
      target = Rect.new(0, 0, 96, 96)
      contents.stretch_blt(target, bitmap, rect)
    else
      bitmap = Cache.picture(@item.image)
      contents.blt(0, 0, bitmap, bitmap.rect, 255)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_item_stats
  #--------------------------------------------------------------------------
  def draw_item_stats
    return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor)
    dx = 96; dy = 0
    dw = (contents.width - 96) / 2
    for i in 0...8
      draw_equip_param(i, dx, dy, dw)
      dx = dx >= 96 + dw ? 96 : 96 + dw
      dy += line_height if dx == 96
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_equip_param
  #--------------------------------------------------------------------------
  def draw_equip_param(param_id, dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
    if $imported["YEA-EquipDynamicStats"]
      draw_percentage_param(param_id, dx, dy, dw)
    else
      draw_set_param(param_id, dx, dy, dw)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_percentage_param
  #--------------------------------------------------------------------------
  def draw_percentage_param(param_id, dx, dy, dw)
    if @item.per_params[param_id] != 0 && @item.params[param_id] != 0
      text = draw_set_param(param_id, dx, dy, dw)
      dw -= text_size(text).width
      draw_percent_param(param_id, dx, dy, dw)
    elsif @item.per_params[param_id] != 0 && @item.params[param_id] == 0
      draw_percent_param(param_id, dx, dy, dw)
    else
      draw_set_param(param_id, dx, dy, dw)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_set_param
  #--------------------------------------------------------------------------
  def draw_set_param(param_id, dx, dy, dw)
    value = @item.params[param_id]
    if $imported["YEA-EquipDynamicStats"] && @item.var_params[param_id] > 0
      value += $game_variables[@item.var_params[param_id]] rescue 0
    end
    change_color(param_change_color(value), value != 0)
    text = value.group
    text = "+" + text if value > 0
    draw_text(dx+4, dy, dw-8, line_height, text, 2)
    return text
  end
  
  #--------------------------------------------------------------------------
  # draw_percent_param
  #--------------------------------------------------------------------------
  def draw_percent_param(param_id, dx, dy, dw)
    value = @item.per_params[param_id]
    change_color(param_change_color(value))
    text = (@item.per_params[param_id] * 100).to_i.group + "%"
    text = "+" + text if @item.per_params[param_id] > 0
    draw_text(dx+4, dy, dw-8, line_height, text, 2)
    return text
  end
  
  #--------------------------------------------------------------------------
  # draw_item_effects
  #--------------------------------------------------------------------------
  def draw_item_effects
    return unless @item.is_a?(RPG::Item)
    dx = 96; dy = 0
    dw = (contents.width - 96) / 2
    draw_hp_recover(dx, dy + line_height * 0, dw)
    draw_mp_recover(dx, dy + line_height * 1, dw)
    draw_tp_recover(dx + dw, dy + line_height * 0, dw)
    draw_tp_gain(dx + dw, dy + line_height * 1, dw)
    dw = contents.width - 96
    draw_applies(dx, dy + line_height * 2, dw)
    draw_removes(dx, dy + line_height * 3, dw)
  end
  
  #--------------------------------------------------------------------------
  # draw_hp_recover
  #--------------------------------------------------------------------------
  def draw_hp_recover(dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:hp_recover))
    per = 0
    set = 0
    for effect in @item.effects
      next unless effect.code == 11
      per += (effect.value1 * 100).to_i
      set += effect.value2.to_i
    end
    if per != 0 && set != 0
      change_color(param_change_color(set))
      text = set > 0 ? sprintf("+%s", set.group) : set.group
      draw_text(dx+4, dy, dw-8, line_height, text, 2)
      dw -= text_size(text).width
      change_color(param_change_color(per))
      text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
      draw_text(dx+4, dy, dw-8, line_height, text, 2)
      return
    elsif per != 0
      change_color(param_change_color(per))
      text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
    elsif set != 0
      change_color(param_change_color(set))
      text = set > 0 ? sprintf("+%s", set.group) : set.group
    else
      change_color(normal_color, false)
      text = Vocab::item_status(:empty)
    end
    draw_text(dx+4, dy, dw-8, line_height, text, 2)
  end
  
