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 [XP] [résolu] Scipt d'aeon + PHS

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AuteurMessage
Shyno19
Ninja (niveau 5)
Ninja (niveau 5)
Shyno19

Messages postés : 220
Date d'inscription : 21/09/2011
Jauge LPC :
[XP] [résolu] Scipt d'aeon + PHS 891527140018 / 10018 / 100[XP] [résolu] Scipt d'aeon + PHS 8915271400

[XP] [résolu] Scipt d'aeon + PHS Membre10


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptyLun 7 Nov 2011 - 12:22

Bonjours

J'ai trouver un script fort simpatique , un système de G-force à la maniéré d'un ff 8.

Le problème est que je possède aussi un script de système PHS qui me permet de changer de combattant quand j'en posséde plus de 4.

Quand j'équipe une G-force à un personnage et que je le remplace par un autre dans le phs(sans avoir déséquiper la G-force avant) et bien je peut ré équiper cette même G-force à un autre personnage(ce qui n'est pas possible normalement) et quand je remet mon 1er personnage équiper, et bien j'ai mon 1er personnag et mon 2eme personnage qui sont équiper de la même G-Force.


Ma demande : Faire en sorte que quand je met mon personnage dans la réserve, la G-Force qui lui ai attribuer soit enlever automatiquement.

Voici le Script de G-Force :

Code:
#-------------------------
#----Modified Classes-----
#-------------------------

class Scene_Battle
 
  attr_reader :oldhp
 
  alias esper_scenebattle_update_phase4_step2 update_phase4_step2
  alias esper_scenebattle_main main
 
  def main
  esper_scenebattle_main
    if @esper_result != [] && @esper_result != nil
      @esper_result_window.dispose
    end
  end

  def start_phase5
    # Alternar para a fase 5
    @esper_result = []
    @phase = 5
    # Reproduzir ME de fim de Batalha
    $game_system.me_play($game_system.battle_end_me)
    # Retornar para BGM de antes da Batalha ser iniciada
    $game_system.bgm_play($game_temp.map_bgm)
    # Inicializar EXP, quantidade de dinheiro e tesouros
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # Se o Inimigo não estiver escondido
      unless enemy.hidden
        # Adicionar a EXP e a quantidade de dinheiro obtidos
        exp += enemy.exp
        gold += enemy.gold
        # Determinar se aparece algum tesouro
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # o Limite de tesouros é de 6 Itens
    treasures = treasures[0..5]
    # Obtendo a EXP
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    # Obtendo o dinheiro
    $game_party.gain_gold(gold)
    # Obtendo os tesouros
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
        for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      esper1 = actor.esper1
      esperold = esper1
      if esper1 != 0
      if esper1.exp >= esper1.exp_table[esper1.lvl - 1] && esper1.exp_table[esper1.lvl - 1] != 0
      esper1.lvl_up
      for i in $game_party.espers
      if esper1.name == i.name
      $game_party.espers[$game_party.espers.index(i)] = esper1
    end
    end
      @esper_result.push(esper1)
      end
    end
  end
    @result_window = Window_BattleResult.new(exp, gold, treasures,@esper_result.size)
    @esper_result_window = Window_EsperUp.new(@esper_result) if @esper_result != []

    # Criar janela de resultado de Batalha
    # Definir Espera
    @phase5_wait_count = 100
  end

 
    def update_phase5
    # Se a Espera for maior do que 0
    if @phase5_wait_count > 0
      # Diminuir a Espera
      @phase5_wait_count -= 1
      # Se a Espera chegar a 0
      if @phase5_wait_count == 0
        # Exibir o resultado da Batalha
        @result_window.visible = true
        @esper_result_window.visible = true if @esper_result != []
        # Limpar flag de fase Principal
        $game_temp.battle_main_phase = false
        # Atualizar janela de Status
        @status_window.refresh
      end
      return
    end
    # Se o botão C for pressionado
    if Input.trigger?(Input::C)
      # Fim da Batalha
      battle_end(0)
    end
  end
 
  def update_phase4_step2
    $game_troop.enemies.each { |i| i.oldhp = i.hp }
    $game_party.actors.each { |i| i.oldhp = i.hp }
    esper_scenebattle_update_phase4_step2
  end
end

#==============================================================================
# ** 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 = "Status"
    s5 = "Save"
    s6 = "Espers"
    s7 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7])
    @command_window.height = 224
    @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
    # 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 = 224
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # 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  # 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 4  # 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 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to Espers screen
        $scene = Scene_Esper.new
      when 6  # 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 3  # 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

class Window_Base
 
 
  def draw_actor_name(actor, x, y,color = normal_color)
    self.contents.font.color = color
    self.contents.draw_text(x, y, 120, 32, actor.name)
  end
 
  def draw_actor_extra_parameter(actor, x, y, type)
    case type
    when 0
      parameter_value = actor.extra_atk
    when 1
      parameter_value = actor.extra_pdef
    when 2
      parameter_value = actor.extra_mdef
    when 3
      parameter_value = actor.extra_str
    when 4
      parameter_value = actor.extra_dex
    when 5
      parameter_value = actor.extra_agi
    when 6
      parameter_value = actor.extra_int
    end
    if parameter_value > 0
      self.contents.font.color = Color.new(0,200,0)
      self.contents.draw_text(x + 120, y, 36, 32, "+" + parameter_value.to_s, 2)
    elsif parameter_value < 0
      self.contents.font.color = Color.new(200,0,0)
      self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
    end
  end
 
  def draw_esper_parameter(esper, x, y, type)
    case type
    when -1
      parameter_name = "Level"
      parameter_value = esper.lvl
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = esper.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = esper.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = esper.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = esper.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = esper.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = esper.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = esper.int
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name,1)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 80, y, 36, 32, parameter_value.to_s, 2)
  end
 
  def draw_esper_graphic(esper, x, y)
      bitmap = RPG::Cache.picture(esper.name)
      src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(x, y, bitmap, src_rect)
  end
   
  def draw_esper_skills(esper, x, y)
      column = 0
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, "Skills:")
      self.contents.font.color = normal_color
      for i in esper.skill
        column += 32
        self.contents.draw_text(x, y + column, 204, 32, $data_skills[i].name, 0) if i != 0
      end
  end
end

class Window_BattleResult < Window_Base
 
def initialize(exp, gold, treasures,espers=0)
    @exp = exp
    @gold = gold
    @treasures = treasures
    super(160, espers*32 + 52, 320, @treasures.size * 32 + 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.y = 160 - height / 2 if espers <= 1
    self.back_opacity = 160
    self.visible = false
    refresh
  end
end

class Window_Skill
 
  def draw_item(index)
    #Duping the array is better for reading.
    a = ESPERS::SKILL_COLOR.dup
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      #if the skill is given by the esper.
      if @actor.esper_skill?(skill.id)
        #draw in color "a".
        self.contents.font.color = Color.new(a[0],a[1],a[2],255)
      #if not...
      else
        #draw in the normal color.
        self.contents.font.color = normal_color
      end
    else
      if @actor.esper_skill?(skill.id)
        self.contents.font.color = Color.new(a[0],a[1],a[2],128)
      else
        self.contents.font.color = disabled_color
      end
    end
    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))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
  end
end

class Window_Status < Window_Base
  alias esper_windowstatus_refresh refresh
 
  def refresh
    esper_windowstatus_refresh
    draw_actor_extra_parameter(@actor,130, 192, 0)
    draw_actor_extra_parameter(@actor,130, 224, 1)
    draw_actor_extra_parameter(@actor,130, 256, 2)
    draw_actor_extra_parameter(@actor,130, 304, 3)
    draw_actor_extra_parameter(@actor,130, 336, 4)
    draw_actor_extra_parameter(@actor,130, 368, 5)
    draw_actor_extra_parameter(@actor,130, 400, 6)
  end
end

class Game_Actor < Game_Battler
 
  attr_accessor :esper1
  attr_accessor :esper2
  attr_accessor :esper3
 
  alias esper_gameactor_setup setup
  alias esper_base_str  base_str
  alias esper_base_dex  base_dex
  alias esper_base_agi  base_agi
  alias esper_base_int  base_int
  alias esper_base_atk  base_atk
  alias esper_base_pdef base_pdef
  alias esper_base_mdef base_mdef
 
  def setup(actor_id)
    @esper1 = 0
    @esper2 = 0
    @esper3 = 0
    esper_gameactor_setup(actor_id)
  end
  def equip_esper(esper,slot = 1)
    case slot
    when 1
    @esper1 = esper
    when 2
    @esper2 = esper
    when 3
    @esper3 = esper
    end
  end

  def base_str
    n = esper_base_str
    n += @esper1.str if @esper1 != 0
    n += @esper2.str if @esper2 != 0
    n += @esper3.str if @esper3 != 0
    return [[n, 1].max, 999].min
  end
 
  def extra_str
    n = 0
    n += @esper1.str if @esper1 != 0
    n += @esper2.str if @esper2 != 0
    n += @esper3.str if @esper3 != 0
    return n
  end
 

