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Asagi
Asagi
Membre

Nombre de messages : 290
Age : 29
Localisation : France
Distinction : aucune
Date d'inscription : 30/01/2011

Encyclopedie  Empty Encyclopedie

Mer 30 Jan 2013 - 3:42
Salut tout le monde, je vous propose un super script qui fait bestiaire mais pas que, il fait aussi un liste d'arme et objets. c'est vraiment a tester ! d’ailleurs j'ai traduit quelque parti.

╠═════Informations|═════╣

.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•*´¨`* •.¸¸.•*´¨`*•.¸¸.•
::: (\_(\ ...*...*...*...*...*...*...*.. .*...*...*...*...*
*: (=' :') : Download: Aucun
•.. (,(")(")¤...*...*...*...*... *...*...*...*...*...*...*

Nom: Encyclopédie
Auteur: Yanfly
Niveau de difficulté: Facile
Démo: aucune
Compatibilité avec les autres script : Oui

╠═════Informations|═════╣

Code:
=begin
CSCA Encyclopedia
version: 1.2 (Released: April 29, 2012)
Created by: Casper667 from http://www.caspergaming.com/


Compatibility:
Should be compatible with almost any script.
IMPORTANT: ALL CSCA Scripts should be compatible with each other unless
otherwise noted.

Overwrites: none.
Aliases: create_command_window in Scene_Menu, make_command_list in
Window_MenuCommand, init_all_items and gain_item in Game_Party,
perform_collapse_effect in Game_Enemy


UPDATES:
version 1.1(April 14th, 2012):
- Added ability to set enemy/item/etc. to discovered through script call.
- Bestiary MaxHP and MaxMP listed at top of parameters now instead of bottom.
- Ability to restrict which items, armors, weapons, and enemies are shown to
the player based on their ID(you can restrict which ID the list goes up to)

version 1.2(April 29th, 2012)
- No more max items listed. If you want to leave an item/enemy/etc. unlisted now,
use the notetag <csca enc exclude>.


FFEATURES:
This script creates an encyclopedia, with the option to insert it into the
default main menu. The encyclopedia contains a seperate list for items, armors,
weapons, and monsters(called bestiary).

BESTIARY: Shows enemy sprite(centered), name, currency gain, exp gain,
3 drop items, number of that enemy defeated, and enemy parameters.

ITEMS: Shows sprite (stretched bigger), item name, key item status, price,
HP Effect, MP Effect, TP Gain, success rate, occasion(menu/battle/none/both),
and state applications and removals.

WEAPONS: Shows sprite (stretched bigger), weapon name, price, type, parameters,
speed bonus, state applications, and attack element.

ARMORS: Shows sprite (stretched bigger), armor name, slot, price, type,
parameters, state resists, and special effects(such as 2x gold).


SETUP
This script requires setup further down.
Instructions included below.


CREDIT & TERMS
Free to use in noncommercial games if credit is given to:
casper667 from http://www.caspergaming.com/

If using in commercial game, please contact me.
www.rpgmakervxace.net/user/193-casper667/
or
www.caspergaming.com

=end
module CSCA_ENCYCLOPEDIA # Don't touch this.
  #######################
  # NEW NOTEBOX FEATURE #
  #######################
  # If you have an item/whatever you don't want to be listed, put this notetag
  # code in the item/whatever's notebox. <csca enc exclude>
 
  # Miscellaneous options
  ADD_TO_MENU = true # Add this script as a menu option? If you have a custom
  # menu script that causes issues with this script, turn this to false.
  # To call this script outside of the menu, use:
  # SceneManager.call(Scene_CSCA_Encyclopedia)
 
  TRIGGER = :C # Button used to toggle bestiary monster sprite and information.
 
  MONSTER_OPACITY = 75 # Opacity of the monster sprite while toggled off.
  # Range of valid numbers is 0 - 255, 0 being transparent.
 
  VARIABLE = 0 # Variable ID. If you need to set an item/enemy/etc to discovered
  # since the player defeats it in an abnormal way(possible bosses not "collapsing"
  # etc.), set this variable to that enemy's(or item, etc.) ID. Then, make one
  # of the following script calls:
  #
  # $game_party.csca_set_enemy_true  # Sets enemy ID in variable to discovered
  # $game_party.csca_set_item_true  # Sets item ID in variable to discovered
  # $game_party.csca_set_weapon_true # Sets weapon ID in variable to discovered
  # $game_party.csca_set_armor_true  # Sets armor ID in variable to discovered
  #
  # Set the variable to 0 if you do not plan on using this feature.
 
 
  # Vocab. The following are text that appear in the windows.
  BESTIARY = "Bestiare" # Bestiary Command
  ITEM    = "Objets"    # Item Command
  WEAPON  = "Armes"  # Weapon Command
  ARMOR    = "Armures"  # Armor Command
 
  TOTALS  = "Tout"  # Totals window centered text
  B_TOTAL  = "Bestiare" # Bestiary total text
  I_TOTAL  = "Objets"    # Items total text
  W_TOTAL  = "Armes"  # Weapons total text
  A_TOTAL  = "Armures"  # Armors total text
 
  SCENE_NAME  = "Encyclopedie" # Name window displayed at top during scene.
  COMMAND_NAME = "Encyclopedie" # Name of Menu Command(Only displayed if enabled)
 
  UNKNOWN = "???" # Text to be displayed if item/monster/etc. is undiscovered.
 
