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Gelarto
Gelarto
Gelato Della Mamma

Nombre de messages : 2919
Age : 24
Distinction : Grand bêta-testeur de la communauté Curse
Personne avec du goût
Je ne suis pas une glace italienne, bordel de merde! [Gel']
Mon plus grand fan [Yama']
Mon ptit bichon [encore Yama']
Jeau-Paul II[Mist']
Saint-Gelato Le Frais [Mist']
Écrivain du dimanche [Amal']
FF IV Fanatic [LaCommu']
Collectionneur de distinctions de merde [Yama]
ModoGel [Un staffieux mais lequel?]
RNGel 2.0 [Zeal']
Date d'inscription : 31/07/2012

Menu vx vers vx ace Empty Menu vx vers vx ace

le Mer 3 Oct 2012 - 20:29
Bonsoir messieurs les scripteurs , j'aurais besoin de vous pour la traduction de ce script vx vers vx ace, s'il vous plaît Neutral

Type de script: Menu
Explication complete:Je souhaite scripte pour avoir un jolie menu, plus précisément celui de Tales of symphonia.
Spécification: J'aimerais si possible avoir 10 emplacement de menu (et non 8 comme il y a sur le screen, vu que je rajoute l'Alchimie et un script d'option )
Script déjà possèdé: le script d'Alchimie de Tonyryu et le script d'option de Yanfly

Un petit screen:
Spoiler:
Menu vx vers vx ace 328174Screenmenu

Merci d'avance Menu vx vers vx ace 621135

Code:
###################################
#Créer par Mog.
#modifier par emixam2 et TheLSSJ
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x-199, y+50, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x-160, y+50, 24, WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 85, WLH, actor.class.name)
end
def exp_gauge_color1
return text_color(31)
end
def exp_gauge_color2
return text_color(30)
end
def draw_actor_exp_meter(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 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, 30, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ?????????
  #    x : ?????? X ??
  #    y : ?????? Y ??
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 544, 275)
    refresh
    self.active = false
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, actor.index * 130, 0, 96)
      x = actor.index * 130
      y = 105
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x, y + 20)
      draw_actor_level(actor, x, y + 40)
      draw_actor_state(actor, x, y + 60)
      draw_actor_hp(actor, x, y + 80)
      draw_actor_mp(actor, x, y + 100)
      draw_actor_exp_meter(actor, x , y+35 + WLH * 1)
      end
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # ??????
      self.cursor_rect.empty
    elsif @index < @item_max    # ??
      if Input.repeat?(Input::RIGHT)
        cursor_down(Input.trigger?(Input::RIGHT))
      end
      if Input.repeat?(Input::LEFT)
        cursor_up(Input.trigger?(Input::LEFT))
      end
      self.cursor_rect.set(@index * 130 - 2, 0, 125, 230)
    elsif @index >= 100        # ??
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # ??
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

############
# Game_Map #
############
class Game_Map
 attr_reader :map_id
 def mpname
  $mpname = load_data("Data/MapInfos.rvdata")
  $mpname[@map_id].name
 end
end
###############
# Window_map_name #
###############
class Window_Mapname < Window_Base
 def initialize(x, y)
  super(x, y+32, 190, WLH + 50)
 refresh
 end
 def refresh
  self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(4, -8, 120, 32, "Lieux")
  self.contents.font.color = normal_color
 self.contents.draw_text(4, 15, 120, 32, $game_map.mpname.to_s, 2)
 end
end
###############
# Window_Time #
###############
class Window_Time < Window_Base
 def initialize(x, y)
  super(x, y+7, 190, WLH + 50)
 refresh
 end
 def refresh
  self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(4, -8, 120, 32, "Temps de jeu")
  @total_sec = Graphics.frame_count / Graphics.frame_rate
  hour = @total_sec / 60 / 60
  min = @total_sec / 60 % 60
  sec = @total_sec % 60
  text = sprintf("%02d:%02d:%02d", hour, min, sec)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 15, 120, 32, text, 2)
 end
 def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
  end
 end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def dispose_menu_background
@menuback_sprite.dispose
end
def update_menu_background
end
def perform_transition
Graphics.transition(10)
end
def start
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(0, 75)
@playtime_window = Window_Time .new(160, 336)
@mapname_window = Window_Mapname.new(350, 311)
@status_window.openness = 0
@playtime_window.openness = 0
@mapname_window.openness = 0
@gold_window.openness = 0
@status_window.open
@playtime_window.open
@mapname_window.open
@gold_window.open
end
def pre_terminate
@status_window.close
@playtime_window.close
@mapname_window.close
@gold_window.close
@command_window.close
begin
@status_window.update
@playtime_window.update
@mapname_window.update
@gold_window.update
@command_window.update
Graphics.update
end until @status_window.openness == 0
end
def terminate
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@playtime_window.dispose
@mapname_window.dispose
end
def update
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@playtime_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
s1 = Vocab::item
s3 = Vocab::skill
s2 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s7 = "Quêtes"
s6 = Vocab::game_end
@command_window = Window_Command.new(544, [s1, s2, s3, s4, s5, s6,s7],4 ,2)
@command_window.index = @menu_index
@command_window.openness = 0
@command_window.open
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(2, false)
@command_window.draw_item(1, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 2,1,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 6
$scene = Scene_Quete.new
when 5   
$scene = Scene_End.new
end
end
end
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = 0
end
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 2
$scene = Scene_Skill.new(@status_window.index)
when 1
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
$mogscript = {} if $mogscript == nil
$mogscript["basic_menu_plus"] = true



_________________
Menu vx vers vx ace 1501028175-pantsu
Gelarto
Gelarto
Gelato Della Mamma

Nombre de messages : 2919
Age : 24
Distinction : Grand bêta-testeur de la communauté Curse
Personne avec du goût
Je ne suis pas une glace italienne, bordel de merde! [Gel']
Mon plus grand fan [Yama']
Mon ptit bichon [encore Yama']
Jeau-Paul II[Mist']
Saint-Gelato Le Frais [Mist']
Écrivain du dimanche [Amal']
FF IV Fanatic [LaCommu']
Collectionneur de distinctions de merde [Yama]
ModoGel [Un staffieux mais lequel?]
RNGel 2.0 [Zeal']
Date d'inscription : 31/07/2012

Menu vx vers vx ace Empty Re: Menu vx vers vx ace

le Sam 13 Oct 2012 - 11:17
Up !

J'ai changé le script, celui-ci est plus récent mais toujours pas la bonne version Sad (je l'aurais bien fait moi-même mais j'y arrive pas )


_________________
Menu vx vers vx ace 1501028175-pantsu
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