  #--------------------------------------------------------------------------
  # draw_mp_recover
  #--------------------------------------------------------------------------
  def draw_mp_recover(dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:mp_recover))
    per = 0
    set = 0
    for effect in @item.effects
      next unless effect.code == 12
      per += (effect.value1 * 100).to_i
      set += effect.value2.to_i
    end
    if per != 0 && set != 0
      change_color(param_change_color(set))
      text = set > 0 ? sprintf("+%s", set.group) : set.group
      draw_text(dx+4, dy, dw-8, line_height, text, 2)
      dw -= text_size(text).width
      change_color(param_change_color(per))
      text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
      draw_text(dx+4, dy, dw-8, line_height, text, 2)
      return
    elsif per != 0
      change_color(param_change_color(per))
      text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group)
    elsif set != 0
      change_color(param_change_color(set))
      text = set > 0 ? sprintf("+%s", set.group) : set.group
    else
      change_color(normal_color, false)
      text = Vocab::item_status(:empty)
    end
    draw_text(dx+4, dy, dw-8, line_height, text, 2)
  end
  
  #--------------------------------------------------------------------------
  # draw_tp_recover
  #--------------------------------------------------------------------------
  def draw_tp_recover(dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_recover))
    set = 0
    for effect in @item.effects
      next unless effect.code == 13
      set += effect.value1.to_i
    end
    if set != 0
      change_color(param_change_color(set))
      text = set > 0 ? sprintf("+%s", set.group) : set.group
    else
      change_color(normal_color, false)
      text = Vocab::item_status(:empty)
    end
    draw_text(dx+4, dy, dw-8, line_height, text, 2)
  end
  
  #--------------------------------------------------------------------------
  # draw_tp_gain
  #--------------------------------------------------------------------------
  def draw_tp_gain(dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_gain))
    set = @item.tp_gain
    if set != 0
      change_color(param_change_color(set))
      text = set > 0 ? sprintf("+%s", set.group) : set.group
    else
      change_color(normal_color, false)
      text = Vocab::item_status(:empty)
    end
    draw_text(dx+4, dy, dw-8, line_height, text, 2)
  end
  
  #--------------------------------------------------------------------------
  # draw_applies
  #--------------------------------------------------------------------------
  def draw_applies(dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:applies))
    icons = []
    for effect in @item.effects
      case effect.code
      when 21
        next unless effect.value1 > 0
        next if $data_states[effect.value1].nil?
        icons.push($data_states[effect.data_id].icon_index)
      when 31
        icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
      when 32
        icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
      end
      icons.delete(0)
      break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
    end
    draw_icons(dx, dy, dw, icons)
  end
  
  #--------------------------------------------------------------------------
  # draw_removes
  #--------------------------------------------------------------------------
  def draw_removes(dx, dy, dw)
    draw_background_box(dx, dy, dw)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:removes))
    icons = []
    for effect in @item.effects
      case effect.code
      when 22
        next unless effect.value1 > 0
        next if $data_states[effect.value1].nil?
        icons.push($data_states[effect.data_id].icon_index)
      when 33
        icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
      when 34
        icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
      end
      icons.delete(0)
      break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN
    end
    draw_icons(dx, dy, dw, icons)
  end
  
  #--------------------------------------------------------------------------
  # draw_icons
  #--------------------------------------------------------------------------
  def draw_icons(dx, dy, dw, icons)
    dx += dw - 4
    dx -= icons.size * 24
    for icon_id in icons
      draw_icon(icon_id, dx, dy)
      dx += 24
    end
    if icons.size == 0
      change_color(normal_color, false)
      text = Vocab::item_status(:empty)
      draw_text(4, dy, contents.width-8, line_height, text, 2)
    end
  end
  
end # Window_ItemStatus
 
#==============================================================================
# ■ Scene_Item
#==============================================================================
 
class Scene_Item < Scene_ItemBase
  
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias scene_item_start_aim start
  def start
    scene_item_start_aim
    create_types_window
    create_status_window
    relocate_windows
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: return_scene
  #--------------------------------------------------------------------------
  def return_scene
    $game_temp.scene_item_index = nil
    $game_temp.scene_item_oy = nil
    super
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: create_category_window
  #--------------------------------------------------------------------------
  def create_category_window
    wy = @help_window.height
    @category_window = Window_ItemCommand.new(0, wy)
    @category_window.viewport = @viewport
    @category_window.help_window = @help_window
    @category_window.y = @help_window.height
    if !$game_temp.scene_item_index.nil?
      @category_window.select($game_temp.scene_item_index)
      @category_window.oy = $game_temp.scene_item_oy
    end
    $game_temp.scene_item_index = nil
    $game_temp.scene_item_oy = nil
    @category_window.set_handler(:ok, method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
    @category_window.set_handler(:item, method(:open_types))
    @category_window.set_handler(:weapon, method(:open_types))
    @category_window.set_handler(:armor, method(:open_types))
    process_custom_item_commands
  end
  