 
  def base_dex
    n = esper_base_dex
    n += @esper1.dex if @esper1 != 0
    n += @esper2.dex if @esper2 != 0
    n += @esper3.dex if @esper3 != 0
    return [[n, 1].max, 999].min
  end
 
  def extra_dex
    n = 0
    n += @esper1.dex if @esper1 != 0
    n += @esper2.dex if @esper2 != 0
    n += @esper3.dex if @esper3 != 0
    return n
  end

 
  def base_agi
    n = esper_base_agi
    n += @esper1.agi if @esper1 != 0
    n += @esper2.agi if @esper2 != 0
    n += @esper3.agi if @esper3 != 0
    return [[n, 1].max, 999].min
  end
 
  def extra_agi
    n = 0
    n += @esper1.agi if @esper1 != 0
    n += @esper2.agi if @esper2 != 0
    n += @esper3.agi if @esper3 != 0
    return n
  end

 
  def base_int
    n = esper_base_int
    n += @esper1.int if @esper1 != 0
    n += @esper2.int if @esper2 != 0
    n += @esper3.int if @esper3 != 0
    return [[n, 1].max, 999].min
  end
 
  def extra_int
    n = 0
    n += @esper1.int if @esper1 != 0
    n += @esper2.int if @esper2 != 0
    n += @esper3.int if @esper3 != 0
    return n
  end
 
  def base_atk
    n = esper_base_atk
    n += @esper1.atk if @esper1 != 0
    n += @esper2.atk if @esper2 != 0
    n += @esper3.atk if @esper3 != 0
    return n
  end
   
  def extra_atk
    n = 0
    n += @esper1.atk if @esper1 != 0
    n += @esper2.atk if @esper2 != 0
    n += @esper3.atk if @esper3 != 0
    return n
  end
 
  def base_pdef
    n = esper_base_pdef
    n += @esper1.pdef if @esper1 != 0
    n += @esper2.pdef if @esper2 != 0
    n += @esper3.pdef if @esper3 != 0
    return n
  end
 
  def extra_pdef
    n = 0
    n += @esper1.pdef if @esper1 != 0
    n += @esper2.pdef if @esper2 != 0
    n += @esper3.pdef if @esper3 != 0
    return n
  end

  def base_mdef
    n = esper_base_mdef
    n += @esper1.mdef if @esper1 != 0
    n += @esper2.mdef if @esper2 != 0
    n += @esper3.mdef if @esper3 != 0
    return n
  end
 
  def extra_mdef
    n = 0
    n += @esper1.mdef if @esper1 != 0
    n += @esper2.mdef if @esper2 != 0
    n += @esper3.mdef if @esper3 != 0
    return n
  end

  def remove_esper(esper = @esper1)
    for esper_skills in esper.skill
      forget_skill(esper_skills)
    end
    case esper
    when @esper1
    @esper1 = 0
    when @esper2
    @esper2 = 0
    when @esper3
    @esper3 = 0
    end
  end
 
  def esper_skill?(skill,esper = @esper1)
    if esper != 0
      for i in esper.skill
        return true if i == skill
      end
    end
    return false
  end
 
  def skills(esper = @esper1)
    if esper != 0
      for esper_skills in esper.skill
        unless esper_skills.nil?
          if esper_skills != 0
            self.learn_skill(esper_skills)
          end
        end
      end
    end
    return @skills
  end
end

class Game_Battler
 
  attr_accessor :oldhp
 
  alias esper_gameactor_skill_effect  skill_effect

  def skill_effect(user, skill)
    if user.is_a?(Game_Actor)
      if user.esper1 != 0
        if skill.id == user.esper1.skill[0]
          user.esper1.add_exp
        end
      end
    end
    esper_gameactor_skill_effect(user, skill)
  end
end

class Game_Party
 
  attr_accessor :espers
 
  alias espers_gameparty_initialize initialize
 
  def initialize
    espers_gameparty_initialize
    @espers = []
  end
 
  def gain_esper(esper)
    @espers.push(esper)
  end
end

#-------------------------
#-----Custom Classes------
#-------------------------
class Window_EsperStatus < Window_Base

  def initialize(esper)
    super(160, 64, 480, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    @esper = esper
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.size = 40
    self.contents.draw_text(150, 4,180,40,@esper.name)
    self.contents.font.size = 22
    draw_esper_graphic(@esper, 60, 100) if ESPERS::PICTURES == true
    draw_esper_skills(@esper, 300, 72)
    draw_esper_parameter(@esper, 120, 40, -1)
    draw_esper_parameter(@esper, 0, 72, 0)
    draw_esper_parameter(@esper, 0, 104, 1)
    draw_esper_parameter(@esper, 0, 136, 2)
    draw_esper_parameter(@esper, 0, 168, 3)
    draw_esper_parameter(@esper, 0, 200, 4)
    draw_esper_parameter(@esper, 0, 232, 5)
    draw_esper_parameter(@esper, 0, 264, 6)
  end
end

class Window_EsperList < Window_Selectable
 
  def initialize(width, commands)
    super(0, 64, width, 416)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
 
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    if @commands[index].is_a?(String)
      self.contents.draw_text(rect, @commands[index])
    else
      self.contents.draw_text(rect, @commands[index].name)
    end
  end
 
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  def enable_item(index)
    draw_item(index, normal_color)
  end
end

class Window_EsperEquip < Window_Selectable
 
  def initialize
    super(0, 64, 160, 50*$game_party.actors.size + 30)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
 
  def refresh(remove = false)
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 50
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 40, y + 50)
      if actor.esper1 == 0 || remove == true
        draw_actor_name(actor, x - 20, y)
      else
        draw_actor_name(actor, x - 20, y,disabled_color)
      end
    end
  end
   
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 50, self.width - 32, 50)
    end
  end
end

class Window_EsperUp < Window_Base
 
  def initialize(espers)
    @espers_leveled = espers
    super(160, 10, 320,32 + 32*espers.size)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    self.visible = false
    refresh
  end
 
  def refresh
    self.contents.clear
    y = 0
    for i in @espers_leveled
      self.contents.draw_text(4, y, self.width, 32,i.name + " has leveled up.")
      y += 32
    end
  end
end

class Window_EsperUp < Window_Base
 
  def initialize(espers)
    @espers_leveled = espers
    super(160, 10, 320,32 + 32*espers.size)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    self.visible = false
    refresh
  end
 
  def refresh
    self.contents.clear
    y = 0
    for i in @espers_leveled
      self.contents.draw_text(4, y, self.width, 32,i.name + " has leveled up.")
      y += 32
    end
  end
end

class Window_Esperdummy < Window_Base
 
  def initialize(x = 160, y = 64, width = 480, height = 416)
    super(x, y, width, height)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
end

class Scene_Esper
 
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
 
  def main
    #array that hold the commands
    @esper_commands = []
    #here the espers are added in the arrays
    for i in $game_party.espers
      @esper_commands.push(i)
    end
    #a dup of @esper_commands before it gets other command then espers
    @espers_in_commands = @esper_commands.dup
    #adds the non-esper text for each esper that the player do not have
    while @esper_commands.length < ESPERS::MAX_ESPERS
      @esper_commands.push(ESPERS::NO_ESPER)
    end
    #adds the remove command
    @esper_commands.push(ESPERS::REMOVAL)
    #... I don't want to comment the rest for now.
    @esperlist_window = Window_EsperList.new(160, @esper_commands)
    for i in 0...@esper_commands.length - 1
      if i >= $game_party.espers.length
        @esperlist_window.disable_item(i)
      end
    end
   
    @help_window = Window_Help.new
    @help_window.set_text("Equip the selected esper")
    @esperlist_window.index = @menu_index
    @choose_actor_window = Window_EsperEquip.new
    @choose_actor_window.visible = false
    @choose_actor_window.active = false
    @choose_actor_window.index = @menu_index
    if $game_party.espers != []
      @esper_window = Window_EsperStatus.new($game_party.espers[0])
    else
      @esper_window = Window_Esperdummy.new
    end
    for i in 0...$game_party.actors.size
      if $game_party.actors[i].esper1 != 0
        for a in 0...@espers_in_commands.size
          if $game_party.actors[i].esper1.name == @espers_in_commands[a].name
            @esperlist_window.disable_item(a)
          end
        end
      end
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @esperlist_window.dispose
    @esper_window.dispose
    @choose_actor_window.dispose
    @help_window.dispose
  end
 
  def update
    @esperlist_window.update
    @esper_window.update
    @choose_actor_window.update
    @help_window.update
    if @esperlist_window.active
      update_command
      return
    end
    if @choose_actor_window.active
      update_esper
      return
    end
  end
 
