RPG Maker VX - Tuto, Script et Astuce ! RPG Maker VX Fan ! |
| | Script BiblioArmes !! | |
| | Auteur | Message |
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Biward Administrateur
Messages : 316 Date d'inscription : 01/03/2010 Age : 27 Localisation : Posaria
Personnage du RPG Nom du Personnage: Wylornn Race: Dragon Level: 10
| Sujet: Script BiblioArmes !! Ven 16 Avr - 5:50 | |
| Bonjour ! Voici mon tout premier script : BiblioArmes. Auteur : XxXxX33333 Remerciements : Zangther C'est en fait un bestiaire pour armes. Screens : - Spoiler:
[Vous devez être inscrit et connecté pour voir cette image]
Il faut que vous mettiez cette image à la racine de votre jeu : - Spoiler:
A nommée \"Fond\" : [Vous devez être inscrit et connecté pour voir cette image] Le SCRIPT utilise les Interrupteurs 0 à 30 !!! Vous pouvez les modifier le numéro à la ligne 95 et dans le petit bout de code de Scene_Map (en dessous!!) ! Si modifiez un est pas l\'autre, le script ne marchera pas ! Suivez les 3 Etapes dans le script pour rajouter une arme !SCRIPT : - Spoiler:
- Code:
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#--------------------------------------------------------BiblioArmes----------------------------------# # I. Crédits et Remerciements # #Auteur du Script : XxXxX33333 # pour le site : vx-fan.1fr1.net et pour le forum RPG Maker VX # #Aide : Zangther # #A mettre dans les crédits : #XxXxX33333 et Zangther # # # # II. Instruction # # Mettez ce script au-dessus de Main. # Pour l\'appeller, mettez ceci dans votre évènement : # Appel de Script : $scene = Scene_BiblioArmes.new # # # III. Modification du Script # # Pour rajouter une arme dans le script, faîtes comme ceci : # # Etape 1 : # A la ligne , à la place de 30, mettez le nombre d\'arme que vous avez # # Etape 2 : # A la ligne 180 environ, rajoutez : #~ when ID # if $game_switches[@cond] == true #~ @name = $data_weapons[@action1 + 1].name #~ end # # Avec : # - ID = numéro du dernier when + 1 # # Etape 3 : # Ligne 570 environ, rajoutez : #~when ID #~ if $game_switches[cond] == true #~ @att = $data_weapons[@action2 + 1].atk #~ @def = $data_weapons[@action2 + 1].def #~ @int = $data_weapons[@action2 + 1].spi #~ @agi = $data_weapons[@action2 +1].agi #~ @hit = $data_weapons[@action2 + 1].hit #~ @two = $data_weapons[@action2 + 1].two_handed #~ @prix = $data_weapons[@action2 + 1].price #~ @fast = $data_weapons[@action2 + 1].fast_attack #~ @cri = $data_weapons[@action2 + 1].critical_bonus #~ @des = $data_weapons[@action2 + 1].description #~ icon = $data_weapons[@action2 + 1].icon_index #~ else #~ Sound.play_buzzer #~ zero #~ end # # Avec : # ID = numéro du dernier when + 1 # # # # # ----------Modification Interne du Script-----------------# # # A la ligne 630 environ, vous pouvez modifier les textes qui s\'affichent dans le script ! # # A la ligne 130 environ, a cette ligne : #~ $scene = Scene_Map.new # # Mettez ceci pour retourner au menu : # $scene = Scene_Menu.new # # Mettez ceci pour retourner à l\'ecran titre : # $scene = Scene_Title.new # #Mettez ceci pour retourner sur la map : # $scene = Scene_Map.new #
##### ATTENTION ! IL Y A 2 FOIS L\'INTERRUPTEUR A MODIFIER !! 1 FOIS DANS CE SCRIPT ET UNE FOIS DANS Scene_Map !!!--------
# # #----------------FIN DES EXPLICATIONS----------------#
class Scene_BiblioArmes < Scene_Base
def start @interrupteur = 0 #################Modifiable 1 Fois ICI et une fois dans Scene_Map ! ################ Si vous voulez de 4000 à 4030, mettez 3999 ! toujours un de moins !!!
