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Index du forum > Entraide > [RPG Maker VX Ace] Petit problème de paramétrage de script


Sofreack - posté le 09/07/2015 à 16:14:52 (938 messages postés)

❤ 0

J'ai dix doigts et une main.

Domaine concerné: Script
Logiciel utilisé: RPG Maker VX Ace
Bonjour à tous,

j'ai un petit souci depuis un moment qui commence à me gaver. Pourtant j'ai cherché et essayé presque toute les lignes de script qui me paraissent en liens avec le souci. Donc je me tourne vers vous en espérant trouver une âme charitable pour m'aider.

Voilà j'utilise le Script MOG_Monogatari que j'essais de personnaliser au maximum, ou un minimum (question de point de vue), mais le premier problème tout con c'est la position d'un Layout que je n'arrive pas à modifier. C'est dingue c'est tout con mais je trouve pas. Alors que j'ai modifier quasiment toutes les positions de tout le reste, celui là impossible.

Voici une image:
image

Le "Actor Layout 2", nommé ainsi dans les dossiers graphic et dans le script, est la fenêtre de droite présentant le statut du personnage quand on utilise un objet consommable. Elle apparaît en glissant de droite à gauche. Mais elle déborde sur le menu d'objet. Vous me direz que je peux décaler la liste d'objet, mais non. J'ai galéré à centrer tous les menus et, de plus, le Layout de droite est également utilisé dans le menu des compétences, où là il est bien placé.

Mon deuxième souci est un peu plus chiant (pour mon niveau en script). Il s'agit d'une histoire de "refresh" de la liste d'objet, je suppose. J'utilise le script Falcao Mmorpg Alchemy que j'ai associé au menu sans difficulté mais voilà le fonctionnement pour ceux qui ne connaissent pas. On obtient un plan qui s'ajoute dans l'inventaire, on l’utilise pour l'assimiler, puis on le retrouve dans le menu "Alchemy" que j'ai renommé "Fusion" pour pouvoir le crafter. Voici le souci en image:

Ici on vois bien le plan dans l'inventaire, jusqu'ici tout est normal, regardez bien le "Fer"en dessous et sa quantité, "15":
image

Mais une fois le plan utilisé voilà ce qu'il se passe:

image

Le plan est bien assimilé mais ne disparaît pas de l'inventaire, l'objet en dessous remonte dans la liste par dessous. On vois bien la quantité du Fer à la fin du nom du plan, et ça décale toute la liste. Par contre il suffit de revenir une fois en arrière, puis de revenir dans l'inventaire pour tout retrouver dans la norme:

image

Voici le script Falco Alchemy avec mes modifications:

Portion de code : Tout sélectionner

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#==============================================================================#
#  #*****************#                                                         #
#  #*** By Falcao ***#          * Falcao Mmorpg Alchemy and Extraction System  #
#  #*****************#          This script allows the player to learn two new #
#                               skills, Alchemy and extraction, both of them   #
#       RMVXACE                 used to create Items. Date: March 25 2013      #
#                                                                              #
# Falcao RGSS site:  http://falcaorgss.wordpress.com                           #
# Falcao Forum site: http://makerpalace.com                                    #
#==============================================================================#
 
#-------------------------------------------------------------------------------
# What is this?
#
# - Alchemy is a system that allows you create Items, Weapons and armors by
# combining a list of ingredients.
# - Extraction is a system that allows you extract ingredients from things like 
# plants, rocks etc. 
#
# It is called Crafting
#-------------------------------------------------------------------------------
 
#-------------------------------------------------------------------------------
# * Features
# 
# - Full Alchemy skill system
# - Full Extraction skill system
# - Alchemy and extraction Leveling system
# - Full alchemy and extraction variance system
# - Alchemy can create Weapons, Armors and Items
# - In game maximun Alchemy and extraction levels enabled
# - Alchemy Support up to 20 ingredients mix
# - Alchemy and Extraction, speed, quantity, chance enabled
# - Recipes levels enabled
# - Extraction plants levels enabled
# - Extractions plants respawn enabled
# - Recipes system 
# - Flexible and easy recipe creation
# - Easy to use
#-------------------------------------------------------------------------------
 
# * Terms and license
 
# - Do credit me Falcao as the creator of this system
# - You can modify anything you want 
# - You are allowed to distribute this material in any webpage
# - Do not remove the header of any script shelf
# - You are free to use this script in non-comercial projects, for comercial
#   projects contact me falmc99@gmail.com
 
=begin 
===============================================================================
 * Script Manual
 
 *************************
 * Alchemy skill set up  *
 
 Use the following script call to display the alchemy GUI
 SceneManager.call(Scene_Alchemy)
 
