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Système de PHS

 
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Kevin
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MessagePosté le: Sam 6 Déc - 13:35 (2008)    Sujet du message: Système de PHS Répondre en citant

Bonjour encore un script qui n'est pas de moi

Vous voulez le menu qui va avec ?

sinon mettez un nouveau script au dessus de main qui se nomme "PHS" et inserer ce script :

Code:

#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
#  Created By SephirothSpawn (11.27.05)
#  Last Updated: 11.28.05
#==============================================================================

#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias' New Game Method
  #--------------------------------------------------------------------------
  alias new_game command_new_game
  #--------------------------------------------------------------------------
  # * Adds Base Stats For Enemies
  #--------------------------------------------------------------------------
  def command_new_game
    # Sets Class Requirements
    for i in 1...$data_classes.size
      $data_classes[i].set_reqirements
    end
    # Sets Characters Sex
    for i in 1...$data_actors.size
      $data_actors[i].set_sex
    end
    new_game
  end
end

#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
  #===========================================================================
  # ** Class Actor
  #===========================================================================
  class Actor
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :sex
    #--------------------------------------------------------------------------
    # * Set Sex
    #--------------------------------------------------------------------------
    def set_sex
      if @name.include?('(')
        @sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
      else
        @sex = 1
      end
    end
  end
  #===========================================================================
  # ** Class Class
  #===========================================================================
  class Class
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :level_requirements
    attr_accessor :sex_requirements
    #--------------------------------------------------------------------------
    # * Set Requirements
    #--------------------------------------------------------------------------
    def set_reqirements
      # Sets Level Requirements
      @level_requirements = @name.include?('{') ?
        eval (@name.slice!(@name.index('{')..@name.index('}'))) : {}
      # Sets Sex Requirements
      if @name.include?('(')
        sex = @name.slice!(@name.index('(')..@name.index(')'))
        @sex_requirements = sex == '(M)' ? 1 : 2
      else
        @sex_requirements = 0
      end
    end
  end
end

#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Draw Item Name
  #    item : item
  #    x    : draw spot x-coordinate
  #    y    : draw spot y-coordinate
  #    width : draw text width
  #    align  : text align
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
    if item == nil
      case type
      when 0  # Weapon
        bitmap = RPG::Cache.icon("001-Weapon01")
      when 1  # Shield
        bitmap = RPG::Cache.icon("009-Shield01")
      when 2  # Helmet
        bitmap = RPG::Cache.icon("010-Head01")
      when 3  # Armor
        bitmap = RPG::Cache.icon("014-Body02")
      when 4  # Accessory
        bitmap = RPG::Cache.icon("016-Accessory01")
      end
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
      self.contents.font.color = disabled_color
      self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
  end
  #--------------------------------------------------------------------------
  # * Draw Sprite
  #--------------------------------------------------------------------------
  def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
    bitmap = RPG::Cache.character(name, hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    # Facing Direction
    case pose
      when 0 ;a = 0 # Down
      when 1 ;a = ch # Left
      when 2 ;a = ch * 3 # Up
      when 3 ;a = ch * 2 # Right
    end
    # Current Animation Slide
    case frame
      when 0 ;b = 0
      when 1 ;b = cw
      when 2 ;b = cw * 2
      when 3 ;b = cw * 3
    end
    # Bitmap Rectange
    src_rect = Rect.new(b, a, cw, ch)
    # Draws Bitmap
    if actor_contents
      @sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
    else
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
  end
  #--------------------------------------------------------------------------
  # Draw Bar
  #  Credit Near Fantastica for Orginal Script
  #--------------------------------------------------------------------------
  def draw_bar(x, y, min, max, width = 152, height = 20)
    self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
    bar_color = Color.new(0, 0, 200, 255)
    for i in 0..(width * min / max)
      r = bar_color.red * (width - i) / width + 0 * i / width
      g = bar_color.green * (width - i) / width + 0 * i / width
      b = bar_color.blue * (width - i) / width + 0 * i / width
      a = bar_color.alpha * (width - i) / width + 255 * i / width
      self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
    end
  end
  #--------------------------------------------------------------------------
  # * Alias Update
  #--------------------------------------------------------------------------
  alias sprite_update update
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    sprite_update
    unless @sprite_contents == nil
      @sprite_contents.x = self.x + self.ox + 16
      @sprite_contents.y = self.y + self.oy + 16
    end
  end
  #--------------------------------------------------------------------------
  # * Alias Dispose
  #--------------------------------------------------------------------------
  alias sprite_dispose dispose
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    sprite_dispose
    unless @sprite_contents == nil
      @sprite_contents.dispose
      @sprite_contents.dispose
    end
  end
end