create_menu_background # ----- Image de Fond -----# @fond = Sprite.new @fond.bitmap = Bitmap.new(\"Fond\") ## Nom de L\'image dans le dossier Pictures ! @fond.x = 0 @fond.y = 0 @fond.opacity = 125 # ----- Choix de l\'arme ----- # @choix =[] commands= []
for id in 1..30 #Modifer ici le nombre d\'arme que vous voulez qu\'il s\'affiche (le 30) commands.push($data_weapons[id].name) end
@choix = Window_Command.new(200, commands,1,16) @choix.x = 0 @choix.y = 0 @choix.z = 100 @choix.opacity = 0
@winn = Window1.new @winn.z =100 @winn.opacity = 0
@wind = Window2.new @wind.z = 100 @wind.opacity = 0 end def terminate dispose_menu_background @fond.bitmap.dispose @fond.dispose @choix.dispose @winn.dispose @wind.dispose end def update update_menu_background @choix.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new #ICI# end @wind.set_action(@choix.index)#variable NUMD @winn.set_action(@choix.index)#vatiable NUMN
end
class Window1 < Window_Base #WEAPON NAME def initialize super(200,0,344,75) refresh end def set_action(numn) @action1 = numn refresh end def refresh
if Input.trigger?(Input::C)
@cond = (@interrupteur.to_i + @action1.to_i) + 1 @name = \"Non découverte !\" #Texte Modifiable !
case @action1
when 0
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 1
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 2
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 3
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 4
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 5
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 6
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 7
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 8
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 9
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 10
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 11
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 12
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 13
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 14
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 15
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 16
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 17
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 18
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 19
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 20
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 21
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 22
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 23
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 24
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 25
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 26
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 27
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 28
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 29
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end end
self.contents.clear self.contents.draw_text(100, 0, 100, 50, @name, 0) end
end end
class Window2 < Window_Base#WEAPON DESCRIPTION
def initialize super (200, 75, 344, 340) refresh end
def set_action(numd) @action2 = numd refresh end
def refresh
if Input.trigger?(Input::C)
@cond = (@interrupteur.to_i + @action2.to_i) + 1
case @action2 when 0 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 1 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 2 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 3 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 4 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 5 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 6 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 7 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 8 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 9 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 10 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 11 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 12 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 13 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 14 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 15 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 16
if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 17 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 18 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 19
if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 20 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 21
