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Retcon Library: Bestiary 1.4

Ajoute un bestiaire dans le menu du jeu.

Script pour RPG Maker VX Ace
Ecrit par Matt (McDohl)
Publié par Redblock69 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Matt (McDohl)
Logiciel : RPG Maker VX Ace
Nombre de scripts : 1
Source : https://rpgmaker.net/scripts/252/

Description
Ce script vous permet d'ajouter dans votre menu un Bestiaire pour faire une liste de tous les ennemis que vous avez rencontrés au fur et à mesure du jeu !

image
Note : L'image provient de l'auteur, il y a donc écrit "Bestiary" qui signifie "Bestiaire" en anglais. Je l'ai traduit directement pour vous dans le script : Ligne 113.

Spoiler (cliquez pour afficher)



Conditions d'utilisations
Vous devez créditer l'auteur (Matt) dans votre jeu.

Installation
A placer au-dessus de Main.

Utilisation
Ce script s'utilise via les commentaires des ennemis dans la base de données. Le format est le suivant :

Portion de code : Tout sélectionner

1
<bestiary: *.* />


*.* doit être remplacé par le texte de description à afficher dans le bestiaire. Cette description ne doit pas excéder les deux lignes, et vous devez insérer le retour à la ligne avec \n.
Note : Si vous utilisez le script draw_text word wrap, vous n'avez pas besoin d'utiliser \n.

Si vous souhaitez ne pas intégrer un monstre spécifique dans le bestiaire :

Portion de code : Tout sélectionner

1
<skipbestiary />



Pour activer/désactiver l'accès au bestiaire dans le menu :

Portion de code : Tout sélectionner

1
RETCON::Bestiary::bestiary_access(bool)


En remplacant bool par true (accessible) ou false (inaccessible).

Notes
- Si un ennemi ressuscite, le compteur de mort ne sera pas mis à jour.
- Il peut y avoir des soucis si le nom d'un héros est le même que celui d'un monstre, et que le héros meurt dans un combat contre ce dernier. C'est dû au fait que la class Game_Battler ne distingue pas Actor et Ennemy.
- Intègre tous les id dans le bestiaire. S'il y a des blancs ou des id inutilisés, veillez à utiliser .

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################################################################
# RETCON Library
# Bestiary Version 1.4
# Author: Matt (McDohl)
# Script is free for usage, but please give credit where credit 
# is due. :)
################################################################
# PURPOSE
# This script adds a bestiary (yes, it's spelled bestiary) to your
# game. It hides enemies until they've been encountered, keeps
# track of how many have been defeated, displays their stats,
# as well as a blurb about the enemy.
#
# As of right now, there is a lot of hard-coded stuff in this script.
# That will change as I get more familiar with RGSS3 and VX ACE's
# method handling.
################################################################
# UPDATE HISTORY
# 1.4 - Added description text offset.
#       Added function to module to change the variable appropriate for
#        bestiary access. Bad programming practices shoo.
# 1.3 - Added method to check if the bestiary variable exists.
#        If not, call function to create it. Mostly for users 
#        who plug in this script while loading a game save.
#       Checks for draw_text word wrap script, as now is part of
#        the RETCON library.
#       Added lock function.
#       Fixed bug wherein selecting a locked function would cause
#        a user's game to crash.
# 1.2 - Fixed bug which was not ticing off multiple enemy deaths
#         correctly.
#       More code cleaning.
# 1.1 - Added tag+method to skip a monster in the database
#       Used terms as defined in the database rather than hardcode.
#       Added columns variable.
#       Rudimentary code cleanup.
# 1.0 - First draft
################################################################
# METHODOLOGY
# Three new window class are created:
#
# Window_Bestiary - Displays the bestiary window. Subset of 
# Window_Command, this is where monsters are shown/hidden.
#
# Window_Monster - Displays the monster's vital info upon being
# selected from Window_Bestiary. Subset of Window_Selectable.
#
# Window_MonsterDesc - Displays the monster index number, name, as
# well as how many times defeated.
#
# One new scene class is created:
#
# Scene_Bestiary - Manages all the windows for the bestiary.
#
# Five previously initialized classes are modified.
#
# Window_MenuCommand - Modified to include the bestiary method to the 
# menu.
#
# Scene_Menu - Displays the bestiary command in the menu.
#
# Game_Party - Initalizes and saves the bestiary hash, as well as
# making it referable. This is where the bestiary hash is saved as well, so
# make sure to start a new game when testing this script, or to comment it out
# if you want to continue.
#
# Game_Troop - Makes it so enemies seen are set to true in the bestiary hash.
#
# Game_Battler - Tics the bestiary hash when an enemy is defeated.
################################################################
# USAGE
# To the notes section of the monsters tab in the database, you may add a 
# description to the monster to be parsed into the bestiary. Tags for the 
# bestiary follow this format:
#
# <bestiary: *.* />
#
# Wherein *.* is replaced with the descriptor text you wish to have displayed
# in the bestiary. It is two lines, and requires manual carrage returns, so use
# 
# \n to delinate where the draw_text_ex function should go to the next line.
# 
# Example:
# <bestiary: The legendary white tiger. His fangs are said\n to be able to crush diamonds. />
#
# Note: If draw_text word wrap script is loaded, \n is not needed. It will
# display the text normally.
#
# If you wish to skip a monster in the database from being filed into the hash,
# (used as a sort delinear, not ready to be implemented, or whatever the reason),
# simply add this tag in the notes:
# <skipbestiary />
#
# To change Bestiary access, call the following script function in your game
#                   RETCON::Bestiary::bestiary_access(bool)
# Replace 'bool' with either 'true' (accessible) or 'false' (inaccessible)
################################################################
# CONCERNS
#-If enemies "revive", it will not detract from their kill count.
#-There is a potential collision issue should an actor name have
#  the same name as a monster during the same fight and an actor dies.
#  This is due to the Game_Battler class not distinguishing between
#  actors and enemies.
#-Assumes all listings in the database are monsters. If you're organizing
#  your monsters by adding blanks and such, make sure you use the skipbestiary
#  tag.
################################################################
# CUSTOMIZATION
 
