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vickymichaelis
vickymichaelis
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Nombre de messages : 319
Age : 30
Localisation : dans un fromage
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Date d'inscription : 15/01/2013

script de munitions Empty script de munitions

Jeu 25 Sep 2014 - 20:14
Bonjour bonjour

-oh non encore elle ? script de munitions 644620 -

Pour "trahison" (voir signature) j'ai un personnage utilisant des armes blanches et un utilisant un arc... et ce que je voudrais, c'est que leurs munitions ne soient pas infinies, qu'il faille en trouver ou en acheter.
Mais aussi, quand ils n'ont plus de munition, qu'ils frappe avec leur arme (ou leurs poings) et donc que l'animation change pendant ce laps de temps.

Je sais pas si j'ai été très clair :/
NNoctis
NNoctis
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Nombre de messages : 153
Age : 27
Localisation : Belgique
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Date d'inscription : 15/08/2014

script de munitions Empty Re: script de munitions

Jeu 25 Sep 2014 - 20:37
J'ai trouvé ce script... [Je ne l'ai pas testé, mais ça peut peut-être t'aider ]

Le script :

Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  ? Asagi's Gun License
#  Author: Kread-EX
#  Modified by: Trihan
#  Version 1.07x
#  Release date: 10/04/2012
#
#  For Seiryuki.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#-------------------------------------------------------------------------------------------------
#  ? UPDATES
#-------------------------------------------------------------------------------------------------
# # 13/04/2012. Bugfix: Gaining a non-ranged weapon caused the script to crash
# # when moving the cursor over the ammo slot in the equipment menu.
# # 10/04/2012. Bugfix: unequipping non-weapon items caused a crash.
# # 10/04/2012. Modifications: Added slot names on a per-weapon basis.
# # 09/04/2012. Modifications: allowed ammo to be assigned on a per-weapon basis
# # rather than classes, and allowed skills to use multiple ammo types/IDs.
# # Implemented ammo costs for skills.
# # Prevented multiple ammo users from equipping the same ammo.
# # Equipped ammo is now removed from the equippable items list.
# # The item list now shows the correct quantity of ammo if a party member has
# # that ammo equipped.
# # 09/03/2012. Bugfix: skills without ammo could crash.
# # 08/03/2012. Bugfix: ammo stopped consuming because of my previous bugfixes.
# # 22/02/2012. Bugfix: some REGEXP didn't work with european characters.
# # 20/02/2012. Bugfix: all skills used to consume ammo.
#-------------------------------------------------------------------------------------------------
#  ? TERMS OF USAGE
#-------------------------------------------------------------------------------------------------
# #  You are free to adapt this work to suit your needs.
# #  You can use this work for commercial purposes if you like it.
# #  Credit is appreciated.
# #
# # For support:
# # grimoirecastle.wordpress.com
# # rpgmakervxace.net
# # rpgrevolution.com
#-------------------------------------------------------------------------------------------------
#  ? INTRODUCTION
  #-------------------------------------------------------------------------------------------------
  # # Enables the use of ammunition for skills.
#-------------------------------------------------------------------------------------------------
#  ? INSTRUCTIONS
#-------------------------------------------------------------------------------------------------
# # Three levels of configuration: Class, Weapon and Skill.
# # Class notetags:
# # <ammo_slot_id: x>
# # This determines the slot in the equip screen which will be replaced by the
# # ammo slot.
# # <ammo_slot_name: string> Just the name of the slot.
# #
# # Weapon notetags:
# # <ammo_type_id: x, y, z>
# # Replace x with the weapon types of the kind of ammo you want the
# # weapon to use.
# #
# # Skill notetags
# # <linked_ammo_types: x>
# # Will require and consume ammo of a specific type.
# # <linked_ammo_ids: x>
# # Will require and consume unique arrows. In this case, x isn't the weapon
# # type but the weapon ID.
# # <ammo_cost: x>
# # Determines how much ammo is required to use the skill, and will be expended
# # on use.
#-------------------------------------------------------------------------------------------------
#  ? COMPATIBILITY
#-------------------------------------------------------------------------------------------------
# # List of aliases and overwrites:
# #
# # DataManager
# # load_database (alias)
# # load_ammo_notetags (new method)
# #
# # RPG::Class
# # ammo_slot_id (new attr method)
# # ammo_slot_name (new attr method)
# # load_ammo_notetags (new method)
# # ammo_user? (new method)
# #
# # RPG::Skill
# # ammo_type_id (new attr method)
# # ammo_absolute_id (new attr method)
# # ammo_cost (new attr method)
# # load_ammo_notetags (new method)
# #
# # RPG::Weapon
# # ammo_type_ids (new attr method)
# # already_equipped (new attr method)
# # load_ammo_notetags (new method)
# # ammo_user? (new method)
# #
# # Game_Actor
# # change_equip (alias)
# # equip_slots (alias)
# # equippable? (alias)
# # release_unequippable_items (overload)
# # skill_cost_payable? (alias)
# # skill_ammo_reqs_ok? (new method)
# # pay_skill_cost (alias)
# # consume_ammo (new method)
# #
# # Game_Party
# # discard_members_equip (overload)
# #
# # Window_EquipSlot
# # draw_item (alias)
# # slot_name (alias)
# #
# # Window_EquipItem
# # include? (alias)
# # enable? (alias)
#-------------------------------------------------------------------------------------------------

