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Nombre de messages : 146
Age : 22
Localisation : Sur terre, A moins que...
Distinction : Nounours rose V3, le nouveau est là!
Date d'inscription : 31/07/2009

Problème de sauvegarde par "cristal"

le Dim 17 Jan 2010 - 20:02
Bonjour!
Je survolais les vieux topics à la recherche d'une modification de script pour la sauvegarde et je suis tombé dessus:
http://www.rpgmakervx-fr.com/problemes-resolus-f53/resolu-background-selon-le-lieu-et-sauvegarde-t674.htm?highlight=sauvegarde

Le problème ?

J'ai le menu de Mog et le Yanfly engine RD menu system option
Le problème est que le système d'options ne fonctionne plus !
Que faire ?
Voici les scripts:

Code:
#===============================================================================
#
# Yanfly Engine RD - Menu System Options
# Last Date Updated: 2009.05.12
# Level: Easy, Normal
#
# The "End Game" option is quite possibly the most useless function in RPG Maker
# VX games. Not only does it have little functionality but its functions can
# be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new
# menu altogether and giving the player some familiar options seen in many of
# today's commercial RPG's such as changing window skins, adjust sound volume,
# turning off animations during battle, and the like.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.12 - Auto-Dash update. If player holds down the dash button when
#                this option is enabled, the player will walk instead of dash.
# o 2009.05.09 - Compatibility update with Woratana's NeoMessage.
#                Compatibility update with Modern Algebra's ATS.
# o 2009.05.07 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# Input this script anywhere above Main. It's plug and play outside of changing
# a few variables and switches, which will be listed below:
#
# - If you have variables bound to variables 91, 92, 93, and 94, scroll down and
#  bind them to unused variables.
# - If you have switches bound to switches 91, 92, 93, 94, 95, or 96, scroll
#  down and bind them to unused switches.
#
# Then, download the windows pack, and create a "Windows" folder inside your
# Graphics folder. Input the windows pack there. You're all set to go.
#
#===============================================================================
#
# Compatibility
# - Works With: Woratana's NeoMessage
# - Works With: Modern Algebra's ATS
# - Alias: Game_Player: dash?
# - Alias: Window_Base: initialize
# - Alias: Scene_Battle: display_normal_animation
# - Overwrites: Scene_End: All of it
# - Overwrites: Vocab: game_end
#
#===============================================================================

$imported = {} if $imported == nil
$imported["MenuSystemOptions"] = true

module YE
  module SYSTEM
     
    # This changes the "End Game" string to a new string. This completely
    # overrides the default term from the database for a reason and that's
    # because this is adjustable from the title menu as well.
    TITLE = "Options"
   
    #---------------------
    # Window Configuration
    #---------------------
   
    # This will affect what string data will appear for the window selection
    # portion of the system menu.
    WINDOW_HELP = "Selectionnez votre couleur de fenêtre préféré"
    WINDOW_SKIN = "Couleurs de fenêtre"
   
    # This sets the default window used when nothing is selected. This also
    # determines the window skin used at the title screen. Reference it to
    # the list below to determine which window skin. Don't make this 0.
    DEFAULT_WINDOW = 7
   
    # This determines the variable used to store the player's windowskin choice.
    WINDOW_VARIABLE = 91
   
    # This below determines what the variable refers to when it's used as
    # reference. Put your windows inside the Graphics/Windows folder. ID 0 will
    # automatically push back to the default window's ID.
    WINDOW_HASH ={
    # Window ID => Window Name
              1 => "Rouge",
              2 => "Orange",
              3 => "Jaune",
              4 => "Vert",
              5 => "Cyan",
              6 => "Marine",
              7 => "Bleu",
              8 => "Violet",
              9 => "Pourpre",
            10 => "Rose",
            11 => "Gris",
            12 => "Noir",
    } # Do not remove this.
   
