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Victoria
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Date d'inscription : 09/03/2013

(résolu)Ajout de menu

le Sam 28 Mar 2015 - 18:18
Bonjour,je possede un script que j'adore et j'adorerais pouvoir le mettre dans le menu ou il y a Objet,Status...

Mais cette option n'est pas incluse dans le script savez vous comment la rajouter


Dernière édition par Victoria le Dim 5 Avr 2015 - 16:42, édité 1 fois
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Lyse
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Re: (résolu)Ajout de menu

le Sam 28 Mar 2015 - 19:38
Tu parles de quel script ?
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Dany
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Re: (résolu)Ajout de menu

le Sam 28 Mar 2015 - 19:42
Salut, le mieux et de mettre le script en question! Smile
Et on pourra t'aider a le faire! Wink
Victoria
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Date d'inscription : 09/03/2013

Re: (résolu)Ajout de menu

le Dim 29 Mar 2015 - 11:30
Voila le script:
#==============================================================================
# ** Soulpour - Reputation System Orpheus
# Author: Soulpour777
# Web URL: infinitytears.wordpress.com
# Credits: Animeflow for the Wallpaper
#------------------------------------------------------------------------------
# Description:
# This script allows you to create a reputation system with a graphical user
# interface.
#------------------------------------------------------------------------------
# Installation:
#------------------------------------------------------------------------------
# Put the script below Materials above Main.
# Make sure that the needed graphics are installed under Systems folder.
# For more information, you can download or use the demo.
#------------------------------------------------------------------------------
# Usage:
# Combining with eventing, you can add or subtract your reputation.
#------------------------------------------------------------------------------
# Script Call:
# To call this script, use this script call:
# SceneManager.call(Soul_Orpheus_Reputation)
#==============================================================================
module Soulpour
 module Reputation
   REPUTATION_VARIABLE = 1              #=> Variable that holds the Reputation
   REPUTATION_MAX = 300      #=> Maximum Amount of Reputation (min.f / max)
   REPUTATION_GOOD = "good_notif"        #=> Good Reputation Graphic
   REPUTATION_NEUTRAL = "neutral_notif"  #=> Neutral Reputation Graphic
   REPUTATION_BAD = "bad_notif"         #=> Bad Reputation Graphic
   REPUTATION_WALLPAPER = "reputation_wallpaper" #=> Reputation Wallpaper
   REPUTATION_BANNER = "reputation_banner" #=> Reputation Banner Graphic
   REPUTATION_PARTICLE = "reputation_particle" #=> Reputation Particle Graphic
   GAUGE_HEIGHT = 24 #=> Height Value of the Gauge
   WINDOW_OPACITY = 0 #=> Window Opacity
   GRAPHICS_HEIGHT = 250
   
   #--------------------------------------------------------------------------
   # * Change Width
   #--------------------------------------------------------------------------    
   def self.graphics_width_form
     return Graphics.width
   end
   #--------------------------------------------------------------------------
   # * Change Height
   #--------------------------------------------------------------------------    
   def self.graphics_height_form
     return Soulpour::Reputation::GRAPHICS_HEIGHT
   end
 end

 
end

#==============================================================================
# ** Window_Reputation
#------------------------------------------------------------------------------
#  This class performs window reputation processing.
#==============================================================================
class Window_Reputation < Window_Base
 #--------------------------------------------------------------------------
 # * Reputation Gauge Color
 #--------------------------------------------------------------------------  
 def reputation_gauge_1;   text_color(16);  end;
 def reputation_gauge_2;   text_color(9);  end;
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, window_width, window_height)
   refresh
   self.opacity = Soulpour::Reputation::WINDOW_OPACITY
   self.z = 100
 end
 #--------------------------------------------------------------------------
 # * Get Window Width
 #--------------------------------------------------------------------------
 def window_width
   Soulpour::Reputation.graphics_width_form
 end
 
 #--------------------------------------------------------------------------
 # * Window Height
 #--------------------------------------------------------------------------  
 def window_height
   Soulpour::Reputation.graphics_height_form
 end
 