  def update_command
   
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(7)
      return
    end
    if Input.trigger?(Input::DOWN) || Input.trigger?(Input::UP)
        @esper_window.dispose
        if @esperlist_window.index < $game_party.espers.length
          @esper_window = Window_EsperStatus.new($game_party.espers[@esperlist_window.index])
          @help_window.set_text("Equip the selected esper")
        elsif @esperlist_window.index == ESPERS::MAX_ESPERS
          @esper_window = Window_Esperdummy.new
          @help_window.set_text("Remove the equipped espers")
        else
          @esper_window = Window_Esperdummy.new
          @help_window.set_text("")
          @help_window.set_text("Equip the selected esper")
        end
    end
    if Input.trigger?(Input::C)
      if @esperlist_window.index < $game_party.espers.length
        for i in 0...$game_party.actors.size
          if $game_party.actors[i].esper1 != 0
            if $game_party.actors[i].esper1.name == @espers_in_commands[@esperlist_window.index].name
              $game_system.se_play($data_system.buzzer_se)
              @help_window.set_text("This esper is already equipped")
              return
            end
          end
        end
        $game_system.se_play($data_system.decision_se)
        @esperlist_window.active = false
        @choose_actor_window.active = true
        @choose_actor_window.visible = true
        @choose_actor_window.refresh
        @help_window.set_text("Choose one character to equip the esper")
        @esperlist_window.visible = false
      elsif @esperlist_window.index == ESPERS::MAX_ESPERS
        $game_system.se_play($data_system.decision_se)
        @esperlist_window.active = false
        @choose_actor_window.active = true
        @choose_actor_window.visible = true
        @esperlist_window.visible = false
        @help_window.set_text("Choose one character to remove the esper")
        @choose_actor_window.refresh(true)
      else
        $game_system.se_play($data_system.buzzer_se)
        @help_window.set_text("You do not have this esper yet")
      end
    return
    end
  end
 
  def update_esper
    actor = $game_party.actors[@choose_actor_window.index]
    #here it updates the help window
    if Input.trigger?(Input::DOWN) || Input.trigger?(Input::UP)
      if @esperlist_window.index != ESPERS::MAX_ESPERS
        @help_window.set_text("Choose one character to equip the esper")
      else
        @help_window.set_text("Choose one character to remove the esper")
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @choose_actor_window.active = false
      @choose_actor_window.visible = false
      @esperlist_window.active = true
      @esperlist_window.visible = true
      @help_window.set_text("")
      return
    end
    if Input.trigger?(Input::C)
      if actor.esper1 == 0 && @esperlist_window.index != ESPERS::MAX_ESPERS
        actor.esper1 = @esper_commands[@esperlist_window.index]
        $game_system.se_play($data_system.decision_se)
        @choose_actor_window.active = false
        @choose_actor_window.visible = false
        @esperlist_window.active = true
        @esperlist_window.visible = true
        @esperlist_window.disable_item(@esperlist_window.index)
      elsif @esperlist_window.index == ESPERS::MAX_ESPERS && actor.esper1 != 0
        $game_system.se_play($data_system.decision_se)
        @choose_actor_window.active = false
        @choose_actor_window.visible = false
        @esperlist_window.active = true
        @esperlist_window.visible = true
        #Now comes the esper remove thingy
        temp = actor.esper1
        @esperlist_window.enable_item(@esper_commands.index(temp))
        actor.remove_esper
      else
      $game_system.se_play($data_system.buzzer_se)
      if @esperlist_window.index != ESPERS::MAX_ESPERS
        @help_window.set_text("This character already bears one esper, remove it first")
      else
        @help_window.set_text("This character do not have an esper to be removed")
      end
      end
    return
    end
  end
end

class Game_Esper

  attr_reader :id
  attr_accessor :skill
  attr_reader :name
  attr_accessor :str
  attr_accessor :dex
  attr_accessor :agi
  attr_accessor :int
  attr_accessor :atk
  attr_accessor :pdef
  attr_accessor :mdef
  attr_reader :exp
  attr_accessor :lvl
  attr_reader :exp_table

  def initialize(id,name,exp_table=[10,20,30],skill=[],str=[],dex=[],
    agi=[],int=[],atk=[],pdef=[],mdef=[])
  @skill = []
  @id = id
  @skill_table = skill
  @skill.push(@skill_table[0])
  @name = name
  @str_table = str
  @dex_table = dex
  @agi_table = agi
  @int_table = int
  @atk_table = atk
  @pdef_table = pdef
  @mdef_table = mdef
    @str = @str_table[0]
  @dex = @dex_table[0]
  @agi = @agi_table[0]
  @int = @int_table[0]
  @atk = @atk_table[0]
  @pdef = @pdef_table[0]
  @mdef = @mdef_table[0]
  @exp_table = exp_table
  @exp = 0
  @lvl = 1
end

  def ==(other)
    Marshal.dump(self) == Marshal.dump(other)
  end

  def equiped?
    for i in 0...$game_party.actors.size
    if self != 0 && $game_party.actors[i].esper1 != 0
      if  self.name == $game_party.actors[i].esper1.name
        return true
      end
    end
  return false
  end
  end
 
  def lvl_up
    self.lvl += 1
    self.str = @str_table[self.lvl - 1]
    self.dex = @dex_table[self.lvl - 1]
    self.agi = @agi_table[self.lvl - 1]
    self.int = @int_table[self.lvl - 1]
    self.atk = @atk_table[self.lvl - 1]
    self.pdef = @pdef_table[self.lvl - 1]
    self.mdef = @mdef_table[self.lvl - 1]
    self.skill.push(@skill_table[self.lvl - 1])
  end
     
  def add_exp
  @exp += 1
  end
end


PS : Si cela n'est pas possible ou si c'est trop compliqué.
Je preferai avoir la liste de tout mes personnage disponible ( même ceux en reserves) au moment ou l'on peut attribuer une G-Force a une personnage(Car il ne m'affiche que les 4 personnage qui combattent).


Voila voila j'espere que vous avez compris ma demande.

Cordialement


Dernière édition par Shyno19 le Lun 9 Jan 2012 - 11:24, édité 1 fois
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Shyno19
Ninja (niveau 5)
Ninja (niveau 5)
Shyno19

Messages postés : 220
Date d'inscription : 21/09/2011
Jauge LPC :
[XP] [résolu] Scipt d'aeon + PHS 891527140018 / 10018 / 100[XP] [résolu] Scipt d'aeon + PHS 8915271400

[XP] [résolu] Scipt d'aeon + PHS Membre10


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: Re: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptyLun 7 Nov 2011 - 12:23

Double post : Voici le Script de PHS

Code:
#
# How to use:
#
#  To call this script, make a "Call script" command in an event.
#
#  1. Syntax: $scene = Scene_PartySwitcher.new
#      No extra feature will be applied and you can switch the party as you
#      wish.
#
#  2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
#      You can replace XXX for 1 to remove all party members except one (either
#      one, who must be in the party or a random one), or replace XXX with 2,
#      to cause a wipe party. Wiping a party will disable the of the current
#      members and a NEW party of the remaining members must be formed. If you
#      replace it with 3, the current party configuration will be stored for a
#      later fast switch-back. If XXX is 10, all actors will be available for
#      party switching no matter if the are "not_available" or
#      "disabled_for_party". This feature if used by the CP Debug System. No
#      faceset will be used in this case for a more convenient working.
#
#  3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
#      You can use the XXX as described above or just set it to 0 to disable
#      it. Also the "1" in the syntax will reset any disabled_for_party and is
#      made to be used after multi-party use.
#
#  4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
#      You can replace ZZZ with 1 to replace the party with a stored one AND
#      store the current or replace it with 2 to replace the party with a
#      stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
#      TO HAVE A STORED PARTY READY! You can simply test if there is a store
#      party by putting this code into the conditional branch script:
#
#      $game_system.stored_party != nil
#
#      This syntax will not open the Party Switcher and it will override the
#      commands XXX and YYY, so you can replace these with any number.

