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Point Spend System 1.05

Menu pour distribuer des stats au héros.

Script pour RPG Maker VX
Ecrit par Rubick (Drago del Fato)
Publié par cari974 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Rubick (Drago del Fato)
Logiciel : RPG Maker VX
Nombre de scripts : 1
Source : https://gdu.one/scripts/rpg-maker-vx/point-spend-system/

Fonctionnalités
- Système de distribution de points de caractéristiques par niveau
- personnalisable
- Option pour notifier le joueur s'il lui reste des points à distribuer

image

Conditions d'utilisation
- Ce script peut être utilisé dans les projets personnels et commerciaux
- Vous devez créditer l'auteur (Drago del Fato, ou Rubick)

Installation
A placer au-dessus de Main.
Vous pouvez configurer les termes de vocabulaire dans la Phase 1.

Portion de code : Tout sélectionner

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#==========================================================================
    # ** RMVX Drago del Fato - PointSpendSystem
    #    -                    Type: Custom Material
    #    -              Author: Drago del Fato
    #    -             Version: 1.05
    #    - RPG Maker Version: VX
    #    -    Implementation: Put in Materials list.
    #------------------------------------------------------------------------------
    # When you gain a new level in your RPG your character attributes will need to
    # be manually increased instead of automatically. You can set a specified number
    # of points user can spend on each level as well as how much each attribute will
    # be increased. If you use this script please give credits, thx ^^
    #=========================================================================
     
     #--------------------------------------------------------------------------
     # * Phase 1 - Language and Other Resources
     #--------------------------------------------------------------------------
     
     
     #--- Main Text Resources
     PSS_TEXT = "You've got to a new level! Do you want to spend your points now?"
     PSS_ANSWERS = ["Yes","No"]
     PSS_ACTOR_TEXT = "[Lv +]"
     
     PSS_DESCRIPTION = "Left - Decrease, Right - Increase, C - Confirm, B - Cancel"
     PSS_B1 = "Reset Current Modifications"
     PSS_B2 = "Save Modifications"
     PSS_B3 = "Cancel"
     PSS_RES1 = "Special Points Left - "
     PSS_RES2 = "Are you sure with this?"
     
     PSS_SEP = " <> "
     
     PSS_NAME = "Name"
     
     #--- Other Resources
     $PSS_POINTS = 6
     
     PSS_HP = 10
     PSS_MP = 10
     PSS_ATK = 1
     PSS_DEF = 2
     PSS_SPI = 3
     PSS_AGI = 4
     
     #--- Set to True if you want to be notified until that character has points left
     PSS_NOTIFY_POINTS = true
     
     #--- Global Resources (do not modify if you arent skilled in RGSS)
     $PSS_ACTOR_POINTS = []
     $PSS_ACTOR_LVL_UP = []
     $PSS_ACTOR_ATTR = [1,1,1,1,1,1]
     $PSS_ACTOR_ADD = [1,1,1,1,1,1]
     $PSS_RETURN_POINTS = 0
     $PSS_POINTER = [PSS_HP, PSS_MP, PSS_ATK, PSS_DEF, PSS_SPI, PSS_AGI]
       
     #--------------------------------------------------------------------------
     # * Phase 2 - Class Modifications
     #--------------------------------------------------------------------------
     
     
     class Game_Actor < Game_Battler
       
      #--------------------------------------------------------------------------
      # * Change Experience
      #      exp  : New experience
      #      show : Level up display flag
      #--------------------------------------------------------------------------
      def change_exp(exp, show)
        last_level = @level
        last_skills = skills
        @exp = [[exp, 9999999].min, 0].max
        while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
              level_up
         
              #-- Overwrite the new level parameters with past level one.
              if !$BTEST
               actor.parameters[0, @level] = actor.parameters[0, @level - 1]
               actor.parameters[1, @level] = actor.parameters[1, @level - 1]
               actor.parameters[2, @level] = actor.parameters[2, @level - 1]
               actor.parameters[3, @level] = actor.parameters[3, @level - 1]
               actor.parameters[4, @level] = actor.parameters[4, @level - 1]
               actor.parameters[5, @level] = actor.parameters[5, @level - 1]
              end
         
              #-- Add Points to an actor when he levels up.
              $PSS_ACTOR_LVL_UP[@actor_id] = true
              $PSS_ACTOR_POINTS[@actor_id] += $PSS_POINTS
         
        end
       
        #-- Level down is deleted.
       