    #---------------------
    # Volume Configuration
    #---------------------
   
    # This will affect what string data will appear for the volume adjustment
    # portion of the system menu.
    BGM_HELP  = "Ajuste BGM volume. Appuyer sur Q pour mute."
    SFX_HELP  = "Ajuste SFX volume. Appuyer sur Q pour mute."
    BGS_HELP  = "Ajuste BGS volume. Appuyer sur Q pour mute."
    BGM_TITLE = "BGM Volume"
    SFX_TITLE = "SFX Volume"
    BGS_TITLE = "BGS Volume"
    VOL_MUTE  = "Mute"
   
    # These are the variables and switches that govern the sound effect volumes.
    # Note that for the variables, the higher they are, the lower the volume.
    BGM_VOLUME_VAR  = 92    # Variable
    SFX_VOLUME_VAR  = 93    # Variable
    BGS_VOLUME_VAR  = 94    # Variable
    BGM_MUTE_SWITCH = 92    # Switch
    SFX_MUTE_SWITCH = 93    # Switch
    BGS_MUTE_SWITCH = 94    # Switch
   
    # This adjusts the gradient colours for each of the volume controls.
    BGM_COLOUR1 = 30
    BGM_COLOUR2 = 31
    SFX_COLOUR1 = 28
    SFX_COLOUR2 = 29
    BGS_COLOUR1 = 20
    BGS_COLOUR2 = 21
   
    #---------------------
    # Battle Animations
    #---------------------
   
    # This will affect what string data will appear for the toggling of
    # battle animations portion of the system menu.
    ANI_TITLE = "Animations de combat"
    ANI_HELP  = "Activer/désactiver les animations des combats."
    ANI_ON    = "Montrer"
    ANI_OFF  = "Cacher"
   
    # This is the switch used to adjust battle animations. If it is off,
    # animations are enabled. If it is on, animations are disabled.
    ANI_SWITCH = 91
   
    #---------------------
    # Automatic Dashing
    #---------------------
   
    # This will affect what string data will appear for the toggling of
    # automatic dashing portion of the system menu.
    AUTO_DASH_TITLE = "Course automatique"
    AUTO_DASH_HELP  = "Activer/désactiver la course automatique."
    AUTO_DASH_ON    = "Automatique"
    AUTO_DASH_OFF  = "Maintenir"
   
    # This is the switch used to determine whether or not autodashing is on.
    AUTO_DASH_SWITCH = 95
   
    #---------------------
    # Instant Text
    #---------------------
   
    # This will affect what string data will appear for the instant text
    # portion of the system menu.
    INSTANT_TEXT_TITLE = "Texte instantanné"
    INSTANT_TEXT_HELP  = "Activer/désactiver le texte instantanné."
    INSTANT_TEXT_ON    = "Instantanné"
    INSTANT_TEXT_OFF  = "Par défaut"
   
    # This is the switch used to determine whether or not instant text is on.
    INSTANT_TEXT_SWITCH = 96
   
    #---------------------
    # Remaining Text
    #---------------------
   
    # This will affect what remaining string data is left for the system menu.
    RETURN_TO_TITLE  = "Retour à l'écran titre"
    RETURN_TITLE_HELP = "Retourner à l'écran titre."
    RETURN_TO_MENU    = "Retour au menu principal"
    RETURN_MENU_HELP  = "Retourner au menu principal."
     
  end # SYSTEM
end # YE

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

module Vocab
  def self.game_end
    return YE::SYSTEM::TITLE
  end
end

module Cache
  def self.windows(filename)
    load_bitmap("Graphics/Windows/", filename)
  end
end

module RPG
 
  class BGM < AudioFile
    def play
      if @name.empty?
        Audio.bgm_stop
        @@last = BGM.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
        end
        Audio.bgm_play("Audio/BGM/" + @name, vol, @pitch)
        @@last = self
      end
    end #Play
  end # BGM
 
  class ME < AudioFile
    def play
      if @name.empty?
        Audio.me_stop
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGM_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
        end
        Audio.me_play("Audio/ME/" + @name, vol, @pitch)
      end
    end
  end # ME
 
  class SE < AudioFile
    def play
      unless @name.empty?
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::SFX_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
        end
        Audio.se_play("Audio/SE/" + @name, vol, @pitch)
      end
    end
    def self.stop
      Audio.se_stop
    end
  end # SE
 
  class BGS < AudioFile
    def play
      if @name.empty?
        Audio.bgs_stop
        @@last = BGS.new
      else
        vol = @volume
        if $game_variables != nil
          vol *= 100 - $game_variables[YE::SYSTEM::BGS_VOLUME_VAR]
          vol /= 100
          vol = [[vol, 0].max, 100].min
          vol = 0 if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
        end
        Audio.bgs_play("Audio/BGS/" + @name, vol, @pitch)
        @@last = self
      end
    end
  end # BGS
 
end # RPG

#===============================================================================
# Game Player
#===============================================================================

