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 Aidez-vous ! [Entraide]

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Boroniste
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 28 Mai - 9:10

Quelqu'un a une corde ? ♥
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XakuX
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 28 Mai - 9:21

Il déforme tout ton nouvelle avatar Bobo', en plus il est moche, par contre j'ai bien une corde chez moi Very Happy
Non mais sérieux les mecs, A votre place je me suiciderai même pas, ce serait trop facile, vous êtes tellement pathétique, vous pourriez donnez vos corps à une œuvre humanitaire: femme dominatrice d'Afrique par exemple Gros sourire
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Limit' the fox
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 28 Mai - 10:33

*donne une corde à boroniste * cadeau ♥️

c'est quoi ça ? on se suicide juste parce-que Xak' vous a battu une fois de plus ? j'ai honte pour vous !

na je déconne ... arretez de flooder Wink
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lyam6666
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 9:07

bon, je floode pas (sa me manque...)
mais bon, je vudrais savoir si quelqu'un pouvait m'expliquer comment mettre ce script de quete:
Code:
=begin
########################## Breadlord's Quets Script modifié par Skillo ############################
Ceci est un script pour quête vous permettant d'avoir une large description des quêtes et de multiples tâches
(entend par là plusieurs à truc à faire pour la même quête hein).
Tu met les quêtes sous forme d'evenement c'est à dire sous ce format :

$quests['nom de la quête'] = Quest.new([' ligne de description 1', 'ligne de description 2, ...],
['tâche 1 description', 'tâche 2 description',...])

Dans ce format 'nom de la quête' correspond au nom de la quête,
'ligne de description N' est la N ème ligne de la description de la quête et
'tâche N description' est la description de la N eme tâche

Pour completer une tâche dans un evenement utilisez $quests['nom de la quête'].complete_sub('tâche description'),
et pour échouer une tâche utilisez $quests['nom de la quête'].fail_sub('tâche description').
Si toutes les tâches sont complétées/échouées alors le status de la quête deviendra complétée/échouée.
Pour mettre une quête en complétée utilisez $quests['nom de la quête'].complete_all,
et échouée utilisez $quests['nom de la quête'].fail_all

Pour vérifier si une quête est complétée utilisez $quests['nom de la quête'].complete?,
et pour vérifier si elle est échouée utilisez $quests['nom de la quête'].failed?.
Pour vérifier si une tâche est complétée utilisez $quests['nom de la quête'].sub_complete?('tâche description')
et pour vérifier si elle est échouée utilisez $quests['nom de la quête'].sub_failed?('tâche description')

Pour definir une quete secondaire il suffit de rajouter true après les taches :
$quests['nom de la quête'] = Quest.new([' ligne de description 1', 'ligne de description 2, ...],
['tâche 1 description', 'tâche 2 description',...], true)

Enfin pour vérifier que la quête existe utilisez $quests['nom de la quête'] != nil
Pour appeler le menu de quête utilisez $scene = Scene_Quest.new
Et pour lancer le menu quête sur un onglet précis il suffit de $scene = Scene_Quest.new(index de l'onglet)
0<= index de l'onglet <= 3



################################################################################
################################################################################
=end

module QUEST_CONFIG

# Ici seront defini les 3 icones correspondant aux tri des quêtes
# QUEST_ICONS = [icone des quetes en cours, icone des quetes complétées, icone des quete echouées]
QUEST_ICONS = [188, 179, 150, 112]

# Ici sera defini l'image apparaissant dans le menu
# QUEST_PICTURE = "nom de l'image"
QUEST_PICTURE = "Quest"

# Ici sera defini la hauteur des fenêtre et par consequence la place laisser à l'image
# QUEST_WINDOWHEIGHT = hauteur
QUEST_WINDOWHEIGHT = 293 # 293

# Ici sera defini l'image apparaissant lorsqu'une quête est completée
# QUEST_COMPLETE = "nom de l'image"
QUEST_COMPLETE = "Complete"

# Ici sera defini l'image apparaissant lorsqu'une quête est échouée
# QUEST_FAILED = "nom de l'image"
QUEST_FAILED = "Failed"

# Ici sera defini le message apparaissant dans la fenetre de description lors d'une quête secondaire
# QUEST_SECOND = "message"
QUEST_SECOND = "Quête secondaire"
# Ici seront defini les 3 icones correspondant aux états des quêtes et des tâches principales
# VALIDATEICONS = [icone des taches en cours, icone des taches complétées, icone des taches echouées]
VALIDATEICONS = [99, 101, 97]

# Ici seront defini les 3 icones correspondant aux états des quêtes et des tâches secondaires
# VALIDATEICONS = [icone des taches en cours, icone des taches complétées, icone des taches echouées]
VALIDATESECONDICONS = [100, 102, 96]

#Ici sera defini le nom apparaissant dans le menu de base
# MENUNAME = nom du menu
MENUNAME = 'Quêtes'

#Ici sera defini le nom apparaissant dans la description de l'onglet des quêtes principales
# QUEST_NAMEPRINCIP = nom
QUEST_NAMEPRINCIP = "Quêtes Principales"

#Ici sera defini le nom apparaissant dans la description de l'onglet des quêtes secondaires
# QUEST_NAMESECOND = nom
QUEST_NAMESECOND = "Quêtes Secondaires"

#Ici sera defini le nom apparaissant dans la description de l'onglet des quêtes réussies
# QUEST_NAMECOMP = nom
QUEST_NAMECOMP = "Quêtes Réussies"

#Ici sera defini le nom apparaissant dans la description de l'onglet des quêtes échouées
# QUEST_NAMEFAIL = nom
QUEST_NAMEFAIL = "Quêtes Ratés"

# Ici sera defini à titre indicatif le numero du menu quête dans le menu de base (comptez à partir de 0)
# cela n'aura aucune influance sur sa position.
# MENU_NUMBER = umero du menu quête dans le menu de base
MENU_NUMBER = 4

# Ici sera defini l'interrupteur definissant si un tache échoué fais echoué la quête ou non.
# FAILSUB_FAILCOMPLETE = true/false
FAILSUB_FAILCOMPLETE = true

end

#==============================================================================
# ** Quest
#------------------------------------------------------------------------------
# Cette classe permet de definir des quêtes
# Elle est appelée par $quests
#==============================================================================
class Quest

attr_accessor :desc, :sub, :comp, :sub_text, :pic

#--------------------------------------------------------------------------
# * Quête Initialization
# desc : tableau des descriptions
# sub : tableau des tâches
# pic : window width
#--------------------------------------------------------------------------
def initialize(desc = [''], sub = [''], second = false)
@desc = desc
@sub = {}
@second = second
for i in 0..sub.size - 1 # pour chaque tache
@sub[sub[i]] = 'prog' #construit une clef du nom de la tache avec la valeur prog
end
@comp = 'prog'
@sub_text = []
for i in 0..sub.size - 1
@sub_text.push(sub[i]) # pour chaque tache
end
end

#--------------------------------------------------------------------------
# * Completer une Tâche
# sub : tâche
#--------------------------------------------------------------------------
def second?
return @second
end
#--------------------------------------------------------------------------
# * Completer une Tâche
# sub : tâche
#--------------------------------------------------------------------------
def complete_sub(sub)
@sub[sub] = 'comp'
test_complete
end
#--------------------------------------------------------------------------
# * Tester si la Quête est devenue complete
# sub : tâche
#--------------------------------------------------------------------------
def test_complete
@a = true
for i in 0..@sub.keys.size - 1
if @sub[@sub.keys[i]] == 'comp'
@a = (@a and true)
else
@a = (@a and false)
end
end
if @a == true
complete_all
end
end
#--------------------------------------------------------------------------
# * Echouer une Tâche
# sub : tâche
#--------------------------------------------------------------------------
def fail_sub(sub)
if QUEST_CONFIG::FAILSUB_FAILCOMPLETE
fail_all
else
@sub[sub] = 'fail'
end
end


#--------------------------------------------------------------------------
# *Compeleter toutes les Tâches
#--------------------------------------------------------------------------
def complete_all
@comp = 'comp'
for i in @sub.keys
@sub[i] = 'comp'
end
end

#--------------------------------------------------------------------------
# *Echouer à toutes les Tâches
#--------------------------------------------------------------------------
def fail_all
@comp = 'fail'
for i in @sub.keys
@sub[i] = 'fail'
end
end

#--------------------------------------------------------------------------
# *Tester si une Tâches est complete
#--------------------------------------------------------------------------
def sub_complete?(sub)
return @sub[sub] == 'comp'? true : false
end

#--------------------------------------------------------------------------
# *Tester si une Quête est complete
#--------------------------------------------------------------------------
def complete?
return @comp == 'comp'? true : false
end

#--------------------------------------------------------------------------
# *Tester si une Tâches est échouée
#--------------------------------------------------------------------------
def sub_failed?(sub)
return @sub[sub] == 'fail'? true : false
end

#--------------------------------------------------------------------------
# *Tester si une Quête est échouée
#--------------------------------------------------------------------------
def failed?
return @comp == 'fail'? true : false
end
end


#==============================================================================
# ** Window_Quest_Type
#------------------------------------------------------------------------------
# Cette fenetre affiche les differents états des quêtes.
#==============================================================================
class Window_Quest_Type < Window_Selectable

attr_accessor :active, :index
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0,352 - QUEST_CONFIG::QUEST_WINDOWHEIGHT,160,64)
@column_max = 4
@index = 0
@icons = QUEST_CONFIG::QUEST_ICONS
@spacing = 14
refresh
end

#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
create_contents
@item_max = @icons.size
for i in 0...@item_max
rect = item_rect(i)
rect.x -= 2
icon = @icons[i]
draw_icon(icon, rect.x, rect.y)
end
end
end

#==============================================================================
# ** Window_Quest_Title
#------------------------------------------------------------------------------
# Cette fenetre affiche les descriptions des quêtes.
#==============================================================================
class Window_Quest_Title < Window_Base

#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(index = QUEST_CONFIG::MENUNAME)
super( 160, 352 - QUEST_CONFIG::QUEST_WINDOWHEIGHT, 384, 64)
@pic_title = Sprite.new
@pic_title.bitmap = Cache.picture(QUEST_CONFIG::QUEST_PICTURE)
self.contents.draw_text(0, 0, self.width - 40, WLH, index, 1)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
@pic_title.dispose
end
end

