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Rajouts de points avancé 2.4

Permet de rajouter des points à distribuer pour augmenter ses stats. Les points sont gagnés à la montée d'un niveau. Configuration de points gagnés et de la valeur des points par stats dans les paramètres.

Script pour RPG Maker XP
Ecrit par Inconnu
Publié par julienRPG (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Inconnu
Logiciel : RPG Maker XP
Nombre de scripts : 1

Voilà un script qui vous permettra d'attribuer des points de competence quand vous paser un Niveau
A mettre au dessus de Main et nommé le comme vous voulez :

Portion de code : Tout sélectionner

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#=====================================================
# Rajout de points avancé
# Version 2.4
# Insérez un nouveau script au dessus de main et appelez le comme vous voulez.
# Lisez les explications un peu plus bas pour comprendre comment ce script fonctionne.
#=====================================================
PSPEND_LVUPTEXT = "Points de Compétence disponibles : "
PSPEND_SPTEXT = " Points de Compétence"
PSPEND_ANSWERS = ["Utiliser","Garder"]
PSPEND_HELP_TEXT = ["Améliorer la Force","Améliorer l'Agilite",
"Améliorer la Défense","Améliorer l'Intelligence","Améliorer les PV Max",
"Améliorer les PM Max","Rectifier la répartition","Valider la répartition"]
PSPEND_B1 = "Corriger"
PSPEND_B2 = "Terminer"
LVUP_TEXT = " 10 Points !"
DESC_TEXT = "Les points de compétences non utilisés seront conservés."
 
#=====================================================
SPADD = 10 #Nombre de point de compétence gagnés à chaque niveau
 
AGILITY_ADD = 1 #Nombre de point d'agilité gagnés pour un point de compétence
DEXTERITY_ADD = 1 #Nombre de point de défense gagnés pour un point de compétence
INTELIGENCE_ADD = 1 #Nombre de point d'intelligence gagnés pour un point de compétence
STRENGTH_ADD = 1 #Nombre de point de force gagnés pour un point de compétence
HP_ADD = 4 #Nombre de PV maximum gagnés pour un point de compétence
SP_ADD = 3 #Nombre de PM maximum gagnés pour un point de compétence
#=====================================================
 
$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0
#=====================================================
class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end
 
def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end
 
def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end
 
end
 
#============================================
 
class Game_Actor
 
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$game_system.actor_attr.get_attributes(@actor_id)
@level += 1
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD
$game_system.PSPEND_ACTORS[@actor_id - 1] = true
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
$game_system.actor_attr.get_attributes(@actor_id)
@level -= 1
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
 
def level=(level)
if level < self.level
$game_system.actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$game_system.actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$game_system.actor_attr.set_attributes(@actor_id)
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD
$game_system.PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end
 
#============================================
 
class Scene_Title
 
def command_new_game
$game_system.se_play($data_system.decision_se)
 
Audio.bgm_stop
 
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$game_system.PSPEND_ACTORS.push(false)
$game_system.PSPEND_POINTS.push(0)
end
 
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
 
 
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
 
def battle_test
 
 
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
 
Graphics.frame_count = 0
 
 
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
 
$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$game_system.PSPEND_ACTORS.push(false)
$game_system.PSPEND_POINTS.push(0)
end
 
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
 
 
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
 
$scene = Scene_Battle.new
end
end
 
#===========================================
 
class Window_Base < Window
 
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw =bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw,ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
 
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $game_system.PSPEND_POINTS[actor.id - 1] != 0
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end
 
end
 
#============================================
 
class PSPEND_CUSTOM_WINDOW < Window_Selectable
 
def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $game_system.PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end
 
def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$game_system.PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260
 
for i in 0...@item_max
draw_item(i, normal_color)
end
end
 
def draw_item(index, color)
if $game_system.PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)
 
when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)
 
when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)
 
when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)
 
when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end
 
def disable_item(index)
draw_item(index, disabled_color)
end
 
def update_cursor_rect
 
if @index < 0
self.cursor_rect.empty
return
end
 
row = @index / @column_max
 
if row < self.top_row
self.top_row = row
end
 
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
 
cursor_width = self.width / @column_max - 32
 
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
 
self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end
#==========================================
 