#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor  :cursor_height
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias custom_int initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    custom_int(x, y, width, height)
    @cursor_height = 32
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of @cursor_height
    return self.oy / @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of @cursor_height
    return (self.height - 32) / @cursor_height
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * @cursor_height - self.oy
    if self.active == true
      # Update cursor rectangle
      self.cursor_rect.set(x, y, cursor_width, @cursor_height)
    end
  end
end

#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # * Unisable Item
  #    index : item number
  #--------------------------------------------------------------------------
  def undisable_item(index)
    draw_item(index, normal_color)
  end
end

#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :class_levels
  attr_accessor :class_exp
  attr_accessor :class_skills
  attr_accessor :sex
  #--------------------------------------------------------------------------
  # * Alias Setup
  #--------------------------------------------------------------------------
  alias class_setup setup
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def setup(actor_id)
    class_setup(actor_id)
    @class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
    for i in 0...$data_classes.size
      @class_levels.push(1)
      @class_exp.push(0)
      @class_skills.push([])
    end
    @sex = $data_actors[actor_id].sex
  end
  #--------------------------------------------------------------------------
  # * Switch Class
  #--------------------------------------------------------------------------
  def switch_class(class_id)
    # Updates Class Arrays
    @class_levels[@class_id ] = @level
    @class_exp[@class_id] = @exp
    @class_skills[@class_id] = @skills
    # Loads New Class ID
    @class_id = class_id
    # Loads Class Level & Exp Count
    @level = @class_levels[class_id]
    @exp = @class_exp[class_id]
    @skills = @class_skills[class_id]
  end
  #--------------------------------------------------------------------------
  # * Update Levels & Exp
  #--------------------------------------------------------------------------
  def update_classes
    # Updates Class Arrays
    @class_levels[@class_id ] = @level
    @class_exp[@class_id] = @exp
    @class_skills[@class_id] = @skills
  end
end

#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :reserve_actors
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias reserve_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    reserve_initialize
    @reserve_actors = []
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #    actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # If the party has less than 4 members and this actor is not in the party
    if @actors.size < 4 and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
      # Add actor
      @reserve_actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end


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MessagePosté le: Sam 6 Déc - 13:35 (2008)    Sujet du message: Publicité

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Kevin
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MessagePosté le: Sam 6 Déc - 13:36 (2008)    Sujet du message: Système de PHS Répondre en citant

mettez sa a la suite :

Code:
#--------------------------------------------------------------------------
  # * Move To Reserve
  #    actor_id : actor ID
  #--------------------------------------------------------------------------
  def move_to_reserve(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    if @actors.include?(actor)
      @actors.delete(actor)
      @reserve_actors.push(actor)
    end
    # Refresh player
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Move To Party
  #    actor_id : actor ID
  #--------------------------------------------------------------------------
  def move_to_party(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    if @reserve_actors.include?(actor)
      @reserve_actors.delete(actor)
      @actors.push(actor)
    end
    # Refresh player
    $game_player.refresh
  end
end

#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x = 0, y = 384, width = 160)
    super(x, y, width, 96)
      self.z = 500
    # Creates Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    @sprite_contents = Sprite.new
      @sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
      @sprite_contents.z = 505
    self.contents.font.size = 10
    # Animation Varaibles
    @pose, @frame = 0, 0
    # Updates Window
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #    actors : $game_party.actors or $game_party.reserve_actors
  #--------------------------------------------------------------------------
  def refresh(actors)
    # Clears Contents
    contents.clear
    @sprite_contents.bitmap.clear
    # Stores Actors
    @actors = actors.dup
    # Adds Blank Actors
    max = @actors == $game_party.actors ? 3 : 14
    @actors.push(nil) until @actors.size > max
    # Draw Sprites
    draw_sprites
    # Draws Info
    draw_info
  end
  #--------------------------------------------------------------------------
  # Draw Sprites
  #--------------------------------------------------------------------------
  def draw_sprites
    @sprite_contents.bitmap.clear
    for i in 0...@actors.size
      actor = @actors[i]
      if actor == nil
        draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
      else
        draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draw Information
  #--------------------------------------------------------------------------
  def draw_info
    contents.clear
    for i in 0...@actors.size
      actor = @actors[i]
      if actor == nil
        contents.font.color = disabled_color
        contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
      else
        contents.font.color = normal_color
        contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    draw_sprites
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect(index)
    self.cursor_rect.set(index * 32, 0, 32, 64)
  end
  #--------------------------------------------------------------------------
  # Update Pose
  #  direction  : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
    @pose == 0 ? @pose = 3 : @pose -= 1
  else
    @pose == 3 ? @pose = 0 : @pose += 1
  end
  draw_sprites
  end
end