#==============================================================================
# ** Window_Quest_Desc
#------------------------------------------------------------------------------
# Cette fenetre affiche lee contenue des quêtes.
#==============================================================================
class Window_Quest_Desc < Window_Base

#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(index = nil)
super( 160, 416 - QUEST_CONFIG::QUEST_WINDOWHEIGHT, 384, QUEST_CONFIG::QUEST_WINDOWHEIGHT)
@status = Sprite.new
if index != nil
if $quests[index].complete?
@status.bitmap = Cache.picture(QUEST_CONFIG::QUEST_COMPLETE)
elsif $quests[index].failed?
@status.bitmap = Cache.picture(QUEST_CONFIG::QUEST_FAILED)
end
@status.z = 201
for i in 0..$quests[index].desc.size - 1
a = $quests[index].desc[i]
self.contents.draw_text(0, WLH*i, self.width - 40, WLH, a, 1)
end
a = $quests[index].sub_text
for i in 0..a.size - 1
b = a[i]
if $quests[index].sub[b] == 'prog'
if $quests[index].second?
ic = QUEST_CONFIG::VALIDATESECONDICONS[0]
else
ic = QUEST_CONFIG::VALIDATEICONS[0]
end
elsif $quests[index].sub[b] == 'comp'
if $quests[index].second?
ic = QUEST_CONFIG::VALIDATESECONDICONS[1]
else
ic = QUEST_CONFIG::VALIDATEICONS[1]
end
else
if $quests[index].second?
ic = QUEST_CONFIG::VALIDATESECONDICONS[2]
else
ic = QUEST_CONFIG::VALIDATEICONS[2]
end
end
draw_icon(ic, 4, WLH*(i + $quests[index].desc.size + 1))
self.contents.draw_text(0, WLH*(i + $quests[index].desc.size + 1), self.width - 40, WLH, b, 1)
end
if $quests[index].second?
self.contents.draw_text(0, QUEST_CONFIG::QUEST_WINDOWHEIGHT - 3*WLH, self.width - 40, WLH, QUEST_CONFIG::QUEST_SECOND, 1)
end
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
@status.dispose
end
end

#==============================================================================
# ** Window_Quest_Type
#------------------------------------------------------------------------------
# Cette fenetre affiche lee contenue des quêtes.
#==============================================================================
class Window_Select_Quest < Window_Selectable

attr_accessor :c_items

#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(type = 1)
super(0, 416 - QUEST_CONFIG::QUEST_WINDOWHEIGHT, 160, QUEST_CONFIG::QUEST_WINDOWHEIGHT)
@type = type
self.index = 0
self.active = false
@items = $quests.keys
a = @items
@c_items = []
for it in 0...@items.size
if include?(a[it])
@c_items.push(a[it])
end
end
@column_max = 1
@commands = @c_items
@item_max = @commands.size
create_contents
refresh
end

#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for it in 0...@item_max
draw_opt(it)
end
end

#--------------------------------------------------------------------------
# * Include ?
# key : nom d'une quête
#--------------------------------------------------------------------------
def include?(key)
case @type
when 1
if !$quests[key].complete? and !$quests[key].failed? and !$quests[key].second?
return true
end
when 2
unless $quests[key].complete? or $quests[key].failed?
return $quests[key].second?
end
when 3
return $quests[key].complete?
when 4
return $quests[key].failed?
end
end

#--------------------------------------------------------------------------
# * Draw Opt
# itemm : quête
#--------------------------------------------------------------------------
def draw_opt(itemm)
a = @c_items
rect = item_rect(itemm)
self.contents.clear_rect(rect)
if $quests[@c_items[itemm]].complete?
if $quests[@c_items[itemm]].second?
draw_icon(QUEST_CONFIG::VALIDATESECONDICONS[1],rect.x, rect.y)
else
draw_icon(QUEST_CONFIG::VALIDATEICONS[1],rect.x, rect.y)
end
elsif $quests[@c_items[itemm]].failed?
if $quests[@c_items[itemm]].second?
draw_icon(QUEST_CONFIG::VALIDATESECONDICONS[2],rect.x, rect.y)
else
draw_icon(QUEST_CONFIG::VALIDATEICONS[2],rect.x, rect.y)
end
else
if $quests[@c_items[itemm]].second?
draw_icon(QUEST_CONFIG::VALIDATESECONDICONS[0],rect.x, rect.y)
else
draw_icon(QUEST_CONFIG::VALIDATEICONS[0],rect.x , rect.y)
end
end
string = @c_items[itemm]
rect.width -= 4
self.contents.draw_text(rect.x, rect.y, rect.width, WLH, string, 2)
end
end


#==============================================================================
# ** Scene_Quest
#------------------------------------------------------------------------------
# Cette classe fere le menu de quêtes
#==============================================================================
class Scene_Quest < Scene_Base

#--------------------------------------------------------------------------
# * Object Initialization
#
#--------------------------------------------------------------------------
def initialize(index = 0, menu = false)
@menu = menu
@index = index
end

#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@type = Window_Quest_Type.new
@type.visible = true
@type.active = true
@type.index = @index
@quests = Window_Select_Quest.new(@index +1)
@quests.active = false
@quests.index = -1
@desc_window = Window_Quest_Desc.new
@title = Window_Quest_Title.new
update_desc
end

#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @menu
$scene = Scene_Menu.new(QUEST_CONFIG::MENU_NUMBER)
else
$scene = Scene_Map.new
end
end

#--------------------------------------------------------------------------
# * Terminate
#--------------------------------------------------------------------------
def terminate
dispose_menu_background
@type.dispose
@quests.dispose
@title.dispose
@desc_window.dispose
end

#--------------------------------------------------------------------------
# * Update Frame
#--------------------------------------------------------------------------
def update
super
update_menu_background
@type.update
@quests.update
if @type.active
update_type_selection
elsif @quests.active
update_quests_selection
else
update_desc_selection
end
if Input.trigger?(Input::A)
Sound.play_cancel
return_scene
end
end

#--------------------------------------------------------------------------
# * Update Type Selection
#--------------------------------------------------------------------------
def update_type_selection
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
a = @type.index
Sound.play_cursor
@type.active = false
@quests.dispose
@quests = Window_Select_Quest.new(a + 1)
@quests.active = true
@quests.index = 0
elsif Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
a = @type.index
@quests.dispose
@quests = Window_Select_Quest.new(a + 1)
@quests.index = -1
update_desc
end
end

#--------------------------------------------------------------------------
# * Update Quests Decription
#--------------------------------------------------------------------------
def update_desc
case @type.index
when 0
@title.dispose
@title = Window_Quest_Title.new(QUEST_CONFIG::QUEST_NAMEPRINCIP)
when 1
@title.dispose
@title = Window_Quest_Title.new(QUEST_CONFIG::QUEST_NAMESECOND)
when 2
@title.dispose
@title = Window_Quest_Title.new(QUEST_CONFIG::QUEST_NAMECOMP)
when 3
@title.dispose
@title = Window_Quest_Title.new(QUEST_CONFIG::QUEST_NAMEFAIL)
end
end
#--------------------------------------------------------------------------
# * Update Quests Selection
#--------------------------------------------------------------------------
def update_quests_selection
if Input.trigger?(Input::B)
Sound.play_cancel
Sound.play_cursor
@type.active = true
@quests.active = false
@quests.index = -1
update_desc
@desc_window.dispose
@desc_window = Window_Quest_Desc.new
elsif Input.trigger?(Input::C)
if @quests.c_items[@quests.index] == nil
Sound.play_buzzer
else
Sound.play_decision
@desc_window.dispose
@desc_window = Window_Quest_Desc.new(@quests.c_items[@quests.index])
@title.dispose
@title = Window_Quest_Title.new(@quests.c_items[@quests.index])
@quests.active = false
@type.active = false
end
end
end

#--------------------------------------------------------------------------
# * Update Desc Selection
#--------------------------------------------------------------------------
def update_desc_selection
if Input.trigger?(Input::B)
Sound.play_cancel
Sound.play_cursor
@quests.active = true
update_desc
@desc_window.dispose
@desc_window = Window_Quest_Desc.new
end
end
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base

alias startupquest command_new_game
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
startupquest
$quests = {}
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================
class Scene_File < Scene_Base

alias savequest write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
savequest(file)
Marshal.dump($quests, file)
end

alias loadquest read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
loadquest(file)
$quests = Marshal.load(file)
end
end
dans le menu, et si possible, qu'il ne soit pas en dessous du choix "Quitter" mais plutot au-dessus, voila mon script de quete:
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 9:07

désoler du double post, mais avec les deux script sa dépsssais la limite autorisée, bref, mon script de menu:
Code:
#===============================================================================
#
# Yanfly Engine RD - Scene Menu ReDux + KGC Custom Menu Command
# Last Date Updated: 2009.06.22
# Level: Normal, Hard, Lunatic
#
# This is more or less a revision of the menu scene. Included in the script are
# a couple of features. Note that I will NOT take credit for KGC's custom menu
# command script as all I did was merely import it into this script and finished
# up the excluded functions that he's left behind. Everything else I did add
# to the script.
#
# COMMAND CONTROL - by KGC
# Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to
# this feature will include what KGC's original script was missing and that was
# easy functionality to include custom menu commands without hassling the core
# script itself. Also added is the ability to launch common events from the
# main menu itself for those who wish to event unique commands.
#
# REDUX MENUS
# The redux menus are completely optional and are mostly nothing other than
# visual changes to the menu scene. You can add icons to the command window,
# display more than just gold on the main menu screen, and added experience
# bars to the party window.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.22 - Fixed time calculation.
# o 2009.06.10 - Added Time, Steps, and Map Name to MultiVariable Window.
# o 2009.06.06 - Finished script.
# o 2009.06.05 - Started script.
#===============================================================================
# Instructions
#===============================================================================
#
# Note that the placement of this script is extremely important.
#
# 1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above
#    this script. That way, they will not alter the menu.
# 2. Place all KGC and Yanfly scripts below this script to develop compatibility
#    amongst all of the scripts.
#
# Note that the special rules other scripts may use to disable their respective
# commands will not follow those rules. You'll have to mimic them through usage
# of switches. Make sure you understand how and when those scripts disable their
# own commands before toggling your switches.
#
# Scroll down to MENU_COMMANDS to add/remove/reorder your own menu commands.
# Adjust any of the ReDux menu options if desired.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC scripts, Yanfly scripts, etc.
# - Alias: Game_Temp, initialize
# - Overwrites: Scene_Menu: anything regarding command window
# - Overwrites: Scene_Equip, Scene_Skill, and Scene_Status's return_scene
#
#===============================================================================
# Credits:
# All credits will go to KGC as I did not write the majority of this code.
# KGC for Custom Menu Command base coding and pretty much everything.
#===============================================================================

