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

Bienvenue
visiteur !




publicité RPG Maker!

Statistiques

Liste des
membres


Contact

Mentions légales

264 connectés actuellement

29348406 visiteurs
depuis l'ouverture

3631 visiteurs
aujourd'hui



Barre de séparation

Partenaires

Indiexpo

Akademiya RPG Maker

Blog Alioune Fall

Fairy Tail Constellations

Level Up!

Leo-Games

Zarok

Le Comptoir Du clickeur

Eclipso

Tous nos partenaires

Devenir
partenaire



Point Spend System 1.05

Menu pour distribuer des stats au héros.

Script pour RPG Maker VX
Ecrit par Rubick (Drago del Fato)
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Rubick (Drago del Fato)
Logiciel : RPG Maker VX
Nombre de scripts : 1
Source : https://gdu.one/scripts/rpg-maker-vx/point-spend-system/

Fonctionnalités
- Système de distribution de points de caractéristiques par niveau
- personnalisable
- Option pour notifier le joueur s'il lui reste des points à distribuer

image

Conditions d'utilisation
- Ce script peut être utilisé dans les projets personnels et commerciaux
- Vous devez créditer l'auteur (Drago del Fato, ou Rubick)

Installation
A placer au-dessus de Main.
Vous pouvez configurer les termes de vocabulaire dans la Phase 1.

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
#==========================================================================
    # ** RMVX Drago del Fato - PointSpendSystem
    #    -                    Type: Custom Material
    #    -              Author: Drago del Fato
    #    -             Version: 1.05
    #    - RPG Maker Version: VX
    #    -    Implementation: Put in Materials list.
    #------------------------------------------------------------------------------
    # When you gain a new level in your RPG your character attributes will need to
    # be manually increased instead of automatically. You can set a specified number
    # of points user can spend on each level as well as how much each attribute will
    # be increased. If you use this script please give credits, thx ^^
    #=========================================================================
     
     #--------------------------------------------------------------------------
     # * Phase 1 - Language and Other Resources
     #--------------------------------------------------------------------------
     
     
     #--- Main Text Resources
     PSS_TEXT = "You've got to a new level! Do you want to spend your points now?"
     PSS_ANSWERS = ["Yes","No"]
     PSS_ACTOR_TEXT = "[Lv +]"
     
     PSS_DESCRIPTION = "Left - Decrease, Right - Increase, C - Confirm, B - Cancel"
     PSS_B1 = "Reset Current Modifications"
     PSS_B2 = "Save Modifications"
     PSS_B3 = "Cancel"
     PSS_RES1 = "Special Points Left - "
     PSS_RES2 = "Are you sure with this?"
     
     PSS_SEP = " <> "
     
     PSS_NAME = "Name"
     
     #--- Other Resources
     $PSS_POINTS = 6
     
     PSS_HP = 10
     PSS_MP = 10
     PSS_ATK = 1
     PSS_DEF = 2
     PSS_SPI = 3
     PSS_AGI = 4
     
     #--- Set to True if you want to be notified until that character has points left
     PSS_NOTIFY_POINTS = true
     
     #--- Global Resources (do not modify if you arent skilled in RGSS)
     $PSS_ACTOR_POINTS = []
     $PSS_ACTOR_LVL_UP = []
     $PSS_ACTOR_ATTR = [1,1,1,1,1,1]
     $PSS_ACTOR_ADD = [1,1,1,1,1,1]
     $PSS_RETURN_POINTS = 0
     $PSS_POINTER = [PSS_HP, PSS_MP, PSS_ATK, PSS_DEF, PSS_SPI, PSS_AGI]
       
     #--------------------------------------------------------------------------
     # * Phase 2 - Class Modifications
     #--------------------------------------------------------------------------
     
     
     class Game_Actor < Game_Battler
       
      #--------------------------------------------------------------------------
      # * Change Experience
      #      exp  : New experience
      #      show : Level up display flag
      #--------------------------------------------------------------------------
      def change_exp(exp, show)
        last_level = @level
        last_skills = skills
        @exp = [[exp, 9999999].min, 0].max
        while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
              level_up
         