#  5. To activate/deactivate the option of order change only, simply use the
#      event command "Call Script" with following syntax:
#     
#      $game_system.order_only = true/false
#     
#      If the setting is set to true, the switcher will allow only party order
#      change. The same goes for battle change (if you are using the
#      BATTLE_SWITCH option), but the syntax is different:
#     
#      $game_system.battle_order_only = true/false
#     
#  Character faces go into the "Characters" folder and they have the same name
#  as the character spritesets have with _face added
#
#  Example:
#
#    sprite - Marlen.png
#    face  - Marlen_face.png
#
#  Other syntaxes:
#    $game_actors[ID].not_available = true/false
#    $game_actors[ID].disabled_for_party = true/false
#    $game_actors[ID].must_be_in_party = true/false
#    $game_actors[ID].forced_position = nil/0/1/2/...
#  OR
#    $game_party.actors[POS].not_available = true/false
#    $game_party.actors[POS].disabled_for_party = true/false
#    $game_party.actors[POS].must_be_in_party = true/false
#    $game_party.actors[POS].forced_position = nil/0/1/2/...
#
#  ID  - the actor's ID in the database
#  POS - the actor's position in the party (STARTS FROM 0, not 1!)
#
#  not_available
#  - will disable the possibility of an already unlocked character to be in
#    the current party
#
#  disabled_for_party
#  - will cause the character NOT to appear in the party switch screen at all
#
#  must_be_in_party
#  - will cause the character to be automatically moved into the current party
#    and he also cannot be put in the reserve
#
#  forced_position
#  - will enforce the player to be at a specific position in the party, set
#    this value to nil to disable this feature, use it in combination with
#    must_be_in_party and $game_party.forced_size or you might experience
#    bugs,
#
#  $game_party.forced_size = nil/0/1/2/...
#
#  Using this syntax will enforce a specific party size. The EPS won't exit
#  until this size is filled up or there are no more in the reserve. EPS will
#  automatically "correct" this number if there are not enough characters in
#  the reserve to fill up a party of forced_size. Set this value to nil to
#  disable the size requirement. Note that the actor DO NOT HAVE TO be set in
#  normal order without any empty position like in version 1.x.
#
#
# Additional note:
#
#  For your own sake, do not apply the attribute "must_be_in_party" to a
#  character at the same time with "not_available" or "disabled_for_party" as
#  this WILL disrupt your party and party switch system. Use "forced_position"
#  together with "must_be_in_party" to avoid bugs. Be careful when using
#  "forced_position" with "$game_party.forced_size". Add actors at the very
#  end to be sure the player can't put others after them if the "forced_size"
#  is smaller than the maximum party size.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # how many party members do you use
  MAX_PARTY = 4
  # set to true to use facesets instead of spritesets
  FACESETS = false
  # allows a party with 0 members
  ALLOW_EMPTY_PARTY = false
  # allows switching the party in battle
  BATTLE_SWITCH = false
  # gives all other characters EXP (specify in %)
  EXP_RESERVE = 75
  # gives "not available" characters EXP (specify in %)
  EXP_NOT_AVAILABLE = 0
  # gives "disabled for party" characters EXP (specify in %)
  EXP_DISABLED_FOR_PARTY = 0
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

end

# recognition variable for plug-ins
$easy_party_switcher = 2.41

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

  attr_accessor :must_be_in_party
  attr_accessor :disabled_for_party
  attr_accessor :not_available
  attr_accessor :forced_position
 
  alias setup_eps_later setup
  def setup(actor_id)
    setup_eps_later(actor_id)
    @must_be_in_party = @disabled_for_party = @not_available = false
  end
 
end

#==============================================================================
# Game_System
#==============================================================================

class Game_System

  attr_accessor :stored_party
  attr_accessor :order_only
  attr_accessor :battle_order_only
 
  alias init_eps_later initialize
  def initialize
    init_eps_later
    @order_only = @battle_order_only = false
  end
 
end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

  attr_accessor :actors
  attr_accessor :forced_size
 
  def any_forced_position
    return (@actors.any? {|actor| actor != nil && actor.forced_position != nil})
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

  alias draw_actor_graphic_eps_later draw_actor_graphic
  def draw_actor_graphic(actor, x, y)
    if actor != nil && actor.character_name != ''
      classes = [Window_Current, Window_Reserve, Window_HelpStatus]
      if BlizzCFG::FACESETS && !$all_available && classes.include?(self.class)
        draw_actor_face_eps(actor, x, y)
      else
        if classes.include?(self.class)
          bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
          x += bitmap.width / 8 + 24
          y += bitmap.height / 4 + 16
        end
        draw_actor_graphic_eps_later(actor, x, y)
      end
    end
  end

  def draw_actor_face_eps(actor, x, y)
    if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
      hue = 0
    else
      hue = actor.character_hue
    end
    bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    if actor.not_available || actor.must_be_in_party
      self.contents.blt(x, y, bitmap, src_rect, 128)
    else
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
 
end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult
 
  attr_reader :exp
 
end

#==============================================================================
# Window_Current
#==============================================================================

class Window_Current < Window_Selectable

  def initialize
    super(0, 0, 240 + 32, (BlizzCFG::MAX_PARTY > 4 ? 480 : BlizzCFG::MAX_PARTY * 120))
    self.contents = Bitmap.new(width - 32, 448 + (BlizzCFG::MAX_PARTY-4) * 120)
    @item_max = BlizzCFG::MAX_PARTY
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    refresh
    self.active, self.index, self.z = false, -1, 5000
  end
 
  def refresh
    self.contents.clear
    $game_party.actors.each_index {|i|
        if $game_party.actors[i] != nil
          draw_actor_graphic($game_party.actors[i], 4, i*120+4)
          draw_actor_name($game_party.actors[i], 152, i*120-4)
          draw_actor_level($game_party.actors[i], 88, i*120-4)
          draw_actor_hp($game_party.actors[i], 88, i*120+24)
          draw_actor_sp($game_party.actors[i], 88, i*120+52)
        end}
  end

  def setactor(index_1, index_2)
    $game_party.actors[index_2], $game_party.actors[index_1] =
        $game_party.actors[index_1], $game_party.actors[index_2]
    refresh
  end

  def getactor(index)
    return $game_party.actors[index]
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
    y = (@index / @column_max) * 120 - self.oy
    self.cursor_rect.set(0, y, self.width - 32, 88)
  end

  def clone_cursor
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
    y = (@index / @column_max) * 120
    src_rect = Rect.new(0, 0, self.width, 88)
    bitmap = Bitmap.new(self.width-32, 88)
    bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
    bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
    self.contents.blt(0, y, bitmap, src_rect, 192)
  end
 
  def top_row
    return self.oy / 116
  end

  def top_row=(row)
    self.oy = (row % row_max) * 120
  end

  def page_row_max
    return (self.height / 120)
  end

end

#==============================================================================
# Window_Reserve
#==============================================================================

class Window_Reserve < Window_Selectable
 
  attr_reader :actors
 
  def initialize(scene)
    super(0, 0, 368, 320)
    setup
    @column_max, rows = 3, @item_max / @column_max
    self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    self.active, self.index, self.z = false, -1, 5000
    refresh
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 0
    end
  end
 
  def setup
    @actors = []
    (1...$data_actors.size).each {|i|
        unless $game_party.actors.include?($game_actors[i]) ||
            $game_actors[i].disabled_for_party && !$all_available
          @actors.push($game_actors[i])
        end}
    @item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
  end
 
  def refresh
    self.contents.clear
    @actors.each_index {|i| draw_actor_graphic(@actors[i], i%3*112+16, i/3*96+8)}
  end
 
  def getactor(index)
    return @actors[index]
  end
 
  def get_number
    return (@actors.find_all {|actor| actor != nil}).size if $all_available
    return (@actors.find_all {|actor| actor != nil && !actor.not_available}).size
  end
 
  def setactor(index_1, index_2)
    @actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
    refresh
  end

  def setparty(index_1, index_2)
    @actors[index_1], $game_party.actors[index_2] =
        $game_party.actors[index_2], @actors[index_1]
    refresh
  end

  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
    x, y = (@index % @column_max)*112 + 8, (@index / @column_max)*96 - self.oy
    self.cursor_rect.set(x, y, 96, 96)
  end

  def clone_cursor
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
    x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
    src_rect = Rect.new(0, 0, 96, 96)
    bitmap = Bitmap.new(96, 96)
    bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
    bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
    self.contents.blt(x, y, bitmap, src_rect, 192)
  end
 
  def top_row
    return self.oy / 96
  end

  def top_row=(row)
    row = row % row_max
    self.oy = row * 96
  end

  def page_row_max
    return (self.height - 32) / 96
  end

end
#==============================================================================
# Window_HelpStatus
#==============================================================================

class Window_HelpStatus < Window_Base

  def initialize(gotactor, scene)
    super(0, 0, 400 - 32, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    refresh(gotactor)
    self.active, self.z = false, 5000
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 128
    end
  end
 
  def refresh(actor)
    self.contents.clear
    if actor != nil
      self.contents.font.color = normal_color
      if actor.not_available && !$all_available
        self.contents.draw_text(8, 0, 160, 32, 'not available', 0)
      end
      draw_actor_graphic(actor, 0, 40)
      draw_actor_name(actor, 160, 32)
      draw_actor_level(actor, 96, 32)
      draw_actor_hp(actor, 96, 64)
      draw_actor_sp(actor, 96, 96)
    end
  end

end

#==============================================================================
# Window_Warning
#==============================================================================

class Window_Warning < Window_Base

  def initialize(mode, members)
    super(0, 0, 320, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
    self.contents.font.color = normal_color
    case mode
    when 0
      self.contents.draw_text(0, 0, 288, 32, 'You need a party', 1)
      num = [$game_party.forced_size, members + $game_party.actors.nitems].min
      self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
    when 1
      self.contents.draw_text(0, 0, 288, 32, 'You cannot remove', 1)
      self.contents.draw_text(0, 32, 288, 32, 'the last party member!', 1)
    when 2
      self.contents.draw_text(0, 0, 288, 32, 'At least one member', 1)
      self.contents.draw_text(0, 32, 288, 32, 'has to be alive!', 1)
    end
  end

end

if BlizzCFG::BATTLE_SWITCH
#==============================================================================
# Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_Selectable
 