 #--------------------------------------------------------------------------
 # * Draw Reputation Gauge
 #     rate   : Rate (full at 1.0)
 #     color1 : Left side gradation
 #     color2 : Right side gradation
 #--------------------------------------------------------------------------
 def draw_reputation_gauge(x, y, width, rate, color1, color2)
   fill_w = (width * rate).to_i
   gauge_y = y + line_height - 8
   contents.fill_rect(x, gauge_y, width, Soulpour::Reputation::GAUGE_HEIGHT, gauge_back_color)
   contents.gradient_fill_rect(x, gauge_y, fill_w, Soulpour::Reputation::GAUGE_HEIGHT, color1, color2)
 end  
 
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   contents.clear
   draw_text_ex(x, 40, "Niveau de Symphatie: " + $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE].to_s + " / " + Soulpour::Reputation::REPUTATION_MAX.to_s)
   draw_reputation_gauge(0, 50, 300, $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE].to_f / Soulpour::Reputation::REPUTATION_MAX, reputation_gauge_1, reputation_gauge_2)
 end
 
 #--------------------------------------------------------------------------
 # * Open Window
 #--------------------------------------------------------------------------
 def open
   refresh
   super
 end
 
end

#==============================================================================
# ** Soul_Orpheus_Reputation
#------------------------------------------------------------------------------
#  This class performs the Orpheus Reputation Scene processing.
#==============================================================================
class Soul_Orpheus_Reputation < Scene_Base
 
 def start
   super
   start_reputation_system_window
   create_reputation_wallpaper(Soulpour::Reputation::REPUTATION_WALLPAPER)
   create_reputation_particle(Soulpour::Reputation::REPUTATION_PARTICLE)
   create_reputation_banner_spr(Soulpour::Reputation::REPUTATION_BANNER)
   if $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] == 150
     create_notification_banner(Soulpour::Reputation::REPUTATION_NEUTRAL)
   elsif $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] > 250
     create_notification_banner(Soulpour::Reputation::REPUTATION_GOOD)
   else
     create_notification_banner(Soulpour::Reputation::REPUTATION_BAD)
   end    
   if $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] < 0
     $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] = 0
   end    
 end

 #--------------------------------------------------------------------------
 # * start_reputation_system_window : new method
 #--------------------------------------------------------------------------  
 def start_reputation_system_window
   @reputation_system_window = Window_Reputation.new
 end  
 
 #--------------------------------------------------------------------------
 # * create_reputation_wallpaper : new method
 #--------------------------------------------------------------------------    
 def create_reputation_wallpaper(wallpaper_name)
   @reputation_wallpaper = Sprite.new
   @reputation_wallpaper.bitmap = Cache.system(wallpaper_name)
 end  
 
 #--------------------------------------------------------------------------
 # * update_reputation_particle : new method
 #--------------------------------------------------------------------------  
 def update_reputation_particle
   @reputation_particle.oy -= -1
 end
 
 #--------------------------------------------------------------------------
 # * dispose_reputation_particle : new method
 #--------------------------------------------------------------------------    
 def dispose_reputation_particle
   @reputation_particle.bitmap.dispose
   @reputation_particle.dispose
 end    
 
 #--------------------------------------------------------------------------
 # * dispose_reputation_wallpaper : new method
 #--------------------------------------------------------------------------  
 def dispose_reputation_wallpaper
   @reputation_wallpaper.bitmap.dispose
   @reputation_wallpaper.dispose
 end    
 
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------  
 def update
   update_basic
   if Input.press?(:B)
     Sound.play_cancel
     return_scene
   end
   update_reputation_particle    
 end  
 
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
   Graphics.freeze
   dispose_all_windows
   dispose_main_viewport
   dispose_reputation_wallpaper
   dispose_reputation_particle    
   dispose_notification_banner
   dispose_reputation_banner_spr    
 end  
 
 #--------------------------------------------------------------------------
 # * create_reputation_banner_spr : new method
 #--------------------------------------------------------------------------  
 def create_reputation_banner_spr(sprite_name)
   @reputation_banner_spr = Sprite.new
   @reputation_banner_spr.bitmap = Cache.system(sprite_name)
   @reputation_banner_spr.x = 30
   @reputation_banner_spr.y = 0
   @reputation_banner_spr.z = 110
 end

 #--------------------------------------------------------------------------
 # * dispose_reputation_banner_spr : new method
 #--------------------------------------------------------------------------  
 def dispose_reputation_banner_spr
   @reputation_banner_spr.bitmap.dispose
   @reputation_banner_spr.dispose
 end
 