module RETCON
  module Bestiary
 
  #Name of the bestiary in the command menu.
    Name = "Bestiary"
 
  #Width of the monster menu. Set to 544, or the maximum width.
    Width = 544
 
  #What to display in the bestiary when an enemy is locked.
    Hidden = "???"
 
  #Number of columns to display on the bestiary.
    Columns = 2
    
  #Make the bestiary accessible in the menu. Set to true to make it available,
  #set to false to make it unavailable, at the start of your game.
    Available = true
    
  #Offset for the bestiary description. Measured by pixels.
  #Make negative to raise the text. Make positive to lower the text.
  #line_height is 24 pixels.
    DescOffset = 0
 
################################################################
#Customization ends here!
#You shouldn't really edit below here, but if you know what
#you're doing, it won't be a big deal. Edit at your own risk and
#all that jazz.
################################################################
 
    def self.check_for_bestiary
      $game_party.make_the_bestiary if $game_party.bestiary.nil?
    end
    
    def self.bestiary_access(bestiarybool)
      $game_party.bestiary_accessible = bestiarybool
    end
  end
end
 
 
#################
#CLASS ORIGINALS#
#################
 
#The bestiary command window, activates when selected.
class Window_Bestiary < Window_Command
  def initialize
    super(0, fitting_height(1))
  end
  
  def window_height
    Graphics.height - fitting_height(1)
  end
  
  def window_width
    return RETCON::Bestiary::Width
  end
  
  #Interprets bestiary hash to display commands.
  def make_command_list
    RETCON::Bestiary::check_for_bestiary
    i = 0
    $game_party.bestiary.each {|k, v|
    i += 1
    if v[0] == false
      add_command(RETCON::Bestiary::Hidden, :bestiary_blank)
      else
      add_command("%03d" %i.to_s  + ". #{k}", :bestiary_lookup)
    end
    }
  end
  
  def col_max
    return RETCON::Bestiary::Columns
  end
  
  #Hide and show functions that hide the command menu when showing an enemy
  def hide
    self.opacity = 0
    self.contents_opacity = 0
  end
  
  def show
    self.opacity = 255
    self.contents_opacity = 255
  end
end
 
#Window to display the monster once selected.
class Window_Monster < Window_Selectable
  def initialize
    super(0, fitting_height(1), Graphics.width, Graphics.height - fitting_height(1))
    draw_horz_line(line_height * 11)
    self.openness = 0
    open
  end
  
  #three methods to display the monster window
  def display_monster(enemyindex)
    monsterdb = $data_enemies[enemyindex]
    get_the_entry(monsterdb)
    draw_monster(monsterdb)
    draw_stats(monsterdb)
  end
  
  def get_the_entry(db)
    #draws the bestiary description text as set in notes.
    monstentry = db.note
    if monstentry =~ /<bestiary: (.*) \/>/i
        monstentry = $1.to_str
        if !$imported.nil? && $imported["RETCON-wordwrap"] == true
          draw_text(4, line_height * 12 + RETCON::Bestiary::DescOffset, Graphics.width, line_height * 4, monstentry)  
        else
          monstentry = monstentry.gsub(/\\n/, "\n")
          draw_text_ex(4, line_height * 12 + RETCON::Bestiary::DescOffset, monstentry)  
        end
      end
  end
  
