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Yoshi-Dragon
Yoshi-Dragon
Membre

Nombre de messages : 752
Age : 28
Localisation : J'ai peur.
Distinction : aucune
Date d'inscription : 19/06/2009
http://smashbrosbrawl.e-monsite.com

Rapport de combat Empty Rapport de combat

Dim 24 Jan 2010 - 12:19
Bonjour j'y va pas tres clair mais c'est un rapport de combat...

C'est la premiere fois que je poste dans cette section ...

Utilité:

_Permet d'afficher les sorts lors d'un passage de niveau
_Permet d'afficher les pourcentage d'XP
_Permet d'afficher un phrase lors d'une prise de niveau
_Permet plein d'autre choses ...

Auteur : Yanfly

Screens:
http://pockethouse.files.wordpress.com/2009/04/dva_title.jpg
http://pockethouse.files.wordpress.com/2009/04/dva_howto3a.jpg?w=450&h=363
http://pockethouse.files.wordpress.com/2009/04/cirno.jpg?w=450&h=363

Script :

Code:
#===============================================================================
#
# Yanfly Engine RD - Display Victory Aftermath
# Last Date Updated: 2009.06.24
# Level: Easy, Normal, Hard, Lunatic
#
# I'm remaking this script for multiple reasons. Biggest of which is so that the
# code's a whole lot cleaner. The second biggest reason is because I actualy
# know what I'm doing this time around. And the third reason is that out there
# in the VX scripting community, a decent victory aftermath script has yet to be
# made. This will hopefully provide everything adequate for a victory aftermath.
#
# This script consists of a couple of phases. The first being displayed exp for
# each member prior to gaining the experience earned in battle. Nothing too
# special here, you basically see what happens before the experience is applied.
#
# The second phase goes into giving each of the actors experience. This supports
# multi-leveling as well as learning a whole bunch of skills. Actors that level
# up will create a window that displays their previous stats in comparison to
# their new stats. Alongside that is also a list of the new skills they have
# learned from the level up.
#
# This script leaves an "extra" phase if there's any add-ons made for Victory
# Aftermath in the future. By default, there's nothing visible here, but should
# add-ons be made, this phase will be providing for it without need to actually
# modify the script itself.
#
# The last phase goes into the drop listing. This generates a list of drops and
# displays them from most to least number of drops. This means that drops of the
# same type will stack upon another. If no drops present, this phase is skipped.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.20 - Bug fix for Double EXP Gain not calculated properly.
# o 2009.06.14 - Bug fix for dead actor EXP bars rising.
# o 2009.05.30 - Compatibility with Scene Battle ReDux.
# o 2009.05.17 - Game_Actor's change_exp is now overwritten. Now, newly learned
#                skills will show when there are other skill altering scripts
#                inside a game.
#                VA_PERCENT_EXP added to change decimal spaces.
# o 2009.05.12 - Ticking sound stops after all actors reach 100% bar.
# o 2009.05.08 - Fixed a max level bug.
# o 2009.05.03 - Disposed windows bugfix (another one this time)
#                Added more personal actor quotes for defaults.
# o 2009.05.02 - Disposed windows bugfix. Made the exp bar sound into a tick.
# o 2009.05.01 - Animated experience bar going up.
#                Added a switch to allow skipping the victory screens.
# o 2009.04.28 - Bugfix for skill window not disappearing.
# o 2009.04.27 - Major Updates:
#                Option to use faces or not ala VA_USE_FACES
#                Switch to bypass Battle BGM's ala VA_BYPASS_BGM_SWITCH
#                Major bugfix to prevent save corruption.
# o 2009.04.26 - Added more options.
#                Stat Next Display Type
#                Leveled Up Stat Display Type
#                Play Victory BGM
#                Hide skill window if no skills learned.
#                Bugfix for gaining EXP outside of battle.
#                Bugfix for not actually getting items.
# o 2009.04.25 - Finished script and publicized.
# o 2009.04.23 - Started script.
#===============================================================================
# Instructions
#===============================================================================
#
# Just plug and play it. If you wish to to extend further and modify the content
# a bit more, scroll down to the module and edit whatever you see fit. There's
# a lot of things you can potentially edit and modify. Instructions and comments
# are provided alongside the various options.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC LargeParty, KGC Extra Drop
# - Alias: Game_Actor, initialize, display_level_up
# - Alias: Scene_Battle, terminate
# - Alias: Scene_Map, call_battle
# - Overwrites: Game_Actor, change_exp
# - Overwrites: Scene_Battle, process_victory, display_exp_and_gold
#
#===============================================================================