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
 
def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $game_system.PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 600
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 2
@c.x = 500
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win
 
if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end
 
def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.PSPEND_ACTORS[@actor.id - 1] = true
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$game_system.PSPEND_ACTORS[@actor.id - 1] = true
$scene = Scene_Menu.new
return
end
end
end
end
 
#===========================================
 
class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end
 
def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end
 
def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$game_system.PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$game_system.PSPEND_ACTORS[@actor_ind] = true
return
end
if Input.repeat?(Input::RIGHT)
unless $game_system.PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$game_system.PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$game_system.PSPEND_POINTS[@actor_ind] += 1
when 7
$game_system.PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end
 
 
if Input.repeat?(Input::LEFT)
unless $game_system.PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$game_system.PSPEND_POINTS[@actor_ind] -= 1
when 7
$game_system.PSPEND_POINTS[@actor_ind] -= 1
end
$game_system.PSPEND_POINTS[@actor_ind] += 1
@spend.refresh
 
return
end
 
 
if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$game_system.PSPEND_ACTORS[@actor_ind] = true
return
end
end
end
end
 
class Game_System
attr_accessor :actor_attr
attr_accessor :PSPEND_POINTS
attr_accessor :PSPEND_ACTORS
alias initialize_orig initialize
def initialize
initialize_orig
self.PSPEND_POINTS = []
self.PSPEND_ACTORS = []
end
end




Mis à jour le 20 novembre 2020.






julbomb - posté le 17/08/2008 à 12:08:43 (130 messages postés)

❤ 0

Pas mal ton script mais tu aurais du préciser que pour distribué le points de compétence il fallait aller dans le menu "Etat".

---Un conseil cliquez pas ici-----Affrontez ma brute-----Tiens mais qu'est ce que c'est que ça ?---


lejoyeuxcla - posté le 17/08/2008 à 18:37:53 (12 messages postés)

❤ 0

Lieu : Devant mon ordi Profession : Makeur

C'est un bon script mais des fois il y a des fautes d'orthographes et c'est plutôt gênant quand on veut publier le jeu.

EDIT : J'ai amélioré le script normalement il n'y a plus de fautes.

Portion de code : Tout sélectionner

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#===================================================== 
# Rajout de points avancé 
# Version 2.4 
# Insérez un nouveau script au dessus de main et appelez le comme vous voulez.
#Lisez les explications un peu plus bas pour comprendre comment ce script fonctionne.
#===================================================== 
PSPEND_LVUPTEXT = "Points de Compétence disponibles : " 
PSPEND_SPTEXT = " Points de Compétence" 
PSPEND_ANSWERS = ["Utiliser","Garder"] 
PSPEND_HELP_TEXT = ["Améliorer la Force","Améliorer l'Agilite", 
"Améliorer la Défense","Améliorer l'Intelligence","Améliorer les PV Max", 
"Améliorer les PM Max","Rectifier la répartition","Valider la répartition"] 
PSPEND_B1 = "Corriger" 
PSPEND_B2 = "Terminer" 
LVUP_TEXT = " 10 Points !" 
DESC_TEXT = "Les points de compétences non utilisés seront conservés." 
 
#=====================================================
SPADD = 10                        #Nombre de point de compétence gagnés à chaque niveau
 
AGILITY_ADD = 1                #Nombre de point d'agilité gagnés pour un point de compétence
DEXTERITY_ADD = 1          #Nombre de point de défense gagnés pour un point de compétence
INTELIGENCE_ADD = 1        #Nombre de point d'intelligence gagnés pour un point de compétence
STRENGTH_ADD = 1          #Nombre de point de force gagnés pour un point de compétence
HP_ADD = 4                    #Nombre de PV maximum gagnés pour un point de compétence
SP_ADD = 3                    #Nombre de PM maximum gagnés pour un point de compétence
#=====================================================
 