$imported = {} if $imported == nil
$imported["SceneMenuReDux"] = true

module YE
  module REDUX
    module MENU
     
      #-----------------------------------------------------------------------
      # BASIC MENU FUNCTIONS
      #-----------------------------------------------------------------------
     
      # This adjusts the input button used to call the main menu. By default,
      # the input command is Input::B.
      MENU_BUTTON = Input::B
     
      # The following determines which option the menu will place the cursor
      # at whenever launched.
      START_INDEX = 0
     
      # This will place the command window on the right hand side and all the
      # rest on the left hand side if set to true.
      RIGHT_SIDE_COMMAND = false
     
      #-----------------------------------------------------------------------
      # Instructions on how to set up the MENU_COMMANDS order.
      #------------------------------------------------------------------------
      # This array will let you determine how you want your menu command list
      # to be ordered. Each command is assigned a number and these are the
      # following numbers. The following are the default menu commands:
      #
      # 0..Items  1..Skills  2..Equipment  3..Status  4..Save  5..System
      #
      # The following are imports from KGC's original CustomMenuCommand.
      #
      # 10: Party .............. KGC_LargeParty
      # 11: View AP ............ KGC_EquipLearnSkill
      # 12: Skill Slots ........ KGC_SkillCPSystem
      # 13: Difficulty ......... KGC_BattleDifficulty
      # 14: Level Up ........... KGC_DistributeParameter
      # 15: Bestiary ........... KGC_MonsterGuide
      # 16: Outline ............ KGC_Outline
      #
      # The following are menu items for Yanfly Engine ReDux scripts.
      #
      # 51: Change Class ....... Yanfly's Subclass Selection System
      # 52: Learn Skill ........ Yanfly's Subclass Selection System
      # 53: Skill Slots ........ Yanfly's Equip Skill Slots
      # 54: Bestiary ........... Yanfly's Bestiary + Display Scanned Enemy
      #
      # For commands 101 to 200, common events can be bound. Make sure you
      # set up the COMMON_EVENTS hash to get the right common events you want.
      #
      # From command 201 and onward, custom scripted scenes can be launched.
      # Already imported are a few rather popular scripts found throughout the
      # RPG Maker VX community.
      #
      # 201: Quest Journal ..... Modern Algebra's Quest Journal
      # 202: Factions .......... SojaBird's Factions
      # 203: Rows .............. originalwij's Row Changer
      # 204: Record Window ..... Stilleas' Record Window
      # 205: Crafting .......... Cmpsr2000's Crafting Scene
      #
      # If you wish to add your own commands, you'll need to register them
      # under the lunatic mode portion of the script.
      #-----------------------------------------------------------------------
      MENU_COMMANDS =[ # Make sure you've read the instructions above.
        0, # Items
        1, # Skills
        2, # Equipment
        3, # Status
        54, # Bestiary
      101, # Common-Event 9
      102, # Common-Event 10
        4, # Save
        5, # System
      ] # Do not remove this
     
      # The following determines the maximum number of displayed rows for the
      # customized command window.
      MAX_ROWS = 10
     
      #-----------------------------------------------------------------------
      # How to Use: Lunatic Mode - Menu Command - Common Events
      #-----------------------------------------------------------------------
      # The following allows you to bind common events to the menu commands.
      # When a common event is selected, it will exit the menu, go back to the
      # map screen, and launch the common event there. Bind these ID's from
      # 101 to 200. Here is what each of the categories mean:
      #
      # HideSw - Switch used to hide the command. Set to nil if not used.
      # DisbSw - Switch used to disable the command. Set to nil if not used.
      # Debug? - Only appears in test mode. Does not appear in normal play.
      # CEvent - The ID of the common event that will be launched.
      # Title  - The title text that appears for the event.
      #
      # After binding your common events to ID's, go back to MENU_COMMANDS
      # and insert the proper command ID at the proper location.
      #-----------------------------------------------------------------------
      COMMON_EVENTS ={ # These can only be from 101 to 199.
      # -ID => [HideSw, DisbSw, Debug?, CEvent, Title Name]
        101 => [  nil,    nil,  true,      9, "Debug"],
        102 => [  nil,    nil,  false,    10, "Camp"],
      } # Do not remove this.
     
      #-----------------------------------------------------------------------
      # How to Use: Lunatic Mode - Menu Command - Imported Scripts
      #-----------------------------------------------------------------------
      # The following is what KGC originally was going to have in his script
      # but was actually missing it in his publicized script. This will regain
      # functionality and also lift the "limit" of only 100 extra commands.
      # The following will explain how to set up the individual options.
      #
      # HideSw - Switch used to hide the command. Set to nil if not used.
      # DisbSw - Switch used to disable the command. Set to nil if not used.
      # Actor? - Does this select an actor. Set to true if it does.
      # Title  - The title text that appears for the event.
      # Scene  - The scene used to launch the respective scene.
      #
      # Note that this does not automatically detect what will and will not
      # disable the command ingame. You must understand and create a work
      # around with them (if they do disable the commands) with switches.
      # After binding your imported commands, go back to MENU_COMMANDS and
      # insert the proper command ID at the proper location.
      #-----------------------------------------------------------------------
      IMPORTED_COMMANDS ={ # These can only be from 201 onward.
      # -ID => [HideSw, DisbSw, Actor?, Title Name, Scene Name.new]
        201 => [    8,      9,  false,  "Quests", "Scene_Quest"],
        202 => [    10,    11,  false, "Factions", "Scene_Factions"],
        203 => [  nil,    nil,  false,    "Rows", "Scene_Row"],
        204 => [  nil,    nil,  false,  "Records", "Scene_Record"],
        205 => [  nil,    nil,  false, "Crafting", "Scene_Crafting"],
      } # Do not remove this.
     
      #-----------------------------------------------------------------------
      # REDUX MENU FUNCTIONS
      #-----------------------------------------------------------------------
     
      # For those who would like to add icons to their commands, set this to
      # true, then go to ICON_SETS and bind text to the icon desired.
      COMMAND_ICONS = true
     
      # Match the ingame command names with the icons. The reason this isn't
      # implemented together with the index numbers is because this can allow
      # for varying icons dependent on the command name (such as difficulty).
      ICON_SETS ={ # "Unlisted" must exist for the unlisted commands.
        "Unlisted"      => 176,
      # -----Vocab----- => Icon
        "Bestiary"      => 141,
        "Camp"          => 77,
        "Class Change"  => 131,
        "Equip"        => 44,
        "Item"          => 144,
        "Learn Skills"  => 133,
        "Quests"        => 193,
        "Save"          => 149,
        "Shutdown"      => 154,
        "Slots"        => 103,
        "Skill"        => 159,
        "Status"        => 137,
        "System"        => 134,
      } # Do not remove this.
     
      # This part will trigger usage of the "new" party status window. Set it
      # to false if you do not wish to use it. The "new" status window simply
      # adds the experience bar to the menu and raises the coordinates of the
      # various status items by a little bit.
      USE_REDUX_STATUS = true
     
      # This part will adjust the font size for the text shown in the Redux
      # Status Menu. Affects all text.
      REDUX_FONT_SIZE = 20
     
      # The following determines how things are shown on the Redux Status Menu.
      DRAWN_ACTOR_SETUP = 0      # 0 - Face only, 1 - Sprite only, 2 - Both
      SPRITE_OFFSET = 32        # Sets the y offset for actor sprites
      FACE_OPACITY  = 128        # Sets the face opacity for setting 2
     
      # The following adjusts the EXP bar. Fill out the info properly.
      EXP_TEXT      = "EXP"      # Text used for EXP
      PERCENT_EXP  = "%#.04g%%" # Text format used for EXP percentage
      EXP_GAUGE_1  = 28        # Colour 1 for the EXP Gauge
      EXP_GAUGE_2  = 29        # Colour 2 for the EXP Gauge
     
      # This part adjusts the multi-variable window. It will replace the gold
      # window and allows you to display multiple variables (including gold) in
      # the small bow at the bottom of the screen.
      USE_MULTI_VARIABLE_WINDOW = true
     
      # Variables will be shown in this order. Use 0 to show gold. Adjust the
      # following information as seen necessary.
      VARIABLES_SHOWN = [-5, -1, -2, 0, 1]
      VARIABLES_ICONS = true
      VARIABLES_HASH  ={ # Note that value zero must exist.
      # VarID => [Icon, Text]
          -5 => [ 153, "Map"],
          -2 => [  48, "Steps"],
          -1 => [ 188, "Time"],
            0 => [ 205, "Gold"],
            1 => [ 200, "Jewels"],
      }# Do not remove this.
     