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

module YE
  module BATTLE
    module DISPLAY
     
      # This is the number of frames to wait before displaying the victory
      # windows on screen. One second consists of 60 frames.
      VA_WAIT = 30
     
      # This adjusts the background opacity level of all the windows.
      VA_BACK_OPACITY = 200
     
      # Set this to false if you don't wish to use faces.
      VA_USE_FACES = true
     
      # This BGM will be played while the victory aftermath windows are present.
      # Once the victory aftermath windows are closed, the theme will revert
      # back to the map theme.
      VA_PLAY_VICTORY_BGM = true
      VA_BGM = RPG::BGM.new("Field1", 100, 100)
     
      # The following adjusts how long to play the Victory ME after finishing
      # battle in milliseconds (if it is still continuing).
      VA_ME_FADE = 1000
     
      # This is the switch ID to use if you wish to bypass any BGM's played
      # before the battle and after the battle.
      VA_BYPASS_BGM_SWITCH = 63
     
      # If there are some game sequences in which you'd like to skip the victory
      # aftermath part together as a whole, turn on this switch. Skipping the
      # victory screens will still give the actors experience, gold, and drops.
      VA_BYPASS_WHOLE_SWITCH = 64
     
      # These adjust the string data show in their respective windows.
      VA_TOP_MSG = "Battle Results"
      VA_EXP_MSG  = "Earned %d EXP"
      VA_GOLD_MSG = "Found %d Gold"
     
      # This is how many ticks for animating the experience bar going up.
      # One tick is 6 frames. There are 60 frames in a second.
      VA_EXP_TICK = 10
      VA_TICK_SOUND = RPG::SE.new("Decision1", 80, 100)
     
      # This adjusts the experience split by percentage dependent on how many
      # party members you have. Set them all to 100 if you prefer no experienc#
      # splitting amongst the members. If you have more than 5 members, it will
      # use experience split as if there's 4 members.
      VA_EXP_SPLIT    = false    # Set to true if you desire EXP Splitting.
      VA_EXP_1_MEMBER  = 100
      VA_EXP_2_MEMBERS = 50
      VA_EXP_3_MEMBERS = 34
      VA_EXP_4_MEMBERS = 25
     
      # This adjusts the face opacity shown in the party experience gain window.
      # This also lets you enable or disable the sprites shown.
      VA_FACE_OPACITY = 128
      VA_SHOW_SPRITES = true
     
      # This adjusts the gauge colour of the experience bar to the next level.
      VA_EXP_GAUGE_COLOUR1 = 28
      VA_EXP_GAUGE_COLOUR2 = 29
     
      # The next portion adjusts how you would like the to next level portion
      # drawn and adjusted. The display types are as follows:
      VA_PERCENT_EXP  = "%#.05g%%"      # Adjusts how exp percentage is shown.
      VA_MSG_NEXT_LVL = "To Level %d"
      VA_MSG_MAX_LVL  = "Max Level"
      VA_NEXT_LV_EXP  = "%s EXP"
      VA_FONT_SIZE    = 18
     
      # This part adjusts the level up portion of the victory aftermath. Alters
      # the group party window.
      VA_LVL_UP_SOUND  = RPG::SE.new("Flash1", 100, 100)
      VA_LVL_UP_TEXT  = "LEVELS UP"
      VA_LVL_UP_LEVEL  = "to LV%d"
      VA_LVL_UP_TEXT_COLOUR = 6
      VA_LVL_UP_GAUGE1 = 20
      VA_LVL_UP_GAUGE2 = 21
     
      # This will hide the skill window if there are no skills learned.
      VA_HIDE_SKILL_IF_NONE = true
     
      # This part allows your actors to heal upon leveling up. Adjust the rates
      # if desired. For the rates, 80 would mean 80%.
      VA_LVL_UP_HEAL    = false
      VA_LVL_UP_HEAL_HP = 80
      VA_LVL_UP_HEAL_MP = 50
      VA_LVL_UP_HEAL_STATES = false
     
