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kenygia
kenygia
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Nombre de messages : 20
Age : 30
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Date d'inscription : 28/06/2008
http://kenygia.net/

SCripts Cumputer XP vers VX Empty SCripts Cumputer XP vers VX

Dim 6 Juil 2008 - 11:26
Bonjour ,
j'ai un scrits d'ordinteur viruel sur rpg maker xp .
et j'aimerais le traduire sur rpg maker vx mais je sai s a peine le langage ruby sur xp . SCripts Cumputer XP vers VX 260355

S'il vous plait, aidez moi.
Merçi. SCripts Cumputer XP vers VX 420604 SCripts Cumputer XP vers VX 827684
kenygia
kenygia
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Nombre de messages : 20
Age : 30
Localisation : O-T-A
Distinction : aucune
Date d'inscription : 28/06/2008
http://kenygia.net/

SCripts Cumputer XP vers VX Empty Le scripts computer xp a traduire

Dim 6 Juil 2008 - 11:49
voici le scripts un peu modifier pour le custom:

Code:

#-----------------------------------------------------------------
# Slipknot Computer Menu System
#    created by slipknot
#-----------------------------------------------------------------
class Game_Temp
  attr_accessor :menubar
  alias comp_menu_init initialize
  def initialize
    comp_menu_init
    @menubar = "bar1"
  end
end
class Scene_Computer
#-----------------------------------------------------------------
 def initialize(menu_index = 0)
  @menu_index = menu_index
 end
#-----------------------------------------------------------------
 def main
  @g = Gold.new
  @g.x = 80
  @g.y = 80
  @g.visible = false
  @g.active = false
  s1="Deposer"
  s2="Retirer"
  s3="About"
  s4="None"
  s5="Blue"
  s6="Olive"
  s7="Silver"
  @bank = Window_Command.new(132, [s1,s2])
  @bank.x = 320-@bank.width/2
  @bank.y = 240-@bank.height/2
  @bank.visible = false
  @bank.active = false
  @back = Window_Command.new(100, [s5,s6,s7])
  @back.x = 320-@back.width/2
  @back.y = 240-@back.height/2
  if @backso = nil
    @backso = 1
  end
  @back.visible = false
  @back.active = false
  @imagen = Sprite.new
  @imagen.bitmap=RPG::Cache.picture("quests")
  @bar = Sprite.new
  @bar.bitmap=RPG::Cache.picture($game_temp.menubar)
  @bar.y=449
  @playtime = Playtime.new
  @stname = Startname.new
  @command = Computer.new
  @command.index = @menu_index
  @command.z = 100
  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update
    if $scene != self
      break
    end
  end
  Graphics.freeze
  @command.dispose
  @playtime.dispose
  @stname.dispose
  @g.dispose
  @bar.dispose
  @imagen.dispose
 end
#-----------------------------------------------------------------
 def update
  @command.update
  @bar.update
  @stname.update
  @playtime.update
  @imagen.update
  if @backso==0
    @bar.bitmap=RPG::Cache.picture("bar1")
    $game_temp.menubar = "bar1"
  elsif @backso==1
    @bar.bitmap=RPG::Cache.picture("bar2")
    $game_temp.menubar = "bar2"
  elsif @backso==2
    @bar.bitmap=RPG::Cache.picture("bar3")
    $game_temp.menubar = "bar3"
  end
  @g.update
  @bank.update
  @banknum.update if @banknum != nil
  @back.update
  if @back.active
    update_back
    return
  end
  if @bank.active
    update_g
    return
  end
    if @banknum != nil
  if @banknum.active
    update_banknum
    return
  end
  end
  if @command.active
    update_command
    return
  end
 end
#-----------------------------------------------------------------
 def delay(seconds)
  for i in 0...(seconds * 1)
    sleep 0.01
    Graphics.update
  end
 end
#-----------------------------------------------------------------
 def audiofade
  Audio.bgm_fade(800)
  Audio.bgs_fade(800)
  Audio.me_fade(800)
 end
#-----------------------------------------------------------------
 def update_banknum
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
  @banknum.active = false
  @banknum.visible = false
  @banknum.dispose
  @banknum = nil
  @bank.active = true
  @bank.visible = true
    return
  end
  if Input.trigger?(Input::C)
    n = @banknum.number
    if @withdraw
      if $bank.can_withdraw?(n)
        $game_system.se_play($data_system.shop_se)
        $bank.withdraw(n)
        @g.refresh
        bank_done
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    else
      if $bank.can_deposit?(n)
        $game_system.se_play($data_system.shop_se)
        $bank.deposit(n)
        @g.refresh
        bank_done
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    return
  end
 end