        @hp = [@hp, maxhp].min
        @mp = [@mp, maxmp].min
        if show and @level > last_level
              display_level_up(skills - last_skills)
        end
      end
     
      def pss_change_actor_params(param_id, new_value)
        actor.parameters[param_id, @level] = new_value
      end
     
    end
     
     class Scene_Title < Scene_Base
       
      #--------------------------------------------------------------------------
      # * Create Game Objects
      #--------------------------------------------------------------------------
       def create_game_objects
        $game_temp            = Game_Temp.new
        $game_message          = Game_Message.new
        $game_system            = Game_System.new
        $game_switches        = Game_Switches.new
        $game_variables      = Game_Variables.new
        $game_self_switches = Game_SelfSwitches.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
       
        for i in 0..$data_actors.size - 2
              $PSS_ACTOR_POINTS.push(0)
              $PSS_ACTOR_LVL_UP.push(false)
        end
      end
     
    end
     
    #-- Draw Level Up when a character goes to a new level, delete this class if
    #-- you don't like this
    class Window_Base < Window
     
       def draw_actor_name(actor, x, y)
        self.contents.font.color = hp_color(actor)
        if $PSS_ACTOR_POINTS[actor.id] == 0
             self.contents.draw_text(x, y, 108, WLH, actor.name)
        else
             ts = self.contents.text_size(actor.name + PSS_ACTOR_TEXT)
             self.contents.draw_text(x, y, ts.width, ts.height, actor.name + PSS_ACTOR_TEXT)
        end
      end
     
    end
    #-- End of Level Up Character Name
     
    class Scene_Status < Scene_Base
     
       def start
        #-- Original Status commands
        super
        create_menu_background
        @actor = $game_party.members[@actor_index]
        @status_window = Window_Status.new(@actor)
        #-- End
        if $PSS_ACTOR_LVL_UP[@actor_index + 1]
             @pss_help = Window_PSS_Help.new
             @pss_help.z = 9998
             @pss_help.refresh_3
             @status_window.opacity = 100
             @status_window.contents_opacity = 100
             @pss_confirm = Window_Command.new(300, [PSS_ANSWERS[0], PSS_ANSWERS[1]])
             @pss_confirm.x = 245
             @pss_confirm.y = 255
             @pss_confirm.active = true
        end
       end
     
       def update
        if @pss_confirm != nil and @pss_confirm.active
             @pss_confirm.update
             if Input.trigger?(Input::C)
              case @pss_confirm.index
              when 0
               @pss_confirm.visible = false
               @pss_help.visible = false
               $scene = Scene_PSS.new(@actor_index + 1)
              when 1
               @pss_confirm.visible = false
               @pss_help.visible = false
               @status_window.opacity = 160
               @status_window.contents_opacity = 255
             end
             elsif Input.trigger?(Input::B)
               @pss_confirm.visible = false
               @pss_help.visible = false
               @status_window.opacity = 160
               @status_window.contents_opacity = 255
             end
        end
        #-- Original Status commands
        update_menu_background
        @status_window.update
        if Input.trigger?(Input::B)
              Sound.play_cancel
              return_scene
        elsif Input.trigger?(Input::R)
              Sound.play_cursor
              next_actor
        elsif Input.trigger?(Input::L)
              Sound.play_cursor
              prev_actor
        end
        super    
        #-- End
      end
     
      def terminate
       #-- Original Status Commands
       super
       dispose_menu_background
       @status_window.dispose
       #-- End
       @pss_confirm.dispose if @pss_confirm != nil
       @pss_help.dispose if @pss_help != nil
      end
    end
     
     #--------------------------------------------------------------------------
     # * Phase 3 - PointSpendSystem Scene
     #--------------------------------------------------------------------------
     
    class Window_PSS_Help < Window_Base
     
      def initialize
        super(0,352,544,64)
        refresh
      end
     
      def refresh
        self.contents.clear
        ts = self.contents.text_size(PSS_DESCRIPTION)
        self.contents.draw_text(0,0,ts.width,ts.height, PSS_DESCRIPTION)
      end
     
      def refresh_2
        self.contents.clear
        ts = self.contents.text_size(PSS_RES2)
        self.contents.draw_text(0,0,ts.width,ts.height, PSS_RES2)
      end
     
      def refresh_3
        self.contents.clear
        ts = self.contents.text_size(PSS_TEXT)
        self.contents.draw_text(0,0,ts.width,ts.height, PSS_TEXT)
      end
     
    end
     
     
    class Window_PSS_Main < Window_Selectable
     
       def initialize(actor)
        super(0, 0, 544, 352)
        @actor = actor
        refresh
        self.index = 0
      end
     
      def refresh
        self.contents.clear
       
        #-- Draw Text Data
        ts = self.contents.text_size(PSS_NAME)
        self.contents.draw_text(160,32,ts.width,ts.height, PSS_NAME)
     
        ts_a = self.contents.text_size(@actor.name)
        self.contents.draw_text(170 + ts.width,32,ts_a.width,ts_a.height, @actor.name)
       
        ts = self.contents.text_size(Vocab.level_a)
        self.contents.draw_text(160,50,ts.width,ts.height,Vocab.level_a)
       