if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 22 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 23 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 24 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 25 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 26 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 27 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 28 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 29 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
end self.contents.clear
if @two == true @two = \"Oui\" else @two = \"Non\" end
if @fast == true @fast = \"Oui\" else @fast = \"Non\" end
if @crit == true @crit = \"Oui\" else @crit = \"Non\" end
def zero @att = nil @def = nil @int = nil @agi = nil @two = nil @prix = nil @fast = nil @cri = nil @des = nil icon = nil end @text0 = \"Caractéristiques :\" @text1 = \"- Attaque : \" + @att.to_s + \"\" @text2 = \"- Defense : \" + @def.to_s + \"\" @text3 = \"- Intelligence : \" + @int.to_s + \"\" @text4 = \"- Agilité : \" + @agi.to_s + \"\" @text5 = \"- Réussite : \" + @hit.to_s + \" %\" @text6 = \"- Prix : \" + @prix.to_s + \"\" @text7 = \"Paramètre de l\'attaque : \" @text8 = \"- Deux main : \" + @two.to_s + \"\" @text9 = \"- Prioritaire : \" + @fast.to_s + \"\" @text10 = \"Icône :\" @text11 =\"Description :\" @text12 = @des.to_s #------ Icone bitmap = Cache.system(\"Iconset\") rect = Rect.new(icon.to_i % 16 * 24, icon.to_i / 16 * 24, 24, 24) self.contents.blt(285, 5, bitmap, rect)
#--------Texte -------# self.contents.draw_text(5, 5, 175, 25, @text0, 0) self.contents.draw_text(5, 25, 175, 50, @text1, 0) self.contents.draw_text(5, 45, 175, 55, @text2, 0) self.contents.draw_text(5, 65, 175, 60, @text3, 0) self.contents.draw_text(5, 85, 175, 65, @text4, 0) self.contents.draw_text(5, 105, 175, 70, @text5, 0) self.contents.draw_text(5,125,175, 75, @text6, 0) self.contents.draw_text (5, 140, 175, 110, @text7, 0) self.contents.draw_text(5, 155, 175, 135, @text8, 0) self.contents.draw_text(5, 170, 175, 140, @text9, 0) self.contents.draw_text(225, 5, 175, 25, @text10, 0) self.contents.draw_text(5, 190, 175, 150, @text11, 0) self.contents.draw_text(5, 150, 250, 275, @text12, 0) end
end end end
Les DEUX choses qui suivent sont indispensable ! Elle touche à d\'autres scripts : ATTENTION 1 :A rajouté dans def start de Scene_Map : - Spoiler:
- Code:
-
for nb in 0..30 #Modifier ici le numéro d\'arme !! number = $game_party.has_item?($data_weapons[nb], true) if number == true @interrupteur = 0 # A modifier !!!!! $game_switches[nb.to_i + @interrupteur.to_i] = true end end
ATTENTION 2 :Dans Window_Command, remplacez def refresh par ceci : - Code:
-
def refresh self.contents.clear create_contents for i in 0...@item_max draw_item(i) end end
Pourquoi ? Pour que tous les noms d\'armes apparaissent ! XxXxX33333 | |
| | | Gothor Paysan
Messages : 5 Date d'inscription : 10/04/2010
| Sujet: Re: Script BiblioArmes !! Mar 20 Avr - 9:46 | |
| L'utilisateur ne devrait pas avoir à modifier d'autres scripts, il rajoute ton script et hop, ça fonctionne... Donc, j'ai modifié ton script pour que la modification de window_command et Scene_Map soit gérée par ton script... - Code:
-
#--------------------------------------------------------BiblioArmes----------------------------------# # I. Crédits et Remerciements # #Auteur du Script : XxXxX33333 # pour le site : vx-fan.1fr1.net et pour le forum RPG Maker VX # #Aide : Zangther # #A mettre dans les crédits : #XxXxX33333 et Zangther # # # # II. Instruction # # Mettez ce script au-dessus de Main. # Pour l\'appeller, mettez ceci dans votre évènement : # Appel de Script : $scene = Scene_BiblioArmes.new # # # III. Modification du Script # # Pour rajouter une arme dans le script, faîtes comme ceci : # # Etape 1 : # A la ligne , à la place de 30, mettez le nombre d\'arme que vous avez # # Etape 2 : # A la ligne 180 environ, rajoutez : #~ when ID # if $game_switches[@cond] == true #~ @name = $data_weapons[@action1 + 1].name #~ end # # Avec : # - ID = numéro du dernier when + 1 # # Etape 3 : # Ligne 570 environ, rajoutez : #~when ID #~ if $game_switches[cond] == true #~ @att = $data_weapons[@action2 + 1].atk #~ @def = $data_weapons[@action2 + 1].def #~ @int = $data_weapons[@action2 + 1].spi #~ @agi = $data_weapons[@action2 +1].agi #~ @hit = $data_weapons[@action2 + 1].hit #~ @two = $data_weapons[@action2 + 1].two_handed #~ @prix = $data_weapons[@action2 + 1].price #~ @fast = $data_weapons[@action2 + 1].fast_attack #~ @cri = $data_weapons[@action2 + 1].critical_bonus #~ @des = $data_weapons[@action2 + 1].description #~ icon = $data_weapons[@action2 + 1].icon_index #~ else #~ Sound.play_buzzer #~ zero #~ end # # Avec : # ID = numéro du dernier when + 1 # # # # # ----------Modification Interne du Script-----------------# # # A la ligne 630 environ, vous pouvez modifier les textes qui s\'affichent dans le script ! # # A la ligne 130 environ, a cette ligne : #~ $scene = Scene_Map.new # # Mettez ceci pour retourner au menu : # $scene = Scene_Menu.new # # Mettez ceci pour retourner à l\'ecran titre : # $scene = Scene_Title.new # #Mettez ceci pour retourner sur la map : # $scene = Scene_Map.new #