      # This part adjusts the level up windows (when the actor actually has
      # leveled up). Stat text and stat icons are in the following section.
      VA_LVL_UP_TITLE = "%s has reached level %d!"
      VA_SKILLS_TITLE = "Skills Acquired"
      VA_SKILL_COLOUR = 4
      VA_SKILLS_NONE  = "No New Skills"
      VA_SKILLS_MORE  = "%s acquired new abilities!"
      VA_SKILLS_SOUND = RPG::SE.new("Book", 100, 100)
     
      # These affect the text shown in the stat level up screen and the icons
      # paired along with them. The VA_NEXT_DISPLAY_TYPE works as such:
      #  1 - Displays the text.
      #  2 - Displays the icon
      VA_NEXT_DISPLAY_TYPE = 1
      VA_TEXT_NEXT  = "->"        # Text for old stat to new stat.
      VA_ICON_NEXT  = 142        # Icon ID for next text.
     
      VA_TEXT_LEVEL = "Level"    # Category text for level.
      VA_TEXT_MAXHP = "MaxHP"    # Category text for MaxHP.
      VA_TEXT_MAXMP = "MaxMP"    # Category text for MaxMP.
      VA_TEXT_ATK  = "ATK"      # Category text for attack.
      VA_TEXT_DEF  = "DEF"      # Category text for defense.
      VA_TEXT_SPI  = "SPI"      # Category text for spirit.
      VA_TEXT_AGI  = "AGI"      # Category text for agility.
     
      VA_ICON_LEVEL = 62          # Icon ID for level.
      VA_ICON_MAXHP = 99          # Icon ID for MaxHP.
      VA_ICON_MAXMP = 100        # Icon ID for MaxMP.
      VA_ICON_ATK  = 2          # Icon ID for attack.
      VA_ICON_DEF  = 52          # Icon ID for defense.
      VA_ICON_SPI  = 21          # Icon ID for spirit.
      VA_ICON_AGI  = 48          # Icon ID for agility.
     
      # This part changes how the new stats appear for the display.
      #  1 - Shows the new stat itself.
      #  2 - Shows The difference in change from old stat to new stat.
      VA_NEW_STAT_TYPE = 1
     
      # These adjust the colours for the stat level up screen.
      VA_STAT_SIZE    = 18  # Adjusts the font size for categories and stats.
      VA_CAT_COLOUR    = 4    # Adjusts the colour for stat category.
      VA_BEFORE_COLOUR = 5    # Adjusts the colour for before stats.
      VA_NEXT_COLOUR  = 4    # Adjusts the colour for the next arrows.
      VA_AFTER_COLOUR  = 6    # Adjusts the colour for after stats.
     
      # This part adjusts the drops portion of the victory aftermath. The drops
      # portion will consist of a drop total check and a drop display.
      VA_FOUND_DROP      = RPG::SE.new("Chest", 100, 100)
      VA_DROPS_TITLE    = "Drop Results"
      VA_DROP_TOTAL_NONE = "%s has found no drops."
      VA_DROP_TOTAL_ONE  = "%s has received 1 drop."
      VA_DROP_TOTAL_MANY = "%s has received %d drops."
      VA_DROP_CLOSE      = "Press X to continue."
      VA_DROP_LIST_TEXT  = "Drop List"
      VA_DROP_LISTCOLOUR = 4
      VA_DROP_WIN_ONE    = "Found %d Drop"
      VA_DROP_WIN_MANY  = "Found %d Drops"
     
      # This changes the way drops are displayed.
      #  1 - Lists them vertically.
      #  2 - Lists them horizontally.
      VA_DROP_DISPLAY_TYPE = 1
      VA_DROP_AMOUNT  = "%dx"
     