  #--------------------------------------------------------------------------
  # new method: process_custom_item_commands
  #--------------------------------------------------------------------------
  def process_custom_item_commands
    for command in YEA::ITEM::COMMANDS
      next unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command)
      called_method = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][3]
      @category_window.set_handler(command, method(called_method))
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: create_types_window
  #--------------------------------------------------------------------------
  def create_types_window
    wy = @category_window.y
    @types_window = Window_ItemType.new(Graphics.width, wy)
    @types_window.viewport = @viewport
    @types_window.help_window = @help_window
    @types_window.y = @help_window.height
    @types_window.item_window = @item_window
    @item_window.types_window = @types_window
    @types_window.set_handler(:ok, method(:on_types_ok))
    @types_window.set_handler(:cancel, method(:on_types_cancel))
  end
  
  #--------------------------------------------------------------------------
  # new method: create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    wx = @category_window.width
    wy = @category_window.y
    @status_window = Window_ItemStatus.new(wx, wy, @item_window)
    @status_window.viewport = @viewport
  end
  
  #--------------------------------------------------------------------------
  # new method: relocate_windows
  #--------------------------------------------------------------------------
  def relocate_windows
    return unless $imported["YEA-AceMenuEngine"]
    case Menu.help_window_location
    when 0 # Top
      @help_window.y = 0
      @category_window.y = @help_window.height
      @item_window.y = @category_window.y + @category_window.height
    when 1 # Middle
      @category_window.y = 0
      @help_window.y = @category_window.height
      @item_window.y = @help_window.y + @help_window.height
    else # Bottom
      @category_window.y = 0
      @item_window.y = @category_window.height
      @help_window.y = @item_window.y + @item_window.height
    end
    @types_window.y = @category_window.y
    @status_window.y = @category_window.y
  end
  
  #--------------------------------------------------------------------------
  # new method: open_categories
  #--------------------------------------------------------------------------
  def open_types
    @category_window.x = Graphics.width
    @types_window.x = 0
    @types_window.reveal(@category_window.current_symbol)
  end
  
  #--------------------------------------------------------------------------
  # new method: on_types_ok
  #--------------------------------------------------------------------------
  def on_types_ok
    @item_window.activate
    @item_window.select_last
  end
  
  #--------------------------------------------------------------------------
  # new method: on_types_cancel
  #--------------------------------------------------------------------------
  def on_types_cancel
    @category_window.x = 0
    @category_window.activate
    @types_window.unselect
    @types_window.x = Graphics.width
  end
  
  #--------------------------------------------------------------------------
  # alias method: on_item_cancel
  #--------------------------------------------------------------------------
  alias scene_item_on_item_cancel_aim on_item_cancel
  def on_item_cancel
    if @types_window.x <= 0
      @item_window.unselect
      @types_window.activate
    else
      scene_item_on_item_cancel_aim
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: command_totori
  #--------------------------------------------------------------------------
  def command_totori
    SceneManager.call(Scene_Alchemy)
  end
  
  #--------------------------------------------------------------------------
  # new method: command_name1
  #--------------------------------------------------------------------------
  def command_name1
    # Do nothing.
  end
  
  #--------------------------------------------------------------------------
  # new method: command_name2
  #--------------------------------------------------------------------------
  def command_name2
    # Do nothing.
  end
  
end # Scene_Item
 
#==============================================================================
# 
# ▼ End of File
# 
#==============================================================================




Mais voilà, je voulais ajouter à mon jeu un bestiaire, avec une commande d'ouverture depuis le menu objet.
J'ai opté pour le script de MOG que je post juste après (taille du post oblige :flaco)

La ligne 126 du script de yanfly permet a priori d'ajouter ce genre de commande :

Portion de code : Tout sélectionner

1
:custom1 => [ "Custom Name",            0,          0, :command_name1],



J'ai essayer d'utiliser la commande manuelle :bestiary, method(:Monster_Book), mais ce n'est pas comme ceci qu'il faut procéder. Comment bien utiliser la compatibilité entre ce deux scripts?