              #-- Overwrite the new level parameters with past level one.
              if !$BTEST
               actor.parameters[0, @level] = actor.parameters[0, @level - 1]
               actor.parameters[1, @level] = actor.parameters[1, @level - 1]
               actor.parameters[2, @level] = actor.parameters[2, @level - 1]
               actor.parameters[3, @level] = actor.parameters[3, @level - 1]
               actor.parameters[4, @level] = actor.parameters[4, @level - 1]
               actor.parameters[5, @level] = actor.parameters[5, @level - 1]
              end
         
              #-- Add Points to an actor when he levels up.
              $PSS_ACTOR_LVL_UP[@actor_id] = true
              $PSS_ACTOR_POINTS[@actor_id] += $PSS_POINTS
         
        end
       
        #-- Level down is deleted.
       
        @hp = [@hp, maxhp].min
        @mp = [@mp, maxmp].min
        if show and @level > last_level
              display_level_up(skills - last_skills)
        end
      end
     
      def pss_change_actor_params(param_id, new_value)
        actor.parameters[param_id, @level] = new_value
      end
     
    end
     
     class Scene_Title < Scene_Base
       
      #--------------------------------------------------------------------------
      # * Create Game Objects
      #--------------------------------------------------------------------------
       def create_game_objects
        $game_temp            = Game_Temp.new
        $game_message          = Game_Message.new
        $game_system            = Game_System.new
        $game_switches        = Game_Switches.new
        $game_variables      = Game_Variables.new
        $game_self_switches = Game_SelfSwitches.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
       
        for i in 0..$data_actors.size - 2
              $PSS_ACTOR_POINTS.push(0)
              $PSS_ACTOR_LVL_UP.push(false)
        end
      end
     
    end
     
    #-- Draw Level Up when a character goes to a new level, delete this class if
    #-- you don't like this
    class Window_Base < Window
     
       def draw_actor_name(actor, x, y)
        self.contents.font.color = hp_color(actor)
        if $PSS_ACTOR_POINTS[actor.id] == 0
             self.contents.draw_text(x, y, 108, WLH, actor.name)
        else
             ts = self.contents.text_size(actor.name + PSS_ACTOR_TEXT)
             self.contents.draw_text(x, y, ts.width, ts.height, actor.name + PSS_ACTOR_TEXT)
        end
      end
     
    end
    #-- End of Level Up Character Name
     
    class Scene_Status < Scene_Base
     
       def start
        #-- Original Status commands
        super
        create_menu_background
        @actor = $game_party.members[@actor_index]
        @status_window = Window_Status.new(@actor)
        #-- End
        if $PSS_ACTOR_LVL_UP[@actor_index + 1]
             @pss_help = Window_PSS_Help.new
             @pss_help.z = 9998
             @pss_help.refresh_3
             @status_window.opacity = 100
             @status_window.contents_opacity = 100
             @pss_confirm = Window_Command.new(300, [PSS_ANSWERS[0], PSS_ANSWERS[1]])
             @pss_confirm.x = 245
             @pss_confirm.y = 255
             @pss_confirm.active = true
        end
       end
     
       def update
        if @pss_confirm != nil and @pss_confirm.active
             @pss_confirm.update
             if Input.trigger?(Input::C)
              case @pss_confirm.index
              when 0
               @pss_confirm.visible = false
               @pss_help.visible = false
               $scene = Scene_PSS.new(@actor_index + 1)
              when 1
               @pss_confirm.visible = false
               @pss_help.visible = false
               @status_window.opacity = 160
               @status_window.contents_opacity = 255
             end
             elsif Input.trigger?(Input::B)
               @pss_confirm.visible = false
               @pss_help.visible = false
               @status_window.opacity = 160
               @status_window.contents_opacity = 255
             end
        end
        #-- Original Status commands
        update_menu_background
        @status_window.update
        if Input.trigger?(Input::B)
              Sound.play_cancel
              return_scene
        elsif Input.trigger?(Input::R)
              Sound.play_cursor
              next_actor
        elsif Input.trigger?(Input::L)
              Sound.play_cursor
              prev_actor
        end
        super    
        #-- End
      end
     