 You will see an empty GUI, the first thing you have to do is create a recipe
 in the database item section using the following notetags
 
 - Here a normal recipe set up
 
 <Output Item Type: Item>
 <Output Item Id: 2>
 <Output Item Chance: 50>
 <Output Item Quantity: 2>
 <Recipe Speed: 1.5>
 <Recipe Level: 1>
 <Recipe Item Mixs: 17, 18, 19>
 <Recipe Item Cost: 3, 2, 2>
 
 - Tags explanation
 
 <Output Item Type: Item>
 recipe output item type, it can be Item, Weapon or Armor
 
 <Output Item Id: 2> 
 Item Type id you choose
 
 <Output Item Chance: 50>
 Chance to produce the item, it can be a number form 1 to 100 percent of chance
 
 <Output Item Quantity: 2>
 How many items you want to get when succes producing?
 
 <Recipe Speed: 1.5>
 production speed, it display a hud. it support decimals
 
 <Recipe Level: 1>
 Level of the recipe (if the player alchemy level is below he cant learn it)
 
 <Recipe Item Mixs: 17, 18, 19>
 Ingredients items ids required to produce the output item
 
 <Recipe Item Cost: 3, 2, 2>
 Quantity of item Mixs required to produce the Ouput item, MUST be in the same
 order of Item Mixs. In this case item id 17 require 3 or more, item id 18
 require 2 and item id 19 require 2.
 
 * IMPORTANT
 Once the game party gets the Item recipe, the game player has to learn the
 recipe from the inventory menu in order to be displayed in the alchemy GUI
 
 -------------------------------------
 * Extraction skill set up  *
 
 In order to extract items plants, rocks or whatever you need, create an event
 with the following comment tags.
 
 Here a regular plant creation
 
 <extract_item: 19>
 <extract_quantity: 3>
 <extract_chance: 70>
 <extract_speed: 1.0>
 <extract_level: 1>
 <extract_times: 3>
 <extract_respawn: 10>
 
 Tags explanation
 
 <extract_item: 19>
 Which item id do you want to extract?
 
 <extract_quantity: 3>
 How many items will be extracted?
 
 <extract_chance: 70>
 Extraction success chance, it can be a number between 1 to 100 percent
 
 <extract_speed: 1.0>
 Extraction speed, it support decimals
 
 <extract_level: 1>
 item extraction level, if player extraction skill is below this level it cannot
 be extracted
 
 <extract_times: 3>
 How many times you want this plant to be extracted before dissapear?
 
 <extract_respawn: 10>
 Time in seconds this plant takes to respawn
 
 IMPORTANT NOTE!
 I strongly recomend to see this script demo examples for the correct usage of
 this complex system
 
=end
 
#===============================================================================
# * Alchemy skill settings
#===============================================================================
module FalcaoAlchemy
  
  # After how many production times get a chance to level up 
  ProductionTimesLevelUp = 5
  
  # Chance to level up when the production times match
  AlchemyLevelUpChance = 50
  
  # After how many party alchemy skill level above of Recipe level have a chance
  # to level up the alchemy skill. Example: Alchemy level = 20
  # Recipe level = 9, there are 11 levels above so party can not level up skill
  SeparateLevel = 10
  
  # Default alchemy maximun level (can be changed in game)
  DefaultMaxLevel = 100
  
  # Sound played when succes produce an item
  SuccesProduceSe = "Ice8"
  
  # Sound played when fail producing an item
  FailProduceSe = "Down1"
  
  # Sound played when succes level up the alchemy skill
  AlchemyLevelUpSe = "Applause2"
end
 
 
#===============================================================================
# * Extraction skill settings
#===============================================================================
module FalExtract
  
  # After how many extraction times get a chance to level up 
  ExtracTimesLevelUp = 7
  
  # Chance to level up when the production times match
  ExtracLevelUpChance = 60
  
  # After how many party extraction skill level above of Plant level have a
  # chance to level up the extraction skill. Example: Extraction level = 20
  # Plant level = 9, there are 11 levels above so party can not level up skill
  SeparateLevell = 5
  
  # Default extraction maximun level (can be changed in game)
  DefaultMaxLevel = 100
  
  # Animation id played while extracting
  ExAnimation = 184
  
  # Sound played when succes extrac an item
  SuccesExtractSe = "Up1"
  
  # Sound played when fail extract an item
  FailExtractSe = "Down1"
  
  # Sound played when level up extraction skill
  AlchemyLevelUpSe = "Thunder11"
  
  #-----------------------------------------------
  def self.check_extracted_ones
    $game_map.events.values.each do |event|
      break if $game_party.ev_extdata[$game_map.map_id].nil?
      if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
        event.erase if $game_party.ev_extdata[$game_map.map_id][event.id][2]
      end
    end
  end
end
 
