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Ressource Hunter

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 Livre de skins

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2 participants
AuteurMessage
Karel
Medium
Medium
Karel


Nombre de messages : 126
Age : 32
Localisation : devant toi innocent
Profession : Nirvaniste
Date d'inscription : 21/10/2006

[R~P]
Prénom: Karel
Race: Humain
Métier: Chercheur de quetes, buteur proffesionel

Livre de skins Empty
MessageSujet: Livre de skins   Livre de skins Icon_minitimeDim 26 Nov 2006 - 19:32

Bon voila un script dont je me rappelle seulement qu'il est génial, j'ai oublié ce qu'il fait :s Je crois qu'il fait un trucet qu'on peut choisir ses competences et ses stats a chaque niveau, peu importe le nom. Par contre, je sais pas si il va marcher cat ce sont des caracteres japonais transformés en caracteres du style %¨¨$
Code:
#スキル図鑑
#
#基本的に設定方法はアイテム図鑑と同じです。
#スキルのカテゴリー名を @skill_kind_name に設定。
#@kind_row に設定したカテゴリー名を並べたい順番に設定。
#@skill_kind_element_name には @skill_kind_name に対応した
#カテゴリー判定用の属性名を設定してください。
#
#イベントコマンド「スクリプト」で
#skill_book_max で最大登録数
#skill_book_now で現在登録数
#skill_book_compで完成率(小数点以下切捨て)
#を取得できます。
#また、skill_book_max("カテゴリー名")のように
#カテゴリー名を引数に渡してあげると、そのカテゴリーの
#最大登録数が取得できます。
#現在登録数、完成率も同様です。
#
#2005.2.21
#・こっそりバグ修正です。
#変更点 skill_book_category_now
#
#2005.3.9
#・威力0の時は「-」と表記するか選べるように。
#
#2005.11.26
#・レーティング0のステートを表示しないよう選択可能に。

module Skill_Book_Config
SHOW_COMPLETE_TYPE = 3 #図鑑完成率の表示方法
#0:表示なし 1:現在数/最大数 2:%表示 3:両方
DRAW_POW_ZERO = false #威力0のときそのまま表示するかどうか
#true:する false:しない
ZERO_POW_TEXT = "-" #威力0の時表示しない場合の代わりに表示する言葉
SHOW_ZERO_RATING_STATE = false #レーティング0のステートも表示する?
#true:する false:しない
end

class Window_SkillBook_Info < Window_Selectable
include Skill_Book_Config
end

class Data_SkillBook
attr_reader :skill_kind_name
attr_reader :kind_row
attr_reader :skill_id_data
attr_reader :skill_kind_element_name
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize

# ↓以下、設定用のいろいろ
@skill_kind_name = ["技", "魔術", "その他"]
@kind_row = ["技",
"魔術",
"その他"]
@skill_kind_element_name = ["物理スキル", "魔術スキル", "その他スキル"]
# ↑ココまで

@skill_id_data = skill_book_id_set
end
#--------------------------------------------------------------------------
# ● 指定された種類表示名の情報を返す
#--------------------------------------------------------------------------
def kind_search(name)
if @skill_kind_name.include?(name)
return [0, @skill_kind_name.index(name)]
end
end
#--------------------------------------------------------------------------
# ● 図鑑用登録無視属性取得
#--------------------------------------------------------------------------
def no_add_element
no_add = 0
# 登録無視の属性IDを取得
for i in 1...$data_system.elements.size
if $data_system.elements[i] =~ /図鑑登録無効/
no_add = i
break
end
end
return no_add
end
Revenir en haut Aller en bas
http://jenniferlobez.oldiblog.com/
Karel
Medium
Medium
Karel


Nombre de messages : 126
Age : 32
Localisation : devant toi innocent
Profession : Nirvaniste
Date d'inscription : 21/10/2006

[R~P]
Prénom: Karel
Race: Humain
Métier: Chercheur de quetes, buteur proffesionel

Livre de skins Empty
MessageSujet: Re: Livre de skins   Livre de skins Icon_minitimeDim 26 Nov 2006 - 19:33