$imported = {} if $imported.nil?
$imported['KRX-AsagisGunLicense'] = true

puts 'Load: Asagi\'s Gun License v1.03 by Kread-EX'

module KRX
 
  module REGEXP
    AMMO_SLOT_ID = /<ammo_slot_id:[ ]*(\d+)>/i
    AMMO_SLOT_NAME = /<ammo_slot_name:[ ]*(.+)>/
    AMMO_TYPE_ID = /<ammo_type_id:[ ]*(\d+)>/i
    AMMO_CONSUMPTION_TYPES = /<linked_ammo_types:[ ]*(.+?)>/i
    AMMO_CONSUMPTION_IDS = /<linked_ammo_ids:[ ]*(.+?)>/i
    AMMO_COST = /<ammo_cost:[ ]*(\d+)>/i
  end
 
end

#===========================================================================
# ? DataManager
#===========================================================================

module DataManager
#--------------------------------------------------------------------------
# ? Loads the database
#--------------------------------------------------------------------------
class << self
alias_method(:krx_ammo_dm_load_database, :load_database)
end
def self.load_database
krx_ammo_dm_load_database
load_ammo_notetags
end
#--------------------------------------------------------------------------
# ? Loads the note tags
#--------------------------------------------------------------------------
def self.load_ammo_notetags
groups = [$data_classes, $data_skills, $data_weapons]
for group in groups
for obj in group
next if obj.nil?
obj.load_ammo_notetags
end
end
puts "Read: Ammo Requirements Notetags"
end
end

#===========================================================================
# ? RPG::Class
#===========================================================================

class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# ? Public instance variables
#--------------------------------------------------------------------------
  attr_reader     :weapon_slot_id
  attr_reader     :ammo_slot_id
  attr_reader     :ammo_slot_name
#--------------------------------------------------------------------------
# ? Loads the note tags
#--------------------------------------------------------------------------
def load_ammo_notetags
@note.split(/[\r\n]+/).each do |line|
case line
when KRX::REGEXP::AMMO_SLOT_ID
@ammo_slot_id = $1.to_i
        if @ammo_slot_id == 0
          @weapon_slot_id = 1
        else
          @weapon_slot_id = 0
        end
when KRX::REGEXP::AMMO_SLOT_NAME
@ammo_slot_name = $1
end
end
end
#--------------------------------------------------------------------------
# ? Determine if this class uses ammo
#--------------------------------------------------------------------------
  def ammo_user?
    return @ammo_slot_id != nil
  end
end