$PSPEND_ADD = [1,1,1,1,1,1] 
$PSPEND_ATTR = [1,1,1,1,1,1] 
$PSPEND_RET = 0 
#=====================================================
class PSPEND_GET_SET_ACTOR_ATRIBUTTES 
def initialize(type) 
if !$BTEST 
case type 
when 0 
return 
when 1 
get_attributes 
when 2 
set_attributes 
end 
end 
end 
 
def get_attributes(actorid) 
@actor = $game_actors[actorid] 
$PSPEND_ATTR[1] = @actor.str 
$PSPEND_ATTR[2] = @actor.agi 
$PSPEND_ATTR[3] = @actor.dex 
$PSPEND_ATTR[4] = @actor.int 
$PSPEND_ATTR[5] = @actor.maxhp 
$PSPEND_ATTR[6] = @actor.maxsp 
end 
 
def set_attributes(actorid) 
@actor = $game_actors[actorid] 
@actor.str = $PSPEND_ATTR[1] 
@actor.agi = $PSPEND_ATTR[2] 
@actor.dex = $PSPEND_ATTR[3] 
@actor.int = $PSPEND_ATTR[4] 
@actor.maxhp = $PSPEND_ATTR[5] 
@actor.maxsp = $PSPEND_ATTR[6] 
end 
 
end 
 
#============================================
 
class Game_Actor 
 
def exp=(exp) 
@exp = [[exp, 9999999].min, 0].max 
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 
$game_system.actor_attr.get_attributes(@actor_id) 
@level += 1 
$game_system.actor_attr.set_attributes(@actor_id) 
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD 
$game_system.PSPEND_ACTORS[@actor_id - 1] = true 
for j in $data_classes[@class_id].learnings 
if j.level == @level 
learn_skill(j.skill_id) 
end 
end 
end 
while @exp < @exp_list[@level] 
$game_system.actor_attr.get_attributes(@actor_id) 
@level -= 1 
$game_system.actor_attr.set_attributes(@actor_id) 
$game_system.PSPEND_ACTORS[@actor_id - 1] = false 
end 
@hp = [@hp, self.maxhp].min 
@sp = [@sp, self.maxsp].min 
end 
 
def level=(level) 
if level < self.level 
$game_system.actor_attr.get_attributes(@actor_id) 
level = [[level, $data_actors[@actor_id].final_level].min, 1].max 
$game_system.actor_attr.set_attributes(@actor_id) 
$game_system.PSPEND_ACTORS[@actor_id - 1] = false 
self.exp = @exp_list[level] 
return 
end 
$game_system.actor_attr.get_attributes(@actor_id) 
level = [[level, $data_actors[@actor_id].final_level].min, 1].max 
$game_system.actor_attr.set_attributes(@actor_id) 
$game_system.PSPEND_POINTS[@actor_id - 1] += SPADD 
$game_system.PSPEND_ACTORS[@actor_id - 1] = true 
self.exp = @exp_list[level] 
return 
end 
end 
 
#============================================
 
class Scene_Title 
 
def command_new_game 
$game_system.se_play($data_system.decision_se) 
 
Audio.bgm_stop 
 
Graphics.frame_count = 0 
$game_temp = Game_Temp.new 
$game_system = Game_System.new 
$game_switches = Game_Switches.new 
$game_variables = Game_Variables.new 
$game_self_switches = Game_SelfSwitches.new 
$game_screen = Game_Screen.new 
$game_actors = Game_Actors.new 
$game_party = Game_Party.new 
$game_troop = Game_Troop.new 
$game_map = Game_Map.new 
$game_player = Game_Player.new  
$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0) 
for i in 0..$data_actors.size - 2 
$game_system.PSPEND_ACTORS.push(false) 
$game_system.PSPEND_POINTS.push(0) 
end 
 
$game_party.setup_starting_members 
$game_map.setup($data_system.start_map_id) 
$game_player.moveto($data_system.start_x, $data_system.start_y) 
$game_player.refresh 
 
 
$game_map.autoplay 
$game_map.update 
$scene = Scene_Map.new 
end 
 
def battle_test 
 
 
$data_actors = load_data("Data/BT_Actors.rxdata") 
$data_classes = load_data("Data/BT_Classes.rxdata") 
$data_skills = load_data("Data/BT_Skills.rxdata") 
$data_items = load_data("Data/BT_Items.rxdata") 
$data_weapons = load_data("Data/BT_Weapons.rxdata") 
$data_armors = load_data("Data/BT_Armors.rxdata") 
$data_enemies = load_data("Data/BT_Enemies.rxdata") 
$data_troops = load_data("Data/BT_Troops.rxdata") 
$data_states = load_data("Data/BT_States.rxdata") 
$data_animations = load_data("Data/BT_Animations.rxdata") 
$data_tilesets = load_data("Data/BT_Tilesets.rxdata") 
$data_common_events = load_data("Data/BT_CommonEvents.rxdata") 
$data_system = load_data("Data/BT_System.rxdata") 
 