class Game_Player < Game_Character
 
  #--------------------------------------------------------------------------
  # alias dash?
  #--------------------------------------------------------------------------
  alias dash_mso dash? unless $@
  def dash?
    if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
      return false if @move_route_forcing
      return false if $game_map.disable_dash?
      return false if in_vehicle?
      return false if Input.press?(Input::A)
      return true
    else
      dash_mso
    end
  end
 
end

#===============================================================================
# Window
#===============================================================================

class Window
 
  #--------------------------------------------------------------------------
  # update windowskin
  #--------------------------------------------------------------------------
  def update_windowskin
    if $game_variables != nil
      winvar = YE::SYSTEM::WINDOW_VARIABLE
      if $game_variables[winvar] == 0
        $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
      elsif !YE::SYSTEM::WINDOW_HASH.include?($game_variables[winvar])
        $game_variables[winvar] = YE::SYSTEM::DEFAULT_WINDOW
      end
      mso_windowskin = YE::SYSTEM::WINDOW_HASH[$game_variables[winvar]]
    else
      mso_windowskin = YE::SYSTEM::WINDOW_HASH[YE::SYSTEM::DEFAULT_WINDOW]
    end
    self.windowskin = Cache.windows(mso_windowskin)
  end
 
end

#===============================================================================
# Window Base
#===============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_window_mso initialize unless $@
  def initialize(x, y, width, height)
    initialize_window_mso(x, y, width, height)
    self.update_windowskin
  end
 
end

#===============================================================================
# Window Message
#===============================================================================

class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # alias update show fast
  #--------------------------------------------------------------------------
  alias update_show_fast_mso update_show_fast unless $@
  def update_show_fast
    if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
      if self.pause or self.openness < 255
        @show_fast = false
      else
        @show_fast = true
      end
      if @show_fast and @wait_count > 0
        @wait_count -= 1
      end
    else
      update_show_fast_mso
    end
  end

if $worale != nil
  if $worale["NMS"]
  #--------------------------------------------------------------------------
  # alias draw_name
  #--------------------------------------------------------------------------
  alias draw_name_mso draw_name unless $@
  def draw_name(name, x, y)
    draw_name_mso(name, x, y)
    @namebox.update_windowskin
  end
  end
end
 
end

#===============================================================================
# Window System
#===============================================================================

class Window_System < Window_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 56, 544, 360)
    @column_max = 1
    self.index = 0
    self.active = true
    refresh
  end
 
  #--------------------------------------------------------------------------
  # Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    @data.push(0) # Window Skins
    @data.push(1) # Sound Volume/Sound Mute
    @data.push(2) # BGM Volume/BGM Mute
    @data.push(3) # Ambience Volume/Ambience Mute
    @data.push(4) # Battle Animations
    @data.push(5) # Auto-Dash
    @data.push(6) # Instant Text
    @data.push(7) # Return to Title
    @data.push(8) # Return to Menu
    @item_max = @data.size
    self.contents.clear
    for i in 0..@item_max
      self.contents.font.color.alpha = 255
      draw_item(i)
    end
    #---
  end
 
