- OrbitalMembre
- Nombre de messages : 141
Age : 32
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
[Résolu] Compatibilité de 2 window_status
Lun 15 Mar 2010 - 21:23
Saloute à tous !
Alors voilà mon problème :
J'utilise un premier script qui me permet de rajouter une caractéristique pour les personnages et les monstres. Ce script vient de Yanfly (YEZ), et fait également s'afficher cette meme caractéristique dans le menu statut d'un personnage. Voici :
Et ensuite je voudrais utiliser ce deuxième script de Yanfly (YERD cette fois), qui change totalement le window_status. Il rajoute des options supplémentaires et permet meme de rajouter un accès à toute les scene qu'on veut (equip, skill).
Voici :
J'explique maintenant ce que je voudrais :
Je veux que la caractéristique crée par le premier script (DEX) apparaisse dans le window_status qui est modifié par le 2ème script.
Pour faire simple, je veux savoir quelles lignes de script rajouter dans le 2ème script pour que le joueur voit cette caractéristique dans le menu statut d'un perso.
J'espère être assez clair et précis ><
Merci d'avance
PS : j'utilise aussi un script de yanfly (YERD) qui permet de scanner les ennemis. En plus ce scan crée une encyclopédie (bestiaire) où à peu près tout est répertorié sur les monstres (caractéristique, description, butin, exp...). Et je voudrais que la nouvelle caractéristique crée (DEX) apparaisse également lors du scan ET de la visite sur le bestiaire. (car cette caractéristique est valable aussi pour les ennemis).
Voilou ! merci !
Alors voilà mon problème :
J'utilise un premier script qui me permet de rajouter une caractéristique pour les personnages et les monstres. Ce script vient de Yanfly (YEZ), et fait également s'afficher cette meme caractéristique dans le menu statut d'un personnage. Voici :
- Spoiler:
- Code:
#===============================================================================
#
# Yanfly Engine Zealous - Battler Stat: DEX
# Last Date Updated: 2010.01.27
# Level: Normal, Hard, Lunatic
#
# One of the things that's always bothered me about RPG Maker VX is that, by
# default, there's no way for an actor by itself to truly affect the HIT and
# damage variance without equipping a weapon or item. And even then, all of the
# experience gained will still not affect the likelihood of the actor hitting
# better while maximum and minimum damage got worse for skills. This script will
# introduce the DEX stat to bring that little piece of common sense back to the
# gaming scene for RPG Maker VX.
#
# This script will also allow you to adjust the base DEX of each individual
# actor and enemy dependent on their level through a formula that can be either
# universal or personal. This script also allows pieces of equipment to contain
# boosts towards DEX in both a set fashion and a percentile fashion. And to
# complete it all, status effects can also affect the DEX stat in set amounts
# or percentile adjustments.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.01.27 - Enemy Levels compatibility.
# o 2010.01.20 - Equipment Overhaul compatibility.
# o 2010.01.10 - Improved Job System: Classes compatibility.
# o 2009.12.31 - Item Growth Fix.
# o 2009.12.22 - Compatibility with Custom Status Properties state stacking.
# o 2009.12.17 - Fixed actor initialization process.
# o 2009.12.16 - Started and finished script.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Item Tags - Insert the following tags into usable Item noteboxes.
# -----------------------------------------------------------------------------
# <dex growth +n> <dex growth -n>
# This will determine whether or not the item will raise or lower DEX when used
# on an actor. This is a permanent increase or decrease to the DEX stat.
#
# -----------------------------------------------------------------------------
# Equip Tags - Insert the following tags into Weapon and Armour noteboxes.
# -----------------------------------------------------------------------------
# <dex +n> <dex -n>
# <dex +n%> <dex -n%>
# This will give weapons and armours bonus increases to the DEX stat. + and -
# will signify an increase or decrease as a set amount. Adding % after n will
# signify an increase or decrease as a percentile amount.
#
# -----------------------------------------------------------------------------
# Enemy Tags - Insert the following tags into Enemy noteboxes.
# -----------------------------------------------------------------------------
# <base dex n>
# This will determine what the enemy's base DEX stat is. If nothing is entered,
# the particular enemy will use the DEFAULT_ENEMY_DEX to calculate its base DEX
# instead of this.
#
# -----------------------------------------------------------------------------
# State Tags - Insert the following tags into State noteboxes.
# -----------------------------------------------------------------------------
# <dex +n> <dex -n> <dex n%>
# This will cause the state to give an increase or decrease to the battler's
# DEX stat as long as the state remains. + and - will result in a directly set
# increase or decrease in the DEX stat while the % will result in a percentile
# alteration of the DEX stat. Stackable.
#
# -----------------------------------------------------------------------------
# Script Commands - These are used with the Event Editor's Script command.
# -----------------------------------------------------------------------------
# $game_actors[1].dex = 100
# This will set actor 1's DEX stat to 100.
#
#===============================================================================
# Compatibility
# -----------------------------------------------------------------------------
# - Works With: KGC's LimitBreak
# -----------------------------------------------------------------------------
# Note: This script may not work with former Yanfly Engine ReDux scripts.
# Use Yanfly Engine Zealous scripts to work with this if available.
#===============================================================================
$imported = {} if $imported == nil
$imported["BattlerStatDEX"] = true
module YEZ
module STAT
# This is what the DEX stat will be called in your game.
VOCAB_DEX = "DEX"
# The following determines the relationship DEX has with the HIT and damage
# variance for actors and enemies alike. The following formulas are added
# to the base amounts for HIT and damage variance.
DEX_TO_HIT = "self.dex * 0.20"
DEX_TO_MAX = "variance/4 * user.dex" # Formula for max damage bonus.
DEX_TO_MIN = "variance/20 * user.dex" # Formula for min damage bonus.
# The following are the formulas you can use to adjust the rate of growth
# regarding each actor's base DEX. Note that actor 0 will be used if an
# actor's ID does not appear on this list.
ACTOR_BASE_DEX = { # Do not remove actor 0.