      def terminate
       #-- Original Status Commands
       super
       dispose_menu_background
       @status_window.dispose
       #-- End
       @pss_confirm.dispose if @pss_confirm != nil
       @pss_help.dispose if @pss_help != nil
      end
    end
     
     #--------------------------------------------------------------------------
     # * Phase 3 - PointSpendSystem Scene
     #--------------------------------------------------------------------------
     
    class Window_PSS_Help < Window_Base
     
      def initialize
        super(0,352,544,64)
        refresh
      end
     
      def refresh
        self.contents.clear
        ts = self.contents.text_size(PSS_DESCRIPTION)
        self.contents.draw_text(0,0,ts.width,ts.height, PSS_DESCRIPTION)
      end
     
      def refresh_2
        self.contents.clear
        ts = self.contents.text_size(PSS_RES2)
        self.contents.draw_text(0,0,ts.width,ts.height, PSS_RES2)
      end
     
      def refresh_3
        self.contents.clear
        ts = self.contents.text_size(PSS_TEXT)
        self.contents.draw_text(0,0,ts.width,ts.height, PSS_TEXT)
      end
     
    end
     
     
    class Window_PSS_Main < Window_Selectable
     
       def initialize(actor)
        super(0, 0, 544, 352)
        @actor = actor
        refresh
        self.index = 0
      end
     
      def refresh
        self.contents.clear
       
        #-- Draw Text Data
        ts = self.contents.text_size(PSS_NAME)
        self.contents.draw_text(160,32,ts.width,ts.height, PSS_NAME)
     
        ts_a = self.contents.text_size(@actor.name)
        self.contents.draw_text(170 + ts.width,32,ts_a.width,ts_a.height, @actor.name)
       
        ts = self.contents.text_size(Vocab.level_a)
        self.contents.draw_text(160,50,ts.width,ts.height,Vocab.level_a)
       
        ts_a = self.contents.text_size(@actor.level)
        self.contents.draw_text(170 + ts.width,50,ts_a.width,ts_a.height, @actor.level)
     
        ts = self.contents.text_size(Vocab.atk)
        self.contents.draw_text(160,96,ts.width,ts.height,Vocab.atk)
       
        ts_a = self.contents.text_size(@actor.base_atk)
        self.contents.draw_text(170 + ts.width,96,ts_a.width,ts_a.height, @actor.base_atk)
     
        ts = self.contents.text_size(Vocab.def)
        self.contents.draw_text(160,128,ts.width,ts.height,Vocab.def)
       
        ts_a = self.contents.text_size(@actor.base_def)
        self.contents.draw_text(170 + ts.width,128,ts_a.width,ts_a.height, @actor.base_def)
       
        ts = self.contents.text_size(Vocab.spi)
        self.contents.draw_text(160,160,ts.width,ts.height,Vocab.spi)
       
        ts_a = self.contents.text_size(@actor.base_spi)
        self.contents.draw_text(170 + ts.width,160,ts_a.width,ts_a.height, @actor.base_spi)
       
        ts = self.contents.text_size(Vocab.agi)
        self.contents.draw_text(160,192,ts.width,ts.height,Vocab.agi)
       
        ts_a = self.contents.text_size(@actor.base_agi)
        self.contents.draw_text(170 + ts.width,192,ts_a.width,ts_a.height, @actor.base_agi)
       
        ts = self.contents.text_size(Vocab.hp)
        self.contents.draw_text(160,224,ts.width,ts.height,Vocab.hp)
       