 def bank_done
  @banknum.active = false
  @banknum.visible = false
  @banknum.dispose
  @banknum = nil
  @withdraw = nil
  @bank.active = true
  @bank.visible = true
 end

 def update_g
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @g.visible = false
    @g.active = false
    @bank.active = false
    @bank.visible = false
    @command.active = true
    return
  end
  if Input.trigger?(Input::C)
    case @bank.index
    when 0
      $game_system.se_play($data_system.decision_se)
      bank_deposit
    when 1
      $game_system.se_play($data_system.decision_se)
      bank_withdraw
    end
    return
  end
 end
 
 def bank_deposit
  @bank.active = false
  @bank.visible = false
  @withdraw = false
  @banknum = Window_InputNumber.new(7)
  @banknum.opacity = 255
  @banknum.x = 320-@banknum.width/2
  @banknum.y = 240-@banknum.height/2
  @banknum.number = 0
  @banknum.active = true
  @banknum.visible = true
 end
 
 def bank_withdraw
  @bank.active = false
  @bank.visible = false
  @withdraw = true
  @banknum = Window_InputNumber.new(7)
  @banknum.opacity = 255
  @banknum.x = 320-@banknum.width/2
  @banknum.y = 240-@banknum.height/2
  @banknum.number = 0
  @banknum.active = true
  @banknum.visible = true
 end
 