# ID => Formula
0 => "actor.parameters[2, @level] / 2 + actor.parameters[5, @level] / 2",
1 => "@level * 5 + 20",
2 => "@level * 6 + 24",
3 => "@level * 4 + 16",
4 => "@level * 3 + 12",
} # Do not remove this
# The following will determine every enemy's default DEX if they do not use
# the appropiate <base dex n> tag in their notebox.
DEFAULT_ENEMY_DEX = "base_atk / 2 + base_agi / 2"
end # STAT
end # YEZ
#===============================================================================
# Battler Stat: DEX - Lunatic Mode
# ----------------------------------------------------------------------------
# Those who are interested in editting the apply variance formula themselves
# can do it below. It will give the script user a lot more control regarding
# the way damage fluctuation is concerned if that's what the user desires.
#===============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# overwrite method: apply_variance
#--------------------------------------------------------------------------
def apply_variance(damage, variance)
user = $scene.is_a?(Scene_Battle) ? $scene.active_battler : self
amp = [damage.abs * variance / 100, 0].max
max_bonus = Integer([eval(YEZ::STAT::DEX_TO_MAX),1].max)
min_bonus = Integer([eval(YEZ::STAT::DEX_TO_MIN),1].max)
if damage > 0 and variance != 0
damage += rand((amp+1)+max_bonus) + rand(amp+1) + min_bonus
damage -= amp/10
elsif damage < 0 and variance != 0
damage -= rand((amp+1)+max_bonus) + rand(amp+1) + min_bonus
damage += amp/10
end
return Integer(damage)
end
end # Game_Battler
#===============================================================================
# Editting anything past this point may potentially dexult in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
module YEZ
module REGEXP
module BASEITEM
DEX_SET = /<(?:DEX|dex)[ ]*([\+\-]\d+)>/i
DEX_PER = /<(?:DEX|dex)[ ]*([\+\-]\d+)([%%])>/i
DEX_GROWTH = /<(?:DEX_GROWTH|dex growth)[ ]*([\+\-]\d+)>/i
end # BASEITEM
module ENEMY
BASE_DEX = /<(?:BASE_DEX|base dex|dex)[ ]*(\d+)>/i
end
module STATE
DEX_SET = /<(?:DEX|dex)[ ]*([\+\-]\d+)>/i
DEX_PER = /<(?:DEX|dex)[ ]*(\d+)([%%])>/i
end # STATE
end # REGEXP
end # YEZ
module Vocab
def self.dex
return YEZ::STAT::VOCAB_DEX
end
end # Vocab
#===============================================================================
# RPG::BaseItem
#===============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# common cache: yez_cache_baseitem_bsrdex
#--------------------------------------------------------------------------
def yez_cache_baseitem_bsdex
@equip_dex_set = 0; @equip_dex_per = 0; @dex_growth = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when YEZ::REGEXP::BASEITEM::DEX_SET
@equip_dex_set = $1.to_i
when YEZ::REGEXP::BASEITEM::DEX_PER
@equip_dex_per = $1.to_i
when YEZ::REGEXP::BASEITEM::DEX_GROWTH
@dex_growth = $1.to_i
end
} # end self.note.split
end # yez_cache_baseitem_bsdex
#--------------------------------------------------------------------------
# new method: equip_dex_set
#--------------------------------------------------------------------------
def dex
yez_cache_baseitem_bsdex if @equip_dex_set == nil
return @equip_dex_set
end
#--------------------------------------------------------------------------
# new method: equip_dex_per
#--------------------------------------------------------------------------
def equip_dex_per
yez_cache_baseitem_bsdex if @equip_dex_per == nil
return @equip_dex_per
end
#--------------------------------------------------------------------------
# new method: dex_growth
#--------------------------------------------------------------------------
def dex_growth
yez_cache_baseitem_bsdex if @dex_growth == nil
return @dex_growth
end
end # RPG::BaseItem
#===============================================================================
# RPG::Enemy
#===============================================================================
class RPG::Enemy
#--------------------------------------------------------------------------
# common cache: yez_cache_enemy_bsdex
#--------------------------------------------------------------------------
def yez_cache_enemy_bsdex
@base_dex = 0
self.note.split(/[\r\n]+/).each { |line|
case line
when YEZ::REGEXP::ENEMY::BASE_DEX
@base_dex = $1.to_i
end
} # end self.note.split
end # yez_cache_enemy_bsdex
#--------------------------------------------------------------------------
# new method: base_dex
#--------------------------------------------------------------------------
def base_dex
yez_cache_enemy_bsdex if @base_dex == nil
return @base_dex
end
end # RPG::Enemy
#===============================================================================
# RPG::State
#===============================================================================
class RPG::State
#--------------------------------------------------------------------------
# common cache: yez_cache_state_bsdex
#--------------------------------------------------------------------------
def yez_cache_state_bsdex
@dex_set = 0; @dex_per = 100
self.note.split(/[\r\n]+/).each { |line|
case line
when YEZ::REGEXP::STATE::DEX_SET
@dex_set = $1.to_i
when YEZ::REGEXP::STATE::DEX_PER
@dex_per = $1.to_i
end
} # end self.note.split
end # yez_cache_state_bsdex
#--------------------------------------------------------------------------
# new method: dex_set
#--------------------------------------------------------------------------
def dex_set
yez_cache_state_bsdex if @dex_set == nil
return @dex_set
end # dex_set
#--------------------------------------------------------------------------
# new method: dex_per
#--------------------------------------------------------------------------
def dex_per
yez_cache_state_bsdex if @dex_per == nil
return @dex_per
end # dex_set
end # RPG::State
#===============================================================================
# Game_Battler
#===============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# alias method: clear_extra_values
#--------------------------------------------------------------------------
alias clear_extra_values_bsdex clear_extra_values unless $@
def clear_extra_values
clear_extra_values_bsdex
@dex_plus = 0
end
#--------------------------------------------------------------------------
# new method: dex
#--------------------------------------------------------------------------
def dex
@dex_plus = 0 if @dex_plus == nil
n = [base_dex + @dex_plus, 1].max
for state in states
if $imported["CustomStatusPropertiesZeal"]
percent = 100