        ts_a = self.contents.text_size(@actor.base_maxhp)
        self.contents.draw_text(170 + ts.width,224,ts_a.width,ts_a.height, @actor.base_maxhp)
       
        ts = self.contents.text_size(Vocab.mp)
        self.contents.draw_text(160,256,ts.width,ts.height,Vocab.mp)
       
        ts_a = self.contents.text_size(@actor.base_maxmp)
        self.contents.draw_text(170 + ts.width,256,ts_a.width,ts_a.height, @actor.base_maxmp)
       
        p_text = PSS_RES1 + $PSS_ACTOR_POINTS[@actor.id].to_s
        ts_a = self.contents.text_size(p_text)
        self.contents.draw_text(170 + ts.width,290,ts_a.width,ts_a.height, p_text)
     
        #-- Draw Face
        draw_actor_face(@actor, 8, 32)
        draw_actor_graphic(@actor, 64, 180)
       
        s1 = Vocab.hp + " " + $PSS_ACTOR_ATTR[0].to_s + PSS_SEP + $PSS_ACTOR_ADD[0].to_s
        s2 = Vocab.mp + " " + $PSS_ACTOR_ATTR[1].to_s + PSS_SEP + $PSS_ACTOR_ADD[1].to_s
        s3 = Vocab.atk + " " + $PSS_ACTOR_ATTR[2].to_s + PSS_SEP + $PSS_ACTOR_ADD[2].to_s
        s4 = Vocab.def + " " + $PSS_ACTOR_ATTR[3].to_s + PSS_SEP + $PSS_ACTOR_ADD[3].to_s
        s5 = Vocab.spi + " " + $PSS_ACTOR_ATTR[4].to_s + PSS_SEP + $PSS_ACTOR_ADD[4].to_s
        s6 = Vocab.agi + " " + $PSS_ACTOR_ATTR[5].to_s + PSS_SEP + $PSS_ACTOR_ADD[5].to_s
       
        @commands = [s1,s2,s3,s4,s5,s6]
       
        for i in 0...6
              draw_item(i)
        end
       
        @item_max = 6
        @column_max = 1
       
      end
     
       def item_rect(index)
        rect = Rect.new(0, 0, 0, 0)
        rect.width = 200
        rect.height = WLH
        rect.x = 280 + (index % @column_max * (rect.width + @spacing))
        rect.y = 96 + (index / @column_max * WLH)
        return rect
      end
     
      def draw_item(index, enabled = true)
        rect = item_rect(index)
        rect.x += 30
        self.contents.clear_rect(rect)
        self.contents.font.color = normal_color
        self.contents.font.color.alpha = enabled ? 255 : 128
        self.contents.draw_text(rect, @commands[index])
      end
     
      def update
        super
      end
       
     
    end
     
    class Scene_PSS < Scene_Base
     
      def initialize(actor_id)
       @actor = $game_actors[actor_id]
      end
     
      def start
        get_attributes
        @pss_main = Window_PSS_Main.new(@actor)
        @pss_help = Window_PSS_Help.new
        @pss_confirm = Window_Command.new(300, [PSS_B1, PSS_B2, PSS_B3])
        @pss_confirm.x = 245
        @pss_confirm.y = 245
        @pss_confirm.visible = false
      end
     
      def set_attributes
        @actor.pss_change_actor_params(0,$PSS_ACTOR_ADD[0])
        @actor.pss_change_actor_params(1,$PSS_ACTOR_ADD[1])
        @actor.pss_change_actor_params(2,$PSS_ACTOR_ADD[2])
        @actor.pss_change_actor_params(3,$PSS_ACTOR_ADD[3])
        @actor.pss_change_actor_params(4,$PSS_ACTOR_ADD[4])
        @actor.pss_change_actor_params(5,$PSS_ACTOR_ADD[5])
       end
       
       def get_attributes
        $PSS_ACTOR_ATTR[0] = @actor.maxhp
        $PSS_ACTOR_ATTR[1] = @actor.maxmp
        $PSS_ACTOR_ATTR[2] = @actor.base_atk
        $PSS_ACTOR_ATTR[3] = @actor.base_def
        $PSS_ACTOR_ATTR[4] = @actor.base_spi
        $PSS_ACTOR_ATTR[5] = @actor.base_agi
       
        for i in 0..$PSS_ACTOR_ADD.size - 1
              $PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
        end
       