 #--------------------------------------------------------------------------
 # * create_reputation_particle : new method
 #--------------------------------------------------------------------------  
 def create_reputation_particle(particle_name)
   @reputation_particle = Plane.new
   @reputation_particle.bitmap = Cache.system(particle_name)
   @reputation_particle.z = 110
 end
 
 #--------------------------------------------------------------------------
 # * create_notification_banner : new method
 #--------------------------------------------------------------------------  
 def create_notification_banner(var)
   @notif_banner = Plane.new
   @notif_banner.bitmap = Cache.system(var)
   @notif_banner.z = 110
 end

 #--------------------------------------------------------------------------
 # * dispose_notification_banner : new method
 #--------------------------------------------------------------------------  
 def dispose_notification_banner
   @notif_banner.bitmap.dispose
   @notif_banner.dispose
 end
 
end

$soulpour_reputation_rgss3 = true
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Dany
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Date d'inscription : 16/11/2010
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Re: (résolu)Ajout de menu

le Dim 29 Mar 2015 - 13:46
Code:
#==============================================================================
# ** Soulpour - Reputation System Orpheus
# Author: Soulpour777
# Web URL: infinitytears.wordpress.com
# Credits: Animeflow for the Wallpaper
#------------------------------------------------------------------------------
# Description:
# This script allows you to create a reputation system with a graphical user
# interface.
#------------------------------------------------------------------------------
# Installation:
#------------------------------------------------------------------------------
# Put the script below Materials above Main.
# Make sure that the needed graphics are installed under Systems folder.
# For more information, you can download or use the demo.
#------------------------------------------------------------------------------
# Usage:
# Combining with eventing, you can add or subtract your reputation.
#------------------------------------------------------------------------------
# Script Call:
# To call this script, use this script call:
# SceneManager.call(Soul_Orpheus_Reputation)
#==============================================================================
module Soulpour
 module Reputation
   REPUTATION_VARIABLE = 1              #=> Variable that holds the Reputation
   REPUTATION_MAX = 300      #=> Maximum Amount of Reputation (min.f / max)
   REPUTATION_GOOD = "good_notif"        #=> Good Reputation Graphic
   REPUTATION_NEUTRAL = "neutral_notif"  #=> Neutral Reputation Graphic
   REPUTATION_BAD = "bad_notif"         #=> Bad Reputation Graphic
   REPUTATION_WALLPAPER = "reputation_wallpaper" #=> Reputation Wallpaper
   REPUTATION_BANNER = "reputation_banner" #=> Reputation Banner Graphic
   REPUTATION_PARTICLE = "reputation_particle" #=> Reputation Particle Graphic
   GAUGE_HEIGHT = 24 #=> Height Value of the Gauge
   WINDOW_OPACITY = 0 #=> Window Opacity
   GRAPHICS_HEIGHT = 250
   ADD_MENU = true
   MENU_NAME = "Réputation"
  
   #--------------------------------------------------------------------------
   # * Change Width
   #--------------------------------------------------------------------------    
   def self.graphics_width_form
     return Graphics.width
   end
   #--------------------------------------------------------------------------
   # * Change Height
   #--------------------------------------------------------------------------    
   def self.graphics_height_form
     return Soulpour::Reputation::GRAPHICS_HEIGHT
   end
 end

 
end

#==============================================================================
# ** Window_Reputation
#------------------------------------------------------------------------------
#  This class performs window reputation processing.
#==============================================================================
class Window_Reputation < Window_Base
 #--------------------------------------------------------------------------
 # * Reputation Gauge Color
 #--------------------------------------------------------------------------  
 def reputation_gauge_1;   text_color(16);  end;
 def reputation_gauge_2;   text_color(9);  end;
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, window_width, window_height)
   refresh
   self.opacity = Soulpour::Reputation::WINDOW_OPACITY
   self.z = 100
 end
 #--------------------------------------------------------------------------
 # * Get Window Width
 #--------------------------------------------------------------------------
 def window_width
   Soulpour::Reputation.graphics_width_form
 end
 
 #--------------------------------------------------------------------------
 # * Window Height
 #--------------------------------------------------------------------------  
 def window_height
   Soulpour::Reputation.graphics_height_form
 end
 