for i in 1..stack(state); percent += state.dex_per - 100; end
else
percent = state.dex_per
end
n = n * percent / 100.0
end
for state in states;
if $imported["CustomStatusPropertiesZeal"]
for i in 1..stack(state); n += state.dex_set; end
else
n += state.dex_set
end
end
if $imported["LimitBreak"] # KGC's LimitBreak
n = [[Integer(n), 1].max, parameter_limit].min
else
n = [[Integer(n), 1].max, 999].min
end
return n
end # dex
#--------------------------------------------------------------------------
# new method: dex=
#--------------------------------------------------------------------------
def dex=(new_dex)
@dex_plus = 0 if @dex_plus == nil
@dex_plus += new_dex - self.dex
if $imported["LimitBreak"] # KGC's LimitBreak
@dex_plus = [[@dex_plus, -parameter_limit].max, parameter_limit].min
else
@dex_plus = [[@dex_plus, -999].max, 999].min
end
end # dex=
#--------------------------------------------------------------------------
# alias method: item_test
#--------------------------------------------------------------------------
alias item_test_bsdex item_test unless $@
def item_test(user, item)
return true if item.dex_growth != 0
return item_test_bsdex(user, item)
end
#--------------------------------------------------------------------------
# alias method: item_growth_effect
#--------------------------------------------------------------------------
alias item_growth_effect_bsdex item_growth_effect unless $@
def item_growth_effect(user, item)
if item.dex_growth != 0
@dex_plus = 0 if @dex_plus == nil
@dex_plus += item.dex_growth
end
item_growth_effect_bsdex(user, item)
end
end # Game_Battler
#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: base_dex
#--------------------------------------------------------------------------
def base_dex
if YEZ::STAT::ACTOR_BASE_DEX.include?(@actor_id)
n = eval(YEZ::STAT::ACTOR_BASE_DEX[@actor_id])
else
n = eval(YEZ::STAT::ACTOR_BASE_DEX[0])
end
if $imported["JobSystemClasses"]
anticrash_bonus_stats
n += @base_dex_plus
n = Integer(n * base_class_stat(:dex))
end
percent = 100
for item in equips.compact
if $imported["EquipmentOverhaul"]
percent += aptitude(item.equip_dex_per, :dex)
else
percent += item.equip_dex_per
end
end
n *= percent / 100.0
for item in equips.compact
if $imported["EquipmentOverhaul"]
n += aptitude(item.dex, :dex)
else
n += item.dex
end
end
return Integer(n)
end # base_dex
#--------------------------------------------------------------------------
# alias method: hit
#--------------------------------------------------------------------------
alias hit_actor_bsdex hit unless $@
def hit
n = hit_actor_bsdex
n += Integer(eval(YEZ::STAT::DEX_TO_HIT))
return n
end
end # Game_Actor
#===============================================================================
# Game_Enemy
#===============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: base_dex
#--------------------------------------------------------------------------
def base_dex
@base_stats = {} if @base_stats == nil
return @base_stats[:dex] if @base_stats[:dex] != nil
if enemy.base_dex <= 0
result = Integer(eval(YEZ::STAT::DEFAULT_ENEMY_DEX))
else
result = enemy.base_dex
end
if $imported["EnemyLevels"]
base = result
per = enemy.growth_per[:dex]
set = enemy.growth_set[:dex]
result = Integer(eval(YEZ::ENEMY_LEVEL::BASE_FORMULAS[:dex]))
end
@base_stats[:dex] = result
return result
end
#--------------------------------------------------------------------------
# alias method: hit
#--------------------------------------------------------------------------
alias hit_enemy_bsdex hit unless $@
def hit
n = hit_enemy_bsdex
n += Integer(eval(YEZ::STAT::DEX_TO_HIT))
return n
end
end # Game_Enemy
#===============================================================================
# Scene_Battle
#===============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :active_battler
end # Scene_Battle
#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# alias method: draw_actor_parameter
#--------------------------------------------------------------------------
alias draw_actor_parameter_bsdex draw_actor_parameter unless $@
def draw_actor_parameter(actor, x, y, type)
if type == 102
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, WLH, Vocab::dex)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, WLH, actor.dex, 2)
else
draw_actor_parameter_bsdex(actor, x, y, type)
end
end
end # class Window_Base
#===============================================================================
# Window_Status
#===============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# alias method: draw_parameters
#--------------------------------------------------------------------------
alias draw_parameters_bsdex draw_parameters unless $@
def draw_parameters(x, y)
draw_parameters_bsdex(x, y)
@param_rows = 3 if @param_rows == nil
@param_rows += 1
draw_actor_parameter(@actor, x, y + WLH * @param_rows, 102)
end
end # Window_Status
#===============================================================================
#
# END OF FILE
#
#===============================================================================
Et ensuite je voudrais utiliser ce deuxième script de Yanfly (YERD cette fois), qui change totalement le window_status. Il rajoute des options supplémentaires et permet meme de rajouter un accès à toute les scene qu'on veut (equip, skill).
Voici :
- Spoiler:
- Code:
#===============================================================================
#
# Yanfly Engine RD - Scene Status ReDux
# Last Date Updated: 2009.05.26
# Level: Normal, Hard, Lunatic
#
# There's not a whole lot of reason for the player to visit the status menu.
# Not too much to see aside from things you can already view in other menus
# such as the equipment menu for stats. This script will provide additional
# functionality to the scene in addition to allowing the game maker to free
# up additional space in the main menu for the not actor-oriented stuff.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.05.26 - Started script and finished.
#===============================================================================
# Instructions
#===============================================================================
#
# This script is plug and play for the most part, but there's bound to be a lot
# things you may want to modify so scroll down and reach each of the individual
# instructions carefully for all sections and modify the constants properly.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC scripts and others!