#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 288)
    # Sets Cursor Height
    self.cursor_height = 64
    # Sets Index
    self.index = 0
    # Animated Sprite Counters
    @pose, @frame = 0, 0
    # Sets Up Window Contents
    self.contents = Bitmap.new(width - 32, height - 32)
    # Sprite Contents
    @sprite_contents = Sprite.new
      @sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
      @sprite_contents.z = 500
    # Updates Window
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #    actors : $game_party.actors or $game_party.reserve_actors
  #--------------------------------------------------------------------------
  def refresh(actors)
    # Clears Contents
    contents.clear
    @sprite_contents.bitmap.clear
    # Duplicates Actors
    @actors = actors.dup
    # Checks Actors List
    max = @actors == $game_party.actors ? 3 : 0
    @actors.push(nil) until @actors.size > max
    # Sets Up Item Max
    @item_max = @actors.size
    # Draw Sprites
    draw_sprites
    # Draws Info
    draw_info
  end
  #--------------------------------------------------------------------------
  # Draws Sprites
  #--------------------------------------------------------------------------
  def draw_sprites
    @sprite_contents.bitmap.clear
    # Draws actors
    for i in 0...@actors.size
      actor = @actors[i]
      y = i * 64 + 8
      if actor == nil
        draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
      else
        draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
      end
    end
  end
  #--------------------------------------------------------------------------
  # Draws Information
  #--------------------------------------------------------------------------
  def draw_info
    contents.clear
    # Draws actors
    for i in 0...@actors.size
      actor = @actors[i]
      y = i * 64 + 8
      if actor == nil
        contents.font.size = 40
        contents.font.color = disabled_color
        contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
      else
        contents.font.size = 22
        # Draws Name
        contents.font.color = normal_color
        contents.draw_text(60, y, 90, 24, actor.name)
        # Draws Class
        contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
        # Draws Level
        contents.font.color = system_color
        contents.draw_text(160, y, 100, 24, "Level")
        contents.font.color = normal_color
        contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
        # Draws State
        state = make_battler_state_text(actor, 112, true)
        contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        contents.draw_text(160, y + 24, 100, 24, state)
        # Draws Experience
        contents.font.color = system_color
        contents.draw_text(274, y, 160, 24, "Exp")
        contents.font.color = normal_color
        contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
        # Draws Next Level Bar
        draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
        # Draws Next Level
        contents.font.color = system_color
        contents.draw_text(274, y + 24, 160, 24, "Next Level")
        contents.font.color = normal_color
        contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
        # Draw HP Bar
        draw_bar(446, y + 2, actor.hp, actor.maxhp)
        # Draw MP Bar
        draw_bar(446, y + 26, actor.sp, actor.maxsp)
        # Draws HP
        contents.font.size = 22
        contents.font.color = system_color
        contents.draw_text(452, y, 160, 24, $data_system.words.hp)
        contents.font.size = 16
        contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
        # Draws SP
        contents.font.size = 22
        contents.font.color = system_color
        contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
        contents.font.size = 16
        contents.font.color = actor.sp == 0 ? knockout_color : normal_color
        contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def frame_update
    @frame == 3 ? @frame = 0 : @frame += 1
    draw_sprites
  end
  #--------------------------------------------------------------------------
  # * Update Pose
  #    direction  : 0 - Left  1 - Right
  #--------------------------------------------------------------------------
  def update_pose(direction)
    if direction == 0
      @pose == 0 ? @pose = 3 : @pose -= 1
    else
      @pose == 3 ? @pose = 0 : @pose += 1
    end
    draw_sprites
  end
end