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    @commands = ['Fight', 'Escape', 'Switch']
    @item_max = @column_max = 3
    draw_item(0, normal_color)
    draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
    draw_item(2, normal_color)
    self.active, self.visible, self.index = false, false, 0
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
 
  def update_cursor_rect
    self.cursor_rect.set(80 + index * 160, 0, 128, 32)
  end
 
  def command(index = self.index)
    return @commands[index]
  end
 
end
end

#==============================================================================
# Scene_PartySwitcher
#==============================================================================

class Scene_PartySwitcher
 
  def initialize(wipe_party = 0, reset = 0, store = 0)
    @wipe_party, @store, @reset = store, reset, wipe_party
    @current_window_temp = @reserve_window_temp = 0
    @scene_flag, @temp_window = false, ''
    @scene = $scene.class
  end
 
  def main
    if @store != 0
      swap_parties
      $scene = Scene_Map.new
      $game_player.refresh
      return
    end
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture("Formation")
    @mnlay.z = 10
    case @wipe_party
    when 1 then setup_forced_party
    when 2 then wipe_party
    when 3
      $game_system.stored_party = $game_party.actors
      wipe_party
    when 10 then $all_available = true
    end
    if @reset == 1
      (1...$data_actors.size).each {|i| $game_actors[i].not_available = false}
    end
    @current_window = Window_Current.new
    @current_window.index, @current_window.active = 0, true
    @current_window.opacity = 0
    @reserve_window = Window_Reserve.new(@scene)
    @reserve_window.x, @reserve_window.y = 272, 160
    @reserve_window.opacity = 0
    @help_window = Window_HelpStatus.new(@reserve_window.getactor(0), @scene)
    @help_window.x = 240 + 32
    @help_window.opacity = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @mnlay.dispose
    [@current_window, @reserve_window, @help_window].each {|win| win.dispose}
    $game_party.actors.compact!
    $game_player.refresh
    $all_available = nil
  end
 
  def update
    check = @reserve_window.index
    if @reserve_window.active
      reserve_update
      @reserve_window.update
    end
    if check != @reserve_window.index
      if @reserve_window.active
        actor = @reserve_window.getactor(@reserve_window.index)
      elsif @current_window.active
        actor = @reserve_window.getactor(@reserve_window_temp)
      end
      @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
    end
    current_update if @current_window.active
    if Input.trigger?(Input::B)
      if @scene_flag
        $game_system.se_play($data_system.cancel_se)
        @scene_flag, @temp_window = false, ''
        if @reserve_window.active
          actor = @reserve_window.getactor(@reserve_window.index)
        elsif @current_window.active
          actor = @reserve_window.getactor(@reserve_window_temp)
        end
        @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
        [@current_window, @reserve_window].each {|win| win.refresh}
        return
      end
      if $game_party.forced_size != nil &&
          ($game_party.forced_size < $game_party.actors.nitems ||
          ($game_party.forced_size > $game_party.actors.nitems &&
          @reserve_window.get_number != 0))
        $game_system.se_play($data_system.buzzer_se)
        warning(1)
        return
      end
      if $game_party.actors.all? {|actor| actor == nil ||
            actor != nil && actor.dead?}
        $game_system.se_play($data_system.buzzer_se)
        warning(2)
        return
      end
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(10)
    elsif Input.trigger?(Input::A)
      if $game_party.any_forced_position
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.decision_se)
        $game_party.actors.compact!
        @current_window.refresh
      end
    end
  end
   
  def current_update
    @current_window.update
    if Input.trigger?(Input::C)
      actor = @current_window.getactor(@current_window.index)
      if actor != nil && actor.forced_position != nil
        $game_system.se_play($data_system.buzzer_se)
      else
        if @scene_flag
          switch_members
        else
          $game_system.se_play($data_system.decision_se)
          @scene_flag, @temp_window = true, 'Current'
          @temp_actor_index = @current_window.index
          @current_window.clone_cursor
        end
      end
    elsif Input.trigger?(Input::RIGHT)
      if @scene == Scene_Map && $game_system.order_only ||
          @scene == Scene_Battle && $game_system.battle_order_only
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @current_window.active = false
        @reserve_window.active = true
        @current_window_temp = @current_window.index
        actor = @reserve_window.getactor(@reserve_window_temp)
        @current_window.index = -1
        @reserve_window.index = @reserve_window_temp
        @help_window.refresh(actor) unless @scene_flag
      end
    end
  end
 
  def reserve_update
    if Input.trigger?(Input::C)
      if @scene_flag
        switch_members
      else
        $game_system.se_play($data_system.decision_se)
        @scene_flag, @temp_window = true, 'Reserve'
        @temp_actor_index = @reserve_window.index
        @reserve_window.clone_cursor
      end
    elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @reserve_window.active = false
      @current_window.active = true
      @reserve_window_temp = @reserve_window.index
      @reserve_window.index = -1
      @current_window.index = @current_window_temp
    end
  end
 
  def switch_members
    if @temp_window == 'Reserve' && @reserve_window.active
      @reserve_window.setactor(@temp_actor_index, @reserve_window.index)
      actor = @reserve_window.getactor(@reserve_window.index)
      @help_window.refresh(actor)
    end
    if @temp_window == 'Current' && @current_window.active
      @current_window.setactor(@temp_actor_index, @current_window.index)
    end
    if @temp_window == 'Reserve' && @current_window.active
      actor1 = @current_window.getactor(@current_window.index)
      actor2 = @reserve_window.getactor(@temp_actor_index)
      if call_warning?(@current_window.index, actor2)
        if actor1 != nil && actor1.must_be_in_party
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window_temp)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        if actor2 != nil && actor2.not_available && !$all_available
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window_temp)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        @reserve_window.setparty(@temp_actor_index, @current_window.index)
        @current_window.refresh
        actor = @reserve_window.getactor(@reserve_window_temp)
        @help_window.refresh(actor)
      else
        warning(0)
      end
    end
    if @temp_window == 'Current' && @reserve_window.active
      actor1 = @current_window.getactor(@temp_actor_index)
      actor2 = @reserve_window.getactor(@reserve_window.index)
      if call_warning?(@temp_actor_index, actor2)
        if actor1 != nil && actor1.must_be_in_party
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window.index)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        if actor2 != nil && actor2.not_available && !$all_available
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window.index)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        @reserve_window.setparty(@reserve_window.index, @temp_actor_index)
        @current_window.refresh
        actor = @reserve_window.getactor(@reserve_window.index)
        @help_window.refresh(actor)
      else
        warning(0)
      end
    end
    $game_system.se_play($data_system.decision_se)
    @scene_flag, @temp_window = false, ''
  end
   
  def wipe_party
    $game_party.actors.each {|actor| actor.not_available = true if actor != nil}
    setup_forced_party(true)
    if $game_party.actors == []
      (1...$data_actors.size).each {|i|
          unless $game_actors[i].not_available ||
              $game_actors[i].disabled_for_party
            $game_party.actors.push($game_actors[i])
            return
          end}
    end
  end
 
  def setup_forced_party(flag = false)
    $game_party.actors, party = [], []
    (1...$data_actors.size).each {|i|
        if $game_actors[i] != nil && $game_actors[i].must_be_in_party &&
            (!$game_actors[i].disabled_for_party || flag) &&
            !$game_actors[i].not_available
          party.push($game_actors[i])
        end}
    party.clone.each {|actor|
        if actor.forced_position != nil
          $game_party.actors[actor.forced_position] = actor
          party.delete(actor)
        end}
    $game_party.actors.each_index {|i|
        $game_party.actors[i] = party.shift if $game_party.actors[i] == nil}
    $game_party.actors += party.compact
  end 
 
  def swap_parties
    $game_party.actors.compact!
    temp_actors = $game_party.actors
    temp_actors.each {|actor| actor.not_available = true}
    $game_system.stored_party.compact!
    $game_system.stored_party.each {|actor| actor.not_available = false}
    $game_party.actors = $game_system.stored_party
    $game_system.stored_party = (@store == 1 ? temp_actors : nil)
  end
 
  def call_warning?(index, actor2)
    return (BlizzCFG::ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
        actor2 != nil || $game_party.actors.nitems > 1)
  end
 
  def warning(type)
    $game_system.se_play($data_system.buzzer_se)
    @warning_window = Window_Warning.new(type, @reserve_window.get_number)
    loop do
      Graphics.update
      Input.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se) if type > 0
        [@current_window, @reserve_window].each {|win| win.refresh}
        @warning_window.dispose
        @warning_window = nil
        break
      end
    end
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================
 
class Scene_Battle
 
  alias update_phase2_eps_later update_phase2
  def update_phase2
    update_phase2_eps_later
    if Input.trigger?(Input::C) && @party_command_window.index == 2
      $game_system.se_play($data_system.decision_se)
      @spriteset.dispose
      $scene = Scene_PartySwitcher.new
      $scene.main
      $scene = self
      @spriteset = Spriteset_Battle.new
      15.times {@spriteset.update}
      @status_window.refresh
      Graphics.transition(0)
    end
  end
 
  alias start_phase5_eps_later start_phase5
  def start_phase5
    start_phase5_eps_later
    (1...$data_actors.size).each {|i|
        unless $game_party.actors.include?($game_actors[i])
          if $game_actors[i].not_available
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_NOT_AVAILABLE/100
          elsif $game_actors[i].disabled_for_party
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_DISABLED_FOR_PARTY/100
          else
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_RESERVE/100
          end
        end}
  end
 
end
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Invité
Invité
Anonymous


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: Re: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptySam 12 Nov 2011 - 20:17