  #--------------------------------------------------------------------------
  # Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    sw = self.width - 32
    dw = sw
    #---
    case index
    when 0
      dx = 0
      dy = 0
      text = YE::SYSTEM::WINDOW_SKIN
      self.contents.draw_text(dx, dy, dw, WLH, text, 1)
      winvar = $game_variables[YE::SYSTEM::WINDOW_VARIABLE]
      text = YE::SYSTEM::WINDOW_HASH[winvar - 2]
      self.contents.draw_text(dx + dw * 0/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar - 1]
      self.contents.draw_text(dx + dw * 1/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar]
      self.contents.draw_text(dx + dw * 2/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar + 1]
      self.contents.draw_text(dx + dw * 3/5, dy + WLH, dw/5, WLH, text, 1)
      text = YE::SYSTEM::WINDOW_HASH[winvar + 2]
      self.contents.draw_text(dx + dw * 4/5, dy + WLH, dw/5, WLH, text, 1)
    when 1
      dx = 0
      dy = WLH * 2
      text = YE::SYSTEM::BGM_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 2
      dx = 0
      dy = WLH * 4
      text = YE::SYSTEM::SFX_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 3
      dx = 0
      dy = WLH * 6
      text = YE::SYSTEM::BGS_TITLE
      self.contents.draw_text(dx + 20, dy, dw/3 - 20, WLH*2, text, 0)
    when 4
      dx = 0
      dy = WLH * 8
      text = YE::SYSTEM::ANI_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::ANI_SWITCH]
        en1 = false
        en2 = true
      else
        en1 = true
        en2 = false
      end
      text1 = YE::SYSTEM::ANI_ON
      text2 = YE::SYSTEM::ANI_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 5
      dx = 0
      dy = WLH * 9
      text = YE::SYSTEM::AUTO_DASH_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH]
        en1 = true
        en2 = false
      else
        en1 = false
        en2 = true
      end
      text1 = YE::SYSTEM::AUTO_DASH_ON
      text2 = YE::SYSTEM::AUTO_DASH_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 6
      dx = 0
      dy = WLH * 10
      text = YE::SYSTEM::INSTANT_TEXT_TITLE
      self.contents.draw_text(dx + 20, dy, dw/2 - 20, WLH, text, 0)
      if $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH]
        en1 = true
        en2 = false
      else
        en1 = false
        en2 = true
      end
      text1 = YE::SYSTEM::INSTANT_TEXT_ON
      text2 = YE::SYSTEM::INSTANT_TEXT_OFF
      self.contents.font.color.alpha = en1 ? 255 : 128
      self.contents.draw_text(sw*1/2, dy, dw/4, WLH, text1, 1)
      self.contents.font.color.alpha = en2 ? 255 : 128
      self.contents.draw_text(sw*3/4, dy, dw/4, WLH, text2, 1)
    #---
    when 7
      dx = 0
      dy = WLH * 11
      text = YE::SYSTEM::RETURN_TO_TITLE
      self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
    #---
    when 8
      dx = 0
      dy = WLH * 12
      text = YE::SYSTEM::RETURN_TO_MENU
      self.contents.draw_text(dx + 20, dy, dw - 20, WLH, text, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # Update Cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    elsif @index < 4
      self.cursor_rect.set(0, @index * 48, self.width - 32, 48)
    else
      self.cursor_rect.set(0, @index * 24 + 96, self.width - 32, 24)
    end
  end
 
end

#===============================================================================
# Window Volume
#===============================================================================

class Window_Volume < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(wx, wy, ww, wh, var)
    super(wx, wy, ww, wh)
    @var = var
    if @var == YE::SYSTEM::BGM_VOLUME_VAR
      @gc1 = text_color(YE::SYSTEM::BGM_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::BGM_COLOUR2)
      @mute = YE::SYSTEM::BGM_MUTE_SWITCH
    elsif @var == YE::SYSTEM::SFX_VOLUME_VAR
      @gc1 = text_color(YE::SYSTEM::SFX_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::SFX_COLOUR2)
      @mute = YE::SYSTEM::SFX_MUTE_SWITCH
    else
      @gc1 = text_color(YE::SYSTEM::BGS_COLOUR1)
      @gc2 = text_color(YE::SYSTEM::BGS_COLOUR2)
      @mute = YE::SYSTEM::BGS_MUTE_SWITCH
    end
    self.opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    sw = self.width - 32
    self.contents.fill_rect(0, 14, sw-80, 20, gauge_back_color)
    gw = sw-84
    gw *= 100 - $game_variables[@var]
    gw /= 100
    gw = [[gw, 0].max, sw-84].min
    self.contents.gradient_fill_rect(2, 16, gw, 16, @gc1, @gc2)
    if $game_switches[@mute]
      text = YE::SYSTEM::VOL_MUTE
    else
      text = sprintf("%d%%", 100 - $game_variables[@var])
    end
    self.contents.draw_text(sw-76, 0, 76, WLH*2, text, 0)
  end
 
end

#===============================================================================
# Modern Algebra ATS Compatibility
#===============================================================================

class Window_FaceBox < Window_Base
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_fb_mso initialize unless $@
  def initialize
    initialize_fb_mso
    self.update_windowskin
  end
 
end
end

class Window_NameBox < Window_Base
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_nb_mso initialize unless $@
  def initialize(string = '')
    initialize_nb_mso(string)
    self.update_windowskin
  end
 
end
end

class Window_ChoiceBox < Window_Command
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_cb_mso initialize unless $@
  def initialize
    initialize_cb_mso
    self.update_windowskin
  end
 
end
end

class Window_Message < Window_Selectable
unless method_defined?(:initialize)
 