Merci d'avance aux héros qui m'aideront :biere


sorine - posté le 11/04/2013 à 23:45:37 (18 messages postés)

❤ 0

:doute5


Ryukko - posté le 11/04/2013 à 23:47:12 (30 messages postés)

❤ 0

Voici le script du bestiaire que j'ai choisi (MOG)

Portion de code : Tout sélectionner

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#==============================================================================
# +++ MOG - MONSTER BOOK  (v1.4) +++
#==============================================================================
# By Moghunter 
# http://www.atelier-rgss.com/
#==============================================================================
# Sistema que permite verificar os parâmetros dos inimigos derrotados,
# o que inclui o battleback e a música de batalha. 
# 
#==============================================================================
# Para chamar o script use o comando abaixo.
#
# SceneManager.call(Monster_Book)
#
#==============================================================================
 
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.4 - Correção do Crash quando não há definição de música de batalha.
# v 1.3 - Correção do Crash aleatório.
# v 1.2 - Melhoria no sistema de dispose.
# v 1.1 - Correção na atualização do battleback em imagens repetidas.
#       - Correção na execução da música quando o pitch ou volume é diferente.
#       - Correção no espaço entre os números de parametros.
#==============================================================================
 
module MOG_MONSTER_BOOK
   #Ocultar inimigos especificos da lista de inimigos. 
   HIDE_ENEMIES_ID = [9,10]
   #Ativar a música de batalha.
   PLAY_MUSIC = true
   #Definição da palavra Completado.
   COMPLETED_WORD =  "Completed"
   #Ativar o Monster Book no Menu.
   MENU_COMMAND = true
   #Nome do comando apresentado no menu.
   MENU_COMMAND_NAME = "Bestiary"
end
 
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
   attr_accessor :bestiary_battleback1_name
   attr_accessor :bestiary_battleback2_name
   
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------       
   alias mog_bestiary_initialize initialize
   def initialize
       @bestiary_battleback1_name = ""
       @bestiary_battleback1_name = ""
       mog_bestiary_initialize
   end
end
 
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  
  attr_accessor :bestiary_defeated
  attr_accessor :bestiary_battleback
  attr_accessor :bestiary_music
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  alias mog_monster_book_initialize initialize
  def initialize
      @bestiary_defeated = []
      @bestiary_battleback = []
      @bestiary_music = []
      mog_monster_book_initialize 
  end
  
end  
 
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_bestiary_initialize initialize
  def initialize
      mog_bestiary_initialize
      $game_temp.bestiary_battleback1_name = battleback1_name
      $game_temp.bestiary_battleback2_name = battleback2_name
  end
  
end
 
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  attr_accessor :enemy_id
  
  #--------------------------------------------------------------------------
  # ● Die
  #--------------------------------------------------------------------------
  alias mog_monster_book_die die
  def die
      mog_monster_book_die
      check_monster_book
  end
    
  #--------------------------------------------------------------------------
  # ● Check Monster Book
  #--------------------------------------------------------------------------  
  def check_monster_book
      if $game_system.bestiary_defeated[@enemy_id] == nil
         $game_system.bestiary_defeated[@enemy_id] = 0
         $game_system.bestiary_battleback[@enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name]
         $game_system.bestiary_music[@enemy_id] = $game_system.battle_bgm
      end   
      $game_system.bestiary_defeated[@enemy_id] += 1      
  end  
end  
 
#==============================================================================
# ■ Window_Monster_Status
#==============================================================================
 