#===========================================================================
# ? RPG::Skill
#===========================================================================

class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# ? Public instance variables
#--------------------------------------------------------------------------
  attr_reader     :ammo_type_ids
  attr_reader     :ammo_absolute_ids
  attr_reader     :ammo_cost
#--------------------------------------------------------------------------
# ? Loads the note tags
#--------------------------------------------------------------------------
def load_ammo_notetags
@note.split(/[\r\n]+/).each do |line|
case line
when KRX::REGEXP::AMMO_CONSUMPTION_TYPES
        @ammo_type_ids = []
@ammo_type_ids |= $1.scan(/\d+/).collect { |id| id.to_i }
when KRX::REGEXP::AMMO_CONSUMPTION_IDS
        @ammo_absolute_ids = []
@ammo_absolute_ids |= $1.scan(/\d+/).collect { |id| id.to_i }
      when KRX::REGEXP::AMMO_COST
        @ammo_cost = $1.to_i
end
end
end
end

class RPG::Weapon < RPG::EquipItem
#--------------------------------------------------------------------------
# ? Public instance variables
#--------------------------------------------------------------------------
  attr_reader     :ammo_type_id
  attr_reader     :ammo_slot_name
  attr_accessor   :already_equipped
  #--------------------------------------------------------------------------
  # ? Constructor
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_rw_init, :initialize)
  def initialize
    @already_equipped = false
    krx_ammo_rw_init
  end
#--------------------------------------------------------------------------
# ? Loads the note tags
#--------------------------------------------------------------------------
def load_ammo_notetags
@note.split(/[\r\n]+/).each do |line|
      case line
      when KRX::REGEXP::AMMO_SLOT_NAME
@ammo_slot_name = $1
when KRX::REGEXP::AMMO_TYPE_ID
@ammo_type_id = $1.to_i
end
end
end
  #--------------------------------------------------------------------------
# ? Determine if this weapon uses ammo
#--------------------------------------------------------------------------
  def ammo_user?
    return @ammo_type_id != nil
  end
end

