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Yoshi-Dragon
Yoshi-Dragon
Membre

Nombre de messages : 752
Age : 28
Localisation : J'ai peur.
Distinction : aucune
Date d'inscription : 19/06/2009
http://smashbrosbrawl.e-monsite.com

Traduction Empty Résolu : Traduction

Dim 11 Avr 2010 - 14:28
Bonjour,
J'aimerai que quelqu'un puisse me traduire ce script ... peut etre pas tout Smile juste ce qui est utile [Résolu]
Code:
#===============================================================================
#
# Yanfly Engine RD - Bestiary + Display Scanned Enemy
# Last Date Updated: 2009.06.13
# Level: Easy, Normal, Hard, Lunatic
#
# Similar to the Display Skill Query script, I've made one for enemies. This was
# mostly to replace my Display Target Data script, considering it didn't display
# much data at all about the target. This one was also made on the account of
# making a proper scan skill property in addition to different parts of enemy
# data that it can scan.
#
# I've disliked scan systems where you would have to keep rescanning an enemy
# to see its HP, MP, etc. It felt counterproductive on the player side since
# valuable turns are wasted just to view some numbers. This system allows you to
# pull up enemy data upon enemy selection (where I believe it matters most).
# After all, providing convenience for the player is absolutely important since
# it reduces metagaming, which is something that should never have to happen
# for an RPG Maker project.
#
# For the users who fear giving too much information to their players, users can
# disable parts of the script and prevent certain pages from appear at all. You
# can limit how much and how little you want to show your players through <hide>
# tags, too, for the enemies' noteboxes.
#
# Since the May 27th update, a bestiary option is created for the main menu.
# You can access this menu and view all of the scanned data from the enemies
# you've discovered. This option is accessible once the bestiary switch is on.
#
#===============================================================================
# Updates:
# ----------------------------------------------------------------------------
# o 2009.06.10 - Compatibility added for Enemy Level Control.
# o 2009.06.09 - Small fix to bestiary calculation for not requiring scan.
# o 2009.05.27 - Bestiary added.
#                Monsters can now have more than one boss type.
# o 2009.04.27 - MAJOR BUGFIX: Fixed a save game corrupting bug.
# o 2009.04.21 - Finished and publicized.
# o 2009.04.20 - Started script.
#===============================================================================
# How to Use: Normal Mode
#===============================================================================
#
# To access the bestiary, make sure the switch governing the bestiary option
# is on. Otherwise, it will not show. The bestiary will be accessible by default
# at the start of a new game.
#
# ----------------------------------------------------------------------------
# Placing these tags into a skill's notebox will reveal specific scan data. The
# scan data will appear for all enemies of the same enemy type, but each indi-
# vidual enemy will still possess their own modifiers.
#
# <scan whole>
# Causes the skill to unlock all scan data about the target enemy.
#
# <scan hp mp>
# Causes the skill to unlock only the HP and MP portion of the enemy data.
# Note that even if HP and MP were unscanned, the gauge bars will still move up
# and down as to give the player a general idea of how much health the enemy has
# before giving the player more accurate information.
#
# <scan stats>
# Causes the skill to unlock the ADSA and HECO stats for the target enemy scan
# data. On the HECO stats side, you can hide certain stats from appear. Odds is
# hidden by default with this script.
#
# <scan skills>
# Causes the skill to unlock the skill page for the target enemy scan data. This
# will list all of the skills the enemy will use in battle. Duplicate skills are
# condensed and removed from the listing.
#
# <scan elements>
# Causes the skill to unlock the elements page for the target enemy data. This
# provides a chart of the enemy's elemental affinities as to what will damage
# the enemy more or less.
#
# <scan status effects> or <scan states>
# Causes the skill to unlock the status effects page for the target enemy data.
# Like the elements page, this provides a listing of status effect chances to
# occur for the enemy.
#
# <scan steal>
# Only appears if you have KGC Steal. This page will reveal information about
# items that can be stolen form the enemy along with their steal rates.
#
# <scan spoils>
# Causes a skill to unlock the experience, gold, encounters page for target
# enemy data. This is pretty much stuff that comes out of an enemy after a
# battle is over. Can include drops (optional).
#
# <scan drops>
# Causes a skill to unlock the drops page. Use this if you use KGC's Extra Drops
# and if your enemies have huge drop lists. This will display way more.
#
# <scan description>
# Causes a skill to unlock the extra description page where you can make your
# own custom notes. Note that if you don't alter the Lunatic mode hash down
# below, even if you scan the enemy, the extra page won't show unless there is
# something to be shown.
#
#===============================================================================
# How to Use: Hard Mode
#===============================================================================
#
# <boss type x> or <boss type x,x>
# This will determine the boss types available for that enemy. Boss types will
# categorize enemies differently in the bestiary and also display certain parts
# of the scan data differently.
#
# For those that would like to prevent certain pages from showing up on specific
# enemies, you can use the following tags on those enemies to prevent those very
# pages from appearing without completely disabling a part of the scan set.
#
# <hide whole>
# Prevents everything from being shown at all for that enemy.
#
# <hide hp_mp>
# Prevents HP and MP from being displayed for that enemy.
#
# <hide stats>
# Prevents the ADSA and HECO stats from being displayed for that enemy.
#
# <hide skills>
# Prevents skills from being displayed for that enemy.
#
# <hide elements>
# Prevents element chart from being displayed for that enemy.
#
# <hide status effects> or <hide states>
# Prevents status effect probability chart from being displayed for that enemy.
#
# <hide steal>
# Prevents stolen items from being shown for that enemy.
#
# <hide spoils>
# Prevents victory spoil information from being shown for that enemy.
#
# <hide drops>
# Prevents drop information from being displayed for that enemy.
#
# If you might have noticed, there's no hide version for description. This is
# because if you simply don't add the enemy extra notes description to the hash,
# they won't appear at all. It's easier to manage that way instead.
#
#===============================================================================
#
# Compatibility
# - Works With: KGC's ExtraDropItem, Steal
# - Alias: Game_Battler, skill_effect
# - Alias: Game_Enemy, initialize, transform, escape, perform_collapse
# - Alias: Scene_Battle, create_info_viewport, update_target_enemy_selection
#
#===============================================================================
# Credits:
# KGC for Window_Command imports.
#===============================================================================

