Day.png);">
Apprendre


Vous êtes
nouveau sur
Oniromancie?

Visite guidée
du site


Découvrir
RPG Maker

RM 95
RM 2000/2003
RM XP
RM VX/VX Ace
RM MV/MZ

Apprendre
RPG Maker

Tutoriels
Guides
Making-of

Dans le
Forum

Section Entraide

Sorties: Dread Mac Farlane - episode 8 / Sorties: Dread Mac Farlane - episode 7 / Jeux: Ce qui vit Dessous / News: Quoi de neuf sur Oniromancie (...) / Sorties: Dread Mac Farlane - episode 6 / Chat

Bienvenue
visiteur !




publicité RPG Maker!

Statistiques

Liste des
membres


Contact

Mentions légales

372 connectés actuellement

29368291 visiteurs
depuis l'ouverture

1004734 visiteurs
aujourd'hui



Barre de séparation

Partenaires

Indiexpo

Akademiya RPG Maker

Blog Alioune Fall

Fairy Tail Constellations

Kingdom Ultimate

Alex d'Or

Planète Glutko

RPG Maker Détente

Tous nos partenaires

Devenir
partenaire



Rajouts de points avancé 2.4

Permet de rajouter des points à distribuer pour augmenter ses stats. Les points sont gagnés à la montée d'un niveau. Configuration de points gagnés et de la valeur des points par stats dans les paramètres.

Script pour RPG Maker XP
Ecrit par Inconnu
Publié par julienRPG (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Inconnu
Logiciel : RPG Maker XP
Nombre de scripts : 1

Voilà un script 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 : Tout sélectionner

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
#=====================================================
# 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




Mis à jour le 20 novembre 2020.






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

❤ 0

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)

❤ 0

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.

Portion de code : Tout sélectionner

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
#===================================================== 
# 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)

❤ 0

maker du dimanche

Désoler pour les erreur d'orthographe^^


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

❤ 0

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)

❤ 0

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


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

❤ 0

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)

❤ 0

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)

❤ 0

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.

Haut de page

Merci de ne pas reproduire le contenu de ce site sans autorisation.
Contacter l'équipe - Mentions légales

Plan du site

Communauté: Accueil | Forum | Chat | Commentaires | News | Flash-news | Screen de la semaine | Sorties | Tests | Gaming-Live | Interviews | Galerie | OST | Blogs | Recherche
Apprendre: Visite guidée | RPG Maker 95 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker MV | Tutoriels | Guides | Making-of
Télécharger: Programmes | Scripts/Plugins | Ressources graphiques / sonores | Packs de ressources | Midis | Eléments séparés | Sprites
Jeux: Au hasard | Notre sélection | Sélection des membres | Tous les jeux | Jeux complets | Le cimetière | RPG Maker 95 | RPG Maker 2000 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker VX Ace | RPG Maker MV | Autres | Proposer
Ressources RPG Maker 2000/2003: Chipsets | Charsets | Panoramas | Backdrops | Facesets | Battle anims | Battle charsets | Monstres | Systems | Templates
Ressources RPG Maker XP: Tilesets | Autotiles | Characters | Battlers | Window skins | Icônes | Transitions | Fogs | Templates
Ressources RPG Maker VX: Tilesets | Charsets | Facesets | Systèmes
Ressources RPG Maker MV: Tilesets | Characters | Faces | Systèmes | Title | Battlebacks | Animations | SV/Ennemis
Archives: Palmarès | L'Annuaire | Livre d'or | Le Wiki | Divers