  # Description for items/skills/weapons/armors/enemies not yet discovered.
  UNKNOWN_DESCR = "This %s has not\nbeen discovered yet." # \n = new line
 
  # Text shown above the info window instruction players how to toggle opacity
  # of the monster sprites.
  TRIGGER_TEXT = "Press Action button to toggle bestiary sprites."
 
  # Colors. These numbers correspond to the index of the color squares in
  # the windowskin.
  GOOD_COLOR = 3 # Color for positive effects
  BAD_COLOR  = 2 # Color for negative effects
 
 
  ARMOR_TYPE  = [] # Don't touch this
  WEAPON_TYPE = [] # Don't touch this either.
  ELEMENTS    = [] # Don't touch this one either.
 
  ARMOR_TYPE[0] = "None"          # Text for no armor type.
  ARMOR_TYPE[1] = "General Armor" # Text for armor type 1 in database.
  ARMOR_TYPE[2] = "Magic Armor"  # Text for armor type 2 in database.
  ARMOR_TYPE[3] = "Light Armor"  # Text for armor type 3 in database.
  ARMOR_TYPE[4] = "Heavy Armor"  # Text for armor type 4 in database.
  ARMOR_TYPE[5] = "Small Shield"  # Text for armor type 5 in database.
  ARMOR_TYPE[6] = "Large Shield"  # Text for armor type 6 in database.
 
  WEAPON_TYPE[0] = "None"    # Text for no weapon type.
  WEAPON_TYPE[1] = "Axe"    # Text for weapon type 1 in database.
  WEAPON_TYPE[2] = "Claw"    # Text for weapon type 2 in database.
  WEAPON_TYPE[3] = "Spear"  # Text for weapon type 3 in database.
  WEAPON_TYPE[4] = "Sword"  # Text for weapon type 4 in database.
  WEAPON_TYPE[5] = "Katana"  # Text for weapon type 5 in database.
  WEAPON_TYPE[6] = "Bow"    # Text for weapon type 6 in database.
  WEAPON_TYPE[7] = "Dagger"  # Text for weapon type 7 in database.
  WEAPON_TYPE[8] = "Hammer"  # Text for weapon type 8 in database.
  WEAPON_TYPE[9] = "Staff"  # Text for weapon type 9 in database.
  WEAPON_TYPE[10] = "Gun"    # Text for weapon type 10 in database.
 
  ELEMENTS[0]  = "None"      # Text for no element type.
  ELEMENTS[1]  = "Physical"  # Text for element type 1 in database.
  ELEMENTS[2]  = "Absorb"    # Text for element type 2 in database.
  ELEMENTS[3]  = "Fire"      # Text for element type 3 in database.
  ELEMENTS[4]  = "Ice"      # Text for element type 4 in database.
  ELEMENTS[5]  = "Thunder"  # Text for element type 5 in database.
  ELEMENTS[6]  = "Water"    # Text for element type 6 in database.
  ELEMENTS[7]  = "Earth"    # Text for element type 7 in database.
  ELEMENTS[8]  = "Wind"      # Text for element type 8 in database.
  ELEMENTS[9]  = "Holy"      # Text for element type 9 in database.
  ELEMENTS[10] = "Dark"      # Text for element type 10 in database.
 
end # Don't touch this or anything below.

$imported = {} if $imported.nil?
$imported["CSCA-Encyclopedia"] = true

if CSCA_ENCYCLOPEDIA::ADD_TO_MENU
class Scene_Menu < Scene_MenuBase
 
  alias csca_create_command_window create_command_window
  def create_command_window
    csca_create_command_window
    @command_window.set_handler(:encyclopedia,    method(:csca_encyclopedia_select))
  end
 
  def csca_encyclopedia_select
    SceneManager.call(Scene_CSCA_Encyclopedia)
  end
 
end
class Window_MenuCommand < Window_Command
 
  alias csca_make_commands make_command_list
  def make_command_list
    add_main_commands
    add_formation_command
    add_original_commands
    csca_add_custom_commands
    add_save_command
    add_game_end_command
  end
 
  def csca_add_custom_commands
    add_command(CSCA_ENCYCLOPEDIA::COMMAND_NAME, :encyclopedia)
  end
 
end
end # Add to menu?
class Scene_CSCA_Encyclopedia < Scene_MenuBase
 
  def start
    super
    create_head_window
    create_command_window
    create_dummy_window
    create_csca_info_window
    create_totals_window
    create_csca_list_window
  end
 
  def create_background
    super
    @background_sprite.tone.set(0, 0, 0, 128)
  end
 
