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 Menu De Quest (reprise sans erreur)

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NightShade
Embryon
Embryon
NightShade


Masculin Messages : 593
Age : 34
Date d'inscription : 21/12/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Menu De Quest (reprise sans erreur) Left_bar_bleue20/20Menu De Quest (reprise sans erreur) Empty_bar_bleue  (20/20)

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MessageSujet: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 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
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NightShade
Embryon
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NightShade


Masculin Messages : 593
Age : 34
Date d'inscription : 21/12/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Menu De Quest (reprise sans erreur) Left_bar_bleue20/20Menu De Quest (reprise sans erreur) Empty_bar_bleue  (20/20)

Menu De Quest (reprise sans erreur) Empty
MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 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
Revenir en haut Aller en bas
NightShade
Embryon
Embryon
NightShade


Masculin Messages : 593
Age : 34
Date d'inscription : 21/12/2006

Caractéristiques du membre
Evolution: Atome
Job:
XP:
Menu De Quest (reprise sans erreur) Left_bar_bleue20/20Menu De Quest (reprise sans erreur) Empty_bar_bleue  (20/20)

Menu De Quest (reprise sans erreur) Empty
MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 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
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Rimaking
Rimaking


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Menu De Quest (reprise sans erreur) Empty
MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 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
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MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 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
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Rimaking
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MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 22 Déc 2006 - 21:35

ah desolé j'avais pas compris!
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MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptyVen 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 Razz j,ai fini mon script mais j'attend que sefiroth me dise quelquechose


Dernière édition par rimaking le Sam 23 Déc 2006 - 10:36, édité 1 fois
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...:: Shiminou ::...
...:: Shiminou ::...


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MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptySam 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 ? lol!

A part , que tu à bien configurer le script !
Tes talents de scripteur s'améliore de jour en jour ^^
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MessageSujet: Re: Menu De Quest (reprise sans erreur)   Menu De Quest (reprise sans erreur) EmptySam 23 Déc 2006 - 16:10

non, que tu me disent comment faire marcher les quete... logique non?
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