# - Alias: Scene_Equip: return_scene
# - Alias: Scene_Skill: return_scene
# - Alias: Scene_Title: create_game_objects
# - Alias: Game_Temp: initialize
# - Overwrites: Scene_Status: all
#
#===============================================================================
$imported = {} if $imported == nil
$imported["SceneStatusReDux"] = true
module YE
module REDUX
module STATUS
#------------------------------------------------------------------------
# Instructions on how to set up the STATUS_COMMANDS order.
#------------------------------------------------------------------------
# This array will let you determine how you want your status window
# commands to be ordered. They will appear in the number you order them.
# Each command is assigned a number and these are the following numbers.
#
# 0..Statistics 1..Biography 2..Skills 3..Equips
#
# The next couple are Yanfly Engine ReDux commands and require you to
# have the respective scripts before they will appear in the menu. Be
# sure to add them to STATUS_COMMANDS if you wish to display them.
#
# 4..Change Class .......... Requires Subclass Selection System
# 5..Learn Skills .......... Requires Subclass Selection System
# 6..Skill Slots ........... Requires Equip Skill Slots
#
# There are some pre-made imported functions for this script. Of them are
# the popular and powerful KGC scripts and others which I've also found
# to be rather interesting.
#
# 101..Distribute Parameter .. Requires KGC Distribute Parameter
# 102..Equip Learn Skill ..... Requires KGC Equip Learn Skill
# 103..Skill CP System ....... Requires KGC Skill CP System
# 201..Skill Growth .......... Requires Garlyle's Skill Growth System
# 301..Attributes ............ Requires 332211's Attribute System
# 302..Soul Pieces ........... Requires 332211's Soul Pieces System
# 303..Weapon by Ranks ....... Requires 332211's Weapon by Ranks System
#
# If you wish to add your own commands, you'll need to register them
# under the lunatic mode portion of the script.
#------------------------------------------------------------------------
STATUS_COMMANDS =[ # Make sure you've read the instructions above.
0, # Statistics
1, # Biography
2, # Skills
6, # Skill Slots
3, # Equips
4, # Change Class
5, # Learn Skills
] # Do not remove this.
# The constants below will determine the unique sound and strings made
# specificly for the Scene Status ReDux script.
SOUND = RPG::SE.new("Book", 80, 100)
STATUS = "Status"
BIO = "Biography"
# The following determines determines profile categories for various
# profile information.
BIRTHDAY = "Birthday: "
AGE = "Age: "
ORIGIN = "Origin: "
GENDER = "Gender: "
HEIGHT = "Height: "
WEIGHT = "Weight: "
UNKNOWN = "Unknown"
# This hash will let you determine what full names to give your
# individual actors. Use %s to indicate where the RPG name appears.
ACTOR_PROFILES1 ={
# Actor => [ Full Name, Origin, Gender, Height, Weight]
1 => [ "%s von Xiguel", "Pallia", "Male", "177.8 cm", "72.7 kg"],
2 => [ "Michelle %s", "Retvin", "Female", "170.2 cm", "Unknown"],
3 => [ "%s Manfred", "Namek", "Male", "182.9 cm", "68.2 kg"],
4 => [ "%s Fernaeus", "Yerd", "Female", "162.6 cm", "Secret~"],
} # Do not remove this.
# The following hash will determine the birthday information about the
# actor. The VarID is what stores the birthday. Change the variable to
# change the actor's age in the actual menu. The start age is what the
# variable initially sets the actor's age to. The birthday is just the
# date that the actor is born. Nothing else special about it.
ACTOR_PROFILES2 ={
# Actor => [ VarID, StartAge, Birthday]
1 => [ 21, 18, "May 26"],
2 => [ 22, 17, "Jan 14"],
3 => [ 23, 18, "Oct 31"],
4 => [ 24, 19, "June 3"],
} # Do not remove this.
# This will determine the size of the font used for the biography window.
BIO_FONT_SIZE = 20
# This section will allow you to type out the actor biographies. To
# cause a line break, use a | in the middle of the string. If the actors
# do not have a biography here, it will show actor 0 instead. For that
# reason, do NOT remove actor 0.
ACTOR_BIOGRAPHIES ={
# Actor => Biography
0 => "UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN|UNKNOWN UNKNOWN UNKNOWN",
1 => "Ralph has set off on a quest to save|Don Miguel from the clutches of the evil|witch Margaret. Accompanied by Ulrika,|Bennett, and Ylva, Ralph adventures|the world to find Don Miguel.||\"Let's hurry! Don Miguel cannot wait|much longer!\"",
2 => "Ulrika trained with Ralph before Don|Miguel was kidnapped. She always sees|Ralph as a rival, but also a source of|inspiration. Ulrika firmly believes that|training will let her get rid of her many|weaknesses.||\"Strength comes from a trained heart.\"",
3 => "Bennett choose the wrong profession|given his bursting personality. He and|his best friend Ralph give each other|motivation to strengthen themselves|and to become the ultimate tagteam|ever known to the world.||\"Their priest is a sissy! You heard me,|a sissy!\"",
4 => "Ylva studies in her free time about|various magic and locations. This is|why it seems like she knows a lot,|but the truth is that she only knows|what she has read in books.||\"Why risk your life to experience|something when you can read about|it in a book?\"",
} # Do not remove this.
# The following sets the statistical information for your actors.
# These are all of the information you'll see in the statistics window.
ICON_LVL = 62 # Icon for level
TEXT_LVL = "Level" # Text for level
ICON_EXP = 63 # Icon for experience
TEXT_EXP = "EXP" # Text for experience
ICON_NEXT = 142 # Icon for next level
TEXT_NEXT = "Next" # Text for next level
ICON_HP = 99 # Icon for HP
ICON_MP = 100 # Icon for MP
ICON_ATK = 2 # Icon for ATK
TEXT_ATK = "ATK" # Text for ATK
ICON_DEF = 52 # Icon for DEF
TEXT_DEF = "DEF" # Text for DEF
ICON_SPI = 21 # Icon for SPI
TEXT_SPI = "SPI" # Text for SPI
ICON_AGI = 48 # Icon for AGI
TEXT_AGI = "AGI" # Text for AGI
ICON_HIT = 135 # Icon for HIT
TEXT_HIT = "HIT" # Text for HIT
SHOW_HIT = true # Display HIT?
