ferroxMolécule
Messages : 74 Loisirs : JEUX VIDEO, DORMIR, FRITES, RPG Date d'inscription : 24/07/2010
Caractéristiques du membre Evolution: Atome Job: Making XP: (20/20)
| Sujet: Voici un autre script de menu. Mer 28 Juil 2010 - 17:07 | |
| Salut, Voici encore moi, j'ai trouvé ce script sur RPG créative. Lien:http://rpgcreative.net/rpgmaker/scripts-54-menu-7.html Un screen: L'auteur est inconnu. Je l'ai testé et il est fonctionnel Alors voici le script, à mettre au dessus de main( le nommer "new menu") - Code:
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class Window_Base def draw_battlegraphic(actor, x, y, z) bitmap = RPG::Cache.battler(actor.character_name, actor.character_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_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int when 7 parameter_name = "Evasion" parameter_value = actor.eva end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end end
class Window_Infos < Window_Base
def initialize super(0, 0, 160, 256) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface refresh end
def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Nombre de pas :") self.contents.draw_text(124-cx, 96, cx, 32, $data_system.words.gold, 2) self.contents.draw_text(4, 150, 120, 32, "Temps :")
self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2) self.contents.draw_text(4, 96, 120-cx-2, 32, $game_party.gold.to_s, 2) @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.draw_text(4, 182, 120, 32, text, 2) end
def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
class Window_MenuStatus < Window_Selectable def initialize super(0, 0, 480, 480) @column_max = 2 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface refresh self.active = false self.index = -1 end
def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = i % 2 * 224 y = i / 2 * 224 actor = $game_party.actors[i] draw_battlegraphic(actor, x + 80, y + 200, 99) draw_actor_name(actor, x, y) draw_actor_level(actor, x + 144, y) draw_actor_class(actor, x, y + 32) draw_actor_state(actor, x, y + 64) draw_actor_exp(actor, x, y + 150) draw_actor_hp(actor, x, y + 96) draw_actor_sp(actor, x, y + 128) end end
def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index % 2 * 224, @index / 2 * 224, 224, 224) end end end
class Window_Item < Window_Selectable def initialize super(0, 64, 304, 416) @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end
def item return @data[self.index] end
def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items[i]) end end unless $game_temp.in_battle for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 1 * 304 y = index * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 197, 32, item.name, 0) self.contents.draw_text(x + 225, y, 16, 32, ":", 1) self.contents.draw_text(x + 241, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end
class Window_Skill < Window_Selectable def initialize(actor) super(0, 128, 304, 352) @actor = actor @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end def skill return @data[self.index] end
def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface for i in 0...@item_max draw_item(i) end end end
def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 1 * 304 y = index * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 189, 32, skill.name, 0) self.contents.draw_text(x + 217, y, 48, 32, skill.sp_cost.to_s, 2) end
def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end
class Window_SkillStat < Window_Base def initialize(actor) super(0, 64, 304, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface @actor = actor refresh end
def refresh self.contents.clear draw_actor_name(@actor, 4, 0) end end
class Window_SkillStatus < Window_Base def initialize(actor) super(0, 64, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface @actor = actor refresh end
def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_state(@actor, 140, 0) draw_actor_hp(@actor, 284, 0) draw_actor_sp(@actor, 460, 0) end end
class Window_Target < Window_Selectable
def initialize super(304, 64, 336, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.z += 10 @item_max = $game_party.actors.size refresh end
def refresh self.contents.clear for i in 0...$game_party.actors.size x = 4 y = i * 84 actor = $game_party.actors[i] draw_actor_name(actor, x, y) draw_actor_state(actor, x + 144, y) draw_actor_hp(actor, x, y + 32) draw_actor_sp(actor, x + 152, y + 32) end end
def update_cursor_rect if self.active == false self.cursor_rect.empty end if self.index >= 0 and self.active self.cursor_rect.set(0, @index * 84, self.width - 32, 64) elsif self.index >= -1 and self.active self.cursor_rect.set(0, 0, self.width - 32, self.height - 32) end end end
class Window_EquipRight < Window_Selectable def initialize(actor) super(272, 64, 368, 192) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface @actor = actor refresh self.index = 0 end
def item return @data[self.index] end
def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon) self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1) self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2) self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3) self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4) draw_item_name(@data[0], 92, 32 * 0) draw_item_name(@data[1], 92, 32 * 1) draw_item_name(@data[2], 92, 32 * 2) draw_item_name(@data[3], 92, 32 * 3) draw_item_name(@data[4], 92, 32 * 4) end
def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end
class Window_EquipLeft < Window_Base
def initialize(actor) super(0, 64, 272, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface @actor = actor refresh end
def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_level(@actor, 4, 32) draw_actor_parameter(@actor, 4, 64, 0) draw_actor_parameter(@actor, 4, 96, 1) draw_actor_parameter(@actor, 4, 128, 2)
draw_actor_parameter(@actor, 4, 160, 3) draw_actor_parameter(@actor, 4, 192, 4) draw_actor_parameter(@actor, 4, 224, 5) draw_actor_parameter(@actor, 4, 256, 6) draw_actor_parameter(@actor, 4, 288, 7)
if @new_atk != nil self.contents.font.color = system_color self.contents.draw_text(160, 64, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2) end if @new_pdef != nil self.contents.font.color = system_color self.contents.draw_text(160, 96, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2) end if @new_mdef != nil self.contents.font.color = system_color self.contents.draw_text(160, 128, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2) end if @new_str != nil self.contents.font.color = system_color self.contents.draw_text(160, 160, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 160, 36, 32, @new_str.to_s, 2) end if @new_dex != nil self.contents.font.color = system_color self.contents.draw_text(160, 192, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 192, 36, 32, @new_dex.to_s, 2) end if @new_agi != nil self.contents.font.color = system_color self.contents.draw_text(160, 224, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 224, 36, 32, @new_agi.to_s, 2) end if @new_int != nil self.contents.font.color = system_color self.contents.draw_text(160, 256, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 256, 36, 32, @new_int.to_s, 2) end if @new_eva != nil self.contents.font.color = system_color self.contents.draw_text(160, 288, 40, 32, "?", 1) self.contents.font.color = normal_color self.contents.draw_text(200, 288, 36, 32, @new_eva.to_s, 2) end end
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int or @new_eva != new_eva
@new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_str = new_str @new_dex = new_dex @new_agi = new_agi @new_int = new_int @new_eva = new_eva refresh end end end
class Window_EquipItem < Window_Selectable
def initialize(actor, equip_type) super(272, 256, 368, 224) @actor = actor @equip_type = equip_type @column_max = 1 refresh self.active = false self.index = -1 end
