Oniromancie: Scripts - Scripte pour point de competence


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Scripte pour point de competence
Script pour RPG Maker XP
Ecrit par julienRPG

Voila un scripte qui vous permettra d'attribuer des points de competence quand vous paser un Niveau
A mettre au dessus de Main et nommé le comme vous voulez:



Portion de code:





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

# Rajout de points avancé
# Version 2.4
# Insérez un nouveau script au dessus de main et appelez le comme vous voulez.
#Lisez les explications un peu plus bas pour comprendre comment ce script fonctionne.
#=====================================================
PSPEND_LVUPTEXT = "Points de compétence disponibles"
PSPEND_SPTEXT = "Points de Compétence"
PSPEND_ANSWERS = ["Utilliser","Garder"]
PSPEND_HELP_TEXT = ["Améliorer force","Améliorer Agillite",
"Améliorer Défense","Améliorer Inteligence","Améliorer PV max",
"Améliorer PM max","Réctifier la répartition","Valider la répartition"]
PSPEND_B1 = "Corriger"
PSPEND_B2 = "Terminer"
LVUP_TEXT = "Pts"
DESC_TEXT = "Les points de compétences non utilisés seront conservés."

#=====================================================
SPADD = 8 #Nombre de point de compétence gagnés à chaque niveau

AGILITY_ADD = 1 #Nombre de point d'agilité gagnés pour un point de compétence
DEXTERITY_ADD = 1 #Nombre de point de défense gagnés pour un point de compétence
INTELIGENCE_ADD = 1 #Nombre de point d'intelligence gagnés pour un point de compétence
STRENGTH_ADD = 1 #Nombre de point de force gagnés pour un point de compétence
HP_ADD = 4 #Nombre de PV maximum gagnés pour un point de compétence
SP_ADD = 3 #Nombre de PM maximum gagnés pour un point de compétence
#=====================================================

$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0
#=====================================================
class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end

def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end

def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end

end

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

class Game_Actor

def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$game_system.actor_attr.get_attributes(@actor_id)
@level += 1
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD
$game_system.PSPEND_ACTORS[@actor_id - 1] = true
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
$game_system.actor_attr.get_attributes(@actor_id)
@level -= 1
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

def level=(level)
if level < self.level
$game_system.actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$game_system.actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD
$game_system.PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end

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

class Scene_Title

def command_new_game
$game_system.se_play($data_system.decision_se)

Audio.bgm_stop

Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$game_system.PSPEND_ACTORS.push(false)
$game_system.PSPEND_POINTS.push(0)
end

$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh


$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end

def battle_test


$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")

Graphics.frame_count = 0


$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new

$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$game_system.PSPEND_ACTORS.push(false)
$game_system.PSPEND_POINTS.push(0)
end

$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name


$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new
end
end

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

class Window_Base < Window

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $game_system.PSPEND_POINTS[actor.id - 1] != 0
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end

end

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

class PSPEND_CUSTOM_WINDOW < Window_Selectable

def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $game_system.PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end

def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$game_system.PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260

for i in 0...@item_max
draw_item(i, normal_color)
end
end

def draw_item(index, color)
if $game_system.PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)

when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)

when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)

when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)

when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end

def disable_item(index)
draw_item(index, disabled_color)
end

def update_cursor_rect

if @index < 0
self.cursor_rect.empty
return
end

row = @index / @column_max

if row < self.top_row
self.top_row = row
end

if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end

cursor_width = self.width / @column_max - 32

x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy

self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end
#==========================================

class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end

def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $game_system.PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 600
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 2
@c.x = 500
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win

if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end

def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.PSPEND_ACTORS[@actor.id - 1] = true
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$game_system.PSPEND_ACTORS[@actor.id - 1] = true
$scene = Scene_Menu.new
return
end
end
end
end