Graphics.frame_count = 0 
 
 
$game_temp = Game_Temp.new 
$game_system = Game_System.new 
$game_switches = Game_Switches.new 
$game_variables = Game_Variables.new 
$game_self_switches = Game_SelfSwitches.new 
$game_screen = Game_Screen.new 
$game_actors = Game_Actors.new 
$game_party = Game_Party.new 
$game_troop = Game_Troop.new 
$game_map = Game_Map.new 
$game_player = Game_Player.new 
 
$game_system.actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0) 
for i in 0..$data_actors.size - 2 
$game_system.PSPEND_ACTORS.push(false) 
$game_system.PSPEND_POINTS.push(0) 
end 
 
$game_party.setup_battle_test_members 
$game_temp.battle_troop_id = $data_system.test_troop_id 
$game_temp.battle_can_escape = true 
$game_map.battleback_name = $data_system.battleback_name 
 
 
$game_system.se_play($data_system.battle_start_se) 
$game_system.bgm_play($game_system.battle_bgm) 
 
$scene = Scene_Battle.new 
end 
end 
 
#===========================================
 
class Window_Base < Window 
 
def draw_actor_battler(actor, x, y) 
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) 
cw =bitmap.width 
ch = bitmap.height 
src_rect = Rect.new(0, 0, cw,ch) 
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) 
end 
 
def draw_actor_name(actor, x, y) 
self.contents.font.color = normal_color 
self.contents.draw_text(x, y, 120, 32, actor.name) 
cx = self.contents.text_size(actor.name).width 
if $game_system.PSPEND_POINTS[actor.id - 1] != 0
self.contents.font.color = crisis_color 
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT) 
end 
self.contents.font.color = normal_color 
end 
 
end 
 
#============================================
 
class PSPEND_CUSTOM_WINDOW < Window_Selectable 
 
def initialize(winactorid) 
super(0, 64, 640, 480 - 64) 
commands = [1,2,3,4,5,6,7,8] 
@item_max = commands.size 
@commands = commands 
self.contents = Bitmap.new(width - 32,height - 32) 
self.contents.font.name = $fontface 
self.contents.font.size = $fontsize 
@actor = $game_actors[winactorid + 1] 
@y = 10 
$PSPEND_RET = $game_system.PSPEND_POINTS[@actor.id - 1] 
refresh(true) 
self.index = 0 
end 
 
def refresh(ret = false) 
self.contents.clear 
@y = 10 
if ret 
$PSPEND_ADD[1] = @actor.str 
$PSPEND_ADD[2] = @actor.agi 
$PSPEND_ADD[3] = @actor.dex 
$PSPEND_ADD[4] = @actor.int 
$PSPEND_ADD[5] = @actor.maxhp 
$PSPEND_ADD[6] = @actor.maxsp 
$game_system.PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET 
ret = false 
end 
draw_actor_battler(@actor,20 + 100,@y + 200) 
draw_actor_name(@actor,20 + 32,@y + 220) 
cx = self.contents.text_size(PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s).width 
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $game_system.PSPEND_POINTS[@actor.id - 1].to_s) 
cx = self.contents.text_size(DESC_TEXT).width 
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT) 
@y += 150 
@x = 260 
 
for i in 0...@item_max 
draw_item(i, normal_color) 
end 
end 
 
def draw_item(index, color) 
if $game_system.PSPEND_POINTS[@actor.id - 1] <= 0 
self.contents.font.color = disabled_color 
else 
self.contents.font.color = color 
end 
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32) 
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) 
case index 
when 0 
self.contents.draw_text(rect, $data_system.words.str) 
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width 
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s) 
when 1 
self.contents.draw_text(rect, $data_system.words.agi ) 
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width 
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s) 
when 2 
self.contents.draw_text(rect, $data_system.words.dex ) 
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width 
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s) 
 
when 3 
self.contents.draw_text(rect, $data_system.words.int ) 
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width 
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s) 
 
when 4 
self.contents.draw_text(rect, $data_system.words.hp ) 
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width 
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s) 
 
when 5 
self.contents.draw_text(rect, $data_system.words.sp ) 
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width 
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s) 
 
when 6 
self.contents.font.color = color 
self.contents.draw_text(rect,PSPEND_B1) 
when 7 
self.contents.font.color = color 
self.contents.draw_text(rect,PSPEND_B2) 
end 
end 
 