La suite
#--------------------------------------------------------------------------
# ● 指定された属性名のIDを返す
#--------------------------------------------------------------------------
def element_search(element_name)
return nil if element_name == nil
for i in 1...$data_system.elements.size
if $data_system.elements[i] =~ /^#{element_name}/
return i
end
end
end

#--------------------------------------------------------------------------
# ● 図鑑用スキルID設定
#--------------------------------------------------------------------------
def skill_book_id_set
data = []
no_add = no_add_element
if @skill_kind_element_name.size == 0
data[0] = [0]
for i in 1...$data_skills.size
skill = $data_skills[i]
next if skill.name == ""
next if skill.element_set.include?(no_add)
data[0].push(skill.id)
end
else
for i in 0...@skill_kind_element_name.size
data[i] = [0]
element_id = element_search(@skill_kind_element_name[i])
for j in 1...$data_skills.size
skill = $data_skills[j]
next if skill.name == ""
next if skill.element_set.include?(no_add)
if skill.element_set.include?(element_id)
data[i].push(skill.id)
end
end
end
end
return data
end
end

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● スキルを覚える
# skill_id : スキル ID
#--------------------------------------------------------------------------
alias game_actor_skill_book_learn_skill learn_skill
def learn_skill(skill_id)
game_actor_skill_book_learn_skill(skill_id)
$game_system.add_skill_count(skill_id)
end
end

class Window_Base < Window
#--------------------------------------------------------------------------
# ● 基本属性表示
#--------------------------------------------------------------------------
def draw_attack_element(x, y, element_set)
elem_temp = []
for i in element_set
elem = $data_system.elements[i]
elem_temp.push("炎") if elem == "炎"
elem_temp.push("氷") if elem == "氷"
elem_temp.push("雷") if elem == "雷"
elem_temp.push("水") if elem == "水"
elem_temp.push("土") if elem == "土"
elem_temp.push("風") if elem == "風"
elem_temp.push("光") if elem == "光"
elem_temp.push("闇") if elem == "闇"
end
if elem_temp.size == 0
self.contents.draw_text(x, y, 64, 32, "なし")
return
end
ox = 0
for name in elem_temp
cx = self.contents.text_size(name).width
self.contents.draw_text(x+ox, y, cx, 32, name)
ox += cx+8
end
end
#--------------------------------------------------------------------------
# ● 武器属性表示
#--------------------------------------------------------------------------
def draw_attack_wp_element(x, y, element_set)
elem_temp = []
for i in element_set
elem = $data_system.elements[i]
elem_temp.push("斬") if elem == "斬"
elem_temp.push("打") if elem == "打"
elem_temp.push("突") if elem == "突"
elem_temp.push("射") if elem == "射"
elem_temp.push("魔") if elem == "魔"
end
if elem_temp.size == 0
self.contents.draw_text(x, y, 64, 32, "なし")
return
end
ox = 0
for name in elem_temp
cx = self.contents.text_size(name).width
self.contents.draw_text(x+ox, y, cx, 32, name)
ox += cx+8
end
end
#--------------------------------------------------------------------------
# ● 特攻属性表示
#--------------------------------------------------------------------------
def draw_attack_weak_element(x, y, element_set)
elem_temp = []
for i in element_set
elem = $data_system.elements[i]
elem_temp.push("不死") if elem == "対 不死"
elem_temp.push("蛇") if elem == "対 蛇"
elem_temp.push("水棲") if elem == "対 水棲"
elem_temp.push("獣") if elem == "対 獣"
elem_temp.push("鬼") if elem == "対 鬼"
elem_temp.push("鳥") if elem == "対 鳥"
elem_temp.push("悪魔") if elem == "対 悪魔"
elem_temp.push("天使") if elem == "対 天使"
end
if elem_temp.size == 0
self.contents.draw_text(x, y, 64, 32, "なし")
return
end
ox = 0
for name in elem_temp
cx = self.contents.text_size(name).width
self.contents.draw_text(x+ox, y, cx, 32, name)
ox += cx+8
end
end
#--------------------------------------------------------------------------
# ● ステート付与表示
#--------------------------------------------------------------------------
def draw_attack_add_state(x, y, plus_state_set)
state_temp = []
for i in plus_state_set
state = $data_states[i]
if state.name != "" and (Skill_Book_Config::SHOW_ZERO_RATING_STATE or state.rating >= 1)
state_temp.push(state.name)
end
end
if state_temp.size == 0
self.contents.draw_text(x, y, 64, 32, "なし")
return
end
ox = 0
oy = 0
for name in state_temp
cx = self.contents.text_size(name).width
if ox + cx + 4 >= self.contents.width - 128
ox = 0
oy += 1
end
self.contents.draw_text(x+ox, y+oy*32, cx, 32, name)
ox += cx+8
end
end
#--------------------------------------------------------------------------
# ● 効果範囲を返す
#--------------------------------------------------------------------------
def draw_scope(scope)
case scope
when 0
return "なし"
when 1
return "敵単体"
when 2
return "敵全体"
when 3
return "味方単体"
when 4
return "味方全体"
when 5
return "味方単体"
when 6
return "味方全体"
when 7
return "使用者"
end
end
end