##### ATTENTION ! IL Y A 2 FOIS L\'INTERRUPTEUR A MODIFIER !! 1 FOIS DANS CE SCRIPT ET UNE FOIS DANS Scene_Map !!!--------
# # #----------------FIN DES EXPLICATIONS----------------#
class Scene_BiblioArmes < Scene_Base
def start @interrupteur = 0 #################Modifiable 1 Fois ICI et une fois dans Scene_Map ! ################ Si vous voulez de 4000 à 4030, mettez 3999 ! toujours un de moins !!!
create_menu_background # ----- Image de Fond -----# @fond = Sprite.new @fond.bitmap = Bitmap.new("Fond.jpg") ## Nom de L\'image dans le dossier Pictures ! @fond.x = 0 @fond.y = 0 @fond.opacity = 125 # ----- Choix de l\'arme ----- # @choix =[] commands= []
for id in 1..30 #Modifer ici le nombre d\'arme que vous voulez qu\'il s\'affiche (le 30) commands.push($data_weapons[id].name) end
@choix = Window_Command.new(200, commands,1,16) @choix.x = 0 @choix.y = 0 @choix.z = 100 @choix.opacity = 0
@winn = Window1.new @winn.z =100 @winn.opacity = 0
@wind = Window2.new @wind.z = 100 @wind.opacity = 0 end def terminate dispose_menu_background @fond.bitmap.dispose @fond.dispose @choix.dispose @winn.dispose @wind.dispose end def update update_menu_background @choix.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new #ICI# end @wind.set_action(@choix.index)#variable NUMD @winn.set_action(@choix.index)#vatiable NUMN
end
class Window1 < Window_Base #WEAPON NAME def initialize super(200,0,344,75) refresh end def set_action(numn) @action1 = numn refresh end def refresh
if Input.trigger?(Input::C)
@cond = (@interrupteur.to_i + @action1.to_i) + 1 @name = "Non découverte !" #Texte Modifiable !
case @action1
when 0
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 1
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 2
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 3
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 4
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 5
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 6
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 7
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 8
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 9
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 10
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 11
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 12
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 13
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 14
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 15
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 16
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 17
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 18
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 19
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 20
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 21
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 22
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 23
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 24
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 25
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 26
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 27
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 28
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end when 29
if $game_switches[@cond] == true @name = $data_weapons[@action1 + 1].name end end
self.contents.clear self.contents.draw_text(100, 0, 100, 50, @name, 0) end
end end
class Window2 < Window_Base#WEAPON DESCRIPTION
def initialize super (200, 75, 344, 340) refresh end
def set_action(numd) @action2 = numd refresh end
def refresh
if Input.trigger?(Input::C)
@cond = (@interrupteur.to_i + @action2.to_i) + 1