def disable_item(index) 
draw_item(index, disabled_color) 
end 
 
def update_cursor_rect 
 
if @index < 0 
self.cursor_rect.empty 
return 
end 
 
row = @index / @column_max 
 
if row < self.top_row 
self.top_row = row 
end 
 
if row > self.top_row + (self.page_row_max - 1) 
self.top_row = row - (self.page_row_max - 1) 
end 
 
cursor_width = self.width / @column_max - 32 
 
x = @index % @column_max * (cursor_width + 32) 
y = @index / @column_max * 32 - self.oy 
 
self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32) 
end 
end 
#==========================================
 
class Scene_Status 
def initialize(actor_index = 0, equip_index = 0) 
@actor_index = actor_index 
end 
 
def main 
@actor = $game_party.actors[@actor_index] 
$ACTORD = @actor 
@status_window = Window_Status.new(@actor) 
Graphics.transition 
if $game_system.PSPEND_ACTORS[@actor.id - 1] 
@h = Window_Help.new 
@h.set_text(PSPEND_LVUPTEXT) 
@h.y = 600 
@h.z = 9997 
@c = Window_Command.new(140,PSPEND_ANSWERS) 
@c.y = 2 
@c.x = 500 
@c.z = 9998 
loop do 
Graphics.update 
Input.update 
update_pspend_lvup_win 
 
if $scene != self 
break 
end 
end 
Graphics.freeze 
@h.z = 0 
@c.z = 1 
@status_window.z = 2 
@status_window.dispose 
@h.dispose 
@c.dispose 
return 
end 
loop do 
Graphics.update 
Input.update 
update 
if $scene != self 
break 
end 
end 
@status_window.dispose 
end 
 
def update_pspend_lvup_win 
@c.update 
if Input.trigger?(Input::B) 
$game_system.se_play($data_system.cancel_se) 
$game_system.PSPEND_ACTORS[@actor.id - 1] = true 
$scene = Scene_Menu.new 
return 
end 
if Input.trigger?(Input::C) 
case @c.index 
when 0 
$game_system.se_play($data_system.decision_se) 
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1) 
return 
when 1 
$game_system.se_play($data_system.cancel_se) 
$game_system.PSPEND_ACTORS[@actor.id - 1] = true 
$scene = Scene_Menu.new 
return 
end 
end 
end 
end 
 
#===========================================
 
class Scene_PSPEND_Main_Screen 
def initialize(actor_id_index) 
@actor_ind = actor_id_index 
main 
end 
 
def main 
@help = Window_Help.new 
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind) 
@spend.y = 64 
@spend.z = 99998 
@help.z = 99998 
Graphics.transition 
loop do 
Graphics.update 
Input.update 
update_spend_help_win 
if $scene != self 
break 
end 
end 
Graphics.freeze 
@spend.dispose 
@help.dispose 
end 
 
def update_spend_help_win 
@spend.update 
@help.update 
@help.set_text(PSPEND_HELP_TEXT[@spend.index]) 
if Input.trigger?(Input::B) 
$game_system.se_play($data_system.cancel_se) 
$scene = Scene_Menu.new 
$game_system.PSPEND_POINTS[@actor_ind] = $PSPEND_RET 
$game_system.PSPEND_ACTORS[@actor_ind] = true 
return 
end 
if Input.repeat?(Input::RIGHT) 
unless $game_system.PSPEND_POINTS[@actor_ind] > 0 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$game_system.se_play($data_system.cursor_se) 
$game_system.PSPEND_POINTS[@actor_ind] -= 1 
case @spend.index 
when 0 
$PSPEND_ADD[1] += STRENGTH_ADD 
when 1 
$PSPEND_ADD[2] += AGILITY_ADD 
when 2 
$PSPEND_ADD[3] += DEXTERITY_ADD 
when 3 
$PSPEND_ADD[4] += INTELIGENCE_ADD 
when 4 
$PSPEND_ADD[5] += HP_ADD 
when 5 
$PSPEND_ADD[6] += SP_ADD 
when 6 
$game_system.PSPEND_POINTS[@actor_ind] += 1 
when 7 
$game_system.PSPEND_POINTS[@actor_ind] += 1 
end 
@spend.refresh 
return 
end 
 