        ts_a = self.contents.text_size(@actor.level)
        self.contents.draw_text(170 + ts.width,50,ts_a.width,ts_a.height, @actor.level)
     
        ts = self.contents.text_size(Vocab.atk)
        self.contents.draw_text(160,96,ts.width,ts.height,Vocab.atk)
       
        ts_a = self.contents.text_size(@actor.base_atk)
        self.contents.draw_text(170 + ts.width,96,ts_a.width,ts_a.height, @actor.base_atk)
     
        ts = self.contents.text_size(Vocab.def)
        self.contents.draw_text(160,128,ts.width,ts.height,Vocab.def)
       
        ts_a = self.contents.text_size(@actor.base_def)
        self.contents.draw_text(170 + ts.width,128,ts_a.width,ts_a.height, @actor.base_def)
       
        ts = self.contents.text_size(Vocab.spi)
        self.contents.draw_text(160,160,ts.width,ts.height,Vocab.spi)
       
        ts_a = self.contents.text_size(@actor.base_spi)
        self.contents.draw_text(170 + ts.width,160,ts_a.width,ts_a.height, @actor.base_spi)
       
        ts = self.contents.text_size(Vocab.agi)
        self.contents.draw_text(160,192,ts.width,ts.height,Vocab.agi)
       
        ts_a = self.contents.text_size(@actor.base_agi)
        self.contents.draw_text(170 + ts.width,192,ts_a.width,ts_a.height, @actor.base_agi)
       
        ts = self.contents.text_size(Vocab.hp)
        self.contents.draw_text(160,224,ts.width,ts.height,Vocab.hp)
       
        ts_a = self.contents.text_size(@actor.base_maxhp)
        self.contents.draw_text(170 + ts.width,224,ts_a.width,ts_a.height, @actor.base_maxhp)
       
        ts = self.contents.text_size(Vocab.mp)
        self.contents.draw_text(160,256,ts.width,ts.height,Vocab.mp)
       
        ts_a = self.contents.text_size(@actor.base_maxmp)
        self.contents.draw_text(170 + ts.width,256,ts_a.width,ts_a.height, @actor.base_maxmp)
       
        p_text = PSS_RES1 + $PSS_ACTOR_POINTS[@actor.id].to_s
        ts_a = self.contents.text_size(p_text)
        self.contents.draw_text(170 + ts.width,290,ts_a.width,ts_a.height, p_text)
     
        #-- Draw Face
        draw_actor_face(@actor, 8, 32)
        draw_actor_graphic(@actor, 64, 180)
       
        s1 = Vocab.hp + " " + $PSS_ACTOR_ATTR[0].to_s + PSS_SEP + $PSS_ACTOR_ADD[0].to_s
        s2 = Vocab.mp + " " + $PSS_ACTOR_ATTR[1].to_s + PSS_SEP + $PSS_ACTOR_ADD[1].to_s
        s3 = Vocab.atk + " " + $PSS_ACTOR_ATTR[2].to_s + PSS_SEP + $PSS_ACTOR_ADD[2].to_s
        s4 = Vocab.def + " " + $PSS_ACTOR_ATTR[3].to_s + PSS_SEP + $PSS_ACTOR_ADD[3].to_s
        s5 = Vocab.spi + " " + $PSS_ACTOR_ATTR[4].to_s + PSS_SEP + $PSS_ACTOR_ADD[4].to_s
        s6 = Vocab.agi + " " + $PSS_ACTOR_ATTR[5].to_s + PSS_SEP + $PSS_ACTOR_ADD[5].to_s
       
        @commands = [s1,s2,s3,s4,s5,s6]
       
        for i in 0...6
              draw_item(i)
        end
       
        @item_max = 6
        @column_max = 1
       
      end
     
       def item_rect(index)
        rect = Rect.new(0, 0, 0, 0)
        rect.width = 200
        rect.height = WLH
        rect.x = 280 + (index % @column_max * (rect.width + @spacing))
        rect.y = 96 + (index / @column_max * WLH)
        return rect
      end
     
      def draw_item(index, enabled = true)
        rect = item_rect(index)
        rect.x += 30
        self.contents.clear_rect(rect)
        self.contents.font.color = normal_color
        self.contents.font.color.alpha = enabled ? 255 : 128
        self.contents.draw_text(rect, @commands[index])
      end
     
      def update
        super
      end
       
     
    end
     
    class Scene_PSS < Scene_Base
     
      def initialize(actor_id)
       @actor = $game_actors[actor_id]
      end
     
      def start
        get_attributes
        @pss_main = Window_PSS_Main.new(@actor)
        @pss_help = Window_PSS_Help.new
        @pss_confirm = Window_Command.new(300, [PSS_B1, PSS_B2, PSS_B3])
        @pss_confirm.x = 245
        @pss_confirm.y = 245
        @pss_confirm.visible = false
      end
     