#==============================================================================
# ** Scene Party Changer
#==============================================================================
class Scene_Party_Changer
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Current Phase
    @phase = 0
    # Frame Update (For Sprite Animations)
    @update_frame = 0
    # Help Window
    @help_window = Window_Help.new
      @help_window.set_text("Choisir un membre pour le transferer dans la Reserve", 1)
      @help_window.z = 9999
    # Active Party Window
    @active_actors_window = Window_Party_Changing.new
      @active_actors_window.refresh($game_party.actors)
      @active_actors_window.y = 64
    # Reserve Party Window
    @reserver_actors_window = Window_Party_Changing.new
      @reserver_actors_window.refresh($game_party.reserve_actors)
      @reserver_actors_window.y = 352
      @reserver_actors_window.active = false
    # Active Party Sprites
    @active_actors_sprites = Window_Member_Sprites.new
      @active_actors_sprites.refresh($game_party.actors)
      @active_actors_sprites.update_cursor_rect(0)
    # Reserve Party Sprites
    @reserve_actors_sprites = Window_Member_Sprites.new(160, 384, 480)
      @reserve_actors_sprites.refresh($game_party.reserve_actors)
      @reserve_actors_sprites.update_cursor_rect(0)
    # Scene Objects
    @objects = [@help_window, @active_actors_window, @reserver_actors_window,
                      @active_actors_sprites, @reserve_actors_sprites]
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Objects Update
      @objects.each {|x| x.update}
      # Animated Sprites Update
      @update_frame += 1
      if @update_frame == 10
        @update_frame = 0
        @objects.each {|x| x.frame_update unless x == @help_window}
      end
      # Updates Poses
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)
        @objects.each {|x| x.update_pose(0) unless x == @help_window}
      elsif Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)
        @objects.each {|x| x.update_pose(1) unless x == @help_window}
      end
      # Frame update
      @phase == 0 ? active_update : reserve_update
    end
    # Prepare for transition
    Graphics.freeze
    # Disposes Objects
    @objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def active_update
    # Slides Windows
    @active_actors_window.y += 8 if @active_actors_window.y < 64
    @reserver_actors_window.y += 8 if @reserver_actors_window.y < 352
    # Updates Cursor Rectangles
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @active_actors_sprites.update_cursor_rect(@active_actors_window.index)
    # Exits Scene
    elsif Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(6)
    # Selects Party Spot to Switch Spot With
    elsif Input.trigger?(Input::C)
      actor = $game_party.actors[@active_actors_window.index]
      if $game_party.reserve_actors.size == 0
        $game_system.se_play($data_system.buzzer_se)
        @help_window.set_text("Il n'y pas de Heros dans dans la Reserve", 1)
      else
        $game_system.se_play($data_system.decision_se)
        @active_actors_window.active = false
        @reserver_actors_window.active = true
        text = actor == nil ?
          "Choisir un membre pour l'ajouter à la partie" : "Choisir un membre pour remplacer #{actor.name}"
        @help_window.set_text(text, 1)
        @phase = 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def reserve_update
    # Slides Windows
    @active_actors_window.y -= 8 if @active_actors_window.y > -192
    @reserver_actors_window.y -= 8 if @reserver_actors_window.y > 96
    # Updates Cursor Rectangles
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @reserve_actors_sprites.update_cursor_rect(@reserver_actors_window.index)
    # Returns to Main Phase
    elsif Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @help_window.set_text("Choisir un membre pour le transferer dans la Reserve", 1)
      @active_actors_window.active = true
      @reserver_actors_window.active = false
      @phase = 0
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      active_member = $game_party.actors[@active_actors_window.index]
      reserve_member = $game_party.reserve_actors[@reserver_actors_window.index]
      $game_party.move_to_reserve(active_member.id) unless active_member == nil
      $game_party.move_to_party(reserve_member.id)
      [@active_actors_window, @active_actors_sprites].each {|x| x.refresh($game_party.actors)}
      [@reserver_actors_window, @reserve_actors_sprites].each {|x| x.refresh($game_party.reserve_actors)}
      @active_actors_window.active = true
      @reserver_actors_window.active = false
      @phase = 0
    end
  end
end



pour que le phs marche ajouter cette image dans characters :



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MessagePosté le: Aujourd’hui à 15:39 (2016)    Sujet du message: Système de PHS

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