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

class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end

def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end

def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$game_system.PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$game_system.PSPEND_ACTORS[@actor_ind] = true
return
end
if Input.repeat?(Input::RIGHT)
unless $game_system.PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$game_system.PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$game_system.PSPEND_POINTS[@actor_ind] += 1
when 7
$game_system.PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end


if Input.repeat?(Input::LEFT)
unless $game_system.PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$game_system.PSPEND_POINTS[@actor_ind] -= 1
when 7
$game_system.PSPEND_POINTS[@actor_ind] -= 1
end
$game_system.PSPEND_POINTS[@actor_ind] += 1
@spend.refresh

return
end


if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$game_system.PSPEND_ACTORS[@actor_ind] = true
return
end
end
end
end

class Game_System
attr_accessor :actor_attr
attr_accessor :PSPEND_POINTS
attr_accessor :PSPEND_ACTORS
alias initialize_orig initialize
def initialize
initialize_orig
self.PSPEND_POINTS = []
self.PSPEND_ACTORS = []
end
end


Voila chez moi il marche


julbomb - posté le 17/08/2008 à 12:08:43. (130 messages postés)

Pas mal ton script mais tu aurais du préciser que pour distribué le points de compétence il fallait aller dans le menu "Etat".

---Un conseil cliquez pas ici-----Affrontez ma brute-----Tiens mais qu'est ce que c'est que ça ?---


lejoyeuxcla - posté le 17/08/2008 à 18:37:53. (12 messages postés)

Lieu : Devant mon ordi Profession : Makeur

C'est un bon script mais des fois il y a des fautes d'orthographes et c'est plutôt gênant quand on veut publier le jeu.

EDIT : J'ai amélioré le script normalement il n'y a plus de fautes.

Citation:

#=====================================================
# Rajout de points avancé
# Version 2.4
# Insérez un nouveau script au dessus de main et appelez le comme vous voulez.
#Lisez les explications un peu plus bas pour comprendre comment ce script fonctionne.
#=====================================================
PSPEND_LVUPTEXT = "Points de Compétence disponibles : "
PSPEND_SPTEXT = " Points de Compétence"
PSPEND_ANSWERS = ["Utiliser","Garder"]
PSPEND_HELP_TEXT = ["Améliorer la Force","Améliorer l'Agilite",
"Améliorer la Défense","Améliorer l'Intelligence","Améliorer les PV Max",
"Améliorer les PM Max","Rectifier la répartition","Valider la répartition"]
PSPEND_B1 = "Corriger"
PSPEND_B2 = "Terminer"
LVUP_TEXT = " 10 Points !"
DESC_TEXT = "Les points de compétences non utilisés seront conservés."

#=====================================================
SPADD = 10 #Nombre de point de compétence gagnés à chaque niveau

AGILITY_ADD = 1 #Nombre de point d'agilité gagnés pour un point de compétence
DEXTERITY_ADD = 1 #Nombre de point de défense gagnés pour un point de compétence
INTELIGENCE_ADD = 1 #Nombre de point d'intelligence gagnés pour un point de compétence
STRENGTH_ADD = 1 #Nombre de point de force gagnés pour un point de compétence
HP_ADD = 4 #Nombre de PV maximum gagnés pour un point de compétence
SP_ADD = 3 #Nombre de PM maximum gagnés pour un point de compétence
#=====================================================

$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0
#=====================================================
class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end

def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end

def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end

end

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

class Game_Actor

def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$game_system.actor_attr.get_attributes(@actor_id)
@level += 1
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD
$game_system.PSPEND_ACTORS[@actor_id - 1] = true
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
$game_system.actor_attr.get_attributes(@actor_id)
@level -= 1
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

def level=(level)
if level < self.level
$game_system.actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$game_system.actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD
$game_system.PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end

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

class Scene_Title

def command_new_game
$game_system.se_play($data_system.decision_se)

Audio.bgm_stop

Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$game_system.PSPEND_ACTORS.push(false)
$game_system.PSPEND_POINTS.push(0)
end

$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh


$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end

def battle_test


$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")