ICON_EVA = 158 # Icon for EVA
TEXT_EVA = "EVA" # Text for EVA
SHOW_EVA = true # Display EVA?
ICON_CRI = 119 # Icon for CRI
TEXT_CRI = "CRI" # Text for CRI
SHOW_CRI = true # Display CRI?
ICON_ODDS = 137 # Icon for ODDS
TEXT_ODDS = "LUK" # Text for ODDS
SHOW_ODDS = true # Display ODDS?
end # STATUS
end # REDUX
end # YE
#===============================================================================
# How to Use: Lunatic Mode
#===============================================================================
#
# If you do not understand hashes, I -STRONGLY- recommend that you stay away
# from this portion of the script as it affects the rest of the script if you
# make a slight mistake.
#
# - First, under IMPORTED_COMMANDS, fill out the hash properly. You will have
# to fill them out correctly given the categories.
#
# Swch? - Does this command require a switch to be on in order to be shown?
# SwID - If the previous was true, this is the Switch ID needed to be on.
# Title - This is the text that appears on the status command window.
# Scene - This is the name of the scene you wish to load.
#
# - Given that you've done everything correctly, return to the top and adjust
# the STATUS_COMMANDS array. Input number 101 or whatever number you've used
# to determine the scene you wish to launch from the status menu.
#
# Note that if you exit the imported scenes, they will return to the main menu
# rather than the status menu. It will remain that way until you edit those
# scripts's respective return_scene definitions.
#
#===============================================================================
module YE
module REDUX
module STATUS
# The following hash will govern the way the status menu will treat
# imported commands. If you do not follow the setup properly, do not
# expect the script to function correctly.
IMPORTED_COMMANDS ={
# -ID => [Swch?, SwID, ----Title----, -----------Scene-----------]
101 => [false, 0, "Level Up", "Scene_DistributeParameter"],
102 => [false, 0, "View AP", "Scene_APViewer"],
103 => [false, 0, "Skill CP", "Scene_SetBattleSkill"],
201 => [false, 0, "Grow Skill", "Scene_SkillGrowth"],
301 => [false, 0, "Attributes", "Scene_Attributes"],
302 => [false, 0, "Soul Pieces", "Scene_soulpieces"],
303 => [false, 0, "Weapon Rank", "Scene_weapon_by_ranks"],
} # Do not remove this.
end # STATUS
end # REDUX
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.
#===============================================================================
#===============================================================================
# Scene Status
#===============================================================================
class Scene_Status < Scene_Base
#--------------------------------------------------------------------------
# create command list
# --- This portion creates the commands for the status window.
#--------------------------------------------------------------------------
def create_command_list
commands = []
index_list = {}
YE::REDUX::STATUS::STATUS_COMMANDS.each_with_index { |c, i|
case c
when 0 # View Statistics
index_list[:stats] = commands.size
commands.push(YE::REDUX::STATUS::STATUS)
when 1 # View Biography
index_list[:bio] = commands.size
commands.push(YE::REDUX::STATUS::BIO)
when 2 # Skill Menu
index_list[:skill] = commands.size
commands.push(Vocab.skill)
when 3 # Equipment
index_list[:equip] = commands.size
commands.push(Vocab.equip)
when 4 # Change Class
next unless $imported["SubclassSelectionSystem"]
next unless $game_switches[YE::SUBCLASS::ENABLE_CLASS_CHANGE_SWITCH]
index_list[:classchange] = commands.size
commands.push(YE::SUBCLASS::MENU_CLASS_CHANGE_TITLE)
when 5 # Learn Skill
next unless $imported["SubclassSelectionSystem"]
next unless $game_switches[YE::SUBCLASS::ENABLE_LEARN_SKILLS_SWITCH]
index_list[:learnskill] = commands.size
commands.push(YE::SUBCLASS::LEARN_SKILL_TITLE)
when 6 # Skill Slots
next unless $imported["EquipSkillSlots"]
next unless $game_switches[YE::EQUIPSKILL::ENABLE_SLOTS_SWITCH]
index_list[:equipskill] = commands.size
commands.push(YE::EQUIPSKILL::MENU_TITLE)
else
command_array = YE::REDUX::STATUS::IMPORTED_COMMANDS
next unless command_array.include?(c)
command_array = command_array[c]
next if command_array[0] and !$game_switches[command_array[1]]
index_list[c] = commands.size
commands.push(command_array[2])
end
} # Do not remove this.