      # This will trigger a common event to occur after battle if enabled.
      # Set which common event you would like for the battle to trigger.
      VA_USE_COMEVENT = false
      VA_COMMON_EVENT = 1
     
    end # DISPLAY
  end # BATTLE
end # YE

#===============================================================================
# How to Use: Lunatic Mode
#===============================================================================
#
# This part will allow your actors to say personal messages during the victory
# aftermath phase of battle. Actors can say a variety of things from random
# messages in the common actor pool or they can say their own personal things.
# Scroll down below to the hash, set VA_DISPLAY_ACTOR_PERSONAL_MSG to true, and
# begin modifying what you wish the actors to say.
#
# ACTOR_VICTORY_MSG
# Adjusts what the actor says upon completing a battle.
#
# ACTOR_LV_UP_MSG
# Adjusts what the actor says if they leveled up.
#
# ACTOR_MORE_SKILL_MSG
# Adjusts what the actor says if they learned skills.
#
# ACTOR_NO_DROPS_MSG
# Adjusts what the actor says if no drops were found.
#
# ACTOR_HAS_DROPS_MSG
# Adjusts what the actor says if drops were present.
#
#===============================================================================

module YE
  module HASH
   
    # If this portion is enabled, your actors can have level up quotes to
    # accompany their level up display. If no actor ID is set for an actor, it
    # will automatically use quote set 0. To edit the quotes, scroll down
    # below to the HASH module and edit there.
    VA_DISPLAY_ACTOR_PERSONAL_MSG = true
   
    # This section adjusts the victory messages. Non-listed actors will use
    # Actor 0 as their reference list for quotes to be used.
    ACTOR_VICTORY_MSG ={
    # Actor.ID  =>  # ----------------------------------------------------------
            0  =>  [# This is for all actors that don't have an ID set here.
                    # Note that for Actor 0, \\n[1] will use the current
                    # actor's name instead of Actor ID 1's name.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Victory is ours!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"We beat them all!\"",
                      "  ",
                      "  "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"This battle is over!\"",
                      "  ",
                      "  "],
                    ],# This ends Actor 0
    # Actor.ID  =>  # ----------------------------------------------------------
            1  =>  [# This is Actor 1's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Hmph! I didn't break a sweat.\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Is that all you've got?\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"You need to do better than that!\"",
                      " ",
                      " "],
                    ],# This ends Actor 1
    # Actor.ID  =>  # ----------------------------------------------------------
            2  =>  [# This is Actor 2's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"\\n[1], we beat them!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"I must train harder!\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"That was decent training.\"",
                      " ",
                      " "],
                    ],# This ends Actor 2
    # Actor.ID  =>  # ----------------------------------------------------------
            3  =>  [# This is Actor 3's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"How do you like them apples!?\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"What a glorious battle!\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"Boo-yah! You got SERVED!\"",
                      " ",
                      " "],
                    ],# This ends Actor 3
    # Actor.ID  =>  # ----------------------------------------------------------
            4  =>  [# This is Actor 4's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"Burnt away to a crisp.\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"Just as planned.\"",
                      " ",
                      " "],
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"Ohoho~ We just beat them good!\"",
                      " ",
                      " "],
                    ],# This ends Actor 4
    # Actor.ID  =>  # ----------------------------------------------------------
    } # Do not remove this.
   
    # This section adjusts the level up quotes for the listed actors and the
    # non-listed actors. Non-listed actors will use Actor 0 as their reference
    # list for quotes to be used.
    ACTOR_LV_UP_MSG ={
    # Actor.ID  =>  # ----------------------------------------------------------
            0  =>  [# This is for all actors that don't have an ID set here.
                    # Note that for Actor 0, \\n[1] will use the current
                    # actor's name instead of Actor ID 1's name.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I've become stronger!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I feel great!\"",
                      "  ",
                      "  "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I will fight even better!\"",
                      "  ",
                      "  "],
                    ],# This ends Actor 0
    # Actor.ID  =>  # ----------------------------------------------------------
            1  =>  [# This is Actor 1's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Man, I feel good!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Stronger and stronger!\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"This is how I fight!\"",
                      " ",
                      " "],
                    ],# This ends Actor 1
    # Actor.ID  =>  # ----------------------------------------------------------
            2  =>  [# This is Actor 2's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"\\n[1], I'm catching up to you!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"I don't want to fall behind.\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"Strength comes from diligence!\"",
                      " ",
                      " "],
                    ],# This ends Actor 2
    # Actor.ID  =>  # ----------------------------------------------------------
            3  =>  [# This is Actor 3's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"TAH-TA-DA-DAAAAAAAAAAAAH!!!",
                      " Never fear, \\n[3] is here!\"",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"WHO THE MAN!?",
                      " \\n[3] the man!\"",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"I've regained honor and glory!",
                      " How do you like it!?\"",
                      " "],
                    ],# This ends Actor 3
    # Actor.ID  =>  # ----------------------------------------------------------
            4  =>  [# This is Actor 4's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"And that is how it's done!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"It's about time.\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"All in a good day's work.\"",
                      " ",
                      " "],
                    ],# This ends Actor 4
    # Actor.ID  =>  # ----------------------------------------------------------
    } # Do not remove this.
   