#Do you want to add the alchemy scene to the game menu? true / false
FalcaoRGSS_AddAlchemy_to_menu = true
 
#-----------------------------------------------------------------------------
# * Script calls
#
# Use this script call only if you want to change the extraction and alchemy
# levels manually
#
# $game_party.alchemy_maxlv(x)   If you want to change the alchemy maximun level
#                                in game change x for the new maximun level
# $game_party.alchemy_lv = x     if you want to change the current alchemy level
#                                change x for the new level
 
# $game_party.extraction_maxlv(x) Extraction max level, change x for the new 
#                                 maximun level
# $game_party.extract_lv = x      Extraction current level, change x for any
#                                 integer
#-------------------------------------------------------------------------------
 
($imported ||= {})['Falcao Mmorpg Alchemy And Extraction'] = 1.0
 
#===============================================================================
# * Falcao Alchemy skill END OF SETINGS
#===============================================================================
class RecipeData
  attr_accessor :recipes
  def initialize
    @recipes = {}
    @ingredients = {}
    register_values
  end
  
  def register_values
    for item in $data_items
      next if item.nil?
      id = item.recipedata("<Output Item Id: ")
      next if id.nil?
      type   = item.recipedata("<Output Item Type: ", false)
      chance = item.recipedata("<Output Item Chance: ")
      quanti = item.recipedata("<Output Item Quantity: ")
      sp     = item.recipedata("<Recipe Speed: ", true, true)
      lv     = item.recipedata("<Recipe Level: ")
      mix    = item.recipedata("<Recipe Item Mixs: ", false)
      @recipes[item.id] = [item.name, type, id, chance, quanti, sp, lv, item.id]
      @ingredients[item.id] = mix.split(",").map { |s| s.to_i }
    end
  end
  
  def recipes
    @recipes
  end
  
  def ingredients
    @ingredients
  end
end
 
class RPG::BaseItem
  def recipedata(comment, s=true, f=false)
    if @note =~ /#{comment}(.*)>/i
      return $1.to_f if f
      return s ? $1.to_i : $1.to_s.sub("\r","")
    end
  end
  
  def costitem
    if @costitemm.nil?
      @costitemm = {}
      if @note =~ /<Recipe Item Mixs: (.*)>/i
        key = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
      end
      if @note =~ /<Recipe Item Cost: (.*)>/i
        value = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
      end
      if key != nil
        index = 0
        key.each {|k| 
        @costitemm[k] = value[index]
        index += 1}
      end
      return @costitemm
    else
      return @costitemm
    end
  end
end
 
class Game_Party < Game_Unit
  attr_reader   :recipes
  attr_accessor   :extract_data, :extract_lv, :extrat_count, :ev_extdata
  attr_accessor   :alchemy_lv, :alchemy_count, :pop_windowdata
  attr_accessor   :al_maxlv, :ex_maxlv
  alias falcaoalchemy_ini initialize
  def initialize
    @recipes = []
    @extract_lv = 1
    @extrat_count = 0
    @ev_extdata = {}
    @alchemy_lv = 1
    @alchemy_count = 0
    @al_maxlv = FalcaoAlchemy::DefaultMaxLevel
    @ex_maxlv = FalExtract::DefaultMaxLevel
    falcaoalchemy_ini
  end
  
  def alchemy_maxlv(lv)
    @al_maxlv = lv if lv >= @al_maxlv
  end
 
  def extraction_maxlv(lv)
    @ex_maxlv = lv if lv >= @ex_maxlv
  end
  
  def add_recipe(id)
    @recipes.push(id) unless @recipes.include?(id)
  end
  
  def pop_w(time, name, text)
    return unless @pop_windowdata.nil?
    @pop_windowdata = [time, text, name]
  end
end
 
class Game_Battler < Game_BattlerBase
  alias falcaoalchemy_mm_item consume_item
  def consume_item(item)
    if item.is_a?(RPG::Item) and !item.recipedata("<Output Item Id: ").nil?
      level = item.recipedata("<Recipe Level: ")
      if $game_party.alchemy_lv >= level
        $game_party.add_recipe(item.id)
        $game_party.pop_w(
        180, 'Fusion', " #{item.name} assimilé!")
      else
        $game_party.gain_item(item, 1)
        $game_party.pop_w(
        180,'Fusion',"Niveau #{level} requis")
        Sound.play_buzzer
      end
    end
    falcaoalchemy_mm_item(item)
  end
  def on_actor_ok
      if item_usable?
         use_item
         refresh_window
         @item_window.refresh 
      else
        Sound.play_buzzer
      end
      refresh
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Window
  #--------------------------------------------------------------------------  
  def refresh_window
      if @command_index == 0
         old_item = @item_window.item
         @item_window.refresh
#         set_actor_for_members_menu
         if @item_window.item  == nil
            @item_window.index -= 1
            @item_window.index = 0 if @item_window.index < 0
            @item_window.update
         end
         if old_item != @item_window.item
            on_actor_cancel
            cancel_selection
            @item_window_2.refresh 
            @item_window.update_help 
         end
      elsif @command_index == 1   
         @weapon_window.refresh 
      elsif @command_index == 2   
         @armor_window.refresh 
      elsif @command_index == 3   
         @key_window.refresh      
      end
  end
end
 