class Game_Temp
attr_accessor :skill_book_data
alias temp_skill_book_data_initialize initialize
def initialize
temp_skill_book_data_initialize
@skill_book_data = Data_SkillBook.new
end
end

class Game_System
attr_accessor :skill_count # 入手スキル情報(図鑑用)
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias game_system_skill_book_initialize initialize
def initialize
game_system_skill_book_initialize
@skill_count = {}
end
#--------------------------------------------------------------------------
# ● スキルの獲得情報の追加(図鑑用)
# 0:無獲得 1:獲得済
#--------------------------------------------------------------------------
def add_skill_count(skill_id, type=0)
if type == -1
@skill_count[skill_id] = 0
else
@skill_count[skill_id] = 1
end
end
#--------------------------------------------------------------------------
# ● スキル図鑑の最大登録数を取得
#--------------------------------------------------------------------------
def skill_book_max
kind_data = $game_temp.skill_book_data.skill_kind_name
size = 0
for kind in kind_data
size += skill_book_category_max(kind)
end
return size
end
#--------------------------------------------------------------------------
# ● スキル図鑑の現在登録数を取得
#--------------------------------------------------------------------------
def skill_book_now
kind_data = $game_temp.skill_book_data.skill_kind_name
size = 0
for kind in kind_data
size += skill_book_category_now(kind)
end
return size
end
#--------------------------------------------------------------------------
# ● スキル図鑑の完成率を取得
#--------------------------------------------------------------------------
def skill_book_complete_percentage
s_max = skill_book_max.to_f
s_now = skill_book_now.to_f
comp = s_now / s_max * 100
return comp.truncate
end
#--------------------------------------------------------------------------
# ● スキル図鑑のカテゴリー別最大登録数を取得
# category:カテゴリー名
#--------------------------------------------------------------------------
def skill_book_category_max(category)
id_data = $game_temp.skill_book_data.skill_id_data.dup
index = $game_temp.skill_book_data.kind_search(category)[1]
size = id_data[index].size - 1
return size
end
#--------------------------------------------------------------------------
# ● スキル図鑑のカテゴリー別現在登録数を取得
# category:カテゴリー名
#--------------------------------------------------------------------------
def skill_book_category_now(category)
now_skill_info = @skill_count.keys
index = $game_temp.skill_book_data.kind_search(category)[1]
# 登録無視の属性IDを取得
no_add = $game_temp.skill_book_data.no_add_element
elename = $game_temp.skill_book_data.skill_kind_element_name[index]
element_id = $game_temp.skill_book_data.element_search(elename)
new_skill_info = []
for i in now_skill_info
skill = $data_skills[i]
next if skill == nil
next if skill.name == ""
next if skill.element_set.include?(no_add)
if element_id == nil or skill.element_set.include?(element_id)
new_skill_info.push(skill.id)
end
end
return new_skill_info.size
end
Revenir en haut Aller en bas
http://jenniferlobez.oldiblog.com/
Karel
Medium
Medium
Karel