$imported = {} if $imported == nil
$imported["DisplayScannedEnemy"] = true

module YE
  module MENU
    module MONSTER
     
      #------------------------------------------------------------------------
      # BESTIARY RELATED
      #------------------------------------------------------------------------
     
      # The following will govern the rules which the bestiary scene will abide
      # by. Be sure to adjust it accordingly to your needs.
      BESTIARY_TITLE  = "Bestiary"    # The title which appears on the menu.
      BESTIARY_SWITCH = 71            # Which switch will enable this command?
      BESTIARY_LIST  = "%s List"      # Text which follows boss type.
      BESTIARY_MASK  = "?"            # Mask used for unknown enemies.
     
      # The following is an array used to hide monsters from the bestiary.
      # Input the ID's of the monsters into the array if you wish to hide them.
      # By default, Swap Dummy Monsters are automatically hidden.
      HIDDEN_MONSTERS = [31, 32, 33, 34, 35]
     
      # The following determines the order the monsters are displayed in. Note
      # that if you alphabetize the monster list, this will have no effect.
      BESTIARY_ORDER = [16, 1..15, 17..30]
     
      # The following lets you govern the rules for displaying different
      # boss type categories.
      CATEGORIZE_TEXT = "Shift: Change Categories"
      CATEGORIZE_HELP = "Select a Category Type"
      CATEGORIZE_VIEW = "View %s"
      CATEGORIZE_BUTTON = Input::SHIFT
     
      # The following adjusts the category data shown for the overall monster
      # book information.
      MENU_FONT_SIZE  = 16
      BESTIARY_INFO  = "Bestiary Information"
      TEXT_COMPLETION = "Bestiary Completion"
      RATE_COMPLETION = "%#.05g%%"
      ICON_COMPLETION = 141
      TEXT_DISCOVERED = "Total Discovered"
      ICON_DISCOVERED = 196
      TEXT_ENCOUNTERS = "Total Encounters"
      TEXT_DEFEATED  = "Total Defeated"
      TEXT_ESCAPED    = "Total Escaped"
      TEXT_TYPE_DIS  = "%s Discovered"
      TEXT_TYPE_ENC  = "%s Encountered"
      TEXT_TYPE_DEF  = "%s Defeated"
      TEXT_TYPE_ESC  = "%s Escaped"
     
      #------------------------------------------------------------------------
      # SCAN WINDOW RELATED
      #------------------------------------------------------------------------
     
      # This is the button pressed to trigger the enemy scan window in battle.
      ENEMY_SCAN_BUTTON = Input::A
     
      # If this is set to true, you must use scan skills on an enemy type before
      # any data will be displayed at all.
      REQUIRE_SCAN  = true
     
      # This allows you to adjust the help info window's properties in battle.
      HELP_WINDOW_TX = "Press Shift to view enemy data."
      HELP_WINDOW_ON = true            # This turns the window on and off.
      HELP_WINDOW_X  = 0              # This is where the X position is.
      HELP_WINDOW_Y  = 0              # This is where the Y position is.
      HELP_WINDOW_W  = 544            # This is what width the window is.
      HELP_WINDOW_O  = 255            # This is the window's opacity level.
     