#-------------------------------------------------------------------------------
class Window_AlRecipes < Window_Selectable
  def initialize(x, y, w, h, rdata)
    super(x, y,  w, h)
    @rdata = rdata
    refresh ; select(0)
  end
  
  def item() return @data[self.index] end
    
  def refresh
    self.contents.clear if self.contents != nil
    @data = []
    @rdata.recipes.each {|id, recipe| @data.push(recipe) if 
    $game_party.recipes.include?(id)}
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 26)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  def draw_item(index)
    item = @data[index]
    x, y = index % col_max * (90), index / col_max  * 24
    self.contents.font.size = 18
    draw_icon($data_items[item[7]].icon_index, x, y)
    contents.draw_text(x + 25, y, self.width, 32, item[0])
  end
  
  def item_max
    return @item_max.nil? ? 0 : @item_max 
  end 
end
 
class Window_StartProducing < Window_HorzCommand
  def initialize(dark)
    @darked = dark
    super(200, 350) 
  end
  def window_width()  return 440  end
  def window_height() return 60   end  
    
  def col_max
    return 2
  end
 
  def make_command_list
    add_command("Fusionner",  :start, @darked.items_ready?)
    add_command("Arrêter",   :stop)
  end
  
  def process_cancel
    @darked.meter > 0 ? return : super
  end
end
 
 
class FalcaoExtraction
  include FalExtract
  def initialize
    @col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
    @running = false
    @anitimer = 0
  end
  
  def update
    update_extraction_trigger if Input.trigger?(:C)
    update_display_window if $game_party.extract_data != nil
    update_respawn
  end
  
  def update_respawn
    return if $game_party.ev_extdata[$game_map.map_id].nil?
    $game_map.events.values.each do |event|
      break if $game_party.ev_extdata[$game_map.map_id].nil?
      if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
        if $game_party.ev_extdata[$game_map.map_id][event.id][2]
          $game_party.ev_extdata[$game_map.map_id][event.id][1] -= 1 if
          $game_party.ev_extdata[$game_map.map_id][event.id][1] > 0
          if $game_party.ev_extdata[$game_map.map_id][event.id][1] == 0
            event.fading = [:fade_out, 60]
            $game_party.ev_extdata[$game_map.map_id].delete(event.id)
            if $game_party.ev_extdata[$game_map.map_id].empty?
              $game_party.ev_extdata.delete($game_map.map_id)
            end
            next
          end
        end
      end
    end
  end
 
  def update_display_window
    create_window
    if $game_party.extract_data[5] > 0
      $game_party.extract_data[5] -= 1 
      if $game_party.extract_data[5] == 0
        $game_party.extract_data = nil
        dispose_window
        @running = false
        return
      end
    end
   
    return if $game_party.extract_data[5] > 0
    if @running
      if $game_party.extract_data[5] == 0
        refresh_contents 
        $game_party.extract_data[4] += 1
      end
      if $game_party.extract_data[4] >= $game_party.extract_data[3] * 60
        $game_party.extract_data[5] = 60
        refresh_contents
      end
   end
  end
  
  def create_window
    return if !@ext_window.nil?
    @ext_window = Window_Base.new(544 / 2 - 200 / 10, 415, 200, 66)
    if $game_party.extract_lv >= $game_party.extract_data[6]
      @running = true
    end
    refresh_contents
  end
  