class Window_Monster_Status < Window_Selectable
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize(enemy)
    super(0, 288, 544, 128)
    self.opacity = 255
    self.z = 300
    refresh(enemy)
    activate
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------  
  def refresh(enemy)
      self.contents.clear
      if $game_system.bestiary_defeated[enemy.id] == nil
         self.contents.draw_text(0,0 , 180, 24, "No Data",0)    
       else
         change_color(system_color)
         w_max = 50
         ex = 16
         self.contents.draw_text(0,0 , w_max, 24, Vocab::param(0),0)    
         self.contents.draw_text(0,24 * 1 , w_max, 24, Vocab::param(1),0)
         self.contents.draw_text(0,24 * 2 , w_max, 24, Vocab::param(2),0)
         self.contents.draw_text(0,24 * 3 , w_max, 24, Vocab::param(3),0)
         self.contents.draw_text(128,24 * 0 , w_max, 24, Vocab::param(4),0)
         self.contents.draw_text(128,24 * 1 , w_max, 24, Vocab::param(5),0)
         self.contents.draw_text(128,24 * 2 , w_max, 24, Vocab::param(6),0)         
         self.contents.draw_text(128,24 * 3 , w_max, 24, Vocab::param(7),0)         
         self.contents.draw_text(256,24 * 0 , w_max, 24, "Exp",0)
         self.contents.draw_text(384,24 * 0 , w_max, 24, Vocab::currency_unit,0)
         self.contents.draw_text(256,24 * 1 , w_max, 24, "Treasure",0)         
         change_color(normal_color,true)
         w_max2 = 64         
         #HP
         self.contents.draw_text(32 + ex,0 , w_max2, 24, enemy.params[0],2)
         #MP
         self.contents.draw_text(32 + ex,24 * 1 , w_max2, 24, enemy.params[1],2)
         #ATK
         self.contents.draw_text(32 + ex,24 * 2 ,w_max2 , 24, enemy.params[2],2)         
         #Def
         self.contents.draw_text(32 + ex,24 * 3 , w_max2, 24, enemy.params[3],2)         
         #Mag Power
         self.contents.draw_text(160 + ex,24 * 0 , w_max2, 24, enemy.params[4],2)
         #Mag Def
         self.contents.draw_text(160 + ex,24 * 1 , w_max2, 24, enemy.params[5],2)  
         #Agility
         self.contents.draw_text(160 + ex,24 * 2 , w_max2, 24, enemy.params[6],2)
         #Luck
         self.contents.draw_text(160 + ex,24 * 3 , w_max2, 24, enemy.params[7],2)
         #EXP
         self.contents.draw_text(280,24 * 0 , 96, 24, enemy.exp,2)
         #Gold
         self.contents.draw_text(400,24 * 0 , 96, 24, enemy.gold,2)
         #Drop Items
         tr = 0
         for i in enemy.drop_items
            next if i.kind == 0
            tr += 1 
            tr_name = $data_items[i.data_id] if i.kind == 1
            tr_name = $data_weapons[i.data_id] if i.kind == 2
            tr_name = $data_armors [i.data_id] if i.kind == 3
            draw_icon(tr_name.icon_index, 336, 24 * tr)
            self.contents.draw_text(368,24 * tr , 160, 24, tr_name.name.to_s,0)
         end       
      end
  end
end
 
#==============================================================================
# ■ Window_Monster_List
#==============================================================================
class Window_Monster_List < Window_Selectable
  
 #------------------------------------------------------------------------------
 # ● Initialize
 #------------------------------------------------------------------------------   
  def initialize(data)
      super(312, 64, 232, 224)
      self.opacity = 255
      self.z = 301
      @index = -1
      @data = data
      @item_max = @data.size
      refresh(data)
      select(0)
      activate
  end
 
 #------------------------------------------------------------------------------
 # ● Refresh
 #------------------------------------------------------------------------------   
  def refresh(data)
      self.contents.clear
      if @item_max > 0
         self.contents = Bitmap.new(width - 32, @item_max * 24)
         for i in 0...@item_max
            draw_item(i)
         end
      end
  end
  
 #------------------------------------------------------------------------------
 # ● draw_item MAX
 #------------------------------------------------------------------------------     
 def check_item_max
     @data_max = 0
     for i in $data_enemies
         next if i == nil or  MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id)
         @data_max += 1
     end
 end
      
 #------------------------------------------------------------------------------
 # ● draw_item
 #------------------------------------------------------------------------------   
  def draw_item(index)
      x = 0
      y = index / col_max  * 24
      n_index = index + 1
      if $game_system.bestiary_defeated[@data[index].id] == nil
         monster_name = "No Data"
         defeated = " ---- "
         change_color(normal_color,false)
      else  
        monster_name = @data[index].name
        change_color(normal_color,true)
      end
      check_item_max
      d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d"  
      text = sprintf(d, n_index).to_s  + " - "
      self.contents.draw_text(x,y , 56, 24, text,0) 
      self.contents.draw_text(x + 56,y , 140, 24, monster_name,0) 
  end
 