  #calls and displays the monster image, including hues.
  def draw_monster(db)
    @monstviewport = Viewport.new(6, fitting_height(1) + 6, 412, Graphics.height - fitting_height(5))
    @monstviewport.z = 1000
    
    @monstpicture = Sprite.new(@monstviewport)    
    @monstpicture.bitmap = Cache.battler(db.battler_name, db.battler_hue)
 
    #determines centers of the viewpoint and currently loaded image
    ox = @monstviewport.rect.width / 2
    oy = @monstviewport.rect.height / 2
    obx = @monstpicture.bitmap.width / 2
    oby = @monstpicture.bitmap.height / 2
    
    #realigns the image so it's centered in the viewport
    @monstpicture.x = ox - obx
    @monstpicture.y = oy - oby
  end
  
  #displays the monsters stats. Does not show MP.
  #Same lines for each stat, but one is aligned left and one aligned right.
  def draw_stats(db)
    stat_window_width = Graphics.width - 430
    stat_window_x = 403
    stats = Array.new
    params = Array.new
    
    stats = [Vocab::param(0), Vocab::param(2), Vocab::param(3), Vocab::param(4), Vocab::param(5), Vocab::param(6), Vocab::param(7)]
    change_color(system_color)
    7.times{|i| draw_text(stat_window_x, fitting_height(i-1), stat_window_width, line_height, stats[i])}
 
    params = [db.params[0], db.params[2], db.params[3], db.params[4], db.params[5], db.params[6], db.params[7]]
    change_color(normal_color)
    7.times {|i| draw_text(stat_window_x, fitting_height(i-1), stat_window_width, line_height, params[i], 2)}
 
    change_color(text_color(17))
    draw_text(stat_window_x, fitting_height(6), stat_window_width, line_height, Vocab::currency_unit)
    
    change_color(normal_color)
    draw_text(stat_window_x, fitting_height(7), stat_window_width, line_height, db.gold, 2)
    
    change_color(text_color(23))
    draw_text(stat_window_x, fitting_height(8), stat_window_width, line_height, "EXP")
    
    change_color(normal_color)
    draw_text(stat_window_x, fitting_height(9), stat_window_width, line_height, db.exp, 2)
  end
 
  
  def draw_horz_line(y)
    line_y = y + line_height / 2 - 1
    contents.fill_rect(0, line_y, contents_width, 2, line_color)
  end
  
  def line_color
    color = normal_color
    color.alpha = 128
    color
  end
  
  #erases the picture when window closes.
  def clear_pic
    @monstpicture.dispose 
  end
  
  def window_width
    return Graphics.width
  end
end
 
#description window when displaying monster. Shows name as well as times defeated.
class Window_MonsterDesc < Window_Selectable
  def initialize
    super(0, 0, Graphics.width, fitting_height(1))
    self.openness = 0
    open
  end
 
  def display_desc(enemyname, enemyindex)
    enemynumindex = "%03d" %enemyindex.to_s
    change_color(text_color(6))
    draw_text(0, 0, width-30, line_height, "Entry #" + enemynumindex + ": " + enemyname)  
    change_color(normal_color)
    draw_text(0, 0, width-30, line_height, "Number defeated: " + $game_party.bestiary[enemyname][1].to_s, 2)
  end
end    
 
#Displays the scene 
class Scene_Bestiary < Scene_MenuBase
  def initialize
    super
    create_bestiary
  end
  
  #shows the command window for the bestiary
  def create_bestiary
    @monsterlisting = Window_Bestiary.new
    @monsterlisting.set_handler(:bestiary_blank, method(:play_error))
    @monsterlisting.set_handler(:bestiary_lookup, method(:monst_display))
    @monsterlisting.set_handler(:cancel, method(:backout))
    @monsterlisting.active = true
  end
  
  def backout
    SceneManager.return
  end
  
  #when a monster is selected, initializes the new windows and makes
  #them the focus
  def monst_display
    @monster = Window_Monster.new
    @monsterdesc = Window_MonsterDesc.new
    monster_info
    @monster.set_handler(:cancel, method(:clear_monster))
    @monsterdesc.set_handler(:cancel, method(:clear_monster))
    @monsterlisting.hide
    @monster.active = true
    @monsterdesc.active = true
  end
  
  #sends information to window classes to display correct information
  def monster_info
    subjectnumber = @monsterlisting.index+1
    subject = $data_enemies[subjectnumber].name
    @monsterdesc.display_desc(subject, subjectnumber)
    @monster.display_monster(subjectnumber)
  end
  