  def create_command_window
    @command_window = CSCA_Window_EncyclopediaMainSelect.new(0, @head_window.height)
    @command_window.viewport = @viewport
    @command_window.set_handler(:ok,    method(:on_category_ok))
    @command_window.set_handler(:cancel, method(:return_scene))
  end
 
  def create_head_window
    @head_window = CSCA_Window_EncyclopediaMainHead.new(0, 0)
    @head_window.viewport = @viewport
  end
 
  def create_dummy_window
    wy = @command_window.y + @command_window.height
    wh = Graphics.height - wy
    @dummy_window = Window_Base.new(Graphics.width / 2, wy, Graphics.width / 2, wh)
    @dummy_window.viewport = @viewport
  end
 
  def create_totals_window
    wy = @head_window.height
    wx = @command_window.width
    wh = @command_window.height
    wl = Graphics.width - @command_window.width
    @total_window = CSCA_Window_EncyclopediaTotals.new(wx, wy, wl, wh)
    @total_window.viewport = @viewport
  end
 
  def create_csca_list_window
    height = @dummy_window.height
    width = @dummy_window.width
    wy = @dummy_window.y
    @csca_list_window = CSCA_Window_ItemList.new(0, wy, width, height)
    @csca_list_window.viewport = @viewport
    @csca_list_window.help_window = @csca_info_window
    @csca_list_window.set_handler(:cancel, method(:on_list_cancel))
    @command_window.csca_list_window = @csca_list_window
  end
 
  def create_csca_info_window
    wy = @command_window.y + @command_window.height
    wh = Graphics.height - wy
    @csca_info_window = CSCA_Window_EncyclopediaInfo.new(Graphics.width / 2, wy, Graphics.width / 2, wh)
    @csca_info_window.viewport = @viewport
    @csca_info_window.hide
  end
 
  def on_category_ok
    @csca_list_window.activate
    @csca_list_window.select(0)
    @dummy_window.hide
    @csca_info_window.show
  end
 
  def on_list_cancel
    @csca_list_window.unselect
    @command_window.activate
    @csca_info_window.hide
    @dummy_window.show
  end
 
end
class CSCA_Window_EncyclopediaMainHead < Window_Base
 
  def initialize(x, y)
    super(x, y, 544, line_height * 2)
    refresh
  end
 
  def refresh
    contents.clear
    draw_text(0, 0, contents.width, line_height, CSCA_ENCYCLOPEDIA::SCENE_NAME, 1)
  end
 
end
class CSCA_Window_EncyclopediaTotals < Window_Base
 
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
 
  def refresh
    contents.clear
    bestiary_string_helper = $data_enemies.size - 1
    for i in 0..$data_enemies.size
      if $data_enemies[i].is_a?(RPG::Enemy)
        bestiary_string_helper -= 1 if $data_enemies[i].csca_encyclopedia_exclude?
      end
    end
    bestiary_string = CSCA_ENCYCLOPEDIA::B_TOTAL + ": " +
    $game_party.enemies_discovered.to_s + "/" + bestiary_string_helper.to_s
    items_string_helper = $game_party.csca_items.size - 2
    for i in 0..$data_items.size
      if $data_items[i].is_a?(RPG::Item)
        items_string_helper -= 1 if $data_items[i].csca_encyclopedia_exclude?
      end
    end
    items_string = CSCA_ENCYCLOPEDIA::I_TOTAL + ": " +
    $game_party.items_discovered.to_s + "/" + items_string_helper.to_s
    weapons_string_helper = $game_party.csca_weapons.size - 2
    for i in 0..$data_weapons.size
      if $data_weapons[i].is_a?(RPG::Weapon)
        weapons_string_helper -= 1 if $data_weapons[i].csca_encyclopedia_exclude?
      end
    end
    weapons_string = CSCA_ENCYCLOPEDIA::W_TOTAL + ": " +
    $game_party.weapons_discovered.to_s + "/" + weapons_string_helper.to_s
    armors_string_helper = $game_party.csca_armors.size - 2
    for i in 0..$data_armors.size
      if $data_armors[i].is_a?(RPG::Armor)
        armors_string_helper -= 1 if $data_armors[i].csca_encyclopedia_exclude?
      end
    end
    armors_string = CSCA_ENCYCLOPEDIA::A_TOTAL + ": " +
    $game_party.armors_discovered.to_s + "/" + armors_string_helper.to_s
    draw_text(0,0,contents.width,line_height,CSCA_ENCYCLOPEDIA::TOTALS, 1)
    draw_text(0,line_height,contents.width/2,line_height,bestiary_string)
    draw_text(0,line_height*2,contents.width/2,line_height,items_string)
    draw_text(contents.width/2,line_height*2,contents.width/2,line_height,weapons_string)
    draw_text(contents.width/2,line_height,contents.width/2,line_height,armors_string)
    draw_text(0,line_height*3,contents.width+50,line_height,CSCA_ENCYCLOPEDIA::TRIGGER_TEXT)
  end
 