    # This section adjusts the more skills to be learned messages. It will only
    # appear if the actor has learned more than 7 skills in the one level up
    # process. However, if the actor's ID does not appear in this hash, it will
    # use Actor 0 for hash referencing.
    ACTOR_MORE_SKILL_MSG ={
    # Actor.ID  =>  # ----------------------------------------------------------
            0  =>  [# This is for all actors that don't have an ID set here.
                    # Note that for Actor 0, \\n[1] will use the current
                    # actor's name instead of Actor ID 1's name.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I have a new skill!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I learn something new everyday.\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Let's try out this new skill.\"",
                      " ",
                      " "],
                    ],# This ends Actor 0
    # Actor.ID  =>  # ----------------------------------------------------------
            1  =>  [# This is Actor 1's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I have more techniques to learn!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"I have acquired more techniques!\"",
                      " ",
                      " "],
                    ],# This ends Actor 1
    # Actor.ID  =>  # ----------------------------------------------------------
            2  =>  [# This is Actor 2's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"\\n[1], I'm learning more!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"All that training paid off.\"",
                      " ",
                      " "],
                    ],# This ends Actor 2
    # Actor.ID  =>  # ----------------------------------------------------------
            3  =>  [# This is Actor 3's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"\\n[3] Smaaaaaaaaash!!!",
                      " Moooooooore skiiilllllz-aaah!!!\"",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"I'm so fricken awesome!\"",
                      " ",
                      " "],
                    ],# This ends Actor 3
    # Actor.ID  =>  # ----------------------------------------------------------
            4  =>  [# This is Actor 4's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"I have even more skills to learn!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"Something else to add to the book.\"",
                      " ",
                      " "],
                    ],# This ends Actor 4
    # Actor.ID  =>  # ----------------------------------------------------------
    } # Do not remove this.
   
    # This section adjusts the messages regarding no enemy drops. If there is
    # an actor without an ID specified here, it will automatically take on
    # Actor 0 as its reference.
    ACTOR_NO_DROPS_MSG ={
    # Actor.ID  =>  # ----------------------------------------------------------
            0  =>  [# This is for all actors that don't have an ID set here.
                    # Note that for Actor 0, \\n[1] will use the current
                    # actor's name instead of Actor ID 1's name.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"There weren't any enemy drops.\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"The enemies didn't drop any goods.\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"We didn't find any drops.\"",
                      " ",
                      " "],
                    ],# This ends Actor 0
    # Actor.ID  =>  # ----------------------------------------------------------
            1  =>  [# This is Actor 1's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"Worthless bunch of monsters.\"",
                      " ",
                      " "],
                    ],# This ends Actor 1
    # Actor.ID  =>  # ----------------------------------------------------------
            2  =>  [# This is Actor 2's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"\\n[1], they didn't drop anything.\"",
                      " ",
                      " "],
                    ],# This ends Actor 2
    # Actor.ID  =>  # ----------------------------------------------------------
            3  =>  [# This is Actor 3's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"NOOOOOOOOOOOOOOOOOOOOOOO!",
                      " No lewt...\"",
                      " "],
                    ],# This ends Actor 3
    # Actor.ID  =>  # ----------------------------------------------------------
            4  =>  [# This is Actor 4's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"What a meaningless battle.\"",
                      " ",
                      " "],
                    ],# This ends Actor 4
    # Actor.ID  =>  # ----------------------------------------------------------
    } # Do not remove this.
   