    end
  end
end

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Scene_Menu
#===============================================================================

class Scene_Menu < Scene_Base
 
  #--------------------------------------------------------------------------
  # create_command_list
  #--------------------------------------------------------------------------
  def create_command_list
    commands = []
    @ex_cmds = {}
    index_list = {}
    YE::REDUX::MENU::MENU_COMMANDS.each_with_index { |c, i|
      case c
      when 0 # Items
        index_list[:item] = commands.size
        commands.push(Vocab.item)
       
      when 1 # Skills
        index_list[:skill] = commands.size
        commands.push(Vocab.skill)
       
      when 2 # Equip
        index_list[:equip] = commands.size
        commands.push(Vocab.equip)
       
      when 3 # Status
        index_list[:status] = commands.size
        commands.push(Vocab.status)
       
      when 4 # Save
        index_list[:save] = commands.size
        commands.push(Vocab.save)
       
      when 5 # System
        index_list[:game_end] = commands.size
        commands.push(Vocab.game_end)
       
      when 10 # KGC's Large Party
        next unless $imported["LargeParty"]
        index_list[:partyform] = commands.size
        @__command_partyform_index = commands.size
        commands.push(Vocab.partyform)
       
      when 11 # KGC's AP Viewer
        next unless $imported["EquipLearnSkill"]
        index_list[:ap_viewer] = commands.size
        @__command_ap_viewer_index = commands.size
        commands.push(Vocab.ap_viewer)
       
      when 12 # KGC's CP Skill System
        next unless $imported["SkillCPSystem"]
        index_list[:set_battle_skill] = commands.size
        @__command_set_battle_skill_index = commands.size
        commands.push(Vocab.set_battle_skill)
       
      when 13 # KGC's Battle Difficulty
        next unless $imported["BattleDifficulty"]
        index_list[:set_difficulty] = commands.size
        @__command_set_difficulty_index = commands.size
        commands.push(KGC::BattleDifficulty.get[:name])
       
      when 14 # KGC's Distribute Parameter
        next unless $imported["DistributeParameter"]
        index_list[:distribute_parameter] = commands.size
        @__command_distribute_parameter_index = commands.size
        commands.push(Vocab.distribute_parameter)
       
      when 15 # KGC's Enemy Guide
        next unless $imported["EnemyGuide"]
        index_list[:enemy_guide] = commands.size
        @__command_enemy_guide_index = commands.size
        commands.push(Vocab.enemy_guide)
       
      when 16 # KGC's Outline
        next unless $imported["Outline"]
        index_list[:outline] = commands.size
        @__command_outline_index = commands.size
        commands.push(Vocab.outline)
       
      when 51 # Yanfly Subclass Class Change
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
        index_list[:classchange] = commands.size
        @command_class_change = commands.size
        commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)

      when 52 # Yanfly Subclass Learn Skill
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::USE_JP_SYSTEM and
        YE::SUBCLASS::LEARN_SKILL_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
        index_list[:learnskill] = commands.size
        @command_learn_skill = commands.size
        commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
       
      when 53 # Yanfly Equip Skill System
        next unless $imported["EquipSkillSlots"]
        next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
        index_list[:equipskill] = commands.size
        @command_equip_skill = commands.size
        commands.push(YE::EQUIPSKILL::MENU_TITLE)
       
      when 54  # Yanfly Bestiary
        next unless $imported["DisplayScannedEnemy"]
        next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
        index_list[:bestiary] = commands.size
        @command_bestiary = commands.size
        commands.push(YE::MENU::MONSTER::BESTIARY_TITLE)
       
      when 101..200
        next unless YE::REDUX::MENU::COMMON_EVENTS.include?(c)
        common_event = YE::REDUX::MENU::COMMON_EVENTS[c]
        next if !$TEST and common_event[2]
        next if common_event[0] != nil and $game_switches[common_event[0]]
        index_list[c] = commands.size
        @ex_cmds[c] = commands.size
        commands.push(common_event[4])
       
      else
        next unless YE::REDUX::MENU::IMPORTED_COMMANDS.include?(c)
        command_array = YE::REDUX::MENU::IMPORTED_COMMANDS[c]
        next if command_array[0] != nil and $game_switches[command_array[0]]
        index_list[c] = commands.size
        @ex_cmds[c] = commands.size
        commands.push(command_array[3])
       
      end
    } # Do not remove this.
    $game_temp.menu_command_index = index_list
    return commands
  end
 
  #--------------------------------------------------------------------------
  # set_command_enabled
  #--------------------------------------------------------------------------
  def set_command_enabled
    disable_items = []
    @disabled_command_index = []
    # If zero party members are present
    if $game_party.members.size == 0
      disable_items.push(:item, :skill, :equip, :status, :partyform,
      :ap_viewer, :set_battle_skill, :distribute_parameter, :classchange,
      :learnskill, :equipskill)
    end
    # If saving has been disabled
    if $game_system.save_disabled
      disable_items.push(:save)
    end
    # If party changing is disabled
    if $imported["LargeParty"] and !$game_party.partyform_enable?
      disable_items.push(:partyform)
    end
    for key in YE::REDUX::MENU::COMMON_EVENTS
      next unless $game_temp.menu_command_index.has_key?(key[0])
      next if key[1][1] == nil
      disable_items.push(key[0]) if $game_switches[key[1][1]]
    end
    for key in YE::REDUX::MENU::IMPORTED_COMMANDS
      next unless $game_temp.menu_command_index.has_key?(key[0])
      next if key[1][1] == nil
      disable_items.push(key[0]) if $game_switches[key[1][1]]
    end
    # Disable each of the items.
    disable_items.each { |i|
      if $game_temp.menu_command_index.has_key?(i)
        index = $game_temp.menu_command_index[i]
        @command_window.draw_item(index, false)
        @disabled_command_index.push(index)
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # overwrite update_command_selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      index = @command_window.index
      unless command_enabled?(index)
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case index
      # Item Command
      when $game_temp.menu_command_index[:item]
        $scene = Scene_Item.new
      # Skill, Equip, and Status Commands
      when $game_temp.menu_command_index[:skill],
      $game_temp.menu_command_index[:equip],
      $game_temp.menu_command_index[:status]
        start_actor_selection
      # Save Command
      when $game_temp.menu_command_index[:save]
        $scene = Scene_File.new(true, false, false)
      # System Command
      when $game_temp.menu_command_index[:game_end]
        $scene = Scene_End.new
      else # Custom Commands
        return_check = true
        for key in @ex_cmds
          if @ex_cmds[key[0]] == index
            return_check = false
            found_key = key[0]
            break
          end
        end
        return if return_check
        if found_key >= 101 and found_key <= 200 # Play a common event
          common_event = YE::REDUX::MENU::COMMON_EVENTS[found_key]
          $game_temp.common_event_id = common_event[3]
          $scene = Scene_Map.new
        else # Play an imported scene
          menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
          if menu_command[2]
            start_actor_selection
          else
            $scene = eval(menu_command[4] + ".new")
          end
        end # End found_key
      end # End case check
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite update_actor_selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when $game_temp.menu_command_index[:skill] # Skill Command
        $scene = Scene_Skill.new(@status_window.index)
      when $game_temp.menu_command_index[:equip] # Equip Command
        $scene = Scene_Equip.new(@status_window.index)
      when $game_temp.menu_command_index[:status] # Status Command
        $scene = Scene_Status.new(@status_window.index)
      else # Custom Commands
        return_check = true
        for key in @ex_cmds
          if @ex_cmds[key[0]] == @command_window.index
            return_check = false
            found_key = key[0]
            break
          end
        end
        return if return_check
        menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
        $scene = eval(menu_command[4] + ".new(@status_window.index)")
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # command_enabled?
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    if $game_system.save_disabled and
    index == $game_temp.menu_command_index[:save]
      return false
    end
    if $game_party.members.size == 0 and
    @disabled_command_index.include?(index)
      return false
    end
    for key in @ex_cmds
      if @ex_cmds[key[0]] == index
        return false if @disabled_command_index.include?(index)
      end
    end
    return true
  end
 
  #--------------------------------------------------------------------------
  # overwrite initialize
  #--------------------------------------------------------------------------
  def initialize(menu_index = YE::REDUX::MENU::START_INDEX)
    @menu_index = menu_index
  end
 
  #--------------------------------------------------------------------------
  # alias start
  #--------------------------------------------------------------------------
  alias start_menurd start unless $@
  def start
    start_menurd
    if YE::REDUX::MENU::USE_REDUX_STATUS
      @status_window.dispose
      @status_window = Window_ReDuxMenuStatus.new(160, 0)
    end
    if YE::REDUX::MENU::USE_MULTI_VARIABLE_WINDOW
      @gold_window.dispose
      @gold_window = Window_MultiVariableWindow.new
    end
    if YE::REDUX::MENU::RIGHT_SIDE_COMMAND
      @status_window.x = 0
      @command_window.x = Graphics.width - 160
      @gold_window.x = Graphics.width - 160
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    commands = create_command_list
    if YE::REDUX::MENU::COMMAND_ICONS
      @command_window = Window_MenuCommand.new(160, commands)
    else
      @command_window = Window_Command.new(160, commands)
    end
    @command_window.height = [@command_window.height,
      YE::REDUX::MENU::MAX_ROWS * 24 + 32].min
    @command_window.index = [@menu_index, commands.size - 1].min
    set_command_enabled
  end
 
end # Scene_Menu

#===============================================================================
# Scene_Map
#===============================================================================

class Scene_Map < Scene_Base

  #--------------------------------------------------------------------------
  # overwrite update_call_menu
  #--------------------------------------------------------------------------
  def update_call_menu
    if Input.trigger?(YE::REDUX::MENU::MENU_BUTTON)
      return if $game_map.interpreter.running?
      return if $game_system.menu_disabled
      $game_temp.menu_beep = true
      $game_temp.next_scene = "menu"
    end
  end
 
end # Scene_Map

#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
  attr_accessor :menu_command_index
  attr_accessor :next_scene_actor_index
 
  alias initialize_KGC_CustomMenuCommand initialize unless $@
  def initialize
    initialize_KGC_CustomMenuCommand

    @menu_command_index = {}
    @next_scene_actor_index = 0
  end
end

module KGC
module Commands
  module_function
  def call_item
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_item
    $game_temp.next_scene_actor_index = 0
    $game_temp.menu_command_index = {}
  end
  def call_skill(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_skill
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_equip(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_equip
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_status(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_status
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

class Scene_Map < Scene_Base
  alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
  def update_scene_change
    return if $game_player.moving?
    case $game_temp.next_scene
    when :menu_item
      call_menu_item
    when :menu_skill
      call_menu_skill
    when :menu_equip
      call_menu_equip
    when :menu_status
      call_menu_status
    else
      update_scene_change_KGC_CustomMenuCommand
    end
  end
  def call_menu_item
    $game_temp.next_scene = nil
    $scene = Scene_Item.new
  end
  def call_menu_skill
    $game_temp.next_scene = nil
    $scene = Scene_Skill.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_equip
    $game_temp.next_scene = nil
    $scene = Scene_Equip.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_status
    $game_temp.next_scene = nil
    $scene = Scene_Status.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
end

class Scene_Item < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:item)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:item])
    else
      $scene = Scene_Map.new
    end
  end
end

unless $imported["SceneSkillReDux"]
class Scene_Skill < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:skill)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
    else
      $scene = Scene_Map.new
    end
  end
end
end

unless $imported["SceneEquipReDux"]
class Scene_Equip < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:equip)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
    else
      $scene = Scene_Map.new
    end
  end
end
end

unless $imported["SceneStatusReDux"]
class Scene_Status < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:status)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:status])
    else
      $scene = Scene_Map.new
    end
  end
end
end

class Scene_File < Scene_Base
  alias return_scene_KGC_CustomMenuCommand return_scene unless $@
  def return_scene
    if @from_title || @from_event
      return_scene_KGC_CustomMenuCommand
    elsif $game_temp.menu_command_index.has_key?(:save)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:save])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_End < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:game_end)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:game_end])
    else
      $scene = Scene_Map.new
    end
  end
end