#===========================================================================
# ? Game_Actor
#===========================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ? Gets the available equipment slots
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_ga_es, :equip_slots)
  def equip_slots
    base = krx_ammo_ga_es
    return base unless self.class.ammo_user?
    ammo_slot = self.class.ammo_slot_id
    result = []
    done = false
    base.each do |x|
      if x == ammo_slot && !done
        result.push(0)
        done = true
      else
        result.push(x)
      end
    end
    result
  end
  #--------------------------------------------------------------------------
  # ? Determines if an item can be equipped
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_ga_equippable?, :equippable?)
  def equippable?(item)
    if self.class.ammo_user? && item.is_a?(RPG::Weapon)
      weapon_slot = self.class.weapon_slot_id
      if self.equips[weapon_slot]
        return true if item.wtype_id == self.equips[weapon_slot].ammo_type_id
      end
    end
    return krx_ammo_ga_equippable?(item)
  end
  #--------------------------------------------------------------------------
  # ? Performs equipment change
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_ga_ce, :change_equip)
  def change_equip(slot_id, item)
    if item == nil && equips[slot_id] && equips[slot_id].is_a?(RPG::Weapon)
      equips[slot_id].already_equipped = false
    elsif self.class.ammo_slot_id == slot_id && item.is_a?(RPG::Weapon)
      weapon_slot = self.class.weapon_slot_id
      return unless item.is_a?(RPG::Weapon) && item.wtype_id == self.equips[weapon_slot].ammo_type_id
      return unless trade_item_with_party(item, equips[slot_id])
      if equips[slot_id] != nil && equips[slot_id].is_a?(RPG::Weapon)
        equips[slot_id].already_equipped = false
      end
      item.already_equipped = true
      @equips[slot_id].object = item
      return
    end
    krx_ammo_ga_ce(slot_id, item)
  end
  #--------------------------------------------------------------------------
  # * Remove Equipment that Cannot Be Equipped
  #     item_gain:  Return removed equipment to party.
  #--------------------------------------------------------------------------
  def release_unequippable_items(item_gain = true)
    loop do
      last_equips = equips.dup
      @equips.each_with_index do |item, i|
        if !equippable?(item.object) || item.object.etype_id != equip_slots[i]
          if item.object.is_a?(RPG::Weapon)
            item.object.already_equipped = false if item.object.already_equipped == true
          end
          trade_item_with_party(nil, item.object) if item_gain
          item.object = nil
        end
      end
      return if equips == last_equips
    end
  end
  #--------------------------------------------------------------------------
  # ? Determine if a skill can be used
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_ga_scp?, :skill_cost_payable?)
  def skill_cost_payable?(skill)
    return false unless skill_ammo_reqs_ok?(skill)
    return krx_ammo_ga_scp?(skill)
  end
  #--------------------------------------------------------------------------
  # ? Check the ammo requirements for the skill
  #--------------------------------------------------------------------------
  def skill_ammo_reqs_ok?(skill)
    return true if skill.ammo_type_ids.nil? && skill.ammo_absolute_ids.nil?
    result = false
    weapon_id = self.class.weapon_slot_id
    slot_id = self.class.ammo_slot_id
    if skill.ammo_type_ids != nil
      return false unless self.class.ammo_user?
      item = @equips[slot_id].object
      return false if item.nil?
      if skill.ammo_cost
        return false if $game_party.item_number(item) < skill.ammo_cost - 1
      end
      result = true if skill.ammo_type_ids.include?(item.wtype_id)
    end
    if skill.ammo_absolute_ids != nil
      return false unless self.class.ammo_user?
      item = @equips[slot_id].object
      return false if item.nil?
      if skill.ammo_cost
        return false if $game_party.item_number(item) < skill.ammo_cost - 1
      end
      result = true if skill.ammo_type_ids.include?(item.id)
    end
    result
  end
  #--------------------------------------------------------------------------
  # ? Pay the required cost for a skill
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_ga_psc, :pay_skill_cost)
  def pay_skill_cost(skill)
    krx_ammo_ga_psc(skill)
    consume_ammo(skill) if self.class.ammo_user?
  end
  #--------------------------------------------------------------------------
  # ? Consume the required ammo for a skill
  #--------------------------------------------------------------------------
  def consume_ammo(skill)
    return if skill.ammo_type_ids.nil? && skill.ammo_absolute_ids.nil?
    slot_id = self.class.ammo_slot_id
    item = @equips[slot_id].object
    if skill.ammo_cost
      $game_party.lose_item(item, skill.ammo_cost, true)
    else
      $game_party.lose_item(item, 1, true)
    end
  end
end
#===========================================================================
# ? Game_Party
#===========================================================================
class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # * Discard Members' Equipment
  #--------------------------------------------------------------------------
  def discard_members_equip(item, amount)
    n = amount
    members.each do |actor|
      while n > 0 && actor.equips.include?(item)
        if item.is_a?(RPG::Weapon)
          item.already_equipped = false if item.already_equipped == true
        end
        actor.discard_equip(item)
        n -= 1
      end
    end
  end
end

#===========================================================================
# ? Window_ItemList
#===========================================================================

class Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Number of Items
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    quantity = 0
    for member in $game_party.all_members
      if member.class.ammo_user?
        if member.equips[member.class.ammo_slot_id]
          if member.equips[member.class.ammo_slot_id].id == item.id
            quantity += 1
          end
        end
      end
    end
    draw_text(rect, sprintf(":%2d", ($game_party.item_number(item) + quantity)), 2)
  end
end