Nombre de messages : 126
Age : 32
Localisation : devant toi innocent
Profession : Nirvaniste
Date d'inscription : 21/10/2006

[R~P]
Prénom: Karel
Race: Humain
Métier: Chercheur de quetes, buteur proffesionel

Livre de skins Empty
MessageSujet: Re: Livre de skins   Livre de skins Icon_minitimeDim 26 Nov 2006 - 19:34

La suite
#--------------------------------------------------------------------------
# ● スキル図鑑のカテゴリー別完成率を取得
# category:カテゴリー名
#--------------------------------------------------------------------------
def skill_book_category_complete_percentage(category)
s_max = skill_book_category_max(category).to_f
s_now = skill_book_category_now(category).to_f
comp = s_now / s_max * 100
return comp.truncate
end
end

class Interpreter
def skill_book_max(category=nil)
if category == nil
return $game_system.skill_book_max
else
return $game_system.skill_book_category_max(category)
end
end
def skill_book_now(category=nil)
if category == nil
return $game_system.skill_book_now
else
return $game_system.skill_book_category_now(category)
end
end
def skill_book_comp(category=nil)
if category == nil
return $game_system.skill_book_complete_percentage
else
return $game_system.skill_book_category_complete_percentage(category)
end
end
end

class Window_SkillBook < Window_Selectable
attr_reader :data
attr_reader :item_kind
attr_reader :item_index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(index=0)
super(0, 64, 640, 416)
@column_max = 2
@book_data = $game_temp.skill_book_data
@data = data_set(index)
@data.shift
#@data.sort!
@item_max = @data.size
@item_kind = index
self.index = 0
#refresh
end
def new_data_set(index)
@data = data_set(index)
@data.shift
#@data.sort!
@item_max = @data.size
end
#--------------------------------------------------------------------------
# ● 入手データを取得
#--------------------------------------------------------------------------
def data_set(index)
kind_row_data = @book_data.kind_search(@book_data.kind_row[index])
@item_kind = kind_row_data[0]
@item_index = kind_row_data[1]
data = []
case @item_kind
when 0
data = @book_data.skill_id_data[@item_index].dup
end
return data
end
#--------------------------------------------------------------------------
# ● 表示許可取得
#--------------------------------------------------------------------------
def show?(kind, id)
case kind
when 0
if $game_system.skill_count[id] == 0 or $game_system.skill_count[id] == nil
return false
else
return true
end
end
end
#--------------------------------------------------------------------------
# ● アイテム取得
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
#項目数が 0 でなければビットマップを作成し、全項目を描画
return if @item_max == 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
case @item_kind
when 0
item = $data_skills[@data[index]]
id = @book_data.skill_id_data[@item_index].index(item.id)
end
return if item == nil
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 32, 32, id.to_s)
if show?(@item_kind, item.id)
bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
self.contents.blt(x+48, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x+48 + 28, y, 212, 32, item.name, 0)
else
self.contents.draw_text(x+48 + 28, y, 212, 32, "-----", 0)
return
end
end
end

class Window_SkillBook_Info < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0+64+64, 640, 480-64-64)
@book_data = $game_temp.skill_book_data
self.contents = Bitmap.new(width - 32, height - 32)
self.index = -1
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh(item_id, item_kind, item_index)
self.contents.clear
self.contents.font.size = 22
case item_kind
when 0
draw_skill_info(item_id, item_index)
end
end
#--------------------------------------------------------------------------
# ● スキル描画
#--------------------------------------------------------------------------
def draw_skill_info(item_id, item_index)
item = $data_skills[item_id]
rect = Rect.new(4, 0, 160, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = 255
self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.color = normal_color
id = @book_data.skill_id_data[item_index].index(item.id)
self.contents.draw_text(4, 0, 32, 32, id.to_s)
self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0)

cost = item.sp_cost.to_s
self.contents.draw_text(4+48 + 28 + 232, 0, 48, 32, cost.to_s, 2)