$game_temp.status_command_index = index_list
return commands
end # create_command_list
#--------------------------------------------------------------------------
# case_command_selection
#--------------------------------------------------------------------------
def case_command_selection(index)
case index
when $game_temp.status_command_index[:stats]
YE::REDUX::STATUS::SOUND.play
$game_temp.status_bio_flag = 0
start_visible_windows
when $game_temp.status_command_index[:bio]
YE::REDUX::STATUS::SOUND.play
$game_temp.status_bio_flag = 1
start_visible_windows
when $game_temp.status_command_index[:skill]
Sound.play_decision
$scene = Scene_Skill.new(@actor_index)
when $game_temp.status_command_index[:equip]
Sound.play_decision
$scene = Scene_Equip.new(@actor_index)
when $game_temp.status_command_index[:classchange]
Sound.play_decision
$scene = Scene_Class_Change.new(@actor_index)
when $game_temp.status_command_index[:learnskill]
Sound.play_decision
$scene = Scene_Learn_Skill.new(@actor_index)
when $game_temp.status_command_index[:equipskill]
Sound.play_decision
$scene = Scene_Equip_Skill.new(@actor_index)
else
return_check = true
for key in $game_temp.status_command_index
if $game_temp.status_command_index[key[0]] == index
return_check = false
found_key = key[0]
break
end
end
return if return_check
Sound.play_decision
command_array = YE::REDUX::STATUS::IMPORTED_COMMANDS[found_key]
$scene = eval(command_array[3] + ".new(@actor_index)")
end
end # case_command_selection
#--------------------------------------------------------------------------
# overwrite initialize
#--------------------------------------------------------------------------
def initialize(actor_index = 0, menu_index = 0)
@menu_index = menu_index
$game_temp.status_menu_flag = true
@actor_index = actor_index
@actor = $game_party.members[@actor_index]
end
#--------------------------------------------------------------------------
# overwrite start
#--------------------------------------------------------------------------
def start
super
create_menu_background
@status_window = Window_Status.new(@actor)
@status_mini_window = Window_Status_Mini.new(@actor)
@status_bio_window = Window_Status_Bio.new(@actor)
start_visible_windows
create_command_window
end
#--------------------------------------------------------------------------
# overwrite terminate
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose if @command_window != nil
@status_window.dispose if @status_window != nil
@status_mini_window.dispose if @status_mini_window != nil
@status_bio_window.dispose if @status_bio_window != nil
end
#--------------------------------------------------------------------------
# overwrite return scene
#--------------------------------------------------------------------------
def return_scene
if $imported["CustomMenuCommand"] and
$game_temp.menu_command_index.has_key?(:status)
$scene = Scene_Menu.new($game_temp.menu_command_index[:status])
elsif $imported["CustomMenuCommand"]
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(3)
end
$game_temp.status_menu_flag = false
end
#--------------------------------------------------------------------------
# overwrite next actor
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index, @command_window.index)
end
#--------------------------------------------------------------------------
# overwrite prev actor
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index, @command_window.index)
end
#--------------------------------------------------------------------------
# overwrite update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
$game_temp.status_menu_index = @command_window.index
case_command_selection(@command_window.index)
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
end
#--------------------------------------------------------------------------
# create command window
#--------------------------------------------------------------------------
def create_command_window
commands = create_command_list
@command_window = Window_Command.new(160, commands)
@command_window.y = 128
@command_window.height = 288
@command_window.opacity = 0
@command_window.index = @menu_index
end
#--------------------------------------------------------------------------
# start visible windows
#--------------------------------------------------------------------------
def start_visible_windows
@status_mini_window.visible = false
@status_bio_window.visible = false
case $game_temp.status_bio_flag
when 0
@status_mini_window.visible = true
when 1
@status_bio_window.visible = true
end
end
end
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :status_command_index
attr_accessor :status_menu_flag
attr_accessor :status_menu_index
attr_accessor :status_bio_flag
#--------------------------------------------------------------------------
# alias initialize
#--------------------------------------------------------------------------
alias initialize_statusrd initialize unless $@
def initialize
initialize_statusrd
@status_command_index = {}
@status_menu_flag = false
@status_menu_index = 0
@status_bio_flag = 0
end
end
#===============================================================================
# Scene Title
#===============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# alias create game objects
#--------------------------------------------------------------------------
alias create_game_objects_statusrd create_game_objects unless $@
def create_game_objects
create_game_objects_statusrd
for key in YE::REDUX::STATUS::ACTOR_PROFILES2
narray = key[1]
$game_variables[narray[0]] = narray[1]
end
end
end # Scene_Title
#===============================================================================
# return scene alias
#===============================================================================
unless $imported["SceneSkillReDux"]
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# alias return scene
#--------------------------------------------------------------------------
alias skill_return_scene_statusrd return_scene unless $@
def return_scene
if $game_temp.status_menu_flag
$scene = Scene_Status.new(@actor_index, $game_temp.status_menu_index)
else
skill_return_scene_statusrd
end
end
end
end
unless $imported["SceneEquipReDux"]
class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# alias return scene
#--------------------------------------------------------------------------
alias equip_return_scene_statusrd return_scene unless $@
def return_scene
if $game_temp.status_menu_flag
$scene = Scene_Status.new(@actor_index, $game_temp.status_menu_index)
else
equip_return_scene_statusrd
end
end
end
end
#===============================================================================
# Window_Status
#===============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 544, 416)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_face(@actor, 0, 0)