end
class CSCA_Window_EncyclopediaInfo < Window_Base
  def initialize(x, y, width, height)
    super(x, y, width, height)
  end

  def set_text(text)
    @text = text
    draw_unknown_text
  end

  def clear
    set_text("")
  end

  def set_item(item, sprite_in_front = 0)
    contents.clear
    contents.font.size = 24
    if $game_party.encyclopedia_discovered(item)
      if item.is_a?(RPG::Item)
        draw_item_information(item)
      elsif item.is_a?(RPG::Weapon)
        draw_weapon_information(item)
      elsif item.is_a?(RPG::Armor)
        draw_armor_information(item)
      elsif item.is_a?(RPG::Enemy)
        if sprite_in_front == 1
          csca_draw_enemy_sprite(item)
        else
          draw_enemy_information(item)
        end
      end
    else
      if item.is_a?(RPG::Item)
        item_type = "item"
      elsif item.is_a?(RPG::Weapon)
        item_type = "weapon"
      elsif item.is_a?(RPG::Armor)
        item_type = "armor"
      elsif item.is_a?(RPG::Enemy)
        item_type = "enemy"
      end
      set_text(item ? sprintf(CSCA_ENCYCLOPEDIA::UNKNOWN_DESCR, item_type) : "")
    end
  end

  def draw_unknown_text
    draw_text_ex(4, 0, @text)
  end
 
  def draw_item_information(item)
    csca_draw_icon(item)
    csca_draw_name(item)
    contents.font.size = 20
    csca_draw_price(item)
    item.key_item? ? key_item = "Yes" : key_item = "No"
    draw_text(72,line_height,contents.width,line_height, "Key item: " + key_item)
    draw_text(0,line_height*3,contents.width,line_height,"HP Effect:")
    draw_text(0,line_height*4-4,contents.width,line_height,"MP Effect:")
    draw_text(0,line_height*5-8,contents.width,line_height,"TP gain:")
    draw_text(0,line_height*6-12,contents.width,line_height,"Applies:")
    draw_text(0,line_height*7-10,contents.width,line_height,"Removes:")
    occasion = ""
    case item.occasion
    when 0
      occasion = "Always"
    when 1
      occasion = "Battle Only"
    when 2
      occasion = "Menu only"
    when 3
      occassion = "Never"
    end
    draw_text(0,line_height*8-10,contents.width,line_height,"Occasion: " + occasion)
    draw_text(0,line_height*9-14,contents.width,line_height,"Success Rate: " + item.success_rate.to_s + "%")
    cscatpgain = 0
    for effect in item.effects
      next unless effect.code == 13
      cscatpgain += (effect.value1 * 100).to_i
    end
    cscatpgain += item.tp_gain
    cscatpgain = 100 if cscatpgain > 100
    change_color(text_color(CSCA_ENCYCLOPEDIA::GOOD_COLOR)) if cscatpgain > 0
    cscatpgain > 0 ? string = "+" : string = ""
    draw_text(70,line_height*5-8,contents.width,line_height,sprintf(string +
    "%d%%", cscatpgain))
    change_color(normal_color)
    csca_draw_value(11, 85,line_height*3, item) # 11 = HP
    csca_draw_value(12, 85,line_height*4-4, item) # 12 = MP
    csca_draw_states(0,item)
    csca_draw_states(1,item)
  end
 
  def draw_weapon_information(item)
    csca_draw_icon(item)
    csca_draw_name(item)
    contents.font.size = 20
    draw_text(72,line_height,contents.width,line_height,"Type:")
    csca_draw_type(item,120,line_height,contents.width-120,line_height)
    csca_draw_price(item)
    csca_draw_all_params(item)
    draw_text(0,line_height*7-16,contents.width,line_height,"Element:")
    draw_text(0,line_height*8-20,contents.width,line_height,"Speed:")
    draw_text(0,line_height*9-20,contents.width,line_height,"Applies:")
    csca_draw_type(item,70,line_height*7-16,contents.width-70,line_height,1)
    csca_draw_wpn_speed(item)
    csca_draw_states(3,item)
  end
 
  def draw_armor_information(item)
    csca_draw_icon(item)
    csca_draw_name(item)
    contents.font.size = 20
    csca_draw_price(item)
    case item.etype_id
    when 1
      type = "Shield"
    when 2
      type = "Head"
    when 3
      type = "Body"
    when 4
      type = "Accessory"
    end
    draw_text(72,line_height,contents.width,line_height, "Armor Slot: " + type)
    csca_draw_all_params(item)
    draw_text(0,line_height*7-12,contents.width,line_height,"Resists:")
    draw_text(0,line_height*8-12,contents.width,line_height,"Armor Type:")
    draw_text(0,line_height*9-16,contents.width,line_height,"Special:")
    csca_draw_states(2,item)
    csca_draw_type(item,95,line_height*8-12,contents.width-100,line_height)
    string = "None"
    for feature in item.features
      case feature.code
      when 64; string = feature.data_id
      end
    end
    case string
    when 0
      string = "50% Encounter Rate"
    when 1
      string = "0% Encounter Rate"
    when 2
      string = "0% Surprise Rate"
    when 3
      string = "Raise Preemptive Rate"
    when 4
      string = "200% Gold Drop Rate"
    when 5
      string = "200% Item Drop Rate"
    end
    draw_text(70,line_height*9-16,contents.width,line_height,string)
  end
 