        $PSS_RETURN_POINTS = $PSS_ACTOR_POINTS[@actor.id]
      end
     
      def subtract_points
        $PSS_ACTOR_ADD[@pss_main.index] -= $PSS_POINTER[@pss_main.index]
       
        #-- When subtracted, add points back
        $PSS_ACTOR_POINTS[@actor.id] += 1
       
        #-- No subtraction if values is less than original
        if $PSS_ACTOR_ADD[@pss_main.index] < $PSS_ACTOR_ATTR[@pss_main.index]
             $PSS_ACTOR_ADD[@pss_main.index] = $PSS_ACTOR_ATTR[@pss_main.index]
             $PSS_ACTOR_POINTS[@actor.id] -= 1
        end
      end
     
      def add_points
       if $PSS_ACTOR_POINTS[@actor.id] > 0
        $PSS_ACTOR_ADD[@pss_main.index] += $PSS_POINTER[@pss_main.index]
        $PSS_ACTOR_POINTS[@actor.id] -= 1
       end
      end
     
     
      def update
       @pss_main.update if @pss_main.active
       @pss_confirm.update if @pss_confirm.active
       if Input.trigger?(Input::LEFT)
        if @pss_main.active
             subtract_points
             @pss_main.refresh
        end
       elsif Input.trigger?(Input::RIGHT)
        if @pss_main.active
             add_points
             @pss_main.refresh
        end
       elsif Input.trigger?(Input::C)
        if @pss_main.active
             @pss_main.opacity = 100
             @pss_main.contents_opacity = 100
             @pss_help.refresh_2
             @pss_confirm.visible = true
             @pss_confirm.active = true
             @pss_main.active = false
        elsif @pss_confirm.active
             case @pss_confirm.index
             when 0
              for i in 0..$PSS_ACTOR_ADD.size - 1
               $PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
              end
              $PSS_ACTOR_POINTS[@actor.id] = $PSS_RETURN_POINTS
              @pss_main.refresh
              pss_return_back
             when 1
              set_attributes
              $PSS_ACTOR_LVL_UP[@actor.id] = false
              if PSS_NOTIFY_POINTS
               $PSS_ACTOR_LVL_UP[@actor.id] = true if $PSS_ACTOR_POINTS[@actor.id] > 0
              end
              $scene = Scene_Map.new
             when 2
              pss_return_back
             end
        end
       
       elsif Input.trigger?(Input::B)
        if @pss_main.active
             $scene = Scene_Map.new
        elsif @pss_confirm.active
             pss_return_back
        end
       end
     end
     
     def pss_return_back
       @pss_main.opacity = 255
       @pss_main.contents_opacity = 255
       @pss_help.refresh
       @pss_confirm.visible = false
       @pss_confirm.active = false
       @pss_main.active = true
     end
     
     def pre_terminate
       @pss_main.dispose
       @pss_help.dispose
       @pss_confirm.dispose
     end
     
    end




Mis à jour le 22 octobre 2020.






miduki - posté le 18/09/2013 à 02:37:21 (1012 messages postés)

❤ 0

Est ce que ce script est compatible avec VXace ? La plupart des scripts de VX ne fonctionne pas sur le Ace ... Alors ...

https://projetego.com/ Projet Ego


Tata Monos - posté le 18/09/2013 à 11:03:15 (28 messages postés)

❤ 0

Compte Non utilisé

Test le et tu auras ta réponse que d'attendre la réponse d'un autre.

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