Perso vu que c'est pour XP, je ne pourrais plus trop t'aider, enfin bon, j'espère quand même que ton problème sera réglé.
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Shyno19
Ninja (niveau 5)
Ninja (niveau 5)
Shyno19

Messages postés : 220
Date d'inscription : 21/09/2011
Jauge LPC :
[XP] [résolu] Scipt d'aeon + PHS 891527140018 / 10018 / 100[XP] [résolu] Scipt d'aeon + PHS 8915271400

[XP] [résolu] Scipt d'aeon + PHS Membre10


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: Re: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptyJeu 17 Nov 2011 - 2:32

petit up
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Jin
Ancien staffeux
Ancien staffeux
Jin

Masculin
Messages postés : 8557
Date d'inscription : 08/12/2010
Jauge LPC :
[XP] [résolu] Scipt d'aeon + PHS 891527140069 / 10069 / 100[XP] [résolu] Scipt d'aeon + PHS 8915271400

G 1 petit zizi Very Happy
Nn C pa vré Sad
[XP] [résolu] Scipt d'aeon + PHS Membre15
[XP] [résolu] Scipt d'aeon + PHS Partag10
[XP] [résolu] Scipt d'aeon + PHS Travai10
[XP] [résolu] Scipt d'aeon + PHS Event-10
[XP] [résolu] Scipt d'aeon + PHS Altrui10
[XP] [résolu] Scipt d'aeon + PHS Riche_10
[XP] [résolu] Scipt d'aeon + PHS Couhil10
[XP] [résolu] Scipt d'aeon + PHS Nain_p11
[XP] [résolu] Scipt d'aeon + PHS Connar10


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: Re: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptyJeu 17 Nov 2011 - 3:13

à la limite, essaie de truquer tout ça avec un event commun.
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AeronCin
Chevalier (niveau 2)
Chevalier (niveau 2)
AeronCin

Masculin
Messages postés : 92
Date d'inscription : 15/08/2011
Jauge LPC :
[XP] [résolu] Scipt d'aeon + PHS 89152714007 / 1007 / 100[XP] [résolu] Scipt d'aeon + PHS 8915271400


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: Re: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptyJeu 17 Nov 2011 - 21:41

Jin', on corrige pas des problèmes de CMS et CBS scripts avec des events...
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Shyno19
Ninja (niveau 5)
Ninja (niveau 5)
Shyno19

Messages postés : 220
Date d'inscription : 21/09/2011
Jauge LPC :
[XP] [résolu] Scipt d'aeon + PHS 891527140018 / 10018 / 100[XP] [résolu] Scipt d'aeon + PHS 8915271400

[XP] [résolu] Scipt d'aeon + PHS Membre10


[XP] [résolu] Scipt d'aeon + PHS Empty
MessageSujet: Re: [XP] [résolu] Scipt d'aeon + PHS   [XP] [résolu] Scipt d'aeon + PHS EmptyLun 9 Jan 2012 - 11:24

Le problème à été résolu grâce à un scripteur du nom de Larcange sur un autre forum qui a eu la gentillesse de m'aider voici le script refait pour que ces 2 script soit compatible.

c'est le script de PHS

Code:
#
# How to use:
#
#  To call this script, make a "Call script" command in an event.
#
#  1. Syntax: $scene = Scene_PartySwitcher.new
#      No extra feature will be applied and you can switch the party as you
#      wish.
#
#  2. Syntax: $scene = Scene_PartySwitcher.new(XXX)
#      You can replace XXX for 1 to remove all party members except one (either
#      one, who must be in the party or a random one), or replace XXX with 2,
#      to cause a wipe party. Wiping a party will disable the of the current
#      members and a NEW party of the remaining members must be formed. If you
#      replace it with 3, the current party configuration will be stored for a
#      later fast switch-back. If XXX is 10, all actors will be available for
#      party switching no matter if the are "not_available" or
#      "disabled_for_party". This feature if used by the CP Debug System. No
#      faceset will be used in this case for a more convenient working.
#
#  3. Syntax: $scene = Scene_PartySwitcher.new(XXX, 1)
#      You can use the XXX as described above or just set it to 0 to disable
#      it. Also the "1" in the syntax will reset any disabled_for_party and is
#      made to be used after multi-party use.
#
#  4. Syntax: $scene = Scene_PartySwitcher.new(XXX, YYY, ZZZ)
#      You can replace ZZZ with 1 to replace the party with a stored one AND
#      store the current or replace it with 2 to replace the party with a
#      stored one, but without storing the current. USE THIS ONLY IF YOU ASSUME
#      TO HAVE A STORED PARTY READY! You can simply test if there is a store
#      party by putting this code into the conditional branch script:
#
#      $game_system.stored_party != nil
#
#      This syntax will not open the Party Switcher and it will override the
#      commands XXX and YYY, so you can replace these with any number.

#  5. To activate/deactivate the option of order change only, simply use the
#      event command "Call Script" with following syntax:
#     
#      $game_system.order_only = true/false
#     
#      If the setting is set to true, the switcher will allow only party order
#      change. The same goes for battle change (if you are using the
#      BATTLE_SWITCH option), but the syntax is different:
#     
#      $game_system.battle_order_only = true/false
#     
#  Character faces go into the "Characters" folder and they have the same name
#  as the character spritesets have with _face added
#
#  Example:
#
#    sprite - Marlen.png
#    face  - Marlen_face.png
#
#  Other syntaxes:
#    $game_actors[ID].not_available = true/false
#    $game_actors[ID].disabled_for_party = true/false
#    $game_actors[ID].must_be_in_party = true/false
#    $game_actors[ID].forced_position = nil/0/1/2/...
#  OR
#    $game_party.actors[POS].not_available = true/false
#    $game_party.actors[POS].disabled_for_party = true/false
#    $game_party.actors[POS].must_be_in_party = true/false
#    $game_party.actors[POS].forced_position = nil/0/1/2/...
#
#  ID  - the actor's ID in the database
#  POS - the actor's position in the party (STARTS FROM 0, not 1!)
#
#  not_available
#  - will disable the possibility of an already unlocked character to be in
#    the current party
#
#  disabled_for_party
#  - will cause the character NOT to appear in the party switch screen at all
#
#  must_be_in_party
#  - will cause the character to be automatically moved into the current party
#    and he also cannot be put in the reserve
#
#  forced_position
#  - will enforce the player to be at a specific position in the party, set
#    this value to nil to disable this feature, use it in combination with
#    must_be_in_party and $game_party.forced_size or you might experience
#    bugs,
#
#  $game_party.forced_size = nil/0/1/2/...
#
#  Using this syntax will enforce a specific party size. The EPS won't exit
#  until this size is filled up or there are no more in the reserve. EPS will
#  automatically "correct" this number if there are not enough characters in
#  the reserve to fill up a party of forced_size. Set this value to nil to
#  disable the size requirement. Note that the actor DO NOT HAVE TO be set in
#  normal order without any empty position like in version 1.x.
#
#
# Additional note:
#
#  For your own sake, do not apply the attribute "must_be_in_party" to a
#  character at the same time with "not_available" or "disabled_for_party" as
#  this WILL disrupt your party and party switch system. Use "forced_position"
#  together with "must_be_in_party" to avoid bugs. Be careful when using
#  "forced_position" with "$game_party.forced_size". Add actors at the very
#  end to be sure the player can't put others after them if the "forced_size"
#  is smaller than the maximum party size.
#
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # how many party members do you use
  MAX_PARTY = 4
  # set to true to use facesets instead of spritesets
  FACESETS = false
  # allows a party with 0 members
  ALLOW_EMPTY_PARTY = false
  # allows switching the party in battle
  BATTLE_SWITCH = false
  # gives all other characters EXP (specify in %)
  EXP_RESERVE = 50
  # gives "not available" characters EXP (specify in %)
  EXP_NOT_AVAILABLE = 0
  # gives "disabled for party" characters EXP (specify in %)
  EXP_DISABLED_FOR_PARTY = 0
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Conficuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

end

# recognition variable for plug-ins
$easy_party_switcher = 2.41

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

  attr_accessor :must_be_in_party
  attr_accessor :disabled_for_party
  attr_accessor :not_available
  attr_accessor :forced_position
 
  alias setup_eps_later setup
  def setup(actor_id)
    setup_eps_later(actor_id)
    @must_be_in_party = @disabled_for_party = @not_available = false
  end
 
end

#==============================================================================
# Game_System
#==============================================================================

class Game_System

  attr_accessor :stored_party
  attr_accessor :order_only
  attr_accessor :battle_order_only
 
  alias init_eps_later initialize
  def initialize
    init_eps_later
    @order_only = @battle_order_only = false
  end
 