  def draw_enemy_information(item)
    csca_draw_enemy_sprite(item, CSCA_ENCYCLOPEDIA::MONSTER_OPACITY)
    csca_draw_name(item, 1)
    contents.font.size = 20
    csca_draw_enemy_rewards(item, 0, line_height)
    csca_draw_enemy_rewards(item, 1, line_height*2-4)
    csca_draw_all_params(item, 1)
    draw_text(0,line_height*6,contents.width,line_height,"Treasures: 1.")
    draw_text(88,line_height*7-4,contents.width,line_height,"2.")
    draw_text(88,line_height*8-8,contents.width,line_height,"3.")
    csca_draw_enemy_treasures(item)
    string = $game_party.csca_enemies_defeated(item).to_s
    draw_text(0,line_height*9-12,contents.width,line_height,"Number Defeated: " + string)
  end
 
  def csca_draw_enemy_sprite(item, opacity = 255)
    bitmap = Cache.battler(item.battler_name, item.battler_hue)
    rect = Rect.new(0,0,bitmap.width,bitmap.height)
    x = (contents.width / 2) - (bitmap.width / 2)
    y = (contents.height / 2) - (bitmap.height / 2)
    if bitmap.width > contents.width && bitmap.height > contents.height
      target = Rect.new(0, 0, contents.width, contents.height)
    elsif bitmap.width > contents.width
      target = Rect.new(0, y, contents.width, bitmap.height)
    elsif bitmap.height > contents.height
      target = Rect.new(x, 0, bitmap.width, contents.height)
    else
      target = Rect.new(x,y,bitmap.width,bitmap.height)
    end
    contents.stretch_blt(target, bitmap, rect, opacity)
  end
 
  def csca_draw_enemy_treasures(enemy)
    drop1 = "Nothing"
    drop2 = "Nothing"
    drop3 = "Nothing"
    items = []
    for item in enemy.drop_items
      if items[0].nil?
        items[0] = item
        next
      end
      if items[1].nil?
        items[1] = item
        next
      end
      items[2] = item
    end
    case items[0].kind
    when 1; drop1 = $data_items[items[0].data_id].name
    when 2; drop1 = $data_weapons[items[0].data_id].name
    when 3; drop1 = $data_armors[items[0].data_id].name
    end
    case items[1].kind
    when 1; drop2 = $data_items[items[1].data_id].name
    when 2; drop2 = $data_weapons[items[1].data_id].name
    when 3; drop2 = $data_armors[items[1].data_id].name
    end
    case items[2].kind
    when 1; drop3 = $data_items[items[2].data_id].name
    when 2; drop3 = $data_weapons[items[2].data_id].name
    when 3; drop3 = $data_armors[items[2].data_id].name
    end
    draw_text(105,line_height*6,contents.width-96,line_height,drop1)
    draw_text(105,line_height*7-4,contents.width-96,line_height,drop2)
    draw_text(105,line_height*8-8,contents.width-96,line_height,drop3)
  end
 
  def csca_draw_enemy_rewards(item, type, y)
    if type == 0
      reward = item.gold
      string1 = "Currency: "
      string2 = Vocab::currency_unit
    else
      reward = item.exp
      string1 = "Experience: "
      string2 = ""
    end
    million = reward / 1000 / 1000
    thousand = reward / 1000 % 1000
    hundred = reward % 1000
    if million >= 1
      draw_text(0,y,contents.width,line_height,sprintf(string1 +
      "%d,%03d,%03d" + string2, million, thousand, hundred))
    elsif million == 0 && thousand >= 1
      draw_text(0,y,contents.width,line_height,sprintf(string1 +
      "%d,%03d" + string2, thousand, hundred))
    else
      draw_text(0,y,contents.width,line_height,sprintf(string1 +
      "%d" + string2, hundred))
    end
  end
 
  def csca_draw_icon(item)
    icon_index = item.icon_index
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    target = Rect.new(-6, 0, 72, 72)
    contents.stretch_blt(target, bitmap, rect)
  end
 
  def csca_draw_name(item, center = 0)
    contents.font.bold = true
    if center != 0
      draw_text(0,0,contents.width,line_height,item.name,center)
    else
      draw_text(72,0,contents.width-72,line_height,item.name)
    end
    contents.font.bold = false
  end
 