 #------------------------------------------------------------------------------
 # ● Item Max
 #------------------------------------------------------------------------------         
  def item_max
      return @item_max == nil ? 0 : @item_max 
  end  
  
end
 
#==============================================================================
# ■ Window_Monster_Comp
#==============================================================================
class Window_Monster_Comp < Window_Selectable
  include  MOG_MONSTER_BOOK
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(312,0, 232, 64)
      self.opacity = 255
      self.z = 300
      refresh
      activate
  end
  
  #--------------------------------------------------------------------------
  # ● Check Completition
  #--------------------------------------------------------------------------  
  def check_completion
      data_max = 0
      for i in $data_enemies
          next if i == nil or  MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id)
          data_max += 1
      end
      comp = 0  
      for i in 0...$game_system.bestiary_defeated.size    
          comp += 1 if $game_system.bestiary_defeated[i] != nil
      end  
      @completed = COMPLETED_WORD + " " + comp.to_s + "/" + data_max.to_s
  end
  
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------  
  def refresh
      self.contents.clear 
      check_completion
      self.contents.draw_text(0,0, 160, 24, @completed.to_s,0)
  end
end
 
#==============================================================================
# ■ Monster_Book
#==============================================================================
class Monster_Book
  
 #--------------------------------------------------------------------------
 # ● Main
 #--------------------------------------------------------------------------          
 def main
     Graphics.transition
     execute_loop
     execute_dispose
 end   
 
 #--------------------------------------------------------------------------
 # ● Execute Loop
 #--------------------------------------------------------------------------           
 def execute_loop
     loop do
        Graphics.update
        Input.update
        update
        break if SceneManager.scene != self
     end
 end   
 
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------          
 def initialize
     load_data
     execute_dispose
     create_window_guide
     create_enemy_sprite
     create_battleback
     @music = [nil,nil,nil]
     refresh_bgm
 end   
 
 #------------------------------------------------------------------------------
 # ● Initialize
 #------------------------------------------------------------------------------     
 def load_data
     BattleManager.save_bgm_and_bgs
     @data = []
     for i in $data_enemies
         next if i == nil or  MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id)
         @data.push(i)
     end  
 end
 
 #--------------------------------------------------------------------------
 # ● Execute Dispose
 #--------------------------------------------------------------------------           
 def execute_dispose
     return if @windows_guide == nil
     Graphics.freeze
     @windows_guide.dispose
     @windows_guide = nil
     @windows_status.dispose
     if @enemy_sprite.bitmap != nil 
        @enemy_sprite.bitmap.dispose
     end
     @enemy_sprite.dispose 
     dispose_battleback           
     @battleback1.dispose
     @battleback2.dispose
     @window_comp.dispose
     BattleManager.replay_bgm_and_bgs
 end
 
 #--------------------------------------------------------------------------
 # ● Dispose_battleback 
 #--------------------------------------------------------------------------             
 def dispose_battleback 
     if @battleback1.bitmap != nil
        @battleback1.bitmap.dispose
        @battleback1.bitmap = nil
     end
     if @battleback2.bitmap != nil
        @battleback2.bitmap.dispose
        @battleback2.bitmap = nil
     end   
 end
      
 #--------------------------------------------------------------------------
 # ● Create Window Guide
 #--------------------------------------------------------------------------            
 def create_window_guide
     @windows_guide = Window_Monster_List.new(@data)
     @enemy = @data[@windows_guide.index]
     @windows_status = Window_Monster_Status.new(@enemy)
     @window_comp = Window_Monster_Comp.new
     @old_index = @windows_guide.index
     @org_pos = [@windows_guide.x,@windows_guide.y]
     @fade_time = 60
 end
   
 #--------------------------------------------------------------------------
 # ● Create Enemy Sprite
 #--------------------------------------------------------------------------             
 def create_enemy_sprite
     @enemy_sprite = Sprite.new
     @enemy_sprite.z = 100
     @enemy_sprite_org =  @enemy_sprite.x
     refresh_enemy_sprite
 end
 
 #--------------------------------------------------------------------------
 # ● Create_Battleback
 #--------------------------------------------------------------------------             
 def create_battleback
     @battleback1 = Sprite.new
     @battleback1.z = 1
     @battleback1.opacity = 0
     @battleback2 = Sprite.new
     @battleback2.z = 2
     @battleback2.opacity = 0
     @old_battleback = [nil,nil]
     refresh_batteback
 end
 