  def refresh_contents
    @ext_window.contents.clear
    @ext_window.contents.fill_rect(0, 10, 26, 38, Color.new(0, 0, 0, 60))
    item = $game_party.extract_data[0]
    @ext_window.draw_icon(item.icon_index, 1, 11)
    @ext_window.contents.font.size = 18
    @ext_window.contents.font.color = @ext_window.normal_color
    @ext_window.contents.font.shadow = true
    string = item.name
    @ext_window.draw_text(-4, -6, @ext_window.width, 32, string, 1)
    @ext_window.contents.font.size = 15
    @ext_window.draw_text(0, 22, 26, 32, $game_party.extract_data[1].to_s, 1)
    @ext_window.contents.font.size = 18
    if @running
      if $game_party.extract_data[5] == 60
        r = rand(101)
        @ext_window.contents.font.color = Color.new(0, 255, 0, 255)
        if r <= $game_party.extract_data[2]
          $game_party.gain_item($game_party.extract_data[0], 
          $game_party.extract_data[1])
          RPG::SE.new(SuccesExtractSe, 80,).play
          @ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Extré', 2)
          if $game_party.extrat_count == ExtracTimesLevelUp - 1
            r2 = rand(101)
            if r2 <= ExtracLevelUpChance
              leveling = true unless stop_growing?
              apply_extraction_growing
            end
          else
            $game_party.extrat_count += 1
          end
          @anitimer = 0
        else
          @ext_window.contents.font.color = Color.new(255, 0, 0, 255)
          RPG::SE.new(FailExtractSe, 80,).play
          @ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Raté', 2)
        end
        apply_variance
        @running = false
      end
      run_extractor if leveling.nil?
    else
      @ext_window.contents.font.color = Color.new(255, 0, 0, 255)
      @ext_window.draw_text(0, 16, @ext_window.width, 32,
      "Ext Nv #{$game_party.extract_data[6]} requis", 1)
      Sound.play_buzzer
      $game_party.extract_data[5] = 120
    end
  end
  
  def stop_growing?
    lv = $game_party.extract_data[6]
    return true if $game_party.extract_lv == $game_party.ex_maxlv
    return true unless $game_party.extract_lv <= lv + SeparateLevell - 1
    return false
  end
  
  # growing
  def apply_extraction_growing
    return if stop_growing?
    RPG::SE.new(AlchemyLevelUpSe, 80,).play
    $game_party.extract_lv += 1
    $game_party.extrat_count = 0
    @ext_window.draw_text(30, 20, @ext_window.width, 32, 
    "Comp- Nv #{$game_party.extract_lv}!")
  end
  
  def apply_variance
    $game_party.ev_extdata[$game_map.map_id] = {} if 
    $game_party.ev_extdata[$game_map.map_id].nil?
    event = $game_party.extract_data[7]
    times = event.check_ext("<extract_times: ")
    res   = event.check_ext("<extract_respawn: ") * 60
    if $game_party.ev_extdata[$game_map.map_id][event.id].nil?
      $game_party.ev_extdata[$game_map.map_id][event.id] = [times, res, false]
    end
    $game_party.ev_extdata[$game_map.map_id][event.id][0] -= 1
    if $game_party.ev_extdata[$game_map.map_id][event.id][0] == 0
      event.fading = [:fade_in, 60]
      $game_party.ev_extdata[$game_map.map_id][event.id][2] = true
    end
  end
  
  def run_extractor
    x, y = 30, 30
    @ext_window.contents.fill_rect(x, y, 102, 12, @col[2])
    max = $game_party.extract_data[3] * 60
    meter = $game_party.extract_data[4]
    @ext_window.contents.fill_rect(x+1, y+1, 100 *meter / max, 5, @col[0])
    @ext_window.contents.fill_rect(x+1, y+6, 100 *meter / max, 5, @col[1])
    @anitimer += 1
    @anitimer = 0 if @anitimer == 6
    $game_party.extract_data[7].animation_id = ExAnimation if @anitimer == 2
    $game_player.pattern = 2
  end
  
  def dispose_window
    return if @ext_window.nil?
    @ext_window.dispose
    @ext_window = nil
  end
 
  def update_extraction_trigger
    return if $game_party.extract_data != nil
    $game_map.events.values.each do |event|
      next if event.fading[1] > 0
      next unless $game_player.in_front_ext?(event)
      item   = event.check_ext("<extract_item: ")
      weapon = event.check_ext("<extract_weapon: ")
      armor  = event.check_ext("<extract_weapon: ")
      if item != 0      then kind = $data_items[item]
      elsif weapon != 0 then kind = $data_weapons[weapon]
      elsif armor != 0  then kind = $data_armor[armor]
      end
      if kind != nil
        quantity = event.check_ext("<extract_quantity: ")
        chance   = event.check_ext("<extract_chance: ")
        speed    = event.check_ext("<extract_speed: ", false)
        lv       = event.check_ext("<extract_level: ")
        $game_party.extract_data = [kind,quantity,chance,speed,meter=0, t=0,
        lv, event]
        break
      end
    end
  end
  
  def dispose
    dispose_window
  end
end
 
class Spriteset_Map
  alias falcaoextraction_create_p create_pictures
  def create_pictures
    falcaoextraction_create_p
    @falextraction = FalcaoExtraction.new
  end
  
  alias falcaoextraction_update update
  def update
    falcaoextraction_update
    @falextraction.update
  end
  