  def csca_draw_price(item)
    item_price = item.price
    million = item_price / 1000 / 1000
    thousand = item_price / 1000 % 1000
    hundred = item_price % 1000
    if million >= 1
      draw_text(72,line_height*2-4,contents.width,line_height,sprintf("Price" +
      ": %d,%03d,%03d" + Vocab::currency_unit, million, thousand, hundred))
    elsif million == 0 && thousand >= 1
      draw_text(72,line_height*2-4,contents.width,line_height,sprintf("Price" +
      ": %d,%03d" + Vocab::currency_unit, thousand, hundred))
    else
      draw_text(72,line_height*2-4,contents.width,line_height,sprintf("Price" +
      ": %d" + Vocab::currency_unit, hundred))
    end
  end
 
  def csca_draw_all_params(item, type = 0)
    w = contents.width/2
    if type == 0
      y1 = line_height*3
      y2 = line_height*4-4
      y3 = line_height*5-8
      y4 = line_height*6-12
    else
      y4 = line_height*3-8
      y1 = line_height*4-12
      y2 = line_height*5-16
      y3 = line_height*6-20
    end
    draw_text(0,y1,contents.width,line_height,Vocab::param(2) + ":")
    draw_text(w,y1,contents.width,line_height,Vocab::param(3) + ":")
    draw_text(0,y2,contents.width,line_height,Vocab::param(4) + ":")
    draw_text(w,y2,contents.width,line_height,Vocab::param(5) + ":")
    draw_text(0,y3,contents.width,line_height,Vocab::param(6) + ":")
    draw_text(w,y3,contents.width,line_height,Vocab::param(7) + ":")
    draw_text(0,y4,contents.width,line_height,Vocab::param(0) + ":")
    draw_text(w,y4,contents.width,line_height,Vocab::param(1) + ":")
    csca_draw_param(2, item, 55,y1)
    csca_draw_param(3, item, 180,y1)
    csca_draw_param(4, item, 55,y2)
    csca_draw_param(5, item, 180,y2)
    csca_draw_param(6, item, 55,y3)
    csca_draw_param(7, item, 180,y3)
    csca_draw_param(0, item, 55,y4)
    csca_draw_param(1, item, 180,y4)
  end
 
  def csca_draw_param(param_id, item, x, y)
    parameter = item.params[param_id]
    string = ""
    if parameter > 0
      unless item.is_a?(RPG::Enemy)
        change_color(text_color(CSCA_ENCYCLOPEDIA::GOOD_COLOR))
        string = "+"
      end
    elsif parameter < 0
      change_color(text_color(CSCA_ENCYCLOPEDIA::BAD_COLOR))
      string = ""
    else
      change_color(normal_color)
      string = ""
    end
    string += parameter.to_s
    draw_text(x,y,contents.width,line_height,string)
    change_color(normal_color)
  end
 
  def csca_draw_type(item,x,y,w,h,wpn = 0)
    if item.is_a?(RPG::Armor)
      csca_array = CSCA_ENCYCLOPEDIA::ARMOR_TYPE
      string = csca_array[item.atype_id]
    elsif item.is_a?(RPG::Weapon)
      case wpn
      when 0
        csca_array = CSCA_ENCYCLOPEDIA::WEAPON_TYPE
        string = csca_array[item.wtype_id]
      when 1
        csca_array = CSCA_ENCYCLOPEDIA::ELEMENTS
        for feature in item.features
          case feature.code
          when 31
            string = csca_array[feature.data_id]
          end
        end
      end
    end
    draw_text(x,y,w,h,string)
  end
 
  def csca_draw_wpn_speed(item)
    speed = 0
    for feature in item.features
      case feature.code
      when 33
        speed += feature.value.to_i
      end
    end
    if speed > 0
      change_color(text_color(CSCA_ENCYCLOPEDIA::GOOD_COLOR))
      string = "+"
    elsif speed < 0
      change_color(text_color(CSCA_ENCYCLOPEDIA::BAD_COLOR))
      string = ""
    else
      change_color(normal_color)
      string = ""
    end
    draw_text(50,line_height*8-20,contents.width,line_height,string + speed.to_s)
    change_color(normal_color)
  end

  def csca_draw_value(code,x,y,item)
    p = 0
    c = 0
    string = ""
    for effect in item.effects
      next unless effect.code == code
      p = (effect.value1 * 100).to_i
      c += effect.value2.to_i
    end
    c *= item.repeats
    if c != 0
      if c > 0
        change_color(text_color(CSCA_ENCYCLOPEDIA::GOOD_COLOR))
        string = "+"
      else
        change_color(text_color(CSCA_ENCYCLOPEDIA::BAD_COLOR))
        string = ""
      end
      draw_text(x,y,contents.width,line_height,sprintf(string+"%d", c))
    elsif p != 0
      if p > 0
        change_color(text_color(CSCA_ENCYCLOPEDIA::GOOD_COLOR))
        string = "+"
      else
        change_color(text_color(CSCA_ENCYCLOPEDIA::BAD_COLOR))
        string = ""
      end
      draw_text(x,y,contents.width,line_height,sprintf(string+"%d%%", p))
    else
      draw_text(x,y,contents.width,line_height,"0")
    end
    change_color(normal_color)
  end
 