 #--------------------------------------------------------------------------
 # * Draw Reputation Gauge
 #     rate   : Rate (full at 1.0)
 #     color1 : Left side gradation
 #     color2 : Right side gradation
 #--------------------------------------------------------------------------
 def draw_reputation_gauge(x, y, width, rate, color1, color2)
   fill_w = (width * rate).to_i
   gauge_y = y + line_height - 8
   contents.fill_rect(x, gauge_y, width, Soulpour::Reputation::GAUGE_HEIGHT, gauge_back_color)
   contents.gradient_fill_rect(x, gauge_y, fill_w, Soulpour::Reputation::GAUGE_HEIGHT, color1, color2)
 end  
 
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   contents.clear
   draw_text_ex(x, 40, "Niveau de Symphatie: " + $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE].to_s + " / " + Soulpour::Reputation::REPUTATION_MAX.to_s)
   draw_reputation_gauge(0, 50, 300, $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE].to_f / Soulpour::Reputation::REPUTATION_MAX, reputation_gauge_1, reputation_gauge_2)
 end
 
 #--------------------------------------------------------------------------
 # * Open Window
 #--------------------------------------------------------------------------
 def open
   refresh
   super
 end
 
end

#==============================================================================
# ** Soul_Orpheus_Reputation
#------------------------------------------------------------------------------
#  This class performs the Orpheus Reputation Scene processing.
#==============================================================================
class Soul_Orpheus_Reputation < Scene_Base
 
 def start
   super
   start_reputation_system_window
   create_reputation_wallpaper(Soulpour::Reputation::REPUTATION_WALLPAPER)
   create_reputation_particle(Soulpour::Reputation::REPUTATION_PARTICLE)
   create_reputation_banner_spr(Soulpour::Reputation::REPUTATION_BANNER)
   if $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] == 150
     create_notification_banner(Soulpour::Reputation::REPUTATION_NEUTRAL)
   elsif $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] > 250
     create_notification_banner(Soulpour::Reputation::REPUTATION_GOOD)
   else
     create_notification_banner(Soulpour::Reputation::REPUTATION_BAD)
   end    
   if $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] < 0
     $game_variables[Soulpour::Reputation::REPUTATION_VARIABLE] = 0
   end    
 end

 #--------------------------------------------------------------------------
 # * start_reputation_system_window : new method
 #--------------------------------------------------------------------------  
 def start_reputation_system_window
   @reputation_system_window = Window_Reputation.new
 end  
 
 #--------------------------------------------------------------------------
 # * create_reputation_wallpaper : new method
 #--------------------------------------------------------------------------    
 def create_reputation_wallpaper(wallpaper_name)
   @reputation_wallpaper = Sprite.new
   @reputation_wallpaper.bitmap = Cache.system(wallpaper_name)
 end  
 
 #--------------------------------------------------------------------------
 # * update_reputation_particle : new method
 #--------------------------------------------------------------------------  
 def update_reputation_particle
   @reputation_particle.oy -= -1
 end
 
 #--------------------------------------------------------------------------
 # * dispose_reputation_particle : new method
 #--------------------------------------------------------------------------    
 def dispose_reputation_particle
   @reputation_particle.bitmap.dispose
   @reputation_particle.dispose
 end    
 
 #--------------------------------------------------------------------------
 # * dispose_reputation_wallpaper : new method
 #--------------------------------------------------------------------------  
 def dispose_reputation_wallpaper
   @reputation_wallpaper.bitmap.dispose
   @reputation_wallpaper.dispose
 end    
 
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------  
 def update
   update_basic
   if Input.press?(:B)
     Sound.play_cancel
     return_scene
   end
   update_reputation_particle    
 end  
 
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
   Graphics.freeze
   dispose_all_windows
   dispose_main_viewport
   dispose_reputation_wallpaper
   dispose_reputation_particle    
   dispose_notification_banner
   dispose_reputation_banner_spr    
 end  
 
 #--------------------------------------------------------------------------
 # * create_reputation_banner_spr : new method
 #--------------------------------------------------------------------------  
 def create_reputation_banner_spr(sprite_name)
   @reputation_banner_spr = Sprite.new
   @reputation_banner_spr.bitmap = Cache.system(sprite_name)
   @reputation_banner_spr.x = 30
   @reputation_banner_spr.y = 0
   @reputation_banner_spr.z = 110
 end

 #--------------------------------------------------------------------------
 # * dispose_reputation_banner_spr : new method
 #--------------------------------------------------------------------------  
 def dispose_reputation_banner_spr
   @reputation_banner_spr.bitmap.dispose
   @reputation_banner_spr.dispose
 end
 