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------            
 def update
     @windows_guide.update
     update_command
     update_animation
     refresh if @old_index != @windows_guide.index
 end
 
 #--------------------------------------------------------------------------
 # ● Update Animation
 #--------------------------------------------------------------------------             
 def update_animation
     update_window_fade_animation
     update_battleback_animation
     update_enemy_sprite_animation
 end  
 
 #--------------------------------------------------------------------------
 # ● Update Enemy Sprite Animation
 #--------------------------------------------------------------------------              
 def update_enemy_sprite_animation
     @enemy_sprite.opacity += 15
     if @enemy_sprite.x < @enemy_sprite_org
        @enemy_sprite.x += 15 
        if @enemy_sprite.x >= @enemy_sprite_org
           @enemy_sprite.x = @enemy_sprite_org 
        end
    end
 end
   
 #--------------------------------------------------------------------------
 # ● Update Window Fade Animation
 #--------------------------------------------------------------------------             
 def update_window_fade_animation
     if @windows_guide.visible
        @windows_guide.opacity += 15
        @windows_guide.contents_opacity += 15        
        if @windows_guide.y > @org_pos[1]
           @windows_guide.y -= 25
           if @windows_guide.y < @org_pos[1]
              @windows_guide.y = @org_pos[1] 
              @windows_guide.opacity += 255
              @windows_guide.contents_opacity = 255
           end
        end              
     else
        @windows_guide.opacity -= 15
        @windows_guide.contents_opacity -= 15
        if @windows_guide.y < (@windows_guide.height + 416) 
           @windows_guide.y += 25
           @windows_guide.y = (@windows_guide.height + 416) if @windows_guide.y > (@windows_guide.height + 416)           
        end       
    end  
 end   
 
 #--------------------------------------------------------------------------
 # ● Update Battleback Animation
 #--------------------------------------------------------------------------              
 def update_battleback_animation
     if @old_battleback == nil
        @battleback1.opacity -= 10
        @battleback2.opacity -= 10
     else
        @battleback1.opacity += 10
        @battleback2.opacity += 10     
     end  
 end
    
 #--------------------------------------------------------------------------
 # ● Update Command
 #--------------------------------------------------------------------------             
 def update_command
     if Input.trigger?(Input::B) or Input.press?(Input::B)
        Sound.play_cancel
        SceneManager.return
      elsif Input.trigger?(Input::C)
        Sound.play_ok   
        return 
        if @windows_guide.visible
           @windows_guide.visible = false
        else
           @windows_guide.visible = true
        end  
     end   
 end
 
 #--------------------------------------------------------------------------
 # ● Refresh Animation
 #--------------------------------------------------------------------------              
 def refresh
     @old_index = @windows_guide.index
     @enemy = @data[@windows_guide.index]
     @windows_status.refresh(@enemy)
     refresh_bgm
     refresh_enemy_sprite
     refresh_batteback
 end
   
 #--------------------------------------------------------------------------
 # ● Refresh Animation
 #--------------------------------------------------------------------------               
 def refresh_enemy_sprite
     if @enemy_sprite.bitmap != nil 
        @enemy_sprite.bitmap.dispose
        @enemy_sprite.bitmap = nil
     end
     if $game_system.bestiary_defeated[@enemy.id] != nil 
        @enemy_sprite.bitmap = Cache.battler(@enemy.battler_name, @enemy.battler_hue)         
        @enemy_sprite_org =  (312/ 2) - (@enemy_sprite.bitmap.width / 2)
        @enemy_sprite.x = -@enemy_sprite.bitmap.width
        @enemy_sprite.y = 272 - @enemy_sprite.bitmap.height
        @enemy_sprite.opacity = 0
     end
 end  
 
 #--------------------------------------------------------------------------
 # ● BGM Refresh
 #--------------------------------------------------------------------------                
 def refresh_bgm
     return unless MOG_MONSTER_BOOK::PLAY_MUSIC
     if $game_system.bestiary_music[@enemy.id] != nil and 
        (@music[0] != $game_system.bestiary_music[@enemy.id].name or
         @music[1] != $game_system.bestiary_music[@enemy.id].volume or
         @music[2] != $game_system.bestiary_music[@enemy.id].pitch)
         m = $game_system.bestiary_music[@enemy.id]
         @music = [m.name, m.volume, m.pitch]
         RPG::BGM.stop
         Audio.bgm_play("Audio/BGM/" +  m.name, m.volume, m.pitch) rescue nil
     end  
 end
 