profile1 = YE::REDUX::STATUS::ACTOR_PROFILES1
profile2 = YE::REDUX::STATUS::ACTOR_PROFILES2
if profile1.include?(@actor.id)
text = sprintf(profile1[@actor.id][0], @actor.name)
else
text = @actor.name
end
self.contents.draw_text(112, 0, 180, WLH, text, 0)
#----
dx = 112
if $imported["SubclassSelectionSystem"]
if YE::SUBCLASS::CLASS_ICONS.include?(@actor.class.id)
icon = YE::SUBCLASS::CLASS_ICONS[@actor.class.id]
else
icon = YE::SUBCLASS::CLASS_ICONS[0]
end
draw_icon(icon, dx, 24)
dx += 24
if @actor.subclass != nil
if YE::SUBCLASS::CLASS_ICONS.include?(@actor.subclass.id)
icon = YE::SUBCLASS::CLASS_ICONS[@actor.subclass.id]
else
icon = YE::SUBCLASS::CLASS_ICONS[0]
end
draw_icon(icon, dx, 24)
dx += 24
end
end
draw_actor_class(@actor, dx, 24)
#----
self.contents.font.color = system_color
text1 = YE::REDUX::STATUS::BIRTHDAY
text2 = YE::REDUX::STATUS::AGE
self.contents.draw_text(112, 48, 90, WLH, text1, 2)
self.contents.draw_text(112, 72, 90, WLH, text2, 2)
if profile2.include?(@actor.id)
text1 = profile2[@actor.id][2]
text2 = $game_variables[profile2[@actor.id][0]]
else
text1 = YE::REDUX::STATUS::UNKNOWN
text2 = YE::REDUX::STATUS::UNKNOWN
end
self.contents.font.color = normal_color
self.contents.draw_text(202, 48, 90, WLH, text1, 0)
self.contents.draw_text(202, 72, 90, WLH, text2, 0)
#----
self.contents.font.color = system_color
text1 = YE::REDUX::STATUS::ORIGIN
text2 = YE::REDUX::STATUS::GENDER
text3 = YE::REDUX::STATUS::HEIGHT
text4 = YE::REDUX::STATUS::WEIGHT
self.contents.draw_text(292, 0, 90, WLH, text1, 2)
self.contents.draw_text(292, 24, 90, WLH, text2, 2)
self.contents.draw_text(292, 48, 90, WLH, text3, 2)
self.contents.draw_text(292, 72, 90, WLH, text4, 2)
if profile1.include?(@actor.id)
text1 = profile1[@actor.id][1]
text2 = profile1[@actor.id][2]
text3 = profile1[@actor.id][3]
text4 = profile1[@actor.id][4]
else
text1 = YE::REDUX::STATUS::UNKNOWN
text2 = YE::REDUX::STATUS::UNKNOWN
text3 = YE::REDUX::STATUS::UNKNOWN
text4 = YE::REDUX::STATUS::UNKNOWN
end
self.contents.font.color = normal_color
self.contents.draw_text(382, 0, 90, WLH, text1, 0)
self.contents.draw_text(382, 24, 90, WLH, text2, 0)
self.contents.draw_text(382, 48, 90, WLH, text3, 0)
self.contents.draw_text(382, 72, 90, WLH, text4, 0)
#----
end
end # Window_Status
#==============================================================================
# Window_Status_Mini
#==============================================================================
class Window_Status_Mini < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
super(160, 128, 384, 288)
@actor = actor
self.opacity = 0
self.visible = false
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
#---
sw = self.width - 32
dx = 0
dy = 0
draw_icon(YE::REDUX::STATUS::ICON_LVL, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_LVL)
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_NEXT, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_NEXT)
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_EXP, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_EXP)
dy = WLH * 3
draw_icon(YE::REDUX::STATUS::ICON_HP, dx, dy)
draw_actor_hp(@actor, dx+24, dy, 128)
dy += WLH
self.contents.font.color = system_color
draw_icon(YE::REDUX::STATUS::ICON_ATK, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_ATK)
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_DEF, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_DEF)
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_SPI, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_SPI)
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_AGI, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_AGI)
#---
dx = sw/2
dy = WLH * 3
draw_icon(YE::REDUX::STATUS::ICON_MP, dx, dy)
draw_actor_mp(@actor, dx+24, dy, 128)
dy += WLH
self.contents.font.color = system_color
if YE::REDUX::STATUS::SHOW_HIT
draw_icon(YE::REDUX::STATUS::ICON_HIT, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_HIT)
end
dy += WLH
if YE::REDUX::STATUS::SHOW_EVA
draw_icon(YE::REDUX::STATUS::ICON_EVA, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_EVA)
end
dy += WLH
if YE::REDUX::STATUS::SHOW_CRI
draw_icon(YE::REDUX::STATUS::ICON_CRI, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_CRI)
end
dy += WLH
if YE::REDUX::STATUS::SHOW_ODDS
draw_icon(YE::REDUX::STATUS::ICON_ODDS, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_ODDS)
end
#---
self.contents.font.color = normal_color
dw = sw - 84
dx = 84
dy = 0
self.contents.draw_text(dx, dy, 68, WLH, @actor.level); dy += WLH
self.contents.draw_text(dx, dy, dw, WLH, @actor.next_rest_exp_s); dy += WLH
self.contents.draw_text(dx, dy, dw, WLH, @actor.exp_s); dy += WLH
dy = WLH * 4
self.contents.draw_text(dx, dy, 68, WLH, @actor.atk, 0); dy += WLH
self.contents.draw_text(dx, dy, 68, WLH, @actor.def, 0); dy += WLH
self.contents.draw_text(dx, dy, 68, WLH, @actor.spi, 0); dy += WLH
self.contents.draw_text(dx, dy, 68, WLH, @actor.agi, 0); dy += WLH
dy = WLH * 4
dx = sw/2 + 84
if YE::REDUX::STATUS::SHOW_HIT
text = sprintf("%d%%", @actor.hit)
self.contents.draw_text(dx, dy, 68, WLH, text, 0)
end; dy += WLH
if YE::REDUX::STATUS::SHOW_EVA
text = sprintf("%d%%", @actor.eva)
self.contents.draw_text(dx, dy, 68, WLH, text, 0)
end; dy += WLH
if YE::REDUX::STATUS::SHOW_CRI
text = sprintf("%d%%", @actor.cri)
self.contents.draw_text(dx, dy, 68, WLH, text, 0)
end; dy += WLH
if YE::REDUX::STATUS::SHOW_ODDS
self.contents.draw_text(dx, dy, 68, WLH, @actor.odds, 0)
end; dy += WLH
end
end # Window_Status_Mini
#==============================================================================
# Window_Status_Bio
#==============================================================================
class Window_Status_Bio < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
super(160, 128, 384, 288)
@actor = actor
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = YE::REDUX::STATUS::BIO_FONT_SIZE
if YE::REDUX::STATUS::ACTOR_BIOGRAPHIES.include?(@actor.id)
text = YE::REDUX::STATUS::ACTOR_BIOGRAPHIES[@actor.id]
else
text = YE::REDUX::STATUS::ACTOR_BIOGRAPHIES[0]
end
y = 0
txsize = YE::REDUX::STATUS::BIO_FONT_SIZE + 4
nwidth = 544
buf = text.gsub(/\\N(\[\d+\])/i) { "\\__#{$1}" }
lines = buf.split(/(?:[|]|\\n)/i)
lines.each_with_index { |l, i|
l.gsub!(/\\__(\[\d+\])/i) { "\\N#{$1}" }
self.contents.draw_text(0, i * txsize + y, nwidth, WLH, l, 0)
}
end
end # Window_Status_Bio
#===============================================================================
#
# END OF FILE
#
#===============================================================================
J'explique maintenant ce que je voudrais :
Je veux que la caractéristique crée par le premier script (DEX) apparaisse dans le window_status qui est modifié par le 2ème script.