#===============================================================================
# Game_Map
#===============================================================================

class Game_Map
 
  #--------------------------------------------------------------------------
  # map name
  #--------------------------------------------------------------------------
  unless method_defined?(:map_name)
  def map_name
    data = load_data("Data/MapInfos.rvdata")
    text = data[@map_id].name.gsub(/\[.*\]/) { "" }
    return text
  end
  end
 
end # Game_Map

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

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # Now Exp - The experience gained for the current level.
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
 
  #--------------------------------------------------------------------------
  # Next Exp - The experience needed for the next level.
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end # Game_Actor

#===============================================================================
# Window_MenuCommand
#===============================================================================

class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    dx = rect.x
    dy = rect.y
    dw = rect.width
    dh = rect.height
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    if YE::REDUX::MENU::ICON_SETS.include?(@commands[index])
      icon = YE::REDUX::MENU::ICON_SETS[@commands[index]]
    else
      icon = YE::REDUX::MENU::ICON_SETS["Unlisted"]
    end
    draw_icon(icon, dx, dy, enabled)
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(dx+24, dy, dw-24, dh, @commands[index])
  end
 
end # Window_MenuCommand

#===============================================================================
# Window_ReDuxMenuStatus
#===============================================================================

class Window_ReDuxMenuStatus < Window_MenuStatus
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @item_max = $game_party.members.size
    create_contents
    fill_stand_by_background if $imported["LargeParty"]
    for actor in $game_party.members
      draw_rd_menu_actor(actor)
      x = 104
      y = actor.index * 96
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 120, y)
      draw_actor_level(actor, x, y + WLH * 1)
      draw_actor_state(actor, x, y + WLH * 2)
      draw_actor_hp(actor, x + 120, y + WLH * 1, 120)
      draw_actor_mp(actor, x + 120, y + WLH * 2, 120)
      draw_rd_menu_exp(actor, x + 120, y + WLH * 3, 120)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_rd_menu_actor
  #--------------------------------------------------------------------------
  def draw_rd_menu_actor(actor)
    case YE::REDUX::MENU::DRAWN_ACTOR_SETUP
    when 0
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
    when 1
      offset = YE::REDUX::MENU::SPRITE_OFFSET
      draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
    when 2
      offset = YE::REDUX::MENU::SPRITE_OFFSET
      opacity = YE::REDUX::MENU::FACE_OPACITY
      face_name = actor.face_name
      face_index = actor.face_index
      bitmap = Cache.face(face_name)
      rect = Rect.new(0, 0, 0, 0)
      rect.x = face_index % 4 * 96 + 4 / 2
      rect.y = face_index / 4 * 96 + 4 / 2
      rect.width = 92
      rect.height = 92
      self.contents.blt(2, actor.index * 96 + 2, bitmap, rect, opacity)
      bitmap.dispose
      draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_rd_menu_exp
  #--------------------------------------------------------------------------
  def draw_rd_menu_exp(actor, x, y, size = 120)
    if actor.next_exp != 0
      gw = size * actor.now_exp
      gw /= actor.next_exp
    else
      gw = size
    end
    gc1 = text_color(YE::REDUX::MENU::EXP_GAUGE_1)
    gc2 = text_color(YE::REDUX::MENU::EXP_GAUGE_2)
    self.contents.fill_rect(x, y + WLH - 8, size, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
   
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 40, WLH, YE::REDUX::MENU::EXP_TEXT)
    self.contents.font.color = normal_color
    if actor.next_exp != 0
      expercent = actor.now_exp * 100.000
      expercent /= actor.next_exp
    else
      expercent = 100.000
    end
    expercent = 100.000 if expercent > 100.000
    text = sprintf(YE::REDUX::MENU::PERCENT_EXP, expercent)
    self.contents.draw_text(x, y, size, WLH, text, 2)
  end
 
end # Window_ReDuxMenuStatus

#===============================================================================
# Window_MultiVariableWindow
#===============================================================================

class Window_MultiVariableWindow < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dh = 32 + 24 * YE::REDUX::MENU::VARIABLES_SHOWN.size
    dy = Graphics.height - dh
    super(0, dy, 160, dh)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for i in YE::REDUX::MENU::VARIABLES_SHOWN
      next unless YE::REDUX::MENU::VARIABLES_HASH.include?(i)
      @time_index = @data.size if i == -1
      @data.push(i)
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    sw = self.width - 32
    dy = WLH * index
    self.contents.clear_rect(rect)
    i = @data[index]
    case i
    when -5 # Draw Map Name
      self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
     
    when -2 # Draw Steps
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = $game_party.steps
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
      else
        text = YE::REDUX::MENU::VARIABLES_HASH[-2][1]
        value = $game_party.steps
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
     
    when -1 # Draw Time
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = game_time
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
      else
        self.contents.font.color = normal_color
        text = game_time
        self.contents.draw_text(0, dy, sw, WLH, text, 1)
      end
     
    when 0 # Draw Gold
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = $game_party.gold
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[0][0], sw-24, dy)
      else
        draw_currency_value($game_party.gold, 4, dy, 120)
      end
     
    else # Draw Variables
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = $game_variables[i]
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[i][0], sw-24, dy)
      else
        text = YE::REDUX::MENU::VARIABLES_HASH[i][1]
        value = $game_variables[i]
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # game_time
  #--------------------------------------------------------------------------
  def game_time
    @gametime = Graphics.frame_count / Graphics.frame_rate
    hours = @gametime / 3600
    minutes = @gametime / 60 % 60
    seconds = @gametime % 60
    result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
    return result
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  if YE::REDUX::MENU::VARIABLES_SHOWN.include?(-1)
  def update
    if @gametime != (Graphics.frame_count / Graphics.frame_rate)
      draw_item(@time_index)
    end
  end
  end
 
end # Window_MultiVariableWindow

#===============================================================================
#
# END OF FILE
#
#===============================================


Dernière édition par lyam6666 le Jeu 9 Juin - 12:50, édité 1 fois
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 12:25

as-tu déjà mis le script ? qu'est-ce que ça a fait ?

et comment on appelle le menu de quete ?

avec ça je pourrais t'aider Wink



Citation :
bon, je floode pas (sa me manque...)
Tu peux flooder , mais dans le topic approprié Wink
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 12:53

ben c'est sa le probleme, quand je fais mon apelle de script en évent comun a parir d'un objet, une erreur s'afiche, comme apelle de script j'avais mis ce qui était dans le script (dans les commentaires au début):
$scene = Scene_Quest.new
bon, j'ai supprimer mon objet étant donné qu'il ne marchait pas...
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 15:05

Tu utilises le menu de base ou un autre ?
Si c'est un autre poste le à la suite Smile
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 15:37

je l'ai posté, 2eme message..;
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 15:50

Ah merde désolé je suis passé vite fait je croyais que c'était la suite de ton script de quête Razz
Bref essaye ça (j'ai pas testé) normalement ça devrait passer :
Code:
#===============================================================================
#
# Yanfly Engine RD - Scene Menu ReDux + KGC Custom Menu Command
# Last Date Updated: 2009.06.22
# Level: Normal, Hard, Lunatic
#
# This is more or less a revision of the menu scene. Included in the script are
# a couple of features. Note that I will NOT take credit for KGC's custom menu
# command script as all I did was merely import it into this script and finished
# up the excluded functions that he's left behind. Everything else I did add
# to the script.
#
# COMMAND CONTROL - by KGC
# Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to
# this feature will include what KGC's original script was missing and that was
# easy functionality to include custom menu commands without hassling the core
# script itself. Also added is the ability to launch common events from the
# main menu itself for those who wish to event unique commands.
#
# REDUX MENUS
# The redux menus are completely optional and are mostly nothing other than
# visual changes to the menu scene. You can add icons to the command window,
# display more than just gold on the main menu screen, and added experience
# bars to the party window.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.22 - Fixed time calculation.
# o 2009.06.10 - Added Time, Steps, and Map Name to MultiVariable Window.
# o 2009.06.06 - Finished script.
# o 2009.06.05 - Started script.
#===============================================================================
# Instructions
#===============================================================================
#
# Note that the placement of this script is extremely important.
#
# 1. Place all of the non-KGC and non-Yanfly scripts that have new scenes above
#    this script. That way, they will not alter the menu.
# 2. Place all KGC and Yanfly scripts below this script to develop compatibility
#    amongst all of the scripts.
#
# Note that the special rules other scripts may use to disable their respective
# commands will not follow those rules. You'll have to mimic them through usage
# of switches. Make sure you understand how and when those scripts disable their
# own commands before toggling your switches.
#
# Scroll down to MENU_COMMANDS to add/remove/reorder your own menu commands.
# Adjust any of the ReDux menu options if desired.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC scripts, Yanfly scripts, etc.
# - Alias: Game_Temp, initialize
# - Overwrites: Scene_Menu: anything regarding command window
# - Overwrites: Scene_Equip, Scene_Skill, and Scene_Status's return_scene
#
#===============================================================================
# Credits:
# All credits will go to KGC as I did not write the majority of this code.
# KGC for Custom Menu Command base coding and pretty much everything.
#===============================================================================

$imported = {} if $imported == nil
$imported["SceneMenuReDux"] = true

module YE
  module REDUX
    module MENU
   
      #-----------------------------------------------------------------------
      # BASIC MENU FUNCTIONS
      #-----------------------------------------------------------------------
   
      # This adjusts the input button used to call the main menu. By default,
      # the input command is Input::B.
      MENU_BUTTON = Input::B
   