end

#==============================================================================
# Game_Party
#==============================================================================

class Game_Party

  attr_accessor :actors
  attr_accessor :forced_size
 
  def any_forced_position
    return (@actors.any? {|actor| actor != nil && actor.forced_position != nil})
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

  alias draw_actor_graphic_eps_later draw_actor_graphic
  def draw_actor_graphic(actor, x, y)
    if actor != nil && actor.character_name != ''
      classes = [Window_Current, Window_Reserve, Window_HelpStatus]
      if BlizzCFG::FACESETS && !$all_available && classes.include?(self.class)
        draw_actor_face_eps(actor, x, y)
      else
        if classes.include?(self.class)
          bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
          x += bitmap.width / 8 + 24
          y += bitmap.height / 4 + 16
        end
        draw_actor_graphic_eps_later(actor, x, y)
      end
    end
  end

  def draw_actor_face_eps(actor, x, y)
    if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
      hue = 0
    else
      hue = actor.character_hue
    end
    bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    if actor.not_available || actor.must_be_in_party
      self.contents.blt(x, y, bitmap, src_rect, 128)
    else
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
 
end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult
 
  attr_reader :exp
 
end

#==============================================================================
# Window_Current
#==============================================================================

class Window_Current < Window_Selectable

  def initialize
    super(0, 0, 240 + 32, (BlizzCFG::MAX_PARTY > 4 ? 480 : BlizzCFG::MAX_PARTY * 120))
    self.contents = Bitmap.new(width - 32, 448 + (BlizzCFG::MAX_PARTY-4) * 120)
    @item_max = BlizzCFG::MAX_PARTY
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    refresh
    self.active, self.index, self.z = false, -1, 5000
  end
 
  def refresh
    self.contents.clear
    $game_party.actors.each_index {|i|
        if $game_party.actors[i] != nil
          draw_actor_graphic($game_party.actors[i], 4, i*120+4)
          draw_actor_name($game_party.actors[i], 152, i*120-4)
          draw_actor_level($game_party.actors[i], 88, i*120-4)
          draw_actor_hp($game_party.actors[i], 88, i*120+24)
          draw_actor_sp($game_party.actors[i], 88, i*120+52)
        end}
  end

  def setactor(index_1, index_2)
    $game_party.actors[index_2], $game_party.actors[index_1] =
        $game_party.actors[index_1], $game_party.actors[index_2]
    refresh
  end

  def getactor(index)
    return $game_party.actors[index]
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
    y = (@index / @column_max) * 120 - self.oy
    self.cursor_rect.set(0, y, self.width - 32, 88)
  end

  def clone_cursor
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
    y = (@index / @column_max) * 120
    src_rect = Rect.new(0, 0, self.width, 88)
    bitmap = Bitmap.new(self.width-32, 88)
    bitmap.fill_rect(0, 0, self.width-32, 88, Color.new(255, 255, 255, 192))
    bitmap.fill_rect(2, 2, self.width-36, 84, Color.new(255, 255, 255, 80))
    self.contents.blt(0, y, bitmap, src_rect, 192)
  end
 
  def top_row
    return self.oy / 116
  end

  def top_row=(row)
    self.oy = (row % row_max) * 120
  end

  def page_row_max
    return (self.height / 120)
  end

end

#==============================================================================
# Window_Reserve
#==============================================================================

class Window_Reserve < Window_Selectable
 
  attr_reader :actors
 
  def initialize(scene)
    super(0, 0, 368, 320)
    setup
    @column_max, rows = 3, @item_max / @column_max
    self.contents = Bitmap.new(width - 32, (rows >= 3 ? rows * 96 : height - 32))
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    self.active, self.index, self.z = false, -1, 5000
    refresh
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 0
    end
  end
 
  def setup
    @actors = []
    (1...$data_actors.size).each {|i|
        unless $game_party.actors.include?($game_actors[i]) ||
            $game_actors[i].disabled_for_party && !$all_available
          @actors.push($game_actors[i])
        end}
    @item_max = (@actors.size + $game_party.actors.size + 3) / 3 * 3
  end
 
  def refresh
    self.contents.clear
    @actors.each_index {|i| draw_actor_graphic(@actors[i], i%3*112+16, i/3*96+8)}
  end
 
  def getactor(index)
    return @actors[index]
  end
 
  def get_number
    return (@actors.find_all {|actor| actor != nil}).size if $all_available
    return (@actors.find_all {|actor| actor != nil && !actor.not_available}).size
  end
 
  def setactor(index_1, index_2)
    @actors[index_1], @actors[index_2] = @actors[index_2], @actors[index_1]
    refresh
  end

  def setparty(index_1, index_2)
    @actors[index_1], $game_party.actors[index_2] =
        $game_party.actors[index_2], @actors[index_1]
    refresh
  end

  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max-1) if row > top_row + (page_row_max-1)
    x, y = (@index % @column_max)*112 + 8, (@index / @column_max)*96 - self.oy
    self.cursor_rect.set(x, y, 96, 96)
  end

  def clone_cursor
    row = @index / @column_max
    self.top_row = row if row < self.top_row
    self.top_row = row - (page_row_max - 1) if row > top_row + (page_row_max - 1)
    x, y = (@index % @column_max) * 112 + 8, (@index / @column_max) * 96
    src_rect = Rect.new(0, 0, 96, 96)
    bitmap = Bitmap.new(96, 96)
    bitmap.fill_rect(0, 0, 96, 96, Color.new(255, 255, 255, 192))
    bitmap.fill_rect(2, 2, 92, 92, Color.new(255, 255, 255, 80))
    self.contents.blt(x, y, bitmap, src_rect, 192)
  end
 
  def top_row
    return self.oy / 96
  end

  def top_row=(row)
    row = row % row_max
    self.oy = row * 96
  end

  def page_row_max
    return (self.height - 32) / 96
  end

end
#==============================================================================
# Window_HelpStatus
#==============================================================================

class Window_HelpStatus < Window_Base

  def initialize(gotactor, scene)
    super(0, 0, 400 - 32, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    refresh(gotactor)
    self.active, self.z = false, 5000
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 128
    end
  end
 
  def refresh(actor)
    self.contents.clear
    if actor != nil
      self.contents.font.color = normal_color
      if actor.not_available && !$all_available
        self.contents.draw_text(8, 0, 160, 32, 'pas disponible', 0)
      end
      draw_actor_graphic(actor, 0, 40)
      draw_actor_name(actor, 160, 32)
      draw_actor_level(actor, 96, 32)
      draw_actor_hp(actor, 96, 64)
      draw_actor_sp(actor, 96, 96)
    end
  end

end

#==============================================================================
# Window_Warning
#==============================================================================

class Window_Warning < Window_Base

  def initialize(mode, members)
    super(0, 0, 320, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    self.contents.font.size = 24
    self.x, self.y, self.z = 320 - width/2, 240 - height/2, 9999
    self.contents.font.color = normal_color
    case mode
    when 0
      self.contents.draw_text(0, 0, 288, 32, 'il faut être dans un groupe', 1)
      num = [$game_party.forced_size, members + $game_party.actors.nitems].min
      self.contents.draw_text(0, 32, 288, 32, "of #{num} members!", 1)
    when 1
      self.contents.draw_text(0, 0, 288, 32, 'Vous ne pouvez pas supprimer', 1)
      self.contents.draw_text(0, 32, 288, 32, 'le dernier membre du groupe !', 1)
    when 2
      self.contents.draw_text(0, 0, 288, 32, 'Au moins un membre', 1)
      self.contents.draw_text(0, 32, 288, 32, 'doit être vivant !', 1)
    end
  end

end

if BlizzCFG::BATTLE_SWITCH
#==============================================================================
# Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_Selectable
 
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    @commands = ['Combattre', 'Fuir', 'Changer']
    @item_max = @column_max = 3
    draw_item(0, normal_color)
    draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
    draw_item(2, normal_color)
    self.active, self.visible, self.index = false, false, 0
  end
 
