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 .
S'il vous plait, aidez moi.
Merçi.
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 .
S'il vous plait, aidez moi.
Merçi.
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
- manjiMembre
- Nombre de messages : 818
Age : 33
Localisation : à New New York en l'an ... 3000
Distinction : aucune
Date d'inscription : 24/03/2008
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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