  #dummy function to do nothing when locked enemy is selected
  def play_error
    @monsterlisting.active = true
    Sound::play_buzzer
  end
  
  #refocuses the bestiary command list
  def clear_monster
    @monster.clear_pic
    @monster.close
    @monsterdesc.close
    @monsterlisting.show
    @monsterlisting.active = true
  end
end
 
###############
#CLASS ADDENDA#
###############
 
#adds bestiary option to the window, using add_original_commands
class Window_MenuCommand < Window_Command
  alias bestiary_command add_original_commands
  def add_original_commands
    bestiary_command
    add_command(RETCON::Bestiary::Name, :bestiary, $game_party.bestiary_accessible)
  end
end
 
#adds the bestiary option to the command menu
class Scene_Menu < Scene_MenuBase
  alias bestiary_command_window create_command_window
  def create_command_window
    bestiary_command_window
    #the addition
    @command_window.set_handler(:bestiary,   method(:command_bestiary))
  end
  
  def command_bestiary
    SceneManager.call(Scene_Bestiary)
  end
end
 
#initializes the bestiary hash, as well as makes it accessible.
class Game_Party < Game_Unit 
  attr_accessor   :bestiary
  attr_accessor   :bestiary_accessible
  
  alias beastiary_retain_previous initialize
  def initialize
    beastiary_retain_previous
    make_the_bestiary
  end
  
  #initalizes the bestiary hash.
  def make_the_bestiary
    enemies = $data_enemies
    monsterlist = Array.new
    @bestiary = Hash.new
    @bestiary_accessible = RETCON::Bestiary::Available
    
    i = 0
    while i < enemies.length
      if i == 0
        i = 1
      end
      if enemies[i].note =~ /<skipbestiary \/>/i
        p i-1 ##skip method
      else
        monsterlist[i-1] = enemies[i].name
        @bestiary.merge! monsterlist[i-1] => [false, 0]
      end
      i += 1
    end
  end
end
 
#upon battle initialization, unlocks enemies in the bestiary
class Game_Troop < Game_Unit
  alias bestiary_setup setup
  def setup(troop_id)
    bestiary_setup(troop_id)
    seen_the_enemy
  end
  
  def seen_the_enemy
    RETCON::Bestiary::check_for_bestiary
    members.each do |enemy|
      if $game_party.bestiary[enemy.original_name][0] == false
        $game_party.bestiary[enemy.original_name][0] = true
      end
    end
  end
end
 
#checks death in a battle to see if it was enemy or ally.
#if enemy, then add a tick to the bestiary hash.
class Game_Battler < Game_BattlerBase
  alias bestiary_die die
  def die
    bestiary_die
    enemy_check
  end
 
  def enemy_check
    enemy_dead = false
     $game_troop.members.each do |enemy|
       if enemy.original_name == @original_name && enemy_dead == false
        $game_party.bestiary[enemy.original_name][1] += 1
        enemy_dead = true
        end
      end
    end
end




Mis à jour le 24 octobre 2020.






hinola - posté le 02/09/2017 à 15:42:43 (27 messages postés)

❤ 0

Dans le gestionnaire de scripts

image

Sous " Materials "
tu crée un nouveau script (comme moi le script Resolution)
Tu lui donne le nom que tu veux

Et tu colle le script dans l'emplacement de droite


userY359fsz - posté le 14/11/2017 à 22:56:01 (1 messages postés)

❤ 0

Bonjour, je ne sais absolument pas comment fonctionne un script et je n'ai aucunes connaissances en informatique. je copie donc le script, je le met au-dessus de Main dans RPG maker vx ace. et que je lance le jeu pour vérifier si cela fonctionne, j'obtiens ce message d'erreur. :

Script "Bestiaire" line 228: SyntaxError ocurred.
end pattern with unmatched parenthesis: /i
monstentry = $1.to_str




Quelqu'un saurait-il me dire comment règler ce problème.
Merci beaucoup.


Akuma-Kin - posté le 30/12/2017 à 10:17:19 (4 messages postés)

❤ 0

userY359fsz :Va sur le site original, celui ou le bestiaire a été posté

celui-ci

https://rpgmaker.net/scripts/252/

La vie, c'est comme une bicyclette, il faut avancer pour ne pas perdre l'équilibre.


Dusk Ink - posté le 06/08/2023 à 23:14:00 (1 messages postés)

❤ 0

[size=13][/size]Bonjour ! Vous pensez qu'un script existerait pour un éventuelle répertoire "Personnage" similaire à ce script ? Par exemple, on croise un personnage, et ça débloque une entrée dans un journal regroupant les personnages de notre jeu, un peu comme dans les [/color]Kingdom Hearts[color=#CEDBEF].

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

Haut de page

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