case @action2 when 0 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 1 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 2 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 3 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 4 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 5 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 6 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 7 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 8 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 9 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 10 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 11 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 12 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 13 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 14 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 15 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 16
if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 17 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 18 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 19
if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 20 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 21
if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 22 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 23 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 24 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 25 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 26 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 27 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 28 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
when 29 if $game_switches[@cond] == true @att = $data_weapons[@action2 + 1].atk @def = $data_weapons[@action2 + 1].def @int = $data_weapons[@action2 + 1].spi @agi = $data_weapons[@action2 + 1].agi @hit = $data_weapons[@action2 + 1].hit @two = $data_weapons[@action2 + 1].two_handed @prix = $data_weapons[@action2 + 1].price @fast = $data_weapons[@action2 + 1].fast_attack @cri = $data_weapons[@action2 + 1].critical_bonus @des = $data_weapons[@action2 + 1].description icon = $data_weapons[@action2 + 1].icon_index else Sound.play_buzzer zero end
end self.contents.clear
if @two == true @two = "Oui" else @two = "Non" end
if @fast == true @fast = "Oui" else @fast = "Non" end
if @crit == true @crit = "Oui" else @crit = "Non" end
def zero @att = nil @def = nil @int = nil @agi = nil @two = nil @prix = nil @fast = nil @cri = nil @des = nil icon = nil end @text0 = "Caractéristiques :" @text1 = "- Attaque : " + @att.to_s + "" @text2 = "- Defense : " + @def.to_s + "" @text3 = "- Intelligence : " + @int.to_s + "" @text4 = "- Agilité : " + @agi.to_s + "" @text5 = "- Réussite : " + @hit.to_s + " %" @text6 = "- Prix : " + @prix.to_s + "" @text7 = "Paramètre de l\'attaque : " @text8 = "- Deux main : " + @two.to_s + "" @text9 = "- Prioritaire : " + @fast.to_s + "" @text10 = "Icône :" @text11 ="Description :" @text12 = @des.to_s #------ Icone bitmap = Cache.system("Iconset") rect = Rect.new(icon.to_i % 16 * 24, icon.to_i / 16 * 24, 24, 24) self.contents.blt(285, 5, bitmap, rect)
#--------Texte -------# self.contents.draw_text(5, 5, 175, 25, @text0, 0) self.contents.draw_text(5, 25, 175, 50, @text1, 0) self.contents.draw_text(5, 45, 175, 55, @text2, 0) self.contents.draw_text(5, 65, 175, 60, @text3, 0) self.contents.draw_text(5, 85, 175, 65, @text4, 0) self.contents.draw_text(5, 105, 175, 70, @text5, 0) self.contents.draw_text(5,125,175, 75, @text6, 0) self.contents.draw_text (5, 140, 175, 110, @text7, 0) self.contents.draw_text(5, 155, 175, 135, @text8, 0) self.contents.draw_text(5, 170, 175, 140, @text9, 0) self.contents.draw_text(225, 5, 175, 25, @text10, 0) self.contents.draw_text(5, 190, 175, 150, @text11, 0) self.contents.draw_text(5, 150, 250, 275, @text12, 0) end
end end end
class Scene_Map < Scene_Base alias new_start start def start new_start for nb in 0..30 #Modifier ici le numéro d\'arme !! number = $game_party.has_item?($data_weapons[nb], true) if number == true @interrupteur = 0 # A modifier !!!!! $game_switches[nb.to_i + @interrupteur.to_i] = true end end end end
class Window_Command < Window_Selectable def refresh self.contents.clear create_contents for i in 0...@item_max draw_item(i) end end end | |
| | | Biward Administrateur
Messages : 316 Date d'inscription : 01/03/2010 Age : 27 Localisation : Posaria
Personnage du RPG Nom du Personnage: Wylornn Race: Dragon Level: 10
| Sujet: Re: Script BiblioArmes !! Mar 20 Avr - 12:09 | |
| Bien modifier mon script ! Je savais comment faire mais j'avais pas envie d'le faire ^^
J'ai fait un script de ce genre. Un script qui affiche le nom, le level, l'arme et le statut du héros n°1 ainisi que l'or.
Bon ! A plus ! Admin | |
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| Sujet: Re: Script BiblioArmes !! | |
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| | | | Script BiblioArmes !! | |
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