#skill_kind = skill_kind_name(item.element_set)
#self.contents.draw_text(320+96, 0, 160, 32, skill_kind, 0)
self.contents.font.color = text_color(2)
self.contents.draw_text(4, 32, 48, 32, "威力", 0)
self.contents.font.color = normal_color
if item.power == 0 and DRAW_POW_ZERO == false
pow = ZERO_POW_TEXT
else
pow = item.power.to_s
end
self.contents.draw_text(4+48, 32, 48, 32, pow, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, 64, 48, 32, "範囲", 0)
self.contents.font.color = normal_color
self.contents.draw_text(4+96+16, 64, 128, 32, draw_scope(item.scope), 0)

self.contents.font.color = system_color
self.contents.draw_text(4, 96, 96, 32, "基本属性")
self.contents.draw_text(4, 128, 96, 32, "特攻属性")
self.contents.draw_text(4, 160, 96, 32, "付与ステート")
self.contents.font.color = normal_color
draw_attack_element(4+96+16, 96, item.element_set)
draw_attack_weak_element(4+96+16, 128, item.element_set)
draw_attack_add_state(4+96+16, 160, item.plus_state_set)

@help_window.set_text(item.description)
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
#ダミー
end
end


class Scene_SkillBook
include Skill_Book_Config
Revenir en haut Aller en bas
http://jenniferlobez.oldiblog.com/
Karel
Medium
Medium
Karel


Nombre de messages : 126
Age : 32
Localisation : devant toi innocent
Profession : Nirvaniste
Date d'inscription : 21/10/2006

[R~P]
Prénom: Karel
Race: Humain
Métier: Chercheur de quetes, buteur proffesionel

Livre de skins Empty
MessageSujet: Re: Livre de skins   Livre de skins Icon_minitimeDim 26 Nov 2006 - 19:34

