Aariz Patriotes
Messages : 384 Date d'inscription : 26/08/2007 Localisation : Si je dis le trou du cul du monde ,vous voyez où c\'est ?
| Sujet: affiche les stats apres le combat Lun 3 Sep - 20:44 | |
| Alors voilà, ceci est un jolie script qui permet de voir ces stats qui augmente. Je ne connaît pas l'auteur, j'ai trouver ce script sur un site. Mettez ce script au dessus de Main et nommez-le comme bon vous semble. Et voilà le script: - Citation :
class Scene_Battle def main $game_temp.in_battle = true $game_temp.battle_turn = 0 $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil $game_system.battle_interpreter.setup(nil, 0) @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false @party_command_window = Window_PartyCommand.new @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new @spriteset = Spriteset_Battle.new @wait_count = 0 if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end start_phase1 loop do Graphics.update Input.update update if $scene != self break end end $game_map.refresh Graphics.freeze @actor_command_window.dispose @party_command_window.dispose @help_window.dispose @status_window.dispose @message_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @result_window != nil @result_window.dispose end @spriteset.dispose ### Début de l'ajout par Krazplay pour sa nouvelle fenêtre d'exp ### if @levelup != nil #Correction du bug de fuite @fond = Window_Base.new(0,0,640,480) coordx = [5,320, 5,320] coordy = [12, 12, 248, 248] @window = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] @window[i] = Window_Result.new(coordx[i], coordy[i]) @window[i].refresh(actor,0) if @levelup[i] != nil #correction d'un bug, n'oubliez pas le end plus bas if @levelup[i] > 0 @window[i].refresh(actor, @levelup[i]) @window[i].showlvlup(actor) end end #voila le end qui va avec la correction end if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(20, "Graphics/Transitions/" + $data_system.battle_transition) end loop do Graphics.update Input.update if Input.trigger?(Input::C) break end end for i in 0...$game_party.actors.size @window[i].dispose end @fond.dispose end # end de la correction du bug de fuite ### Fin de l'ajout par Krazplay pour sa nouvelle fenêtre d'exp ### if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end
def start_phase5 @phase = 5 $game_system.me_play($game_system.battle_end_me) $game_system.bgm_play($game_temp.map_bgm) exp = 0 gold = 0 treasures = [] for enemy in $game_troop.enemies unless enemy.hidden exp += enemy.exp gold += enemy.gold if rand(100) < enemy.treasure_prob if enemy.item_id > 0 treasures.push($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 treasures = treasures[0..5] @levelup = [] # Cette ligne-là est à ajouter si vous ne voullez pas copier # tout le scrîpt 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 @levelup[i] = actor.level - last_level # Cette ligne-là aussi # if actor.level > last_level @status_window.level_up(i) end end end $game_party.gain_gold(gold) 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 @result_window = Window_BattleResult.new(exp, gold, treasures) @phase5_wait_count = 100 end
end #============================================================================== # ■ Nouvelle fenêtre d'exp v1.01 par Krazplay Partie 2 #------------------------------------------------------------------------------ # Créer un nouveau scrîpt au-dessus de main et copier celui-là dedans. # Tout ce qui est sous la définition refresh est ce qui apparait tout le temps # Tout ce qui est sous la définition showlvlup est ce qui n'apparait qu'en # cas de level up #==============================================================================
class Window_Result < Window_Base def initialize(x,y) super(x, y, 315, 220) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.back_opacity = 255 end
