| Menu De Quest (reprise sans erreur) | |
|
Auteur | Message |
---|
NightShadeEmbryon
Messages : 593 Age : 34 Date d'inscription : 21/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 17:57 | |
| Crée un nouveau Script nommé Quest_Data - Code:
-
#======================================= # ** Scene_Quests # ** Created by coolmariners98 #------------------------------------------------------------------------------ # Please do not copy and distribute claiming to have created this. # I would like full credit, even though this script is kind of crappy. #=======================================
class Quest_Data attr_accessor :totalquests, :totalfound, :moneyearned, :expearned, :rpearned, :totalcompleted, :showdisabledquests, :shownondisabledquests, :preinfo, :charsprite, :questname, :charname, :location, :textreward, :goldreward, :expreward, :rpreward, :objs, :whichquest, :whichprequest def initialize # ========DO NOT CHANGE====== @preinfo = [] @charsprite = [] @questname = [] @charname = [] @location = [] @textreward = [] @goldreward = [] @expreward = [] @rpreward = [] @objs = [] @totalfound = 0 @moneyearned = 0 @expearned = 0 @rpearned = 0 @totalcompleted = 0 @whichquest = 0 @whichprequest = 0 # ========================= # kinda big things @showdisabledquests = true # displays all the quests, but they are disabled @shownondisabledquests = false # makes all quests accessible @totalquests = 15 # initialize the total number of quests you created @preinfo.push("Finis la quête actuelle") # info message for quest in progress @preinfo.push(" ") @preinfo.push(" ") @preinfo.push(" ") @preinfo.push("Toutes les quête sons complétés.") # info message for all quests done @preinfo.push(" ") @preinfo.push(" ") @preinfo.push(" ") # Quest 1 information @preinfo.push("Vas parler au lancier") # info that will show @preinfo.push("pour qu'il te donne") # in the "Where to Go?" @preinfo.push("cette quête") # window prior to quest @preinfo.push(" ") @questname.push("test") # Le nom de la quête @charsprite.push("009-Lancer01") # le nom du personnage @charname.push("Sir Lancelot") # Le nom du personnage qui donne la quête @location.push("World Map") # Le lieu de la quête @textreward.push("1000 Gold and 200 Experience") # the text representation of the reward @goldreward[0] = 1000 # the actual amount of gold reward @expreward[0] = 0 # the actual amount of exp reward @rpreward[0] = 200 # the actual amount of rp reward @objs.push(" - Trouve le poulet") # premier objectif @objs.push(" - Donne le poulet au clown") # deuxiéme objectif @objs.push(" - Trouve le chien") # troisiéme objectif @objs.push(" - Donne le chien à l'autre clown") # quatriéme objectif @objs.push(" ") # cinquiéme objectif @objs.push(" ") # sixiéme objectif @objs.push(" ") # septieme objectif @objs.push(" ") # huitiéme objectif # information de la deuxiéme quête @preinfo.push("I think you are done until later") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[1] = 0 # the actual amount of gold reward @expreward[1] = 0 # the actual amount of exp reward @rpreward[1] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 3 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[2] = 0 # the actual amount of gold reward @expreward[2] = 0 # the actual amount of exp reward @rpreward[2] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 4 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[3] = 0 # the actual amount of gold reward @expreward[3] = 0 # the actual amount of exp reward @rpreward[3] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 5 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[4] = 0 # the actual amount of gold reward @expreward[4] = 0 # the actual amount of exp reward @rpreward[4] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 6 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[5] = 0 # the actual amount of gold reward @expreward[5] = 0 # the actual amount of exp reward @rpreward[5] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 7 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[6] = 0 # the actual amount of gold reward @expreward[6] = 0 # the actual amount of exp reward @rpreward[6] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 8 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[7] = 0 # the actual amount of gold reward @expreward[7] = 0 # the actual amount of exp reward @rpreward[7] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 # Quest 9 information @preinfo.push(" ") # info that will show @preinfo.push(" ") # in the "Where to Go?" @preinfo.push(" ") # window prior to quest @preinfo.push(" ") @questname.push("Just a filler") # the name of quest @charsprite.push(" ") # the name of the character sprite @charname.push(" ") # the name of the character who gave the quest @location.push(" ") # the location of quest @textreward.push(" ") # the text representation of the reward @goldreward[8] = 0 # the actual amount of gold reward @expreward[8] = 0 # the actual amount of exp reward @rpreward[8] = 0 # the actual amount of rp reward @objs.push(" ") # quest objective 1 @objs.push(" ") # quest objective 2 @objs.push(" ") # quest objective 3 @objs.push(" ") # quest objective 4 @objs.push(" ") # quest objective 5 @objs.push(" ") # quest objective 6 @objs.push(" ") # quest objective 7 @objs.push(" ") # quest objective 8 end end |