    # This section adjusts the messages regarding present enemy drops. If there
    # is an actor without an ID specified here, it will automatically take on
    # Actor 0 as its reference.
    ACTOR_HAS_DROPS_MSG ={
    # Actor.ID  =>  # ----------------------------------------------------------
            0  =>  [# This is for all actors that don't have an ID set here.
                    # Note that for Actor 0, \\n[1] will use the current
                    # actor's name instead of Actor ID 1's name.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"The monsters have dropped something!\"",
                      " ",
                      " "],
                    [# This is the 2nd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"We found some spoils.\"",
                      " ",
                      " "],
                    [# This is the 3rd random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"This was found on the enemy.\"",
                      " ",
                      " "],
                    ],# This ends Actor 0
    # Actor.ID  =>  # ----------------------------------------------------------
            1  =>  [# This is Actor 1's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[1]\\c[0]\\<",
                      "\"To the victor goes the spoils.\"",
                      " ",
                      " "],
                    ],# This ends Actor 1
    # Actor.ID  =>  # ----------------------------------------------------------
            2  =>  [# This is Actor 2's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[2]\\c[0]\\<",
                      "\"\\n[1], they drop some goods!\"",
                      " ",
                      " "],
                    ],# This ends Actor 2
    # Actor.ID  =>  # ----------------------------------------------------------
            3  =>  [# This is Actor 3's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[3]\\c[0]\\<",
                      "\"WOOT! Check out my phat lewt!\"",
                      " ",
                      " "],
                    ],# This ends Actor 3
    # Actor.ID  =>  # ----------------------------------------------------------
            4  =>  [# This is Actor 4's quotes.
                    [# This is the 1st random message that can be said.
                      "\\>\\c[6]\\n[4]\\c[0]\\<",
                      "\"Wonderful, I'll take these.\"",
                      " ",
                      " "],
                    ],# This ends Actor 4
    # Actor.ID  =>  # ----------------------------------------------------------
    } # Do not remove this.
   
  end # HASH
end # YE

#===============================================================================
# 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.
#===============================================================================

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

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # old level
  #--------------------------------------------------------------------------
  def old_level
    update_old_level if $old_level[self.id] == nil
    return $old_level[self.id]
  end
  def update_old_level
    $old_level[self.id] = @level
  end
 
  #--------------------------------------------------------------------------
  # 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
 
  #--------------------------------------------------------------------------
  # full skills
  #--------------------------------------------------------------------------
  def full_skills
    result = []
    for i in @skills
      result.push($data_skills[i])
    end
    return result
  end
 
  #--------------------------------------------------------------------------
  # overwrite change exp
  #--------------------------------------------------------------------------
  def change_exp(exp, show)
    $old_level = {} if $old_level == nil
    $old_level[self.id] = @level
    $old_maxhp = {} if $old_maxhp == nil
    $old_maxhp[self.id] = self.maxhp
    $old_maxmp = {} if $old_maxmp == nil
    $old_maxmp[self.id] = self.maxmp
    $old_atk = {} if $old_atk == nil
    $old_atk[self.id] = self.atk
    $old_def = {} if $old_def == nil
    $old_def[self.id] = self.def
    $old_spi = {} if $old_spi == nil
    $old_spi[self.id] = self.spi
    $old_agi = {} if $old_agi == nil
    $old_agi[self.id] = self.agi
    last_level = @level
    last_skills = full_skills
    if $imported["LimitBreak"]
      @exp = [[exp, exp_limit].min, 0].max
    else
      @exp = [[exp, 9999999].min, 0].max
    end
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      level_up
    end
    while @exp < @exp_list[@level]
      level_down
    end
    @hp = [@hp, maxhp].min
    @mp = [@mp, maxmp].min
    if show and @level > last_level
      display_level_up(full_skills - last_skills)
    end
  end
 
  #--------------------------------------------------------------------------
  # alias display level up
  #--------------------------------------------------------------------------
  alias display_level_up_dva display_level_up unless $@
  def display_level_up(new_skills)
    if $scene.is_a?(Scene_Battle)
      $scene.hide_1st_page_windows; remove_state(1)
      original_name = $game_actors[1].name
      sound = YE::BATTLE::DISPLAY::VA_LVL_UP_SOUND
      sound.play unless sound == nil
      #-----------------------------
      text = sprintf(YE::BATTLE::DISPLAY::VA_LVL_UP_TITLE, actor.name, @level)
      $level_up_title_window = Window_Base.new(0, 0, 544, 56)
      $level_up_title_window.contents.draw_text(2, 0, 504, 24, text, 1)
      $level_up_title_window.back_opacity = YE::BATTLE::DISPLAY::VA_BACK_OPACITY
     