  alias falcaoextraction_dispose dispose
  def dispose
    falcaoextraction_dispose
    @falextraction.dispose
  end
end
 
class Game_Event < Game_Character
  attr_accessor :opacity, :erased, :fading
  def check_ext(comment, f=true)
    return 0 if @list.nil? or @list.size <= 0
    for item in @list
      if item.code == 108 or item.code == 408
        return f ? $1.to_i : $1.to_f if item.parameters[0] =~ /#{comment}(.*)>/i
      end
    end
    return 0
  end
  
  alias falcaoexts_ini initialize
  def initialize(map_id, event)
    @fading = [:fade_in, time=0]
    falcaoexts_ini(map_id, event)
  end
 
  alias falcaoexts_up update
  def update
    if @fading[1] > 0
      @fading[1] -= 1
      if @fading[0] == :fade_in
        @opacity -= 4 if @opacity >= 0
        erase if @fading[1] == 0
      elsif @fading[0] == :fade_out
        if @erased
          @erased = false
          refresh ; @opacity = 0
        end
        @opacity += 4 if @opacity <= 255
      end
    end
    falcaoexts_up
  end
end
 
class Game_Player < Game_Character
  attr_accessor :pattern
  def in_front_ext?(target)
    return true if @direction == 2 and @x == target.x and (@y+1) == target.y
    return true if @direction == 4 and (@x-1) == target.x and @y == target.y
    return true if @direction == 6 and (@x+1) == target.x and @y == target.y
    return true if @direction == 8 and @x == target.x and (@y-1) == target.y
    return false
  end
  
  def update_anime_pattern
    return if !$game_party.extract_data.nil?
    super
  end
  
  alias falcaoextraction_mov movable?
  def movable?
    return false if $game_party.extract_data != nil
    falcaoextraction_mov
  end
  
  alias falcaoext_perform_transfer perform_transfer
  def perform_transfer
    falcaoext_perform_transfer
    FalExtract.check_extracted_ones if $game_map.map_id !=  @new_map_id
  end
end
 
class << DataManager
  alias falcaoalchemy_mmo_load load_normal_database
  def DataManager.load_normal_database
    falcaoalchemy_mmo_load
    for item in $data_items
      next if item.nil?
      if item.recipedata("<Output Item Id: ") != nil
        item.name = item.name
        item.consumable = true
        item.scope = 0
      end
    end
  end
  
  alias falcaoalchemy_reloadmap reload_map_if_updated
  def DataManager.reload_map_if_updated
    falcaoalchemy_reloadmap
    FalExtract.check_extracted_ones if 
    $game_system.version_id != $data_system.version_id
  end
end
 
# ingredients
class AlIngredients
  attr_accessor :meter
  def initialize(rdata)
    @ingredients = Window_Base.new(200, 40, 440, 330)
    @ingredients.opacity = 0
    @recipe = []
    @meter = 0
    @rdata = rdata
  end
  
  def refresh(recipe)
    @recipe = recipe
    @ingredients.contents.clear
    @ingredients.contents.font.size = 24 ; w = @ingredients.width
    @ingredients.contents.fill_rect(0, 24, w, 220, Color.new(0, 0, 0, 60))
    apply_color(1)
    @ingredients.draw_text(-16, -6, w, 32, 'Ingrédients', 1)
    draw_ingredients
  end
  
  def draw_ingredients
    manager = y = 0
    for i in ingredients
      item = $data_items[i]
      manager += 1
      (manager%2 == 0) ? x = 156 : y += 24
      x = 0 unless (manager%2 == 0)
      enable = $game_party.item_number(item) >= cost[item.id]
      enable ? apply_color(1) : apply_color(2)
      @ingredients.draw_icon(item.icon_index, x, y, enable)
      @ingredients.contents.font.size = 15
      number = $game_party.item_number(item)
      @ingredients.draw_text(x - 2, y + 6, 32, 32, number.to_s, 1)
      @ingredients.contents.font.size = 18
      @ingredients.draw_text(x + 24, y,212,32, item.name + " X#{cost[item.id]}")
    end
  end
  
  def items_ready?
    return false if @meter > 0
    combi = ingredients ; item = [] ; combi = [] if combi.nil?
    combi.each {|i|
    it =$data_items[i]; item << i if $game_party.item_number(it) >= cost[it.id]}
    item.size == combi.size
  end
 
  def apply_color(c)
    @ingredients.contents.font.color = @ingredients.normal_color if c == 1
    @ingredients.contents.font.color = Color.new(255,255,255,255)  if c == 2
  end
  