  #--------------------------------------------------------------------------
  # alias initialize
  #--------------------------------------------------------------------------
  alias initialize_wm_mso initialize unless $@
  def initialize
    initialize_wm_mso
    self.update_windowskin
  end
 
end
end

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias display_normal_animation
  #--------------------------------------------------------------------------
  alias display_normal_animation_mso display_normal_animation unless $@
  def display_normal_animation(targets, animation_id, mirror = false)
    return if $game_switches[YE::SYSTEM::ANI_SWITCH]     
    display_normal_animation_mso(targets, animation_id, mirror)
  end
 
end

#===============================================================================
# Scene_End
#===============================================================================

class Scene_End < Scene_Base

  #--------------------------------------------------------------------------
  # Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @help_window = Window_Base.new(0, 0, 544, 56)
    @help_window.contents.clear
    #---
    text = YE::SYSTEM::WINDOW_HELP
    @help_window.contents.draw_text(4,  0, 504, 24, text, 0)
    @system_window = Window_System.new
    var = YE::SYSTEM::BGM_VOLUME_VAR
    @bgm_vol_window = Window_Volume.new(160, 104, 384, 80, var)
    var = YE::SYSTEM::SFX_VOLUME_VAR
    @sfx_vol_window = Window_Volume.new(160, 152, 384, 80, var)
    var = YE::SYSTEM::BGS_VOLUME_VAR
    @bgs_vol_window = Window_Volume.new(160, 200, 384, 80, var)
    #---
    @last_index = 100
  end
 
  #--------------------------------------------------------------------------
  # Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
  end
 
  #--------------------------------------------------------------------------
  # Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
  end
 
  #--------------------------------------------------------------------------
  # Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    @help_window.dispose
    @system_window.dispose
    @bgm_vol_window.dispose
    @sfx_vol_window.dispose
    @bgs_vol_window.dispose
    dispose_menu_background
  end
 
  #--------------------------------------------------------------------------
  # Update Help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.contents.clear
    case @system_window.index
    when 0; text = YE::SYSTEM::WINDOW_HELP
    when 1; text = YE::SYSTEM::BGM_HELP
    when 2; text = YE::SYSTEM::SFX_HELP
    when 3; text = YE::SYSTEM::BGS_HELP
    when 4; text = YE::SYSTEM::ANI_HELP
    when 5; text = YE::SYSTEM::AUTO_DASH_HELP
    when 6; text = YE::SYSTEM::INSTANT_TEXT_HELP
    when 7; text = YE::SYSTEM::RETURN_TITLE_HELP
    when 8; text = YE::SYSTEM::RETURN_MENU_HELP
    end
    @help_window.contents.draw_text(4,  0, 504, 24, text, 0)
  end
 
  #--------------------------------------------------------------------------
  # Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @system_window.update
   
    if @last_index != @system_window.index
      @last_index = @system_window.index
      update_help
    end
   