      def set_attributes
        @actor.pss_change_actor_params(0,$PSS_ACTOR_ADD[0])
        @actor.pss_change_actor_params(1,$PSS_ACTOR_ADD[1])
        @actor.pss_change_actor_params(2,$PSS_ACTOR_ADD[2])
        @actor.pss_change_actor_params(3,$PSS_ACTOR_ADD[3])
        @actor.pss_change_actor_params(4,$PSS_ACTOR_ADD[4])
        @actor.pss_change_actor_params(5,$PSS_ACTOR_ADD[5])
       end
       
       def get_attributes
        $PSS_ACTOR_ATTR[0] = @actor.maxhp
        $PSS_ACTOR_ATTR[1] = @actor.maxmp
        $PSS_ACTOR_ATTR[2] = @actor.base_atk
        $PSS_ACTOR_ATTR[3] = @actor.base_def
        $PSS_ACTOR_ATTR[4] = @actor.base_spi
        $PSS_ACTOR_ATTR[5] = @actor.base_agi
       
        for i in 0..$PSS_ACTOR_ADD.size - 1
              $PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
        end
       
        $PSS_RETURN_POINTS = $PSS_ACTOR_POINTS[@actor.id]
      end
     
      def subtract_points
        $PSS_ACTOR_ADD[@pss_main.index] -= $PSS_POINTER[@pss_main.index]
       
        #-- When subtracted, add points back
        $PSS_ACTOR_POINTS[@actor.id] += 1
       
        #-- No subtraction if values is less than original
        if $PSS_ACTOR_ADD[@pss_main.index] < $PSS_ACTOR_ATTR[@pss_main.index]
             $PSS_ACTOR_ADD[@pss_main.index] = $PSS_ACTOR_ATTR[@pss_main.index]
             $PSS_ACTOR_POINTS[@actor.id] -= 1
        end
      end
     
      def add_points
       if $PSS_ACTOR_POINTS[@actor.id] > 0
        $PSS_ACTOR_ADD[@pss_main.index] += $PSS_POINTER[@pss_main.index]
        $PSS_ACTOR_POINTS[@actor.id] -= 1
       end
      end
     
     
      def update
       @pss_main.update if @pss_main.active
       @pss_confirm.update if @pss_confirm.active
       if Input.trigger?(Input::LEFT)
        if @pss_main.active
             subtract_points
             @pss_main.refresh
        end
       elsif Input.trigger?(Input::RIGHT)
        if @pss_main.active
             add_points
             @pss_main.refresh
        end
       elsif Input.trigger?(Input::C)
        if @pss_main.active
             @pss_main.opacity = 100
             @pss_main.contents_opacity = 100
             @pss_help.refresh_2
             @pss_confirm.visible = true
             @pss_confirm.active = true
             @pss_main.active = false
        elsif @pss_confirm.active
             case @pss_confirm.index
             when 0
              for i in 0..$PSS_ACTOR_ADD.size - 1
               $PSS_ACTOR_ADD[i] = $PSS_ACTOR_ATTR[i]
              end
              $PSS_ACTOR_POINTS[@actor.id] = $PSS_RETURN_POINTS
              @pss_main.refresh
              pss_return_back
             when 1
              set_attributes
              $PSS_ACTOR_LVL_UP[@actor.id] = false
              if PSS_NOTIFY_POINTS
               $PSS_ACTOR_LVL_UP[@actor.id] = true if $PSS_ACTOR_POINTS[@actor.id] > 0
              end
              $scene = Scene_Map.new
             when 2
              pss_return_back
             end
        end
       
       elsif Input.trigger?(Input::B)
        if @pss_main.active
             $scene = Scene_Map.new
        elsif @pss_confirm.active
             pss_return_back
        end
       end
     end
     
     def pss_return_back
       @pss_main.opacity = 255
       @pss_main.contents_opacity = 255
       @pss_help.refresh
       @pss_confirm.visible = false
       @pss_confirm.active = false
       @pss_main.active = true
     end
     
     def pre_terminate
       @pss_main.dispose
       @pss_help.dispose
       @pss_confirm.dispose
     end
     
    end




Mis à jour le 22 octobre 2020.






miduki - posté le 18/09/2013 à 02:37:21 (1014 messages postés)

❤ 0

Est ce que ce script est compatible avec VXace ? La plupart des scripts de VX ne fonctionne pas sur le Ace ... Alors ...

https://projetego.com/ Projet Ego


Tata Monos - posté le 18/09/2013 à 11:03:15 (28 messages postés)

❤ 0

Compte Non utilisé

Test le et tu auras ta réponse que d'attendre la réponse d'un autre.

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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Contacter l'équipe - Mentions légales

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