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 Alchimie (part.2)

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AuteurMessage
Chasseur41

Chasseur41


Masculin
Nombre de messages : 21
Age : 31
Localisation : Vendôme (41) et Tours (37)
Emploi : Collégiens (3ème)
Loisirs : Création de jeu, musique, livre et sortit
Date d'inscription : 03/07/2007

Alchimie (part.2) Empty
MessageSujet: Alchimie (part.2)   Alchimie (part.2) Icon_minitimeMer 4 Juil - 19:11

A la suite de l'ancien script, en ne laissant aucun n'éspace entre les deux sinnon sa ne marche pas.


# ● Création de la fenêtre
# recipe : Liste des recettes
#--------------------------------------------------------------------------
def initialize(recipe)
super(0, 0, 200, 480)
@commands = recipe
@item_max = recipe.size
self.contents = Bitmap.new(width - 32, self.height - 32)
self.contents.font.name = 'Monotype Corsiva'
self.contents.font.size = 20
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● Affichage
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in [email]0...@item_max[/email]
draw_recipe(i)
end
end
#--------------------------------------------------------------------------
# ● Fonction d'affichage
# index : Position de la recette
#--------------------------------------------------------------------------
def draw_recipe(index)
recipe = @commands[index]
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, $data_items[recipe].name)
end
end
class Scene_Recipe
#--------------------------------------------------------------------------
# ● Principal
#--------------------------------------------------------------------------
def main
@spriteset = Spriteset_Map.new
@recipe = []
for i in 1..$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] == 20)
@recipe.push(i)
end
end
@select_window = Window_AlSelect.new(@recipe)
@recipe_window = Window_AlRecipe.new
@select_window.active = true
@select_window.index = 0
if @recipe.size == 0
@select_window.index = -1
end
@select_window.opacity = 190
@recipe_window.opacity = 190
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@select_window.dispose
@recipe_window.dispose
end
#--------------------------------------------------------------------------
# ● Mise à jour
#--------------------------------------------------------------------------
def update
@select_window.update
@recipe_window.update(@recipe, @select_window.index)
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Alchimie.new
end
end
end
class Scene_Alchimie
#--------------------------------------------------------------------------
# ● Principal
#--------------------------------------------------------------------------
def main
@spriteset = Spriteset_Map.new
@items = []
@recipe = []
for i in 1...$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] != 20)
@items.push(i)
end
end
for i in 1..$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] == 20)
@recipe.push(i)
end
end
@itemA_window = Window_AlItem.new(@items, 40)
@itemB_window = Window_AlItem.new(@items, 230)
@itemC_window = Window_AlItem.new(@items, 420)
@res_window = Window_AlRes.new
@command_window = Window_Command.new(200, ["Créer un objet", "Consulter les recettes", "Annuler"])
@itemA_window.opacity = 190
@itemB_window.opacity = 190
@itemC_window.opacity = 190
@res_window.opacity = 190
@command_window.opacity = 190
@itemA_window.visible = false
@itemB_window.visible = false
@itemC_window.visible = false
@res_window.visible = false
@itemA_window.active = false
@itemC_window.active = false
@itemB_window.active = false
@command_window.active = true
@command_window.index = 0
@command_window.x = 220
@command_window.y = 180
Graphics.transition
loop do
Graphics.update
Input.update
if (@items.size == 0) or (@recipe.size == 0)
@command_window.disable_item(0)
end
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@itemA_window.dispose
@itemB_window.dispose
@itemC_window.dispose
@res_window.dispose
@command_window.dispose
end
#--------------------------------------------------------------------------
# ● Mise à jour
#--------------------------------------------------------------------------
def update
@command_window.update
@itemA_window.update
@itemB_window.update
@itemC_window.update
if @command_window.active
update_command
return
end
if @itemA_window.active
update_itemA
return
end
if @itemB_window.active
update_itemB
return
end
if @itemC_window.active
update_itemC
return
end
if @res_window.visible
if Input.trigger?(Input::C)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● Mise à jour : Menu de commande
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @command_window.index
when 0
if (@items.size == 0) or (@recipe.size == 0)
$game_system.se_play($data_system.buzzer_se)
else
@command_window.visible = false
@itemA_window.visible = true
@itemB_window.visible = true
@itemC_window.visible = true
@command_window.active = false
@itemA_window.active = true
@itemA_window.index = 0
@itemB_window.index = -1
@itemC_window.index = -1
end
when 1
$scene = Scene_Recipe.new
when 2
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
end
end
#--------------------------------------------------------------------------
# ● Mise à jour : ItemA
#--------------------------------------------------------------------------
def update_itemA
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemA_window.visible = false
@itemB_window.visible = false
@itemC_window.visible = false
@itemA_window.active = false
@itemC_window.active = false
@itemB_window.active = false
@command_window.visible = true
@command_window.active = true
@command_window.index = 0
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@itemA_window.lose(@itemA_window.index)
@newb = []
for i in 1...$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] != 20)
@newb.push(i)
end
end
@itemB_window.update_qty(@newb)
@itemC_window.update_qty(@newb)
@itemA_window.active = false
@itemB_window.active = true
@itemB_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● Mise à jour : ItemB
#--------------------------------------------------------------------------
def update_itemB
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemA_window.gain(@itemA_window.index)
@newb = []
for i in 1...$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] != 20)
@newb.push(i)
end
end
@itemB_window.update_qty(@newb)
@itemC_window.update_qty(@newb)
@itemB_window.active = false
@itemA_window.active = true
@itemA_window.index = 0
@itemB_window.index = -1
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@itemB_window.lose(@itemB_window.index)
@newc = []
for i in 1...$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] != 20)
@newc.push(i)
end
end
@itemC_window.update_qty(@newc)
@itemB_window.active = false
@itemC_window.active = true
@itemC_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● Mise à jour : ItemC
#--------------------------------------------------------------------------
def update_itemC
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemB_window.gain(@itemB_window.index)
@newc = []
for i in 1...$data_items.size
if ($game_party.item_number(i) > 0) and ($data_items[i].element_set[0] != 20)
@newc.push(i)
end
end
@itemC_window.update_qty(@newc)
@itemC_window.active = false
@itemB_window.active = true
@itemB_window.index = 0
@itemC_window.index = -1
end
if Input.trigger?(Input::C)
@itemC_window.lose(@itemC_window.index)
@itemC_window.active = false
@res_window.visible = true
@itemA_window.visible = false
@itemB_window.visible = false
@itemC_window.visible = false
inga = @items[@itemA_window.index]
ingb = @newb[@itemB_window.index]
ingc = @newc[@itemC_window.index]
@res_window.make(inga, ingb, ingc)
end
end
end


Pour pouvoir l'utilisez, créer un nouvel évenement puis insérez-y ce script:
$scene = Scene_Alchimie.new
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http://legend-rpg-2d.englishboards.com/index.htm
 
Alchimie (part.2)
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