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    else
      #---
      if Input.repeat?(Input::LEFT) and @system_window.index == 0
        $game_variables[YE::SYSTEM::WINDOW_VARIABLE] -= 1
        if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] == 0
          $game_variables[YE::SYSTEM::WINDOW_VARIABLE] = 1
        else
          Sound.play_cursor
        end
        @system_window.refresh
        @system_window.update_windowskin
        @help_window.update_windowskin
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 0
        $game_variables[YE::SYSTEM::WINDOW_VARIABLE] += 1
        if $game_variables[YE::SYSTEM::WINDOW_VARIABLE] >
        YE::SYSTEM::WINDOW_HASH.size
          $game_variables[YE::SYSTEM::WINDOW_VARIABLE] =
          YE::SYSTEM::WINDOW_HASH.size
        else
          Sound.play_cursor
        end
        @system_window.refresh
        @system_window.update_windowskin
        @help_window.update_windowskin
      #---
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 1
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 1
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::BGM_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::L) and @system_window.index == 1
        if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::R) and @system_window.index == 1
        if $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGM_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgm_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 2
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @sfx_vol_window.refresh
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 2
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::SFX_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @sfx_vol_window.refresh
      elsif Input.trigger?(Input::L) and @system_window.index == 2
        if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @sfx_vol_window.refresh
      elsif Input.trigger?(Input::R) and @system_window.index == 2
        if $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::SFX_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @sfx_vol_window.refresh
      elsif Input.repeat?(Input::LEFT) and @system_window.index == 3
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 10
        else
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] += 1
        end
        if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] >= 100
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 100
        end
        Sound.play_cursor
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.repeat?(Input::RIGHT) and @system_window.index == 3
        if Input.press?(Input::A)
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 10
        else
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] -= 1
        end
        if $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] <= 0
          $game_variables[YE::SYSTEM::BGS_VOLUME_VAR] = 0
        end
        Sound.play_cursor
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::L) and @system_window.index == 3
        if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::R) and @system_window.index == 3
        if $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH]
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = false
        else
          $game_switches[YE::SYSTEM::BGS_MUTE_SWITCH] = true
        end
        Sound.play_decision
        @bgs_vol_window.refresh
        RPG::BGM.last.play
        RPG::BGS.last.play
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 4
        $game_switches[YE::SYSTEM::ANI_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 4
        $game_switches[YE::SYSTEM::ANI_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 5
        $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 5
        $game_switches[YE::SYSTEM::AUTO_DASH_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::LEFT) and @system_window.index == 6
        $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = true
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::RIGHT) and @system_window.index == 6
        $game_switches[YE::SYSTEM::INSTANT_TEXT_SWITCH] = false
        Sound.play_decision
        @system_window.refresh
      elsif Input.trigger?(Input::C) and @system_window.index == 7
        Sound.play_decision
        RPG::BGM.fade(800)
        RPG::BGS.fade(800)
        RPG::ME.fade(800)
        $scene = Scene_Title.new
        Graphics.fadeout(60)
      elsif Input.trigger?(Input::C) and @system_window.index == 8
        Sound.play_cancel
        return_scene
      end
      #---
    end
  end
 
end

#===============================================================================
#
# END OF FILE
#
#===============================================================================

Et l'autre code

Code:
###################################
#Créer par Mog.
#modifier par emixam2 et TheLSSJ
##############


#===============================================================
#                           
#                www.rpgmakervx-fr.com                                           
#       
#===============================================================


# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x-199, y+50, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x-160, y+50, 24, WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 85, WLH, actor.class.name)
end
def exp_gauge_color1
return text_color(10)
end
def exp_gauge_color2
return text_color(10)
end
def draw_actor_exp_meter(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #    x : ウィンドウの X 座標
  #    y : ウィンドウの Y 座標
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 544, 275)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, actor.index * 130, 0, 96)
      x = actor.index * 130
      y = 105
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x, y + 20)
      draw_actor_level(actor, x, y + 40)
      draw_actor_state(actor, x, y + 60)
      draw_actor_hp(actor, x, y + 80)
      draw_actor_mp(actor, x, y + 100)
      draw_actor_exp_meter(actor, x , y+35 + WLH * 1)
      end
  end
  #--------------------------------------------------------------------------
  # ● カーソルの更新
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # カーソルなし
      self.cursor_rect.empty
    elsif @index < @item_max    # 通常
      if Input.repeat?(Input::RIGHT)
        cursor_down(Input.trigger?(Input::RIGHT))
      end
      if Input.repeat?(Input::LEFT)
        cursor_up(Input.trigger?(Input::LEFT))
      end
      self.cursor_rect.set(@index * 130 - 2, 0, 125, 230)
    elsif @index >= 100        # 自分
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # 全体
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

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

@status_window.index = -1
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 4
$scene = Scene_Skill.new(@status_window.index)
when 1
$scene = Scene_Equip.new(@status_window.index)
when 2
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
$mogscript = {} if $mogscript == nil
$mogscript["basic_menu_plus"] = true


En éspérant que quelqu'un peux m'aider.
avatar
Chrigeo
Membre

Nombre de messages : 556
Age : 24
Localisation : 76
Distinction : Premier chevalier dragon.

Vénère TTT et Dishi, éminents créateurs du ô puissant Nyan Xak'
[Tétété]
Date d'inscription : 25/10/2009

Re: Problème de sauvegarde par "cristal"

le Jeu 21 Jan 2010 - 9:38
Tutoriel de Hamuti utilise la seconde méthode elle est plus simple je trouve. Je n'ai pas bien compris la question donc j'espère que ça t'aidera.
avatar
ZangtherOld
Membre

Nombre de messages : 1711
Date d'inscription : 07/08/2009

Re: Problème de sauvegarde par "cristal"

le Sam 13 Mar 2010 - 14:32
Membre banni, sujet locké et déplacé.
Contenu sponsorisé

Re: Problème de sauvegarde par "cristal"

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