      # The following determines which option the menu will place the cursor
      # at whenever launched.
      START_INDEX = 0
   
      # This will place the command window on the right hand side and all the
      # rest on the left hand side if set to true.
      RIGHT_SIDE_COMMAND = false
   
      #-----------------------------------------------------------------------
      # Instructions on how to set up the MENU_COMMANDS order.
      #------------------------------------------------------------------------
      # This array will let you determine how you want your menu command list
      # to be ordered. Each command is assigned a number and these are the
      # following numbers. The following are the default menu commands:
      #
      # 0..Items  1..Skills  2..Equipment  3..Status  4..Save  5..System
      #
      # The following are imports from KGC's original CustomMenuCommand.
      #
      # 10: Party .............. KGC_LargeParty
      # 11: View AP ............ KGC_EquipLearnSkill
      # 12: Skill Slots ........ KGC_SkillCPSystem
      # 13: Difficulty ......... KGC_BattleDifficulty
      # 14: Level Up ........... KGC_DistributeParameter
      # 15: Bestiary ........... KGC_MonsterGuide
      # 16: Outline ............ KGC_Outline
      #
      # The following are menu items for Yanfly Engine ReDux scripts.
      #
      # 51: Change Class ....... Yanfly's Subclass Selection System
      # 52: Learn Skill ........ Yanfly's Subclass Selection System
      # 53: Skill Slots ........ Yanfly's Equip Skill Slots
      # 54: Bestiary ........... Yanfly's Bestiary + Display Scanned Enemy
      #
      # For commands 101 to 200, common events can be bound. Make sure you
      # set up the COMMON_EVENTS hash to get the right common events you want.
      #
      # From command 201 and onward, custom scripted scenes can be launched.
      # Already imported are a few rather popular scripts found throughout the
      # RPG Maker VX community.
      #
      # 201: Quest Journal ..... Modern Algebra's Quest Journal
      # 202: Factions .......... SojaBird's Factions
      # 203: Rows .............. originalwij's Row Changer
      # 204: Record Window ..... Stilleas' Record Window
      # 205: Crafting .......... Cmpsr2000's Crafting Scene
      #
      # If you wish to add your own commands, you'll need to register them
      # under the lunatic mode portion of the script.
      #-----------------------------------------------------------------------
      MENU_COMMANDS =[ # Make sure you've read the instructions above.
        0, # Items
        1, # Skills
        2, # Equipment
        3, # Status
        54, # Bestiary
      101, # Common-Event 9
      102, # Common-Event 10
        4, # Save
        5, # Quête
        6, # System
      ] # Do not remove this
   
      # The following determines the maximum number of displayed rows for the
      # customized command window.
      MAX_ROWS = 10
   
      #-----------------------------------------------------------------------
      # How to Use: Lunatic Mode - Menu Command - Common Events
      #-----------------------------------------------------------------------
      # The following allows you to bind common events to the menu commands.
      # When a common event is selected, it will exit the menu, go back to the
      # map screen, and launch the common event there. Bind these ID's from
      # 101 to 200. Here is what each of the categories mean:
      #
      # HideSw - Switch used to hide the command. Set to nil if not used.
      # DisbSw - Switch used to disable the command. Set to nil if not used.
      # Debug? - Only appears in test mode. Does not appear in normal play.
      # CEvent - The ID of the common event that will be launched.
      # Title  - The title text that appears for the event.
      #
      # After binding your common events to ID's, go back to MENU_COMMANDS
      # and insert the proper command ID at the proper location.
      #-----------------------------------------------------------------------
      COMMON_EVENTS ={ # These can only be from 101 to 199.
      # -ID => [HideSw, DisbSw, Debug?, CEvent, Title Name]
        101 => [  nil,    nil,  true,      9, "Debug"],
        102 => [  nil,    nil,  false,    10, "Camp"],
      } # Do not remove this.
   
      #-----------------------------------------------------------------------
      # How to Use: Lunatic Mode - Menu Command - Imported Scripts
      #-----------------------------------------------------------------------
      # The following is what KGC originally was going to have in his script
      # but was actually missing it in his publicized script. This will regain
      # functionality and also lift the "limit" of only 100 extra commands.
      # The following will explain how to set up the individual options.
      #
      # HideSw - Switch used to hide the command. Set to nil if not used.
      # DisbSw - Switch used to disable the command. Set to nil if not used.
      # Actor? - Does this select an actor. Set to true if it does.
      # Title  - The title text that appears for the event.
      # Scene  - The scene used to launch the respective scene.
      #
      # Note that this does not automatically detect what will and will not
      # disable the command ingame. You must understand and create a work
      # around with them (if they do disable the commands) with switches.
      # After binding your imported commands, go back to MENU_COMMANDS and
      # insert the proper command ID at the proper location.
      #-----------------------------------------------------------------------
      IMPORTED_COMMANDS ={ # These can only be from 201 onward.
      # -ID => [HideSw, DisbSw, Actor?, Title Name, Scene Name.new]
        201 => [    8,      9,  false,  "Quests", "Scene_Quest"],
        202 => [    10,    11,  false, "Factions", "Scene_Factions"],
        203 => [  nil,    nil,  false,    "Rows", "Scene_Row"],
        204 => [  nil,    nil,  false,  "Records", "Scene_Record"],
        205 => [  nil,    nil,  false, "Crafting", "Scene_Crafting"],
      } # Do not remove this.
   
      #-----------------------------------------------------------------------
      # REDUX MENU FUNCTIONS
      #-----------------------------------------------------------------------
   
      # For those who would like to add icons to their commands, set this to
      # true, then go to ICON_SETS and bind text to the icon desired.
      COMMAND_ICONS = true
   
      # Match the ingame command names with the icons. The reason this isn't
      # implemented together with the index numbers is because this can allow
      # for varying icons dependent on the command name (such as difficulty).
      ICON_SETS ={ # "Unlisted" must exist for the unlisted commands.
        "Unlisted"      => 176,
      # -----Vocab----- => Icon
        "Bestiary"      => 141,
        "Camp"          => 77,
        "Class Change"  => 131,
        "Equip"        => 44,
        "Item"          => 144,
        "Learn Skills"  => 133,
        "Quests"        => 193,
        "Save"          => 149,
        "Shutdown"      => 154,
        "Slots"        => 103,
        "Skill"        => 159,
        "Status"        => 137,
        "System"        => 134,
      } # Do not remove this.
   
      # This part will trigger usage of the "new" party status window. Set it
      # to false if you do not wish to use it. The "new" status window simply
      # adds the experience bar to the menu and raises the coordinates of the
      # various status items by a little bit.
      USE_REDUX_STATUS = true
   
      # This part will adjust the font size for the text shown in the Redux
      # Status Menu. Affects all text.
      REDUX_FONT_SIZE = 20
   
      # The following determines how things are shown on the Redux Status Menu.
      DRAWN_ACTOR_SETUP = 0      # 0 - Face only, 1 - Sprite only, 2 - Both
      SPRITE_OFFSET = 32        # Sets the y offset for actor sprites
      FACE_OPACITY  = 128        # Sets the face opacity for setting 2
   
      # The following adjusts the EXP bar. Fill out the info properly.
      EXP_TEXT      = "EXP"      # Text used for EXP
      PERCENT_EXP  = "%#.04g%%" # Text format used for EXP percentage
      EXP_GAUGE_1  = 28        # Colour 1 for the EXP Gauge
      EXP_GAUGE_2  = 29        # Colour 2 for the EXP Gauge
   
      # This part adjusts the multi-variable window. It will replace the gold
      # window and allows you to display multiple variables (including gold) in
      # the small bow at the bottom of the screen.
      USE_MULTI_VARIABLE_WINDOW = true
   
      # Variables will be shown in this order. Use 0 to show gold. Adjust the
      # following information as seen necessary.
      VARIABLES_SHOWN = [-5, -1, -2, 0, 1]
      VARIABLES_ICONS = true
      VARIABLES_HASH  ={ # Note that value zero must exist.
      # VarID => [Icon, Text]
          -5 => [ 153, "Map"],
          -2 => [  48, "Steps"],
          -1 => [ 188, "Time"],
            0 => [ 205, "Gold"],
            1 => [ 200, "Jewels"],
      }# Do not remove this.
   
    end
  end
end

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Scene_Menu
#===============================================================================

class Scene_Menu < Scene_Base
 
  #--------------------------------------------------------------------------
  # create_command_list
  #--------------------------------------------------------------------------
  def create_command_list
    commands = []
    @ex_cmds = {}
    index_list = {}
    YE::REDUX::MENU::MENU_COMMANDS.each_with_index { |c, i|
      case c
      when 0 # Items
        index_list[:item] = commands.size
        commands.push(Vocab.item)
     
      when 1 # Skills
        index_list[:skill] = commands.size
        commands.push(Vocab.skill)
     
      when 2 # Equip
        index_list[:equip] = commands.size
        commands.push(Vocab.equip)
     
      when 3 # Status
        index_list[:status] = commands.size
        commands.push(Vocab.status)
     
      when 4 # Save
        index_list[:save] = commands.size
        commands.push(Vocab.save)
     
      when 5      # Quête
        index_list[:quest] = commands.size
        commands.push("Quêtes")
       
      when 6 # System
        index_list[:game_end] = commands.size
        commands.push(Vocab.game_end)
     
      when 10 # KGC's Large Party
        next unless $imported["LargeParty"]
        index_list[:partyform] = commands.size
        @__command_partyform_index = commands.size
        commands.push(Vocab.partyform)
     
      when 11 # KGC's AP Viewer
        next unless $imported["EquipLearnSkill"]
        index_list[:ap_viewer] = commands.size
        @__command_ap_viewer_index = commands.size
        commands.push(Vocab.ap_viewer)
     
      when 12 # KGC's CP Skill System
        next unless $imported["SkillCPSystem"]
        index_list[:set_battle_skill] = commands.size
        @__command_set_battle_skill_index = commands.size
        commands.push(Vocab.set_battle_skill)
     
      when 13 # KGC's Battle Difficulty
        next unless $imported["BattleDifficulty"]
        index_list[:set_difficulty] = commands.size
        @__command_set_difficulty_index = commands.size
        commands.push(KGC::BattleDifficulty.get[:name])
     