def item return @data[self.index] end
def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end @data.push(nil) @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface for i in 0...@item_max-1 draw_item(i) end end
def draw_item(index) item = @data[index] x = 4 y = index * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end
def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end
class Window_Status < Window_Base
def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface @actor = actor refresh end
def refresh self.contents.clear draw_battlegraphic(@actor, 550, 200, 100) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 288, 3) draw_actor_parameter(@actor, 96, 320, 4) draw_actor_parameter(@actor, 96, 352, 5) draw_actor_parameter(@actor, 96, 384, 6) draw_actor_parameter(@actor, 96, 416, 7) text = @actor.skills.size self.contents.draw_text(320 + 155, 112, 32, 32, text.to_s) self.contents.font.color = system_color self.contents.draw_text(320, 112, 120, 32, "Tech. learned") self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 160, 96, 32, "Equipment") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400) end end
class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end
def main s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Statut" s5 = "Sauvegarder" s6 = "Quitter" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @info_window = Window_Infos.new @info_window.y = 224 @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @info_window.dispose @status_window.dispose end
def update @command_window.update @info_window.update @status_window.update if @command_window.active update_command return end if @status_window.active update_status return end end
def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 # ???? $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 # ??? $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # ?? $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # ????? $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # ??? if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 # ????? $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end
def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 # ??? if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 # ?? $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 # ????? $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end
class Scene_Item
def main @help_window = Window_Help.new @item_window = Window_Item.new @item_window.help_window = @help_window @target_window = Window_Target.new @target_window.active = false Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @item_window.dispose @target_window.dispose end
def update @help_window.update @item_window.update @target_window.update if @item_window.active update_item return end if @target_window.active update_target return end end
def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.active = true if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end
def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) unless $game_party.item_can_use?(@item.id) @item_window.refresh end @item_window.active = true @target_window.active = false return end if Input.trigger?(Input::C) if $game_party.item_number(@item.id) == 0 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.item_effect(@item) end end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end if used $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end end
class Scene_Skill def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end
def main @actor = $game_party.actors[@actor_index] @status_window = Window_SkillStat.new(@actor) @help_window = Window_Help.new @skill_window = Window_Skill.new(@actor) @skill_window.help_window = @help_window @target_window = Window_Target.new @target_window.active = false Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @status_window.dispose @help_window.dispose @skill_window.dispose @target_window.dispose end
def update @status_window.update @help_window.update @skill_window.update @target_window.update if @skill_window.active update_skill return end if @target_window.active update_target return end end
def update_skill if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(1) return end if Input.trigger?(Input::C) @skill = @skill_window.skill if @skill == nil or not @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @skill.scope >= 3 @skill_window.active = false @target_window.active = true if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end else if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @skill_window.refresh @target_window.refresh $scene = Scene_Map.new return end end return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Skill.new(@actor_index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Skill.new(@actor_index) return end end
def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @target_window.active = false return end if Input.trigger?(Input::C) unless @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @target_window.index <= -2 target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @status_window.refresh @skill_window.refresh @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end end
class Scene_Equip
def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index end
def main @actor = $game_party.actors[@actor_index] @help_window = Window_Help.new @left_window = Window_EquipLeft.new(@actor) @right_window = Window_EquipRight.new(@actor) @item_window1 = Window_EquipItem.new(@actor, 0) @item_window2 = Window_EquipItem.new(@actor, 1) @item_window3 = Window_EquipItem.new(@actor, 2) @item_window4 = Window_EquipItem.new(@actor, 3) @item_window5 = Window_EquipItem.new(@actor, 4) @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window @right_window.index = @equip_index refresh Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose end
def refresh @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) item1 = @right_window.item case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end if @right_window.active @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) end if @item_window.active item2 = @item_window.item last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int new_eva = @actor.eva
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) end end
def update @left_window.update @right_window.update @item_window.update refresh if @right_window.active update_right return end if @item_window.active update_item return end end
def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(2) return end if Input.trigger?(Input::C) if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @right_window.active = false @item_window.active = true @item_window.index = 0 return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Equip.new(@actor_index, @right_window.index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end
def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @item_window.active = false @item_window.index = -1 return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) item = @item_window.item @actor.equip(@right_window.index, item == nil ? 0 : item.id) @right_window.active = true @item_window.active = false @item_window.index = -1 @right_window.refresh @item_window.refresh return end 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] @status_window = Window_Status.new(@actor) Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @status_window.dispose end
def update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(3) return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size $scene = Scene_Status.new(@actor_index) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size $scene = Scene_Status.new(@actor_index) return end end end
Voilà c'est terminé, ferrox
Dernière édition par ferrox le Mer 4 Aoû 2010 - 6:36, édité 1 fois |
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