  def csca_draw_states(applies,item)
    icons = []
    if item.is_a?(RPG::Item)
      for effect in item.effects
        if applies == 0
          case effect.code
          when 21
            next unless effect.value1 > 0
            next if $data_states[effect.value1].nil?
            icons.push($data_states[effect.data_id].icon_index)
          end
          icons.delete(0)
          break if icons.size >= 7
        else
          case effect.code
          when 22
            next unless effect.value1 > 0
            next if $data_states[effect.value1].nil?
            icons.push($data_states[effect.data_id].icon_index)
          end
          icons.delete(0)
          break if icons.size >= 7
        end
      end
    elsif item.is_a?(RPG::Armor)
      for feature in item.features
        case feature.code
        when 14
          icons.push($data_states[feature.data_id].icon_index)
        end
        icons.delete(0)
        break if icons.size >= 7
      end
    else
      for feature in item.features
        case feature.code
        when 32
          icons.push($data_states[feature.data_id].icon_index)
        end
        icons.delete(0)
        break if icons.size >= 7
      end
    end
    case applies
    when 0
      y = line_height*6-12
    when 1
      y = line_height*7-10
    when 2
      y = line_height*7-12
    when 3
      y = line_height*9-20
    end
    csca_draw_icons(70, y, contents.width, icons)
  end
 
  def csca_draw_icons(x, y, width, icons)
    for icon_id in icons
      draw_icon(icon_id, x, y)
      x += 24
    end
    if icons.size == 0
      draw_text(70,y,contents.width,line_height,"Nothing")
    end
  end
 
end
class CSCA_Window_EncyclopediaMainSelect < Window_Command
 
  attr_reader  :csca_list_window
 
  def initialize(x, y)
    super(x, y)
  end
 
  def visible_line_number
    return 4
  end
 
  def update
    super
    @csca_list_window.category = current_symbol if @csca_list_window
  end
 
  def make_command_list
    add_command(CSCA_ENCYCLOPEDIA::BESTIARY, :bestiary)
    add_command(CSCA_ENCYCLOPEDIA::ITEM, :item)
    add_command(CSCA_ENCYCLOPEDIA::WEAPON, :weapon)
    add_command(CSCA_ENCYCLOPEDIA::ARMOR, :armor)
  end
 
  def csca_list_window=(csca_list_window)
    @csca_list_window = csca_list_window
    update
  end
 
end
class CSCA_Window_ItemList < Window_Selectable

  def initialize(x, y, width, height)
    super
    @category = :none
    @data = []
    @csca_monster_in_front = false
  end
 
  def self.csca_category
    @category
  end

  def category=(category)
    return if @category == category
    @category = category
    refresh
    self.oy = 0
  end

  def item_max
    @data ? @data.size : 1
  end

  def item
    @data && index >= 0 ? @data[index] : nil
  end

  def include?(item)
    case @category
    when :bestiary
      item.is_a?(RPG::Enemy) && !item.csca_encyclopedia_exclude?
    when :item
      item.is_a?(RPG::Item) && !item.csca_encyclopedia_exclude?
    when :weapon
      item.is_a?(RPG::Weapon) && !item.csca_encyclopedia_exclude?
    when :armor
      item.is_a?(RPG::Armor) && !item.csca_encyclopedia_exclude?
    else
      false
    end
  end
   
  def make_item_list
    @data = $data_items.select {|item| include?(item) }
    @data += $data_weapons.select {|item| include?(item) }
    @data += $data_armors.select {|item| include?(item) }
    @data += $data_enemies.select {|item| include?(item) }
    @data.push(nil) if include?(nil)
  end

  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect(index)
      rect.width -= 4
      draw_item_id(rect, index)
      if $game_party.encyclopedia_discovered(item)
        if item.is_a?(RPG::Enemy)
          draw_text(rect.x + 40, rect.y, contents.width, line_height, item.name)
        else
          draw_item_name(item, rect.x + 40, rect.y, true)
        end
      else
        draw_unknown_text(rect)
      end
    end
  end

  def draw_item_id(rect, index)
    draw_text(rect, sprintf("%3d.", index + 1))
  end
 
  def draw_unknown_text(rect)
    draw_text(rect, sprintf("    %s", CSCA_ENCYCLOPEDIA::UNKNOWN))
  end

  def update_help
    if @category == :bestiary && @csca_monster_in_front == true
      @help_window.set_item(item, 1)
    else
      @help_window.set_item(item, 0)
    end
  end

  def refresh
    refresh_button_input
    make_item_list
    create_contents
    draw_all_items
  end
 
  def update
    super
    refresh_button_input
  end
 
  def refresh_button_input
    if Input.trigger?(CSCA_ENCYCLOPEDIA::TRIGGER) && @csca_monster_in_front && @category == :bestiary
      @csca_monster_in_front = false
      Sound.play_ok
      update_help
    elsif Input.trigger?(CSCA_ENCYCLOPEDIA::TRIGGER) && !@csca_monster_in_front && @category == :bestiary
      @csca_monster_in_front = true
      Sound.play_ok
      update_help
    end
  end
 