      when 14 # KGC's Distribute Parameter
        next unless $imported["DistributeParameter"]
        index_list[:distribute_parameter] = commands.size
        @__command_distribute_parameter_index = commands.size
        commands.push(Vocab.distribute_parameter)
     
      when 15 # KGC's Enemy Guide
        next unless $imported["EnemyGuide"]
        index_list[:enemy_guide] = commands.size
        @__command_enemy_guide_index = commands.size
        commands.push(Vocab.enemy_guide)
     
      when 16 # KGC's Outline
        next unless $imported["Outline"]
        index_list[:outline] = commands.size
        @__command_outline_index = commands.size
        commands.push(Vocab.outline)
     
      when 51 # Yanfly Subclass Class Change
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::MENU_CLASS_CHANGE_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
        index_list[:classchange] = commands.size
        @command_class_change = commands.size
        commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)

      when 52 # Yanfly Subclass Learn Skill
        next unless $imported["SubclassSelectionSystem"]
        next unless YE::SUBCLASS::USE_JP_SYSTEM and
        YE::SUBCLASS::LEARN_SKILL_OPTION
        next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
        index_list[:learnskill] = commands.size
        @command_learn_skill = commands.size
        commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
     
      when 53 # Yanfly Equip Skill System
        next unless $imported["EquipSkillSlots"]
        next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
        index_list[:equipskill] = commands.size
        @command_equip_skill = commands.size
        commands.push(YE::EQUIPSKILL::MENU_TITLE)
     
      when 54  # Yanfly Bestiary
        next unless $imported["DisplayScannedEnemy"]
        next unless $game_switches[YE::MENU::MONSTER::BESTIARY_SWITCH]
        index_list[:bestiary] = commands.size
        @command_bestiary = commands.size
        commands.push(YE::MENU::MONSTER::BESTIARY_TITLE)
     
      when 101..200
        next unless YE::REDUX::MENU::COMMON_EVENTS.include?(c)
        common_event = YE::REDUX::MENU::COMMON_EVENTS[c]
        next if !$TEST and common_event[2]
        next if common_event[0] != nil and $game_switches[common_event[0]]
        index_list[c] = commands.size
        @ex_cmds[c] = commands.size
        commands.push(common_event[4])
     
      else
        next unless YE::REDUX::MENU::IMPORTED_COMMANDS.include?(c)
        command_array = YE::REDUX::MENU::IMPORTED_COMMANDS[c]
        next if command_array[0] != nil and $game_switches[command_array[0]]
        index_list[c] = commands.size
        @ex_cmds[c] = commands.size
        commands.push(command_array[3])
     
      end
    } # Do not remove this.
    $game_temp.menu_command_index = index_list
    return commands
  end
 
  #--------------------------------------------------------------------------
  # set_command_enabled
  #--------------------------------------------------------------------------
  def set_command_enabled
    disable_items = []
    @disabled_command_index = []
    # If zero party members are present
    if $game_party.members.size == 0
      disable_items.push(:item, :skill, :equip, :status, :partyform,
      :ap_viewer, :set_battle_skill, :distribute_parameter, :classchange,
      :learnskill, :equipskill)
    end
    # If saving has been disabled
    if $game_system.save_disabled
      disable_items.push(:save)
    end
    # If party changing is disabled
    if $imported["LargeParty"] and !$game_party.partyform_enable?
      disable_items.push(:partyform)
    end
    for key in YE::REDUX::MENU::COMMON_EVENTS
      next unless $game_temp.menu_command_index.has_key?(key[0])
      next if key[1][1] == nil
      disable_items.push(key[0]) if $game_switches[key[1][1]]
    end
    for key in YE::REDUX::MENU::IMPORTED_COMMANDS
      next unless $game_temp.menu_command_index.has_key?(key[0])
      next if key[1][1] == nil
      disable_items.push(key[0]) if $game_switches[key[1][1]]
    end
    # Disable each of the items.
    disable_items.each { |i|
      if $game_temp.menu_command_index.has_key?(i)
        index = $game_temp.menu_command_index[i]
        @command_window.draw_item(index, false)
        @disabled_command_index.push(index)
      end
    }
  end
 
  #--------------------------------------------------------------------------
  # overwrite update_command_selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      index = @command_window.index
      unless command_enabled?(index)
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case index
      # Item Command
      when $game_temp.menu_command_index[:item]
        $scene = Scene_Item.new
      # Skill, Equip, and Status Commands
      when $game_temp.menu_command_index[:skill],
      $game_temp.menu_command_index[:equip],
      $game_temp.menu_command_index[:status]
        start_actor_selection
      # Save Command
      when $game_temp.menu_command_index[:save]
        $scene = Scene_File.new(true, false, false)
      # Quête Command
      when $game_temp.menu_command_index[:quest]
        $scene = Scene_Quest.new
      # System Command
      when $game_temp.menu_command_index[:game_end]
        $scene = Scene_End.new
      else # Custom Commands
        return_check = true
        for key in @ex_cmds
          if @ex_cmds[key[0]] == index
            return_check = false
            found_key = key[0]
            break
          end
        end
        return if return_check
        if found_key >= 101 and found_key <= 200 # Play a common event
          common_event = YE::REDUX::MENU::COMMON_EVENTS[found_key]
          $game_temp.common_event_id = common_event[3]
          $scene = Scene_Map.new
        else # Play an imported scene
          menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
          if menu_command[2]
            start_actor_selection
          else
            $scene = eval(menu_command[4] + ".new")
          end
        end # End found_key
      end # End case check
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite update_actor_selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when $game_temp.menu_command_index[:skill] # Skill Command
        $scene = Scene_Skill.new(@status_window.index)
      when $game_temp.menu_command_index[:equip] # Equip Command
        $scene = Scene_Equip.new(@status_window.index)
      when $game_temp.menu_command_index[:status] # Status Command
        $scene = Scene_Status.new(@status_window.index)
      else # Custom Commands
        return_check = true
        for key in @ex_cmds
          if @ex_cmds[key[0]] == @command_window.index
            return_check = false
            found_key = key[0]
            break
          end
        end
        return if return_check
        menu_command = YE::REDUX::MENU::IMPORTED_COMMANDS[found_key]
        $scene = eval(menu_command[4] + ".new(@status_window.index)")
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # command_enabled?
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    if $game_system.save_disabled and
    index == $game_temp.menu_command_index[:save]
      return false
    end
    if $game_party.members.size == 0 and
    @disabled_command_index.include?(index)
      return false
    end
    for key in @ex_cmds
      if @ex_cmds[key[0]] == index
        return false if @disabled_command_index.include?(index)
      end
    end
    return true
  end
 
  #--------------------------------------------------------------------------
  # overwrite initialize
  #--------------------------------------------------------------------------
  def initialize(menu_index = YE::REDUX::MENU::START_INDEX)
    @menu_index = menu_index
  end
 
  #--------------------------------------------------------------------------
  # alias start
  #--------------------------------------------------------------------------
  alias start_menurd start unless $@
  def start
    start_menurd
    if YE::REDUX::MENU::USE_REDUX_STATUS
      @status_window.dispose
      @status_window = Window_ReDuxMenuStatus.new(160, 0)
    end
    if YE::REDUX::MENU::USE_MULTI_VARIABLE_WINDOW
      @gold_window.dispose
      @gold_window = Window_MultiVariableWindow.new
    end
    if YE::REDUX::MENU::RIGHT_SIDE_COMMAND
      @status_window.x = 0
      @command_window.x = Graphics.width - 160
      @gold_window.x = Graphics.width - 160
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    commands = create_command_list
    if YE::REDUX::MENU::COMMAND_ICONS
      @command_window = Window_MenuCommand.new(160, commands)
    else
      @command_window = Window_Command.new(160, commands)
    end
    @command_window.height = [@command_window.height,
      YE::REDUX::MENU::MAX_ROWS * 24 + 32].min
    @command_window.index = [@menu_index, commands.size - 1].min
    set_command_enabled
  end
 
end # Scene_Menu

#===============================================================================
# Scene_Map
#===============================================================================

class Scene_Map < Scene_Base

  #--------------------------------------------------------------------------
  # overwrite update_call_menu
  #--------------------------------------------------------------------------
  def update_call_menu
    if Input.trigger?(YE::REDUX::MENU::MENU_BUTTON)
      return if $game_map.interpreter.running?
      return if $game_system.menu_disabled
      $game_temp.menu_beep = true
      $game_temp.next_scene = "menu"
    end
  end
 
end # Scene_Map

#==============================================================================
# Imported from KGC's Custom Menu Command
# to improve compatibility amongst KGC scripts
#==============================================================================
$imported["CustomMenuCommand"] = true
class Game_Temp
  attr_accessor :menu_command_index
  attr_accessor :next_scene_actor_index
 
  alias initialize_KGC_CustomMenuCommand initialize unless $@
  def initialize
    initialize_KGC_CustomMenuCommand

    @menu_command_index = {}
    @next_scene_actor_index = 0
  end
end

module KGC
module Commands
  module_function
  def call_item
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_item
    $game_temp.next_scene_actor_index = 0
    $game_temp.menu_command_index = {}
  end
  def call_skill(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_skill
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_equip(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_equip
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
  def call_status(actor_index = 0)
    return if $game_temp.in_battle
    $game_temp.next_scene = :menu_status
    $game_temp.next_scene_actor_index = actor_index
    $game_temp.menu_command_index = {}
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

class Scene_Map < Scene_Base
  alias update_scene_change_KGC_CustomMenuCommand update_scene_change unless $@
  def update_scene_change
    return if $game_player.moving?
    case $game_temp.next_scene
    when :menu_item
      call_menu_item
    when :menu_skill
      call_menu_skill
    when :menu_equip
      call_menu_equip
    when :menu_status
      call_menu_status
    else
      update_scene_change_KGC_CustomMenuCommand
    end
  end
  def call_menu_item
    $game_temp.next_scene = nil
    $scene = Scene_Item.new
  end
  def call_menu_skill
    $game_temp.next_scene = nil
    $scene = Scene_Skill.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_equip
    $game_temp.next_scene = nil
    $scene = Scene_Equip.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
  def call_menu_status
    $game_temp.next_scene = nil
    $scene = Scene_Status.new($game_temp.next_scene_actor_index)
    $game_temp.next_scene_actor_index = 0
  end
end

class Scene_Item < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:item)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:item])
    else
      $scene = Scene_Map.new
    end
  end
end

unless $imported["SceneSkillReDux"]
class Scene_Skill < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:skill)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:skill])
    else
      $scene = Scene_Map.new
    end
  end
end
end

unless $imported["SceneEquipReDux"]
class Scene_Equip < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:equip)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:equip])
    else
      $scene = Scene_Map.new
    end
  end
end
end

unless $imported["SceneStatusReDux"]
class Scene_Status < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:status)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:status])
    else
      $scene = Scene_Map.new
    end
  end
end
end

class Scene_File < Scene_Base
  alias return_scene_KGC_CustomMenuCommand return_scene unless $@
  def return_scene
    if @from_title || @from_event
      return_scene_KGC_CustomMenuCommand
    elsif $game_temp.menu_command_index.has_key?(:save)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:save])
    else
      $scene = Scene_Map.new
    end
  end
end

class Scene_End < Scene_Base
  def return_scene
    if $game_temp.menu_command_index.has_key?(:game_end)
      $scene = Scene_Menu.new($game_temp.menu_command_index[:game_end])
    else
      $scene = Scene_Map.new
    end
  end
end