  def ingredients
    return @rdata.ingredients[@recipe.last]
  end
  
  def dispose
    @ingredients.dispose
  end
  
  
  def update_index(recipe_index)
    @recipe_index = recipe_index
  end
  
  def cost
    return $data_items[@recipe_index].costitem
  end
end
 
 
#----------
class Scene_Alchemy < Scene_MenuBase
  include FalcaoAlchemy
  #--------------------------------------------------------------------------
  # * Create Background
  #--------------------------------------------------------------------------
  def create_background
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("Fusion")
  end
  #--------------------------------------------------------------------------
  # * Free Background
  #--------------------------------------------------------------------------
  def dispose_background
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  def start
    super
    recipedata = RecipeData.new
    @col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
    @meter = 0
    @infow = Window_Base.new(0, 0, 200, 60)
    @alstatus = Window_Base.new(0, 390, 200, 90)
    refresh_alstatus
    @infow.opacity = 0
    @infow.contents.font.size = 20
    @infow.draw_text(-16, 0, @infow.width, 32, 'Recette/Formule/Plan', 1)
    @recipes = Window_AlRecipes.new(0, 60, 200, 330, recipedata)
    @recipes.opacity = 0
    @ngrewindow = AlIngredients.new(recipedata)
    update_rindex
    @oven = Window_Base.new(200, 390, 440, 90)
    @oven.opacity = 0
    @pop_timer = 0
    update_recipe
    @start_window = Window_StartProducing.new(@ngrewindow)
    update_cancel
    @start_window.set_handler(:start,     method(:update_start))
    @start_window.set_handler(:stop,      method(:update_stop))
    @start_window.set_handler(:cancel,    method(:update_cancel))
    @start_window.opacity = 0
  end
  
  def refresh_alstatus
    @alstatus.contents.clear
    @alstatus.contents.font.size = 18; w = @alstatus.width ; g = $game_party
    @alstatus.draw_icon(218, 0, 16)  ; arr = [g.al_maxlv.to_s, g.ex_maxlv.to_s]
    @alstatus.draw_icon(482, 0, 40)
    @alstatus.draw_text(-16, -8, w, 32, " -Niveau de compétence-", 1)
    @alstatus.draw_text(26, 16, w, 32,"Fusion: #{g.alchemy_lv}/" + arr[0]) 
    @alstatus.draw_text(26, 40, w, 32,"Extraction: #{g.extract_lv}/" + arr[1])
    @alstatus.opacity = 0
  end
  
  def update_start
    @ngrewindow.meter = 1
  end
  
  def update_stop
    @ngrewindow.meter = 0
    @start_window.refresh
    @start_window.activate
    refresh_oven
  end
  
  def output_item
    item = @recipes.item
    kind = $data_items[item[2]]   if item[1]=='Item'   || item[1]=='item'
    kind = $data_weapons[item[2]] if item[1]=='Weapon' || item[1]=='weapon'
    kind = $data_armors[item[2]]  if item[1]=='Armor'  || item[1]=='armor'
    kind
  end
  
  def update_cancel
    @start_window.unselect
    @start_window.deactivate
    @recipes.activate
  end
  
  def refresh_ingredients
    @ngrewindow.refresh(@recipes.item)
  end
  
  def refresh_oven
    @oven.contents.clear
    @oven.contents.font.size = 18
    @oven.contents.fill_rect(0, 31, 31, 36, Color.new(0, 200, 200, 60))
    @oven.draw_text(-16, -6,  @oven.width, 32, 'Processus', 1)
    if @pop_timer > 0
      @oven.contents.font.color = Color.new(200, 200, 0, 255)
      @oven.draw_text(0, -6,  @oven.width, 32, @type)
    end
    @oven.contents.font.color = @oven.normal_color
    @oven.draw_icon(output_item.icon_index, 4, 34)
    @oven.contents.font.size = 15
    @oven.draw_text(0, 45, 33, 32, @recipes.item[4], 1)
    @oven.contents.font.size = 18
    @oven.draw_text(34, 23, 250, 32, output_item.name)
    @oven.draw_text(-26, 5,  @oven.width, 32, 'Chance de réussite', 2)
    @oven.draw_text(-26, 20,  @oven.width, 32,  @recipes.item[3].to_s + '%', 2)
    x, y = 33, 52
    @oven.contents.fill_rect(x, y, 150, 12, @col[2])
    max = @recipes.item[5] * 60
    @oven.contents.fill_rect(x+1, y+1, 152 *@ngrewindow.meter / max, 5, @col[0])
    @oven.contents.fill_rect(x+1, y+6, 152 *@ngrewindow.meter / max, 5, @col[1])
  end
  
  def update_rindex
    @ngrewindow.update_index(@recipes.item[7]) unless @recipes.item.nil?
  end
  