#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# ウィンドウを作成
@title_window = Window_Base.new(0, 0, 640, 64)
@title_window.contents = Bitmap.new(640 - 32, 64 - 32)
@title_window.contents.draw_text(4, 0, 320, 32, "スキル図鑑", 0)
draw_comp
@main_window = Window_SkillBook.new
@main_window.active = false
@main_window.index = -1
@help_window = Window_Help.new
@help_window.z = 110
@help_window.y = 64
@help_window.visible = false
command = $game_temp.skill_book_data.kind_row
@kind_window = Window_Command.new(160, command)
@kind_window.z = 110
@kind_window.x = 320 - @kind_window.width / 2
@kind_window.y = 240 - @kind_window.height / 2
@kind_window.active = true
# インフォウィンドウを作成 (不可視・非アクティブに設定)
@info_window = Window_SkillBook_Info.new
@info_window.z = 110
@info_window.visible = false
@info_window.active = false
# ヘルプウィンドウを関連付け
@info_window.help_window = @help_window
@visible_index = 0
@now_kind = nil
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@title_window.dispose
@help_window.dispose
@main_window.dispose
@kind_window.dispose
@info_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
#@help_window.update
@main_window.update
@kind_window.update
@info_window.update
if @info_window.active
update_info
return
end
# メインウィンドウがアクティブの場合: update_target を呼ぶ
if @main_window.active
update_main
return
end
# 種類ウィンドウがアクティブの場合: update_kind を呼ぶ
if @kind_window.active
update_kind
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (種類ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_kind
# C ボタンが押された場合
if Input.trigger?(Input::C)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
if @now_kind != @kind_window.index
@main_window.new_data_set(@kind_window.index)
@main_window.refresh
@now_kind = @kind_window.index
end
subtitle = $game_temp.skill_book_data.kind_row[@kind_window.index]
title = "スキル図鑑:"+subtitle
@title_window.contents.clear
@title_window.contents = Bitmap.new(640 - 32, 64 - 32)
@title_window.contents.draw_text(4, 0, 320, 32, title, 0)
draw_comp(subtitle)
@kind_window.active = false
@kind_window.visible = false
@main_window.active = true
@main_window.index = 0
return
end
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (メインウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_main
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
@main_window.active = false
@kind_window.active = true
@kind_window.visible = true
@main_window.index = -1
@title_window.contents.clear
@title_window.contents = Bitmap.new(640 - 32, 64 - 32)
@title_window.contents.draw_text(4, 0, 320, 32, "スキル図鑑", 0)
draw_comp
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
if @main_window.item == nil or
@main_window.show?(@main_window.item_kind, @main_window.item) == false
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
@main_window.active = false
@info_window.active = true
@info_window.visible = true
@visible_index = @main_window.index
@info_window.refresh(@main_window.item, @main_window.item_kind, @main_window.item_index)
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (インフォウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_info
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
@main_window.active = true
@info_window.active = false
@info_window.visible = false
@help_window.visible = false
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
return
end
if Input.trigger?(Input::L)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != 0
@visible_index -= 1
else
@visible_index = @main_window.data.size - 1
end
loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id, @main_window.item_kind, @main_window.item_index)
return
end
if Input.trigger?(Input::R)
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
loop_end = false
while loop_end == false
if @visible_index != @main_window.data.size - 1
@visible_index += 1
else
@visible_index = 0
end
loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index])
end
id = @main_window.data[@visible_index]
@info_window.refresh(id, @main_window.item_kind, @main_window.item_index)
return
end
end
def draw_comp(category=nil)
if SHOW_COMPLETE_TYPE != 0
if category == nil
case SHOW_COMPLETE_TYPE
when 1
s_now = $game_system.skill_book_now
s_max = $game_system.skill_book_max
text = s_now.to_s + "/" + s_max.to_s
when 2
comp = $game_system.skill_book_complete_percentage
text = comp.to_s + "%"
when 3
s_now = $game_system.skill_book_now
s_max = $game_system.skill_book_max
comp = $game_system.skill_book_complete_percentage
text = s_now.to_s + "/" + s_max.to_s + " " + comp.to_s + "%"
end
else
case SHOW_COMPLETE_TYPE
when 1
s_now = $game_system.skill_book_category_now(category)
s_max = $game_system.skill_book_category_max(category)
text = s_now.to_s + "/" + s_max.to_s
when 2
comp = $game_system.skill_book_category_complete_percentage(category)
text = comp.to_s + "%"
when 3
s_now = $game_system.skill_book_category_now(category)
s_max = $game_system.skill_book_category_max(category)
comp = $game_system.skill_book_category_complete_percentage(category)
text = s_now.to_s + "/" + s_max.to_s + " " + comp.to_s + "%"
end
end
if text != nil
@title_window.contents.draw_text(320, 0, 288, 32, text, 2)
end
end
end
end
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Skalpel
Fondateur-Administrateur
Fondateur-Administrateur
Skalpel


Nombre de messages : 639
Age : 32
Localisation : [°Méditerranée°]
Date d'inscription : 29/06/2006

[R~P]
Prénom: Foster
Race: Nain
Métier: Tavernier

Livre de skins Empty
MessageSujet: Re: Livre de skins   Livre de skins Icon_minitimeDim 26 Nov 2006 - 20:39

Bon, je le dit là pour pas le dire partout....tu poste le script et basta, c'est pas vraiment cool, certains script on comprend rien à quoi ça sert met quelques explications et des screens seraient les bienvenus.
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http://ressource-hunter.ephpbb.com
Karel
Medium
Medium
Karel


Nombre de messages : 126
Age : 32
Localisation : devant toi innocent
Profession : Nirvaniste
Date d'inscription : 21/10/2006

[R~P]
Prénom: Karel
Race: Humain
Métier: Chercheur de quetes, buteur proffesionel

Livre de skins Empty
MessageSujet: Re: Livre de skins   Livre de skins Icon_minitimeDim 26 Nov 2006 - 21:27

Justement celui la jme rappelle plus trop a quoi y sert. Essaye le quand meme!
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Livre de skins Empty
MessageSujet: Re: Livre de skins   Livre de skins Icon_minitime

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