|
| |
NightShadeEmbryon
Messages : 593 Age : 34 Date d'inscription : 21/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 17:58 | |
| Puis crée en un autre nommé Scene_Menu - Code:
-
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #==============================================================================
class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Fish Equip" s5 = "Status" s6 = "bestiaire" s7 = "Quêtes" s8 = "Sauvegarder" s9 = "Quitter" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end #-------------------------------------------------------------------------- # * Reputation Calculator #-------------------------------------------------------------------------- if $game_variables[1] < 1000 $game_temp.reputation = "PR: Inconnu" elsif $game_variables[1] < 5000 $game_temp.reputation = "PR: Reconaissable" elsif $game_variables[1] < 10000 $game_temp.reputation = "RPR: Familier" elsif $game_variables[1] < 25000 $game_temp.reputation = "PR: Trés connu" elsif $game_variables[1] < 50000 $game_temp.reputation = "PR:Célébre" elsif $game_variables[1] < 100000 $game_temp.reputation = "PR: Trés célébre" else $game_temp.reputation = "PR: Légendaire" end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 317 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 400 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 0 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $scene = Scene_FishEquip.new when 4 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 5 $scene = Scene_MonsterBook.new when 6 $scene = Scene_Quests.new when 7 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 8 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 4 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end |
|
| |
NightShadeEmbryon
Messages : 593 Age : 34 Date d'inscription : 21/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 17:58 | |
| Puis maintenant, quelquechsoe qui va peut-etre changé lorsque j,aurais fini de modifier se script... crée un nouveau script ou changer l'ancie Scene_Menu par - Code:
-
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #==============================================================================
class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Fish Equip" s5 = "Status" s6 = "bestiaire" s7 = "Quêtes" s8 = "Sauvegarder" s9 = "Quitter" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end #-------------------------------------------------------------------------- # * Reputation Calculator #-------------------------------------------------------------------------- if $game_variables[1] < 1000 $game_temp.reputation = "PR: Inconnu" elsif $game_variables[1] < 5000 $game_temp.reputation = "PR: Reconaissable" elsif $game_variables[1] < 10000 $game_temp.reputation = "RPR: Familier" elsif $game_variables[1] < 25000 $game_temp.reputation = "PR: Trés connu" elsif $game_variables[1] < 50000 $game_temp.reputation = "PR:Célébre" elsif $game_variables[1] < 100000 $game_temp.reputation = "PR: Trés célébre" else $game_temp.reputation = "PR: Légendaire" end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 317 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 400 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 0 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $scene = Scene_FishEquip.new when 4 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 5 $scene = Scene_MonsterBook.new when 6 $scene = Scene_Quests.new when 7 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 8 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 4 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end Mais, une ereur a ne pas oublier, le premier script de tout, changer le par - Code:
-
#============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :map_bgm # map music (for battle memory) attr_accessor :message_text # message text attr_accessor :message_proc # message callback (Proc) attr_accessor :choice_start # show choices: opening line attr_accessor :choice_max # show choices: number of items attr_accessor :choice_cancel_type # show choices: cancel attr_accessor :choice_proc # show choices: callback (Proc) attr_accessor :num_input_start # input number: opening line attr_accessor :num_input_variable_id # input number: variable ID attr_accessor :num_input_digits_max # input number: digit amount attr_accessor :message_window_showing # message window showing attr_accessor :common_event_id # common event ID attr_accessor :in_battle # in-battle flag attr_accessor :battle_calling # battle calling flag attr_accessor :battle_troop_id # battle troop ID attr_accessor :battle_can_escape # battle flag: escape possible