 #--------------------------------------------------------------------------
 # ● Refresh Battleback
 #--------------------------------------------------------------------------                
 def refresh_batteback    
     if $game_system.bestiary_battleback[@enemy.id] != nil and 
        (@old_battleback[0] != $game_system.bestiary_battleback[@enemy.id][0] or
         @old_battleback[1] != $game_system.bestiary_battleback[@enemy.id][1])
          @old_battleback = [$game_system.bestiary_battleback[@enemy.id][0], $game_system.bestiary_battleback[@enemy.id][1]]
          dispose_battleback
          @battleback1.opacity = 0 
          @battleback2.opacity = 0 
        if $game_system.bestiary_battleback[@enemy.id][0] != nil
           @battleback1.bitmap = Cache.battleback1($game_system.bestiary_battleback[@enemy.id][0])
        else
           @battleback1.bitmap = Cache.battleback1("")
        end
        if $game_system.bestiary_battleback[@enemy.id][1] != nil
           @battleback2.bitmap = Cache.battleback2($game_system.bestiary_battleback[@enemy.id][1])
        else
           @battleback2.bitmap = Cache.battleback2("")
        end           
     end  
 end
 
end
 
if MOG_MONSTER_BOOK::MENU_COMMAND
#==============================================================================
# ■ Window Menu Command
#==============================================================================
class Window_MenuCommand < Window_Command  
  
 #------------------------------------------------------------------------------
 # ● Add Main Commands
 #------------------------------------------------------------------------------     
  alias mog_bestiary_add_main_commands add_main_commands
  def add_main_commands
      mog_bestiary_add_main_commands
      add_command(MOG_MONSTER_BOOK::MENU_COMMAND_NAME, :bestiary, main_commands_enabled)
  end
end   
 
#==============================================================================
# ■ Scene Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
  
 #------------------------------------------------------------------------------
 # ● Create Command Windows
 #------------------------------------------------------------------------------       
   alias mog_bestiary_create_command_window create_command_window
   def create_command_window
       mog_bestiary_create_command_window
       @command_window.set_handler(:bestiary,     method(:Monster_Book))
   end
   
 #------------------------------------------------------------------------------
 # ● Monster Book
 #------------------------------------------------------------------------------        
   def Monster_Book
       SceneManager.call(Monster_Book)
   end
 
end   
 
end
 
$mog_rgss3_monster_book = true 



(exactement sorine)


Estheone - posté le 12/04/2013 à 00:56:04 (312 messages postés)

❤ 0

Enlève le # devant la commande custom1 :

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    COMMANDS =[
      :item,         # Opens up the various item categories. Default.
      :weapon,       # Opens up the various weapon categories. Default.
      :armor,        # Opens up the various armour categories. Default.
      :key_item,     # Shows a list of the various key items. Default.
      :gogototori,   # Requires Kread-EX's Go Go Totori Synthesis.
      :custom1,      # Custom command 1.
    # :custom2,      # Custom command 2.
    ] # Do not remove this.


Dans le tableau en-dessous tu peux choisir le nom qui va s'afficher (disons Bestiary) :

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    CUSTOM_ITEM_COMMANDS ={
    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
      :gogototori => ["Synthesis",            0,         0, :command_totori],
      :custom1 => [ "Bestiary",            0,          0, :command_name1],
      :custom2 => [ "Custom Text",           13,          0, :command_name2],
    } # Do not remove this.



Et tu complètes la fonction command_name1 de Scene_Item :

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  def command_name1
    SceneManager.call(Monster_Book)
  end



Et évidemment tu règles MENU_COMMAND sur false dans le script du bestiaire pour ne pas qu'il soit accessible depuis le menu de base.

Tant que tu y es, ajoute un Input.update à la fin de la fonction execute_loop de la classe Monster_Book, sinon tu vas carrément sortir du menu objet en faisant annuler à partir du bestiaire.

Wandering Souls : Jeu complet / Topic sur Oniro


Ryukko - posté le 12/04/2013 à 09:49:34 (30 messages postés)

❤ 0

Salut!

Hyper rapide
Hyper précis
Hyper simpa

T'auras un hyper merci à la fin de mon jeu ^^ (dans une ou deux décennies)

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