#===========================================================================
# ? Window_EquipSlot
#===========================================================================

class Window_EquipSlot < Window_Selectable
  #--------------------------------------------------------------------------
  # ? Displays the equipped item
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_wes_di, :draw_item)
  def draw_item(index)
    krx_ammo_wes_di(index)
    rect = item_rect_for_text(index)
    item = @actor.equips[index]
    name = slot_name(index)
    if @actor.class.ammo_user? && name == @actor.class.ammo_slot_name
      unless item.nil?
        draw_text(rect, sprintf(":%2d", $game_party.item_number(item) + 1), 2)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? Determine the name of the slot
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_wes_sn, :slot_name)
  def slot_name(index)
    if @actor && @actor.class.ammo_slot_id == index
      if @actor.equips[@actor.class.weapon_slot_id]
        if @actor.equips[@actor.class.weapon_slot_id].ammo_slot_name != nil
          return @actor.equips[@actor.class.weapon_slot_id].ammo_slot_name        
        else
          return @actor.class.ammo_slot_name
        end
      else
        return @actor.class.ammo_slot_name
      end
    end
    krx_ammo_wes_sn(index)
  end
end

#===========================================================================
# ? Window_Item
#===========================================================================

class Window_EquipItem < Window_ItemList
  #--------------------------------------------------------------------------
  # ? Determine if an item goes in the list
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_wei_include?, :include?)
  def include?(item)
    if @actor.class.ammo_user?
      weapon_slot = @actor.class.weapon_slot_id
      if @slot_id == @actor.class.ammo_slot_id
        return true if item.nil?
        return false unless item.is_a?(RPG::Weapon) && @actor.equips[weapon_slot]
        return false if item.already_equipped == true
        if @actor.equips[@slot_id]
          return false if @actor.equips[@slot_id].id == item.id
        end
        return @actor.equips[weapon_slot].ammo_type_id == item.wtype_id
      else
        if item.is_a?(RPG::Weapon) && @actor.equips[weapon_slot]
          return false if @actor.equips[weapon_slot].ammo_type_id == item.wtype_id
        end
      end
    end
    krx_ammo_wei_include?(item)
  end
  #--------------------------------------------------------------------------
  # ? Determine if an item can be equipped
  #--------------------------------------------------------------------------
  alias_method(:krx_ammo_wei_enable?, :enable?)
  def enable?(item)
    if @actor.class.ammo_user?
      weapon_slot = @actor.class.weapon_slot_id
      if @slot_id == @actor.class.ammo_slot_id && @actor.equips[weapon_slot]
        return true if item.nil?
        return @actor.equips[weapon_slot].ammo_type_id == item.wtype_id
      end
    end
    krx_ammo_wei_enable?(item)
  end
end

az3rtY
az3rtY
Membre

Nombre de messages : 436
Age : 23
Localisation : Sûrement, devant mon pc ^^
Distinction : aucune
Date d'inscription : 16/04/2013
http://kwang.webobo.biz

script de munitions Empty Re: script de munitions

Jeu 25 Sep 2014 - 20:52
Cassez vous pas la tête avec les scripts ^^' Faîtes le truc de base en bidouillant en système en évent ! :P
vickymichaelis
vickymichaelis
Membre

Nombre de messages : 319
Age : 30
Localisation : dans un fromage
Distinction : aucune
Date d'inscription : 15/01/2013

script de munitions Empty Re: script de munitions

Jeu 25 Sep 2014 - 21:02
Le script ne marche pas, ou en tout cas, je n'arrive pas à le faire marcher :/

Az3rtY, je ne sais pas faire ce genre de chose.......
az3rtY
az3rtY
Membre

Nombre de messages : 436
Age : 23
Localisation : Sûrement, devant mon pc ^^
Distinction : aucune
Date d'inscription : 16/04/2013
http://kwang.webobo.biz

script de munitions Empty Re: script de munitions

Jeu 25 Sep 2014 - 21:16
Bah une variable qui contient le nombre de munitions ^^ Condition si la variable = 0 ( Donc plus de munitions ) alors Appel à un evvenement commun : Coup de poing , tu vois rien de bien compliquer ^^ Wink
vickymichaelis
vickymichaelis
Membre

Nombre de messages : 319
Age : 30
Localisation : dans un fromage
Distinction : aucune
Date d'inscription : 15/01/2013

script de munitions Empty Re: script de munitions

Jeu 25 Sep 2014 - 23:01
Non, je ne vois vraiment pas comment faire ça, désolée de ne pas être douée en programmation...
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script de munitions Empty Re: script de munitions

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