attr_accessor :battle_can_lose # battle flag: losing possible attr_accessor :battle_proc # battle callback (Proc) attr_accessor :battle_turn # number of battle turns attr_accessor :battle_event_flags # battle event flags: completed attr_accessor :battle_abort # battle flag: interrupt attr_accessor :battle_main_phase # battle flag: main phase attr_accessor :battleback_name # battleback file name attr_accessor :forcing_battler # battler being forced into action attr_accessor :shop_calling # shop calling flag attr_accessor :shop_goods # list of shop goods attr_accessor :name_calling # name input: calling flag attr_accessor :name_actor_id # name input: actor ID attr_accessor :name_max_char # name input: max character count attr_accessor :menu_calling # menu calling flag attr_accessor :menu_beep # menu: play sound effect flag attr_accessor :save_calling # save calling flag attr_accessor :debug_calling # debug calling flag attr_accessor :player_transferring # player place movement flag attr_accessor :player_new_map_id # player destination: map ID attr_accessor :player_new_x # player destination: x-coordinate attr_accessor :player_new_y # player destination: y-coordinate attr_accessor :player_new_direction # player destination: direction attr_accessor :transition_processing # transition processing flag attr_accessor :transition_name # transition file name attr_accessor :gameover # game over flag attr_accessor :to_title # return to title screen flag attr_accessor :last_file_index # last save file no. attr_accessor :debug_top_row # debug screen: for saving conditions attr_accessor :debug_index # debug screen: for saving conditions # these are new attr_accessor :reputation # reputation of character attr_accessor :tax_change # the difference in prices with tax attr_accessor :qupdate # for the quest script #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @map_bgm = nil @message_text = nil @message_proc = nil @choice_start = 99 @choice_max = 0 @choice_cancel_type = 0 @choice_proc = nil @num_input_start = 99 @num_input_variable_id = 0 @num_input_digits_max = 0 @message_window_showing = false @common_event_id = 0 @in_battle = false @battle_calling = false @battle_troop_id = 0 @battle_can_escape = false @battle_can_lose = false @battle_proc = nil @battle_turn = 0 @battle_event_flags = {} @battle_abort = false @battle_main_phase = false @battleback_name = '' @forcing_battler = nil @shop_calling = false @shop_id = 0 @name_calling = false @name_actor_id = 0 @name_max_char = 0 @menu_calling = false @menu_beep = false @save_calling = false @debug_calling = false @player_transferring = false @player_new_map_id = 0 @player_new_x = 0 @player_new_y = 0 @player_new_direction = 0 @transition_processing = false @transition_name = "" @gameover = false @to_title = false @last_file_index = 0 @debug_top_row = 0 @debug_index = 0 # these are new @reputation = "BP: Unsung" @tax_change = 0 @qupdate = [] for i in 0...5000 @qupdate[i] = false end end end
|
|
| |
Rimaking
Messages : 379 Date d'inscription : 28/10/2006
| Sujet: Re: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 21:14 | |
| imaginons un instant que j'ai jamais fait un de script et que je n'y comprenne pas grand chose. pourrait tu me dire à quoi sert ce script |
|
| |
NightShadeEmbryon
Messages : 593 Age : 34 Date d'inscription : 21/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 21:21 | |
| pour le moment, pas totalement car j,ai pas fini de crée le script et j,ai pas fini de poster XD |
|
| |
Rimaking
Messages : 379 Date d'inscription : 28/10/2006
| Sujet: Re: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 21:35 | |
| ah desolé j'avais pas compris! |
|
| |
NightShadeEmbryon
Messages : 593 Age : 34 Date d'inscription : 21/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu De Quest (reprise sans erreur) Ven 22 Déc 2006 - 21:59 | |
| parce que la j 'ai modif le script la c'est un script de menu moi je refai ce script de quets avec MON menu mais sans les point de reputation... car je m'en vien un bon scripteur j,ai fini mon script mais j'attend que se firoth me dis e quelquechose
Dernière édition par rimaking le Sam 23 Déc 2006 - 10:36, édité 1 fois |
|
| |
...:: Shiminou ::...
Messages : 867 Date d'inscription : 20/10/2006
| Sujet: Re: Menu De Quest (reprise sans erreur) Sam 23 Déc 2006 - 10:44 | |
| - Citation :
- j,ai fini mon script mais j'attend que sepyroth me disent quelquechose
Que veux tu que je te dise ? A part , que tu à bien configurer le script ! Tes talents de scripteur s'améliore de jour en jour ^^ |
|
| |
NightShadeEmbryon
Messages : 593 Age : 34 Date d'inscription : 21/12/2006
Caractéristiques du membre Evolution: Atome Job: XP: (20/20)
| Sujet: Re: Menu De Quest (reprise sans erreur) Sam 23 Déc 2006 - 16:10 | |
| non, que tu me disent comment faire marcher les quete... logique non? |
|
| |
Contenu sponsorisé
| Sujet: Re: Menu De Quest (reprise sans erreur) | |
| |
|
| |
| Menu De Quest (reprise sans erreur) | |
|