end
class Game_Party < Game_Unit
  attr_reader :csca_enemies
  attr_reader :csca_items
  attr_reader :csca_weapons
  attr_reader :csca_armors
  attr_reader :csca_defeated_number
 
  alias csca_init_all_items init_all_items
  def init_all_items
    csca_init_all_items
    @csca_enemies = []
    @csca_items = []
    @csca_weapons = []
    @csca_armors = []
    @csca_defeated_number = []
    @enemy_number = 0
    csca_init_items_discovered
  end
 
  def csca_init_items_discovered
    for i in 0..$data_enemies.size
      @csca_enemies[i] = false
      @csca_defeated_number[i] = 0
    end
    for i in 0..$data_items.size
      @csca_items[i] = false
    end
    for i in 0..$data_weapons.size
      @csca_weapons[i] = false
    end
    for i in 0..$data_armors.size
      @csca_armors[i] = false
    end
  end
 
  alias csca_gain_item gain_item
  def gain_item(item, amount, include_equip = false)
    csca_gain_item(item, amount)
    csca_set_discovered(item)
  end
 
  def csca_set_discovered(item)
    if item.is_a?(RPG::Item)
      @csca_items[item.id] = true
    elsif item.is_a?(RPG::Weapon)
      @csca_weapons[item.id] = true
    elsif item.is_a?(RPG::Armor)
      @csca_armors[item.id] = true
    elsif item.is_a?(RPG::Enemy)
      @csca_enemies[item.id] = true
    end
  end
 
  def csca_set_defeated(enemy)
    @csca_defeated_number[enemy.id] += 1
  end
 
  def csca_enemies_defeated(enemy)
    @csca_defeated_number[enemy.id]
  end
 
  def encyclopedia_discovered(item)
    if item.is_a?(RPG::Item)
      @csca_items[item.id]
    elsif item.is_a?(RPG::Weapon)
      @csca_weapons[item.id]
    elsif item.is_a?(RPG::Armor)
      @csca_armors[item.id]
    elsif item.is_a?(RPG::Enemy)
      @csca_enemies[item.id]
    end
  end
 
  def enemies_discovered
    number = 0
    for i in 0..@csca_enemies.size
      if @csca_enemies[i] == true && !$data_enemies[i].csca_encyclopedia_exclude?
        number += 1
      end
    end
    return number
  end
 
  def items_discovered
    number = 0
    for i in 0..@csca_items.size
      if @csca_items[i] == true && !$data_items[i].csca_encyclopedia_exclude?
        number += 1
      end
    end
    return number
  end
 
  def weapons_discovered
    number = 0
    for i in 0..@csca_weapons.size
      if @csca_weapons[i] == true && !$data_weapons[i].csca_encyclopedia_exclude?
        number += 1
      end
    end
    return number
  end
 
  def armors_discovered
    number = 0
    for i in 0..@csca_armors.size
      if @csca_armors[i] == true && !$data_armors[i].csca_encyclopedia_exclude?
        number += 1
      end
    end
    return number
  end
 
  def csca_set_enemy_true
    @csca_enemies[$game_variables[CSCA_ENCYCLOPEDIA::VARIABLE]] = true
  end
 
  def csca_set_item_true
    @csca_items[$game_variables[CSCA_ENCYCLOPEDIA::VARIABLE]] = true
  end
 
  def csca_set_armor_true
    @csca_armors[$game_variables[CSCA_ENCYCLOPEDIA::VARIABLE]] = true
  end
 
  def csca_set_weapon_true
    @csca_weapons[$game_variables[CSCA_ENCYCLOPEDIA::VARIABLE]] = true
  end
 
end
class Game_Enemy < Game_Battler
 
  alias csca_collapse perform_collapse_effect
  def perform_collapse_effect
    csca_collapse
    $game_party.csca_set_discovered(enemy)
    $game_party.csca_set_defeated(enemy)
  end
 
end
class RPG::BaseItem

  def csca_encyclopedia_exclude?
    @note =~ /<csca enc exclude>/i
  end
 
end
7

+1pt de participation
Matias73
Matias73
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Date d'inscription : 17/07/2011
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Encyclopedie  Empty Re: Encyclopedie

Ven 1 Fév 2013 - 20:24
C'est un très bon script, n'utilisez pas "l'encyclopédie" avec vos anciennes sauvegarde.Encyclopedie  409336
Il faudrait aussi le traduire ... Si j'ai le temps je le ferais . Encyclopedie  70814
Balbereith
Balbereith
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Helly n°666 [Coco' ;D]
mon ptit balbounet p'tit jardinier en herbe(les râteaux ça le connait) [tonton Adurna]
Cultivateur professionnel de la commu' (il a de bons outils en de nombreux exemplaires Encyclopedie  522164 ) [Coco' Smile]
Date d'inscription : 13/05/2009

Encyclopedie  Empty Re: Encyclopedie

Dim 3 Fév 2013 - 17:11
Merci du partage, +1 pt de participation.
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