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index], 1)
  end
 
  def update_cursor_rect
    self.cursor_rect.set(80 + index * 160, 0, 128, 32)
  end
 
  def command(index = self.index)
    return @commands[index]
  end
 
end
end

#==============================================================================
# Scene_PartySwitcher
#==============================================================================

class Scene_PartySwitcher
 
  def initialize(wipe_party = 0, reset = 0, store = 0)
    @wipe_party, @store, @reset = store, reset, wipe_party
    @current_window_temp = @reserve_window_temp = 0
    @scene_flag, @temp_window = false, ''
    @scene = $scene.class
  end
 
  def main
    if @store != 0
      swap_parties
      $scene = Scene_Map.new
      $game_player.refresh
      return
    end
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture("Formation")
    @mnlay.z = 10
    case @wipe_party
    when 1 then setup_forced_party
    when 2 then wipe_party
    when 3
      $game_system.stored_party = $game_party.actors
      wipe_party
    when 10 then $all_available = true
    end
    if @reset == 1
      (1...$data_actors.size).each {|i| $game_actors[i].not_available = false}
    end
    @current_window = Window_Current.new
    @current_window.index, @current_window.active = 0, true
    @current_window.opacity = 0
    @reserve_window = Window_Reserve.new(@scene)
    @reserve_window.x, @reserve_window.y = 272, 160
    @reserve_window.opacity = 0
    @help_window = Window_HelpStatus.new(@reserve_window.getactor(0), @scene)
    @help_window.x = 240 + 32
    @help_window.opacity = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @mnlay.dispose
    [@current_window, @reserve_window, @help_window].each {|win| win.dispose}
    $game_party.actors.compact!
    $game_player.refresh
    $all_available = nil
  end
 
  def update
    check = @reserve_window.index
    if @reserve_window.active
      reserve_update
      @reserve_window.update
    end
    if check != @reserve_window.index
      if @reserve_window.active
        actor = @reserve_window.getactor(@reserve_window.index)
      elsif @current_window.active
        actor = @reserve_window.getactor(@reserve_window_temp)
      end
      @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
    end
    current_update if @current_window.active
    if Input.trigger?(Input::B)
      if @scene_flag
        $game_system.se_play($data_system.cancel_se)
        @scene_flag, @temp_window = false, ''
        if @reserve_window.active
          actor = @reserve_window.getactor(@reserve_window.index)
        elsif @current_window.active
          actor = @reserve_window.getactor(@reserve_window_temp)
        end
        @help_window.refresh(actor) if ['', 'Current'].include?(@temp_window)
        [@current_window, @reserve_window].each {|win| win.refresh}
        return
      end
      if $game_party.forced_size != nil &&
          ($game_party.forced_size < $game_party.actors.nitems ||
          ($game_party.forced_size > $game_party.actors.nitems &&
          @reserve_window.get_number != 0))
        $game_system.se_play($data_system.buzzer_se)
        warning(1)
        return
      end
      if $game_party.actors.all? {|actor| actor == nil ||
            actor != nil && actor.dead?}
        $game_system.se_play($data_system.buzzer_se)
        warning(2)
        return
      end
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(10)
    elsif Input.trigger?(Input::A)
      if $game_party.any_forced_position
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.decision_se)
        $game_party.actors.compact!
        @current_window.refresh
      end
    end
  end
   
  def current_update
    @current_window.update
    if Input.trigger?(Input::C)
      actor = @current_window.getactor(@current_window.index)
      if actor != nil && actor.forced_position != nil
        $game_system.se_play($data_system.buzzer_se)
      else
        if @scene_flag
          switch_members
        else
          $game_system.se_play($data_system.decision_se)
          @scene_flag, @temp_window = true, 'Current'
          @temp_actor_index = @current_window.index
          @current_window.clone_cursor
        end
      end
    elsif Input.trigger?(Input::RIGHT)
      if @scene == Scene_Map && $game_system.order_only ||
          @scene == Scene_Battle && $game_system.battle_order_only
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @current_window.active = false
        @reserve_window.active = true
        @current_window_temp = @current_window.index
        actor = @reserve_window.getactor(@reserve_window_temp)
        @current_window.index = -1
        @reserve_window.index = @reserve_window_temp
        @help_window.refresh(actor) unless @scene_flag
      end
    end
  end
 
  def reserve_update
    if Input.trigger?(Input::C)
      if @scene_flag
        switch_members
      else
        $game_system.se_play($data_system.decision_se)
        @scene_flag, @temp_window = true, 'Reserve'
        @temp_actor_index = @reserve_window.index
        @reserve_window.clone_cursor
      end
    elsif @reserve_window.index % 3 == 0 && Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @reserve_window.active = false
      @current_window.active = true
      @reserve_window_temp = @reserve_window.index
      @reserve_window.index = -1
      @current_window.index = @current_window_temp
    end
  end
 
  def switch_members
    if @temp_window == 'Reserve' && @reserve_window.active
      @reserve_window.setactor(@temp_actor_index, @reserve_window.index)
      actor = @reserve_window.getactor(@reserve_window.index)
      @help_window.refresh(actor)
    end
    if @temp_window == 'Current' && @current_window.active
      @current_window.setactor(@temp_actor_index, @current_window.index)
    end
    if @temp_window == 'Reserve' && @current_window.active
      actor1 = @current_window.getactor(@current_window.index)
      actor2 = @reserve_window.getactor(@temp_actor_index)
      if call_warning?(@current_window.index, actor2)
        if actor1 != nil && actor1.must_be_in_party
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window_temp)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        if actor2 != nil && actor2.not_available && !$all_available
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window_temp)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
t_actor = @current_window.getactor(@current_window.index)
        $game_actors[t_actor.id].remove_esper if $game_actors[t_actor.id].esper1 != 0
        @reserve_window.setparty(@temp_actor_index, @current_window.index)
        @current_window.refresh
        actor = @reserve_window.getactor(@reserve_window_temp)
        @help_window.refresh(actor)
      else
        warning(0)
      end
    end
    if @temp_window == 'Current' && @reserve_window.active
      actor1 = @current_window.getactor(@temp_actor_index)
      actor2 = @reserve_window.getactor(@reserve_window.index)
      if call_warning?(@temp_actor_index, actor2)
        if actor1 != nil && actor1.must_be_in_party
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window.index)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        if actor2 != nil && actor2.not_available && !$all_available
          $game_system.se_play($data_system.buzzer_se)
          @scene_flag, @temp_window = false, ''
          actor = @reserve_window.getactor(@reserve_window.index)
          [@current_window, @reserve_window].each {|win| win.refresh}
          @help_window.refresh(actor)
          return
        end
        $game_actors[actor1.id].remove_esper if $game_actors[actor1.id].esper1 != 0
        @reserve_window.setparty(@reserve_window.index, @temp_actor_index)
        @current_window.refresh
        actor = @reserve_window.getactor(@reserve_window.index)
        @help_window.refresh(actor)
      else
        warning(0)
      end
    end
    $game_system.se_play($data_system.decision_se)
    @scene_flag, @temp_window = false, ''
  end
   
  def wipe_party
    $game_party.actors.each {|actor| actor.not_available = true if actor != nil}
    setup_forced_party(true)
    if $game_party.actors == []
      (1...$data_actors.size).each {|i|
          unless $game_actors[i].not_available ||
              $game_actors[i].disabled_for_party
            $game_party.actors.push($game_actors[i])
            return
          end}
    end
  end
 
  def setup_forced_party(flag = false)
    $game_party.actors, party = [], []
    (1...$data_actors.size).each {|i|
        if $game_actors[i] != nil && $game_actors[i].must_be_in_party &&
            (!$game_actors[i].disabled_for_party || flag) &&
            !$game_actors[i].not_available
          party.push($game_actors[i])
        end}
    party.clone.each {|actor|
        if actor.forced_position != nil
          $game_party.actors[actor.forced_position] = actor
          party.delete(actor)
        end}
    $game_party.actors.each_index {|i|
        $game_party.actors[i] = party.shift if $game_party.actors[i] == nil}
    $game_party.actors += party.compact
  end 
 
  def swap_parties
    $game_party.actors.compact!
    temp_actors = $game_party.actors
    temp_actors.each {|actor| actor.not_available = true}
    $game_system.stored_party.compact!
    $game_system.stored_party.each {|actor| actor.not_available = false}
    $game_party.actors = $game_system.stored_party
    $game_system.stored_party = (@store == 1 ? temp_actors : nil)
  end
 
  def call_warning?(index, actor2)
    return (BlizzCFG::ALLOW_EMPTY_PARTY || $game_party.actors[index] == nil ||
        actor2 != nil || $game_party.actors.nitems > 1)
  end
 
  def warning(type)
    $game_system.se_play($data_system.buzzer_se)
    @warning_window = Window_Warning.new(type, @reserve_window.get_number)
    loop do
      Graphics.update
      Input.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se) if type > 0
        [@current_window, @reserve_window].each {|win| win.refresh}
        @warning_window.dispose
        @warning_window = nil
        break
      end
    end
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================
 
class Scene_Battle
 
  alias update_phase2_eps_later update_phase2
  def update_phase2
    update_phase2_eps_later
    if Input.trigger?(Input::C) && @party_command_window.index == 2
      $game_system.se_play($data_system.decision_se)
      @spriteset.dispose
      $scene = Scene_PartySwitcher.new
      $scene.main
      $scene = self
      @spriteset = Spriteset_Battle.new
      15.times {@spriteset.update}
      @status_window.refresh
      Graphics.transition(0)
    end
  end
 
  alias start_phase5_eps_later start_phase5
  def start_phase5
    start_phase5_eps_later
    (1...$data_actors.size).each {|i|
        unless $game_party.actors.include?($game_actors[i])
          if $game_actors[i].not_available
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_NOT_AVAILABLE/100
          elsif $game_actors[i].disabled_for_party
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_DISABLED_FOR_PARTY/100
          else
            $game_actors[i].exp += @result_window.exp * BlizzCFG::EXP_RESERVE/100
          end
        end}
  end
 
end

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