def refresh(actor,levelenmoins) self.contents.clear self.contents.font.color = Color.new(255, 50, 50, 255) self.contents.font.size = 24 draw_actor_battler(actor,50,90,30) draw_actor_battler(actor,110,90,60) draw_actor_battler(actor,170,90,90) if levelenmoins == 0 draw_actor_battler(actor,230,90,250) end largeur_nom = contents.text_size(actor.name).width self.contents.draw_text(width/2 - largeur_nom/2 -16, 0, 99, 24, actor.name) self.contents.font.color = Color.new(100, 255, 100, 255) self.contents.font.size = 19 self.contents.draw_text(0,25, 99, 24, "Level") self.contents.font.color = normal_color self.contents.draw_text(10, 45, 99, 24, "HP") self.contents.draw_text(10, 63, 99, 24, "MP") self.contents.font.size = 18 self.contents.draw_text(0, 83, 99, 24, "Force") self.contents.draw_text(0, 103, 99, 24, "Dexterité") self.contents.draw_text(0, 123, 99, 24, "Agilité") self.contents.draw_text(0, 143, 99, 24, "Intelligence") self.contents.font.color = Color.new(125, 255, 125, 255) self.contents.draw_text(60, 170, 99, 24, "NEXT") @levelenmoins = levelenmoins @lvl = actor.level-levelenmoins self.contents.font.color = normal_color self.contents.draw_text(80, 25, 30, 24, @lvl.to_s,2) self.contents.draw_text(60, 45, 50, 24, $data_actors[actor.id].parameters[0, @lvl].to_s,2) self.contents.draw_text(60, 63, 50, 24, $data_actors[actor.id].parameters[1, @lvl].to_s,2) self.contents.draw_text(80, 83, 30, 24, $data_actors[actor.id].parameters[2, @lvl].to_s,2) self.contents.draw_text(80, 103, 30, 24, $data_actors[actor.id].parameters[3, @lvl].to_s,2) self.contents.draw_text(80, 123, 30, 24, $data_actors[actor.id].parameters[4, @lvl].to_s,2) self.contents.draw_text(80, 143, 30, 24, $data_actors[actor.id].parameters[5, @lvl].to_s,2) self.contents.draw_text(140, 170, 70, 24, actor.next_rest_exp_s.to_s,1) end
def showlvlup(actor) hpgagne = $data_actors[actor.id].parameters[0, actor.level] - $data_actors[actor.id].parameters[0, @lvl] mpgagne = $data_actors[actor.id].parameters[1, actor.level] - $data_actors[actor.id].parameters[1, @lvl] forcegagne = $data_actors[actor.id].parameters[2, actor.level] - $data_actors[actor.id].parameters[2, @lvl] dexgagne = $data_actors[actor.id].parameters[3, actor.level] - $data_actors[actor.id].parameters[3, @lvl] agigagne = $data_actors[actor.id].parameters[4, actor.level] - $data_actors[actor.id].parameters[4, @lvl] intgagne = $data_actors[actor.id].parameters[5, actor.level] - $data_actors[actor.id].parameters[5, @lvl] self.contents.font.color = Color.new(100, 255, 100, 255) self.contents.font.size = 19 self.contents.draw_text(50, 25, 99, 24, "UP !") self.contents.font.color = Color.new(20, 255, 20, 255) self.contents.font.size = 18 self.contents.draw_text(210, 25, 99, 24, actor.level.to_s) self.contents.draw_text(190, 45, 40, 24, $data_actors[actor.id].parameters[0, actor.level].to_s,2) self.contents.draw_text(190, 63, 40, 24, $data_actors[actor.id].parameters[1, actor.level].to_s,2) self.contents.draw_text(200, 83, 30, 24, $data_actors[actor.id].parameters[2, actor.level].to_s,2) self.contents.draw_text(200, 103, 30, 24, $data_actors[actor.id].parameters[3, actor.level].to_s,2) self.contents.draw_text(200, 123, 30, 24, $data_actors[actor.id].parameters[4, actor.level].to_s,2) self.contents.draw_text(200, 143, 30, 24, $data_actors[actor.id].parameters[5, actor.level].to_s,2) self.contents.font.color = Color.new(100, 255, 255, 255) self.contents.draw_text(140, 25, 20, 24, @levelenmoins.to_s,2) self.contents.draw_text(130, 45, 40, 24, hpgagne.to_s,2) self.contents.draw_text(130, 63, 40, 24, mpgagne.to_s,2) self.contents.draw_text(140, 83, 30, 24, forcegagne.to_s,2) self.contents.draw_text(140, 103, 30, 24, dexgagne.to_s,2) self.contents.draw_text(140, 123, 30, 24, agigagne.to_s,2) self.contents.draw_text(140, 143, 30, 24, intgagne.to_s,2) self.contents.font.color = Color.new(255, 100, 100, 255) h = [25,45,63,83,103,123,143] for i in 0...7 self.contents.draw_text(120, h[i], 20, 24, "+") end for i in 0...7 self.contents.draw_text(180, h[i], 20, 24, "=") end end
def draw_actor_battler(actor, x, y, transparence=255) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect, transparence) end end | |
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