#-----------------------------------------------------------------
 def update_back
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    acceptback
    @back.index = -1
    return
  end
  if Input.trigger?(Input::C)
    case @back.index
    when 0
      $game_system.se_play($data_system.decision_se)
      @backso = 0
      acceptback
    when 1
      $game_system.se_play($data_system.decision_se)
      @backso = 1
      acceptback
    when 2
      $game_system.se_play($data_system.decision_se)
      @backso = 2
      acceptback
    end
    return
  end
 end
#-----------------------------------------------------------------
 def acceptback
  @back.active = false
  @back.visible = false
  @command.active = true
 end
#-----------------------------------------------------------------
 def update_command
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
  end
  if Input.trigger?(Input::C)
    if $game_party.actors.size == 0 and @command.index < 4
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    case @command.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item_Bank.new
    when 1
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Mail.new
    when 2
      $game_system.se_play($data_system.decision_se)
      @command.active=false
      @g.visible=true
      @bank.active=true
      @bank.visible=true
      return
    when 3
      $game_system.se_play($data_system.decision_se)
      @command.active=false
      @back.active=true
      @back.visible=true
      @back.index = 0
      return
    end
    return
  end
  if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
    delay(2)
    $game_system.se_play($data_system.cursor_se)
    @command.setup_move(Computer::M_L)
    delay(2)
    return
  end
  if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
    delay(2)
    $game_system.se_play($data_system.cursor_se)
    @command.setup_move(Computer::M_R)
    delay(2)
    return
  end
 end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
class Computer < Window_Base
#-----------------------------------------------------------------
 M_R=1
 M_L=2
 attr_accessor :index
#-----------------------------------------------------------------
 def initialize
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $defaultfonttype
  self.contents.font.color = text_color(0)
  self.contents.font.size = 22
  self.opacity = 0
  s1 = "Item Storage"
  s2 = "Mail"
  s3 = "Bank"
  s4 = "Theme"
  @commands = [s1, s2, s3, s4]
  @item_max = 4
  @index = 0
  ic_itm = RPG::Cache.picture("10905")
  ic_eml = RPG::Cache.icon("033-Item02")
  ic_gld = RPG::Cache.picture("10272")
  ic_bck = RPG::Cache.picture("folder_big")
  @items = [ic_itm, ic_eml, ic_gld, ic_bck]
  @disabled = [false, false, false, false]
  refresh
 end
#-----------------------------------------------------------------
 def update
  super
  refresh
 end
#-----------------------------------------------------------------
 def refresh
  self.contents.clear
  x=4
  y=50
  o=25
  for i in 0...@item_max
    ic_disable = RPG::Cache.picture("21_tats")
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y*i+1, @items[i], rect)
      if @disabled[@index]
        self.contents.blt( x, y*i+1, ic_disable, rect)
      end
    else
      self.contents.blt( x, y*i+1, @items[i], rect, 128)
      if @disabled[@index]
        self.contents.blt( x, y*i+1, ic_disable, rect, 128)
      end
    end
  end
  self.contents.font.size = 18
  self.contents.draw_text(4, o, 100, 24,"Item Storage")
  self.contents.draw_text(4, o+y, 100, 24,"Mail")
  self.contents.draw_text(4, o+y*2, 100, 24,"Bank")
  self.contents.draw_text(4, o+y*3, 100, 24,"Theme")
 end
#-----------------------------------------------------------------
 def disable_item(index)
  @disabled[index] = true
 end
#-----------------------------------------------------------------
 def setup_move(mode)
  if mode == M_R
    @index -= 1
    @index = @items.size - 1 if @index < 0
  elsif mode == M_L
    @index += 1
    @index = 0 if @index >= @items.size
  else
    return
  end
 end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
class Gold < Window_Base
#-----------------------------------------------------------------
 def initialize
  super(0,0,160,156)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $defaultfonttype
  self.contents.font.size = $defaultfontsize
  refresh
 end
 def refresh
  self.contents.clear
  self.contents.draw_text(0,0,120,32,"You have:")
  icon = RPG::Cache.picture("10272")
  self.contents.draw_text (4,32,92,32,$game_party.gold.to_s,2)
  self.contents.blt(103,37,icon,Rect.new(0,0,24,24))
  self.contents.draw_text(0,64,128,32,"Bank contains:")
  self.contents.draw_text (4,96,92,32,$bank.money.to_s,2)
  self.contents.blt(103,101,icon,Rect.new(0,0,24,24))
 end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
class Playtime < Window_Base
#-----------------------------------------------------------------
 def initialize
  super(546,433,140,64)
  self.contents = Bitmap.new(width-32,height-32)
  self.opacity = 0
  self.contents.font.name = $fontface
  self.contents.font.size = 16
  self.contents.font.color = Color.new(0, 0, 0)
  refresh
 end
 #--------------------------------------------------------------------------
 def refresh
    self.contents.clear
    @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.draw_text(12, 0, 140, 32, text)
  end
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------
class Startname < Window_Base
#-----------------------------------------------------------------
 def initialize
  super(-12,432,112,64)
  self.contents = Bitmap.new(width-32,height-32)
  self.opacity = 0
  self.contents.font.name = ["Arial", $defaultfonttype]
  self.contents.font.size = 26
  self.contents.font.bold = true
  self.contents.font.italic = true
  icon = RPG::Cache.picture("3150")
  self.contents.blt(0,5,icon,Rect.new(0,0,24,24))
  self.contents.font.color = Color.new(128, 128, 128, 160)
  self.contents.draw_text(30,2,72,32,"start")
  self.contents.font.color = normal_color
  self.contents.draw_text(27,0,72,32,"start")
 end
#-----------------------------------------------------------------
end
manji
manji
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Nombre de messages : 818
Age : 33
Localisation : à New New York en l'an ... 3000
Distinction : aucune
Date d'inscription : 24/03/2008

SCripts Cumputer XP vers VX Empty Re: SCripts Cumputer XP vers VX

Dim 6 Juil 2008 - 12:05
bah tout d'abord je crois que le règlement demande de se présenter ...
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SCripts Cumputer XP vers VX Empty Re: SCripts Cumputer XP vers VX

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