  def update
    super
    update_rindex
    update_recipe
    SceneManager.return if Input.trigger?(:B) and @recipes.active
    update_selection if Input.trigger?(:C) and @recipes.active and
    !@recipes.item.nil?
    update_meter
  end
  
  def update_meter
    if @pop_timer > 0
      @pop_timer -= 1
      refresh_oven if @pop_timer == 0 
    end
    
    if @ngrewindow.meter != 0
      @start_window.refresh if @ngrewindow.meter == 1
      @start_window.activate if @ngrewindow.meter == 1
      @ngrewindow.meter += 1
      refresh_oven
      if @ngrewindow.meter >= @recipes.item[5] * 60
        @ngrewindow.meter = 0
        random = rand(101)
        random <= @recipes.item[3] ? success_producing : fail_producing
      end
    end
  end
  
  def success_producing
    RPG::SE.new(SuccesProduceSe, 80,).play
    $game_party.gain_item(output_item, @recipes.item[4])
    @type = 'Réussi!' ; @pop_timer = 60
    destroy_items
    apply_alchemy_growing
  end
  
  def apply_alchemy_growing
    return if $game_party.alchemy_lv == $game_party.al_maxlv
    return unless $game_party.alchemy_lv <= @recipes.item[6] + SeparateLevel - 1
    if $game_party.alchemy_count == ProductionTimesLevelUp - 1
      r2 = rand(101)
      if r2 <= AlchemyLevelUpChance
        $game_party.alchemy_lv += 1
        RPG::SE.new(AlchemyLevelUpSe, 80,).play
        $game_party.alchemy_count = 0
        refresh_alstatus
      end
      else
      $game_party.alchemy_count += 1
    end
  end
  
  def fail_producing
    RPG::SE.new(FailProduceSe, 80,).play
    @type = 'Raté!' ; @pop_timer = 60
    destroy_items
  end
  
  def destroy_items
    c = $data_items[@recipes.item[7]].costitem
    @ngrewindow.ingredients.each {|i|$game_party.lose_item($data_items[i],c[i])}
    refresh_ingredients
    refresh_oven
    @ngrewindow.items_ready? ? update_start : @start_window.refresh
  end
 
  def update_selection
    Sound.play_ok
    @start_window.select(0)
    @start_window.activate
    @recipes.deactivate
  end
  
  def update_recipe
    return if @recipes.item.nil?
    if @recipe_index != @recipes.index
      @recipe_index = @recipes.index
      refresh_ingredients
      @start_window.refresh if !@start_window.nil?
      refresh_oven
    end
  end
  
  def terminate
    super
    @recipes.dispose
    @infow.dispose
    @ngrewindow.dispose
    @start_window.dispose
    @oven.dispose
    @alstatus.dispose
  end
end
 
# Input module update engine
class << Input
  alias falcaoalchemy_mmo_update update
  def Input.update
    update_popwindow2 if !$game_party.nil? and !$game_party.pop_windowdata.nil?
    falcaoalchemy_mmo_update
  end
  
  # pop window global
  def update_popwindow2
    $game_party.pop_windowdata[0] -= 1 if $game_party.pop_windowdata[0] > 0
    if @temp_window.nil?
      tag = $game_party.pop_windowdata[2]
      string = $game_party.pop_windowdata[1] + tag
      width = (string.length * 9) - 10
      x, y = Graphics.width / 2 - width / 2,  Graphics.height / 2 - 64 / 2
      @temp_window = Window_Base.new(x, y, width, 64)
      @temp_window.contents.font.size = 20
      @temp_window.z = 9999
      @temp_window.draw_text(-10, -6, width, 32, tag, 1)
      @temp_window.draw_text(-10,14, width, 32, $game_party.pop_windowdata[1],1)
      @current_scene = SceneManager.scene.class 
    end
    if $game_party.pop_windowdata[0] == 0 || 
      @current_scene != SceneManager.scene.class 
      @temp_window.dispose
      @temp_window = nil
      $game_party.pop_windowdata = nil
    end
  end
end
 
if FalcaoRGSS_AddAlchemy_to_menu
class Window_MenuCommand < Window_Command
  alias falcaoadd_alchemy add_original_commands
  def add_original_commands
    add_command('Fusion',   :alchemy, main_commands_enabled)
    falcaoadd_alchemy
  end
end
 
class Scene_Menu < Scene_MenuBase
  alias falcao_alchemy_command create_command_window
  def create_command_window
    falcao_alchemy_command
    @command_window.set_handler(:alchemy,   method(:call_alchemy_scene))
  end
  def call_alchemy_scene
    SceneManager.call(Scene_Alchemy)
  end
end
end



Et voici le script avec mes modification du MOG_Monogatari:

http://www.mediafire.com/view/ut74xuc4wacosbl/Monogatari.txt

Valjean Story

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