 
if Input.repeat?(Input::LEFT) 
unless $game_system.PSPEND_POINTS[@actor_ind] < $PSPEND_RET 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$game_system.se_play($data_system.cursor_se) 
case @spend.index 
when 0 
if $PSPEND_ADD[1] <= $ACTORD.str 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$PSPEND_ADD[1] -= STRENGTH_ADD 
when 1 
if $PSPEND_ADD[2] <= $ACTORD.agi 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$PSPEND_ADD[2] -= AGILITY_ADD 
when 2 
if $PSPEND_ADD[3] <= $ACTORD.dex 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$PSPEND_ADD[3] -= DEXTERITY_ADD 
when 3 
if $PSPEND_ADD[4] <= $ACTORD.int 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$PSPEND_ADD[4] -= INTELIGENCE_ADD 
when 4 
if $PSPEND_ADD[5] <= $ACTORD.maxhp 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$PSPEND_ADD[5] -= HP_ADD 
when 5 
if $PSPEND_ADD[6] <= $ACTORD.maxsp 
$game_system.se_play($data_system.buzzer_se) 
return 
end 
$PSPEND_ADD[6] -= SP_ADD 
when 6 
$game_system.PSPEND_POINTS[@actor_ind] -= 1 
when 7 
$game_system.PSPEND_POINTS[@actor_ind] -= 1 
end 
$game_system.PSPEND_POINTS[@actor_ind] += 1 
@spend.refresh 
 
return 
end 
 
 
if Input.trigger?(Input::C) 
case @spend.index 
when 6 
@spend.refresh(true) 
when 7 
$ACTORD.str = $PSPEND_ADD[1] 
$ACTORD.agi = $PSPEND_ADD[2] 
$ACTORD.dex = $PSPEND_ADD[3] 
$ACTORD.int = $PSPEND_ADD[4] 
$ACTORD.maxhp = $PSPEND_ADD[5] 
$ACTORD.maxsp = $PSPEND_ADD[6] 
$game_system.se_play($data_system.decision_se) 
$scene = Scene_Menu.new 
$game_system.PSPEND_ACTORS[@actor_ind] = true 
return 
end 
end 
end 
end 
 
class Game_System
  attr_accessor :actor_attr
  attr_accessor :PSPEND_POINTS
  attr_accessor :PSPEND_ACTORS
  alias initialize_orig initialize
  def initialize
    initialize_orig
    self.PSPEND_POINTS = [] 
    self.PSPEND_ACTORS = []
  end
end



A quoi ça sert de travailler puisque c'est pas amusant ?...


julienRPG - posté le 18/08/2008 à 15:00:02 (29 messages postés)

❤ 0

maker du dimanche

Désoler pour les erreur d'orthographe^^


Darkmianh - posté le 25/09/2008 à 14:17:56 (103 messages postés)

❤ 0

Pourquoi on dit toujours que les méchants sont pas gentils ??

Pas mal comme script. C'est sympa pour personnaliser les héros.
Par contre si tu pouvais expliquer à quoi il sert précisémment et surtout comment on s'en sert plutot que de nous laisser découvrir par nous meme, ça serait sympa.


:ombre


steph51300 - posté le 30/11/2008 à 16:27:54 (5 messages postés)

❤ 0

grrrr sa marche pas en combat a temp réel:'(


astyan - posté le 09/02/2009 à 15:21:16 (4 messages postés)

❤ 0

Ce script est très bien, mais il risque de ralentir la vitesse de jeu, c'est dommage !

Pour ceux qui veulent, voici quelques petits screens du Rendu Final :

http://img205.imageshack.us/my.php?image=testscript1ph7.png

:D


Snikers - posté le 15/02/2009 à 12:57:35 (7 messages postés)

❤ 0

Ce script est une perfection j'adore!!:feu:feu:feu:sonic
Mais il n'est pas compatible avec les script pour changer les menu :'(:F:'(
Hum et aussi le script je l'ai pas mis en derniers et il marche quand meme alors je pense que sa vient de ton ordi...


Dragonisien - posté le 28/07/2010 à 01:27:59 (131 messages postés)

❤ 0

UP
Pourrait t'il etre adapter sur un A-rpg svp
Merci

Edit fonctionne en arpg
suffit de le mettre en tout dernier tel qu'il es ecrit merci ^^

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