Pour faire simple, je veux savoir quelles lignes de script rajouter dans le 2ème script pour que le joueur voit cette caractéristique dans le menu statut d'un perso.
J'espère être assez clair et précis ><
Merci d'avance
PS : j'utilise aussi un script de yanfly (YERD) qui permet de scanner les ennemis. En plus ce scan crée une encyclopédie (bestiaire) où à peu près tout est répertorié sur les monstres (caractéristique, description, butin, exp...). Et je voudrais que la nouvelle caractéristique crée (DEX) apparaisse également lors du scan ET de la visite sur le bestiaire. (car cette caractéristique est valable aussi pour les ennemis).
Voilou ! merci !
Re: [Résolu] Compatibilité de 2 window_status
Lun 15 Mar 2010 - 21:39
Dex n'est pas géré nativement ?
Dans tous les cas tu fais:
Dans tous les cas tu fais:
- Code:
self.contents.draw_text(x, y, 36, WLH, $game_actors[ID].dex, 2)
- OrbitalMembre
- Nombre de messages : 141
Age : 32
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
Re: [Résolu] Compatibilité de 2 window_status
Lun 15 Mar 2010 - 21:52
hum, il me met une erreur :
En effet Dex est un ajout grâce au script. Je vais essayer de rajouter ICON_DEX = 48 TEXT_DEX = "DEX"
à la ligne 160 du deuxième script, puis
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_DEX, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_DEX)
à la 700ème, et enfin tenter un truc vers la ligne 740, en copiant ce modèle : self.contents.draw_text(dx, dy, 68, WLH, @actor.agi, 0); dy += WLH
Mais pour afficher la valeur de dex qui est dans l'autre scipt... en espérant que ça soit possible.
Bref, je m'en vais bidouiller le script (j'adore faire ça, essayer plein de truc, voir comment ça marche, en général ça finit en freestyle total où plus rien ne marche XD)
En effet Dex est un ajout grâce au script. Je vais essayer de rajouter ICON_DEX = 48 TEXT_DEX = "DEX"
à la ligne 160 du deuxième script, puis
dy += WLH
draw_icon(YE::REDUX::STATUS::ICON_DEX, dx, dy)
self.contents.draw_text(dx+24, dy, 60, WLH, YE::REDUX::STATUS::TEXT_DEX)
à la 700ème, et enfin tenter un truc vers la ligne 740, en copiant ce modèle : self.contents.draw_text(dx, dy, 68, WLH, @actor.agi, 0); dy += WLH
Mais pour afficher la valeur de dex qui est dans l'autre scipt... en espérant que ça soit possible.
Bref, je m'en vais bidouiller le script (j'adore faire ça, essayer plein de truc, voir comment ça marche, en général ça finit en freestyle total où plus rien ne marche XD)
Re: [Résolu] Compatibilité de 2 window_status
Lun 15 Mar 2010 - 21:56
Logique. Il faut que tu remplaces ID par l'id de ton héro
dans ce cas, là, tu peux mettre:
dans ce cas, là, tu peux mettre:
- Code:
self.contents.draw_text(dx, dy, 68, WLH, @actor.dex, 0); dy += WLH
- OrbitalMembre
- Nombre de messages : 141
Age : 32
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
Re: [Résolu] Compatibilité de 2 window_status
Lun 15 Mar 2010 - 21:58
Yep, je venais de le faire, ça marche effectivement, j'allais te le dire, tout content, mais tu m'as dit la réponse.
Merci à toi pour ton aide =p
Pour le bestiaire il faut que je rajoute une ligne du genre je pense, je vais bidouiller voir, si j'ai un problème, j'édit ou je upperais.
Woilou. Je ne mets pas sujet résolu car la demande pourrait se réitérer avec le bestiaire donc je laisse en suspend, histoire de pas créer 20 topics.
Merci à toi pour ton aide =p
Pour le bestiaire il faut que je rajoute une ligne du genre je pense, je vais bidouiller voir, si j'ai un problème, j'édit ou je upperais.
Woilou. Je ne mets pas sujet résolu car la demande pourrait se réitérer avec le bestiaire donc je laisse en suspend, histoire de pas créer 20 topics.
- BalbereithStaffeux retraité
- Nombre de messages : 4129
Age : 31
Localisation : dans l'ombre...
Distinction : Péripatéticienne à temps perdu
Helly n°666 [Coco' ;D]
mon ptit balbounet p'tit jardinier en herbe(les râteaux ça le connait) [tonton Adurna]
Cultivateur professionnel de la commu' (il a de bons outils en de nombreux exemplaires ) [Coco' ]
Date d'inscription : 13/05/2009
Re: [Résolu] Compatibilité de 2 window_status
Ven 19 Mar 2010 - 20:44
Résolu ? Dans une semaine, je sanctionne, s'il y a pas de relance ou de réponse, résolvant le problème.
- OrbitalMembre
- Nombre de messages : 141
Age : 32
Localisation : Euh, tu vois la France ? l'Isère ? grenoble ? SMH ? ma maison ? le bureau ? le PC ? bah c'est là
Distinction : aucune
Date d'inscription : 09/08/2008
Re: [Résolu] Compatibilité de 2 window_status
Sam 20 Mar 2010 - 1:08
Sur ce coup, je te fais toute mes excuses, c'est vrai que le sujet en question est (partiellement résolu), mais ma demande principale l'est vraiment.
Tu peux locker.
Tu peux locker.
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