Graphics.frame_count = 0


$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new

$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$game_system.PSPEND_ACTORS.push(false)
$game_system.PSPEND_POINTS.push(0)
end

$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name


$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)

$scene = Scene_Battle.new
end
end

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

class Window_Base < Window

def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $game_system.PSPEND_POINTS[actor.id - 1] != 0
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end

end

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

class PSPEND_CUSTOM_WINDOW < Window_Selectable

def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $game_system.PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end

def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$game_system.PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260

for i in 0...@item_max
draw_item(i, normal_color)
end
end

def draw_item(index, color)
if $game_system.PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)

when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)

when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)

when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)

when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end

def disable_item(index)
draw_item(index, disabled_color)
end

def update_cursor_rect

if @index < 0
self.cursor_rect.empty
return
end

row = @index / @column_max

if row < self.top_row
self.top_row = row
end

if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end

cursor_width = self.width / @column_max - 32

x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy

self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end
#==========================================

class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end

def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $game_system.PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 600
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 2
@c.x = 500
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win

if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end

def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.PSPEND_ACTORS[@actor.id - 1] = true
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$game_system.PSPEND_ACTORS[@actor.id - 1] = true
$scene = Scene_Menu.new
return
end
end
end
end

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

class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end

def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end

def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$game_system.PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$game_system.PSPEND_ACTORS[@actor_ind] = true
return
end
if Input.repeat?(Input::RIGHT)
unless $game_system.PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$game_system.PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$game_system.PSPEND_POINTS[@actor_ind] += 1
when 7
$game_system.PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end


if Input.repeat?(Input::LEFT)
unless $game_system.PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$game_system.PSPEND_POINTS[@actor_ind] -= 1
when 7
$game_system.PSPEND_POINTS[@actor_ind] -= 1
end
$game_system.PSPEND_POINTS[@actor_ind] += 1
@spend.refresh

return
end


if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$game_system.PSPEND_ACTORS[@actor_ind] = true
return
end
end
end
end

class Game_System
attr_accessor :actor_attr
attr_accessor :PSPEND_POINTS
attr_accessor :PSPEND_ACTORS
alias initialize_orig initialize
def initialize
initialize_orig
self.PSPEND_POINTS = []
self.PSPEND_ACTORS = []
end
end

A quoi ça sert de travailler puisque c'est pas amusant ?...


julienRPG - posté le 18/08/2008 à 15:00:02. (29 messages postés)

maker du dimanche

Désoler pour les erreur d'orthographe^^


Darkmianh - posté le 25/09/2008 à 14:17:56. (103 messages postés)

Pourquoi on dit toujours que les méchants sont pas gentils ??

Pas mal comme script. C'est sympa pour personnaliser les héros.
Par contre si tu pouvais expliquer à quoi il sert précisémment et surtout comment on s'en sert plutot que de nous laisser découvrir par nous meme, ça serait sympa.


:ombre


steph51300 - posté le 30/11/2008 à 16:27:54. (5 messages postés)

grrrr sa marche pas en combat a temp réel:'(


astyan - posté le 09/02/2009 à 15:21:16. (4 messages postés)

Ce script est très bien, mais il risque de ralentir la vitesse de jeu, c'est dommage !

Pour ceux qui veulent, voici quelques petits screens du Rendu Final :

http://img205.imageshack.us/my.php?image=testscript1ph7.png

:D


Snikers - posté le 15/02/2009 à 12:57:35. (7 messages postés)

Ce script est une perfection j'adore!!:feu:feu:feu:sonic
Mais il n'est pas compatible avec les script pour changer les menu :'(:F:'(
Hum et aussi le script je l'ai pas mis en derniers et il marche quand meme alors je pense que sa vient de ton ordi...


Dragonisien - posté le 28/07/2010 à 01:27:59. (131 messages postés)

UP
Pourrait t'il etre adapter sur un A-rpg svp
Merci

Edit fonctionne en arpg
suffit de le mettre en tout dernier tel qu'il es ecrit merci ^^

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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