#===============================================================================
# Game_Map
#===============================================================================

class Game_Map
 
  #--------------------------------------------------------------------------
  # map name
  #--------------------------------------------------------------------------
  unless method_defined?(:map_name)
  def map_name
    data = load_data("Data/MapInfos.rvdata")
    text = data[@map_id].name.gsub(/\[.*\]/) { "" }
    return text
  end
  end
 
end # Game_Map

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

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # Now Exp - The experience gained for the current level.
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
 
  #--------------------------------------------------------------------------
  # Next Exp - The experience needed for the next level.
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end # Game_Actor

#===============================================================================
# Window_MenuCommand
#===============================================================================

class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    dx = rect.x
    dy = rect.y
    dw = rect.width
    dh = rect.height
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    if YE::REDUX::MENU::ICON_SETS.include?(@commands[index])
      icon = YE::REDUX::MENU::ICON_SETS[@commands[index]]
    else
      icon = YE::REDUX::MENU::ICON_SETS["Unlisted"]
    end
    draw_icon(icon, dx, dy, enabled)
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(dx+24, dy, dw-24, dh, @commands[index])
  end
 
end # Window_MenuCommand

#===============================================================================
# Window_ReDuxMenuStatus
#===============================================================================

class Window_ReDuxMenuStatus < Window_MenuStatus
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @item_max = $game_party.members.size
    create_contents
    fill_stand_by_background if $imported["LargeParty"]
    for actor in $game_party.members
      draw_rd_menu_actor(actor)
      x = 104
      y = actor.index * 96
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 120, y)
      draw_actor_level(actor, x, y + WLH * 1)
      draw_actor_state(actor, x, y + WLH * 2)
      draw_actor_hp(actor, x + 120, y + WLH * 1, 120)
      draw_actor_mp(actor, x + 120, y + WLH * 2, 120)
      draw_rd_menu_exp(actor, x + 120, y + WLH * 3, 120)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_rd_menu_actor
  #--------------------------------------------------------------------------
  def draw_rd_menu_actor(actor)
    case YE::REDUX::MENU::DRAWN_ACTOR_SETUP
    when 0
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
    when 1
      offset = YE::REDUX::MENU::SPRITE_OFFSET
      draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
    when 2
      offset = YE::REDUX::MENU::SPRITE_OFFSET
      opacity = YE::REDUX::MENU::FACE_OPACITY
      face_name = actor.face_name
      face_index = actor.face_index
      bitmap = Cache.face(face_name)
      rect = Rect.new(0, 0, 0, 0)
      rect.x = face_index % 4 * 96 + 4 / 2
      rect.y = face_index / 4 * 96 + 4 / 2
      rect.width = 92
      rect.height = 92
      self.contents.blt(2, actor.index * 96 + 2, bitmap, rect, opacity)
      bitmap.dispose
      draw_actor_graphic(actor, 49, (actor.index + 1) * 96 - offset)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_rd_menu_exp
  #--------------------------------------------------------------------------
  def draw_rd_menu_exp(actor, x, y, size = 120)
    if actor.next_exp != 0
      gw = size * actor.now_exp
      gw /= actor.next_exp
    else
      gw = size
    end
    gc1 = text_color(YE::REDUX::MENU::EXP_GAUGE_1)
    gc2 = text_color(YE::REDUX::MENU::EXP_GAUGE_2)
    self.contents.fill_rect(x, y + WLH - 8, size, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
 
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 40, WLH, YE::REDUX::MENU::EXP_TEXT)
    self.contents.font.color = normal_color
    if actor.next_exp != 0
      expercent = actor.now_exp * 100.000
      expercent /= actor.next_exp
    else
      expercent = 100.000
    end
    expercent = 100.000 if expercent > 100.000
    text = sprintf(YE::REDUX::MENU::PERCENT_EXP, expercent)
    self.contents.draw_text(x, y, size, WLH, text, 2)
  end
 
end # Window_ReDuxMenuStatus

#===============================================================================
# Window_MultiVariableWindow
#===============================================================================

class Window_MultiVariableWindow < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dh = 32 + 24 * YE::REDUX::MENU::VARIABLES_SHOWN.size
    dy = Graphics.height - dh
    super(0, dy, 160, dh)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for i in YE::REDUX::MENU::VARIABLES_SHOWN
      next unless YE::REDUX::MENU::VARIABLES_HASH.include?(i)
      @time_index = @data.size if i == -1
      @data.push(i)
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    sw = self.width - 32
    dy = WLH * index
    self.contents.clear_rect(rect)
    i = @data[index]
    case i
    when -5 # Draw Map Name
      self.contents.draw_text(0, dy, sw, WLH, $game_map.map_name, 1)
   
    when -2 # Draw Steps
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = $game_party.steps
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-2][0], sw-24, dy)
      else
        text = YE::REDUX::MENU::VARIABLES_HASH[-2][1]
        value = $game_party.steps
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
   
    when -1 # Draw Time
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = game_time
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[-1][0], sw-24, dy)
      else
        self.contents.font.color = normal_color
        text = game_time
        self.contents.draw_text(0, dy, sw, WLH, text, 1)
      end
   
    when 0 # Draw Gold
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = $game_party.gold
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[0][0], sw-24, dy)
      else
        draw_currency_value($game_party.gold, 4, dy, 120)
      end
   
    else # Draw Variables
      if YE::REDUX::MENU::VARIABLES_ICONS
        text = $game_variables[i]
        self.contents.draw_text(0, dy, sw-24, WLH, text, 2)
        draw_icon(YE::REDUX::MENU::VARIABLES_HASH[i][0], sw-24, dy)
      else
        text = YE::REDUX::MENU::VARIABLES_HASH[i][1]
        value = $game_variables[i]
        cx = contents.text_size(text).width
        self.contents.font.color = normal_color
        self.contents.draw_text(0, dy, sw-cx-2, WLH, value, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(0, dy, sw, WLH, text, 2)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # game_time
  #--------------------------------------------------------------------------
  def game_time
    @gametime = Graphics.frame_count / Graphics.frame_rate
    hours = @gametime / 3600
    minutes = @gametime / 60 % 60
    seconds = @gametime % 60
    result = sprintf("%d:%02d:%02d", hours, minutes, seconds)
    return result
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  if YE::REDUX::MENU::VARIABLES_SHOWN.include?(-1)
  def update
    if @gametime != (Graphics.frame_count / Graphics.frame_rate)
      draw_item(@time_index)
    end
  end
  end
 
end # Window_MultiVariableWindow

#===============================================================================
#
# END OF FILE
#
#===============================================
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MessageSujet: Re: Aidez-vous ! [Entraide]   Jeu 9 Juin - 17:15

It's good!!! IT's so good!!!!!
yes yes yes! sa marche
MLerci beaucoup *prépare une places spéciales dans les crédits*
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 14:21


Voici le sprite de Cloud stife qui finira en chara pour le movie making ^^

c'est comment ?Des conseils ?

vouala .
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 14:27

Ba moi j'aime bien les style un peu "cartoon", "paint" donc je ne peux que dire "bien" mais il faut que tout soit dans le même style ou se sera très mOs$h Razz
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 14:39

je me rend compte que les yeux sont trop clairs ^^

Citation :
il faut que tout soit dans le même style ou se sera très mOs$h
j'y compte bien , le movie making va m'aider a trouver mon style graphique Wink


et pis j'ai choisis ce style de couleurs car il se raproche des jeux "old school" , mais je garde un style "moderne" , en gros c'est du old school moderne ^^
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 14:45

C'est full pixel-art ? (fait par toi) Si oui chapeau mais saches que si t'as pas encore fait les animations (les 4 cotés + la marche) le plus dur reste à faire Wink
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 14:50

j'ai pas fait les anims T.T mais j'avance vite Razz

et oui j'ai tout fait en pixel-art .

Mon perso serait-il plus bô que je le pensais ?

et enfin , c'est ressemblant ? juste pour savoir Wink
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 14:58

Je connais pas trop FF, donc =>[] Disons qu'il est blond et habillé en noir, tout fan devrait le reconnaitre facilement Smile
Ensuite je le trouves vraiment réussis mais sans vouloir te décourager x) Le plus dur reste à faire Wink

Sur ce bonne continuation !

Ps : Ça irait super avec les battlers d'Etolier
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 15:14

merci de tes encouragements ^^

j'ai essayé les anims et ça donne ça : je débute hein ^^
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 15:19

Ba c'est pas mal, comme conseils que je pourrais te donné j'ai :
-Fait un mouvement de bras
-Essaye de lui décollé un peu les jambes
-Fait les jambes moins "rectilignes", un peu plus en diagonales et moins verticales comme ça.
Mais franchement c'est bien, après j'ai une remarque pourquoi son bras a changé de couleur ? Razz

Ps : De toute manière c'est à toi de voir si in-game ça va ou pas Smile
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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 16:48

nouvelle version ^^
l'animation est plutôt réussie [ressource non libre è_é]

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MessageSujet: Re: Aidez-vous ! [Entraide]   Sam 18 Juin - 17:18

Sépare moi ses jambes è_é Pourquoi tu veux absolument les laisser collé xD
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