 #--------------------------------------------------------------------------
 # * create_reputation_particle : new method
 #--------------------------------------------------------------------------  
 def create_reputation_particle(particle_name)
   @reputation_particle = Plane.new
   @reputation_particle.bitmap = Cache.system(particle_name)
   @reputation_particle.z = 110
 end
 
 #--------------------------------------------------------------------------
 # * create_notification_banner : new method
 #--------------------------------------------------------------------------  
 def create_notification_banner(var)
   @notif_banner = Plane.new
   @notif_banner.bitmap = Cache.system(var)
   @notif_banner.z = 110
 end

 #--------------------------------------------------------------------------
 # * dispose_notification_banner : new method
 #--------------------------------------------------------------------------  
 def dispose_notification_banner
   @notif_banner.bitmap.dispose
   @notif_banner.dispose
 end
 
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
    @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands
    add_formation_command
    add_original_commands
    add_save_command
    add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(Vocab::item,   :item,   main_commands_enabled)
    add_command(Vocab::skill,  :skill,  main_commands_enabled)
    add_command(Vocab::equip,  :equip,  main_commands_enabled)
    add_command(Vocab::status, :status, main_commands_enabled)
    add_command(Soulpour::Reputation::MENU_NAME,  :reput,  main_commands_enabled) if Soulpour::Reputation::ADD_MENU == true
  end
  #--------------------------------------------------------------------------
  # * Add Formation to Command List
  #--------------------------------------------------------------------------
  def add_formation_command
    add_command(Vocab::formation, :formation, formation_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
    add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
    add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
    $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
    $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
    !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
    select_symbol(@@last_command_symbol)
  end
end
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_gold_window
    create_status_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:skill,     method(:command_personal))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    
    @command_window.set_handler(:reput,     method(:command_reput)) if Soulpour::Reputation::ADD_MENU == true
    
    @command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = Graphics.height - @gold_window.height
  end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width, 0)
  end
  
  #--------------------------------------------------------------------------
  # * [Reputation] Command
  #--------------------------------------------------------------------------
  def command_reput
    SceneManager.call(Soul_Orpheus_Reputation)
  end
  
  #--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
    SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Skill], [Equipment] and [Status] Commands
  #--------------------------------------------------------------------------
  def command_personal
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_personal_ok))
    @status_window.set_handler(:cancel, method(:on_personal_cancel))
  end
  #--------------------------------------------------------------------------
  # * [Formation] Command
  #--------------------------------------------------------------------------
  def command_formation
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_formation_ok))
    @status_window.set_handler(:cancel, method(:on_formation_cancel))
  end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
    SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
    SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [OK] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_ok
    case @command_window.current_symbol
    when :skill
      SceneManager.call(Scene_Skill)
    when :equip
      SceneManager.call(Scene_Equip)
    when :status
      SceneManager.call(Scene_Status)
    end
  end
  #--------------------------------------------------------------------------
  # * [Cancel] Personal Command
  #--------------------------------------------------------------------------
  def on_personal_cancel
    @status_window.unselect
    @command_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [OK]
  #--------------------------------------------------------------------------
  def on_formation_ok
    if @status_window.pending_index >= 0
      $game_party.swap_order(@status_window.index,
                             @status_window.pending_index)
      @status_window.pending_index = -1
      @status_window.redraw_item(@status_window.index)
    else
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
  end
  #--------------------------------------------------------------------------
  # * Formation [Cancel]
  #--------------------------------------------------------------------------
  def on_formation_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @command_window.activate
    end
  end
end
$soulpour_reputation_rgss3 = true
Voilà ^^
Si ta un problème ou autres, n'hésite pas a le dire! Wink

PS: Met le script dans la Balise CODE, ça fait plus propre! Very Happy
Victoria
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Re: (résolu)Ajout de menu

le Sam 4 Avr 2015 - 11:07
Merci,beaucoup
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Spytje
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Date d'inscription : 16/03/2008

Re: (résolu)Ajout de menu

le Sam 4 Avr 2015 - 21:53
Problème résolu ?
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Dany
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Re: (résolu)Ajout de menu

le Dim 5 Avr 2015 - 7:39
@Victoria a écrit:Merci,beaucoup
De rien, n'oublie pas de mettre en résolu.
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