      if YE::BATTLE::DISPLAY::VA_HIDE_SKILL_IF_NONE and new_skills == []
        $level_up_stats_window = Window_Level_Up_Stats.new(self, false)
        $level_up_skills_window = Window_Level_Up_Skills.new(new_skills)
        $level_up_skills_window.visible = false
      else
        $level_up_stats_window = Window_Level_Up_Stats.new(self, true)
        $level_up_skills_window = Window_Level_Up_Skills.new(new_skills)
        $level_up_skills_window.visible = true
      end
      #-----------------------------
      $game_message.new_page
      if YE::BATTLE::DISPLAY::VA_USE_FACES
        $game_message.face_name = @face_name
        $game_message.face_index = @face_index
      end
      if YE::HASH::VA_DISPLAY_ACTOR_PERSONAL_MSG
        if YE::BATTLE::DISPLAY::VA_USE_FACES
          $game_message.face_name = @face_name
          $game_message.face_index = @face_index
        end
        #--------------------------------------------------------------------
        if YE::HASH::ACTOR_LV_UP_MSG.include?(@actor_id)
          msg_array = YE::HASH::ACTOR_LV_UP_MSG[@actor_id]
        else
          msg_array = YE::HASH::ACTOR_LV_UP_MSG[0]
          $game_actors[1].name = @name
        end
        #--------------------------------------------------------------------
        ax = msg_array.size
        random_array = msg_array[rand(ax)]
        $scene.personal_text(random_array, self)
        $scene.wait_for_message
        if new_skills.size > 0
          sound = YE::BATTLE::DISPLAY::VA_SKILLS_SOUND
          sound.play unless sound == nil
          $game_actors[1].name = original_name
          if YE::HASH::ACTOR_MORE_SKILL_MSG.include?(@actor_id)
            msg_array = YE::HASH::ACTOR_MORE_SKILL_MSG[@actor_id]
          else
            msg_array = YE::HASH::ACTOR_MORE_SKILL_MSG[0]
            $game_actors[1].name = @name
          end
          ax = msg_array.size
          random_array = msg_array[rand(ax)]
          $scene.personal_text(random_array, self)
          $level_up_skills_window.refresh(new_skills)
          $scene.wait_for_message
        end
        while new_skills.size > 6
          sound = YE::BATTLE::DISPLAY::VA_SKILLS_SOUND
          sound.play unless sound == nil
          $game_actors[1].name = original_name
          new_skills = delete_skills(new_skills)
          if YE::HASH::ACTOR_MORE_SKILL_MSG.include?(@actor_id)
            msg_array = YE::HASH::ACTOR_MORE_SKILL_MSG[@actor_id]
          else
            msg_array = YE::HASH::ACTOR_MORE_SKILL_MSG[0]
            $game_actors[1].name = @name
          end
          ax = msg_array.size
          random_array = msg_array[rand(ax)]
          $scene.personal_text(random_array, self)
          $level_up_skills_window.refresh(new_skills)
          $scene.wait_for_message
        end
        #--------------------------------------------------------------------
      else
        text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
        text = "\\>" + text + "\\<"
        $game_message.texts.push(text)
        $scene.wait_for_message
        if new_skills.size > 0
          sound = YE::BATTLE::DISPLAY::VA_SKILLS_SOUND
          sound.play unless sound == nil
          if YE::BATTLE::DISPLAY::VA_USE_FACES
            $game_message.face_name = @face_name
            $game_message.face_index = @face_index
          end
          text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
          text = "\\>" + text + "\\<"
          $game_message.texts.push(text)
          text = sprintf(YE::BATTLE::DISPLAY::VA_SKILLS_MORE, @name)
          text = "\\>" + text + "\\<"
          $game_message.texts.push(text)
          $level_up_skills_window.refresh(new_skills)
          $scene.wait_for_message
        end
        while new_skills.size > 6
          sound = YE::BATTLE::DISPLAY::VA_SKILLS_SOUND
          sound.play unless sound == nil
          if YE::BATTLE::DISPLAY::VA_USE_FACES
            $game_message.face_name = @face_name
            $game_message.face_index = @face_index
          end
          new_skills = delete_skills(new_skills)
          text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
          text = "\\>" + text + "\\<"
          $game_message.texts.push(text)
          text = sprintf(YE::BATTLE::DISPLAY::VA_SKILLS_MORE, @name)
          text = "\\>" + text + "\\<"
 


Voila mais il y a un autre script qui va avec mais je ne sais pas a quoi il sert.


Code:
#===============================================================================
#
# Yanfly Engine RD - Victory Aftermath Compatibility
# Last Date Updated: 2009.04.25
# Level: Easy
#
# If you're using Yanfly Engine ReDux's Display Victory Aftermath and the
# message window doesn't display properly because of other scripts you may be
# using, paste this script somewhere under Display Victory Aftermath within the
# script listing and it'll function as properly.
#
# In short, all it is, is the default Window_BattleMessage copied over and
# re-used to not interfere with scripts that may potentially alter the whole
# Window_BattleMessage script itself.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.04.25 - Started script.
#===============================================================================
#
# Compatibility
# - Works With: STR11b Battle Message
#
#===============================================================================

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

module YE
  module BATTLE
    module DISPLAY
   
      # This adjusts the background opacity of this window.
      DVA_MSG_OPACITY = 200
   
    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.
#===============================================================================

#==============================================================================
# Window_BattleMessageCompatible
#==============================================================================

class Window_BattleMessageCompatible < Window_Message
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super
    self.openness = 255
    self.back_opacity = YE::BATTLE::DISPLAY::DVA_MSG_OPACITY
    @lines = []
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
  end
  #--------------------------------------------------------------------------
  # * Open Window (disabled)
  #--------------------------------------------------------------------------
  def open
  end
  #--------------------------------------------------------------------------
  # * Close Window (disabled)
  #--------------------------------------------------------------------------
  def close
  end
  #--------------------------------------------------------------------------
  # * Set Window Background and Position (disabled)
  #--------------------------------------------------------------------------
  def reset_window
  end
  #--------------------------------------------------------------------------
  # * Clear
  #--------------------------------------------------------------------------
  def clear
    @lines.clear
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def line_number
    return @lines.size
  end
  #--------------------------------------------------------------------------
  # * Go Back One Line
  #--------------------------------------------------------------------------
  def back_one
    @lines.pop
    refresh
  end
  #--------------------------------------------------------------------------
  # * Return to Designated Line
  #    line_number : Line number
  #--------------------------------------------------------------------------
  def back_to(line_number)
    while @lines.size > line_number
      @lines.pop
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # * Add Text
  #    text : Text to be added
  #--------------------------------------------------------------------------
  def add_instant_text(text)
    @lines.push(text)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Replace Text
  #    text : Text to be replaced
  #    Replaces the last line with different text.
  #--------------------------------------------------------------------------
  def replace_instant_text(text)
    @lines.pop
    @lines.push(text)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Text From Last Line
  #--------------------------------------------------------------------------
  def last_instant_text
    return @lines[-1]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@lines.size
      draw_line(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Line
  #    index : Line number
  #--------------------------------------------------------------------------
  def draw_line(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.x += 4
    rect.y += index * WLH
    rect.width = contents.width - 8
    rect.height = WLH
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.draw_text(rect, @lines[index])
  end
end

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


Voila je vais metre des screen apres ...

Merci de m'expliquer un peu


Dernière édition par Yoshi-Dragon le Dim 24 Jan 2010 - 14:33, édité 1 fois
Shadow of Life
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Soumis ^^
Date d'inscription : 13/09/2009

Rapport de combat Empty Re: Rapport de combat

Dim 24 Jan 2010 - 13:46
Merci pour le partage !
Mais j'utilise l'ABS Vampyr donc cela ne va m'être d'aucune utilité.
Sorry .
Voila, voila !
Coco'
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Rapport de combat Empty Re: Rapport de combat

Dim 24 Jan 2010 - 14:14
Tu peux préciser l'auteur de ce script? Merci Wink

Et merci de ton partage Rapport de combat 434126
Yoshi-Dragon
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Dim 24 Jan 2010 - 14:29
A oui l'auteur je crois que c'est Yanfly
Jojo la vache AKA la fail
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Dim 24 Jan 2010 - 17:29
Ouaip c'est Yanfly.
Je ne sais pas si on peut mettre des voix...
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