      # This affects how you want the scan to appear.
      ENEMY_NAME = "%s Data"
     
      # This displays the title information at the very top of the scan window.
      # Most of the strings are explained by the notes to the side.
      DATA_LEFT  = "<<"            # This appears if page can be moved back.
      DATA_PAGE1 = "Information"  # This appears if only one page of info.
      DATA_PAGES = "Page %d/%d"    # This appears if more than one page of info.
      DATA_RIGHT = ">>"            # This appears if page can move right.
      DATA_CATEGORY_COLOUR = 4    # This affects category text colour.
     
      # This is the sound played when flipping through the various pages.
      # Set it to nil if you don't want a sound to play.
      PAGE_SOUND = RPG::SE.new("Wind7", 80, 125)
     
      # Set this to true if you would rather the scan display the page info
      # type rather than Page X/Y. The titles following correspond to the pages'
      # titles should you decide to display them.
      REPLACE_PAGE_MSG = true
      TITLE_UNKNOWN    = "Unknown"
     
      # This affects the information shown on the first page of the scan.
      # The first page shows HP, general stats, and states if the enemy is
      # under the effects of any.
      SHOW_GENERAL  = true
      TITLE_GENERAL  = "General Info"
      GAUGE_HEIGHT  = 9        # This affects the gauge height.
      EXHAUST_COLOUR = 7        # This adjusts the exhaustion colour.
      FONT_SIZE      = 16      # Sets font size for smaller text.
      HIDDEN_HP      = "?????"  # If the enemy is unscanned or hides HP.
      HIDDEN_MP      = "?????"  # If the enemy is unscanned or hides MP.
      DATA_STATES    = "Status Effects"  # Category for affected states.
      HIDDEN_STAT    = "???"    # If the enemy is unscanned or hides stats.
      DATA_ATK      = "ATK"    # For attack.
      DATA_DEF      = "DEF"    # For defense.
      DATA_SPI      = "SPI"    # For spirit.
      DATA_AGI      = "AGI"    # For agility.
      DATA_HIT      = "HIT"    # For hit rate.
      HIDE_HIT      = false    # Set this to true if you wish to hide Hit.
      DATA_EVA      = "EVA"    # For evasion rate.
      HIDE_EVA      = false    # Set this to true if you wish to hide Eva.
      DATA_CRI      = "CRI"    # For critical rate.
      HIDE_CRI      = false    # Set this to true if you wish to hide Cri.
      DATA_ODDS      = "LUK"    # For odds value.
      HIDE_ODDS      = true    # Set this to true if you wish to hide Odds.
     
      # The display types alter how HP and MP is shown for scanned enemies.
      # Type 1: Current HP
      # Type 2: Current HP/MaxHP
      # Type 3: Percentage of Current HP/MaxHP
      # The same goes for MP display type.
      HP_DISPLAY_TYPE = 2
      MP_DISPLAY_TYPE = 2
     
      # Here you can control boss types and whatnot. To use boss types, add
      # the boss type category here and insert in the enemy's notebox the
      # <boss type x> tag. It will reference to this hash as to how to display
      # the following information: Boss Type Icon, HP Icon, HP Colour 1,
      # HP Colour 2, MP Icon, MP Colour 1, and MP Colour 2.
      BOSS_TYPES ={
      # Type  =>  [Icon,HPIc,HPC1,HPC2,MPIc,MPC1,MPC2, Type Name, Pural]
          0  =>  [ 118,  99,  20,  21, 100,  22,  23, "Monster", "Monsters"],
          1  =>  [ 112, 208,  18,  20, 209,  11,  22, "Boss", "Bosses"],
          2  =>  [ 157,  99,  20,  21, 100,  22,  23, "Midboss", "Midbosses"],
      } # Do not remove this.
     
      # This is for the bestiary and how you would like the order to appear.
      TYPE_ORDERING = [0, 2, 1]
     
      # This is all of the icon information for the first page.
      ICON_HIGH = 142  # If a stat is higher than base stat.
      ICON_LOW  = 143  # If a stat is lower than base stat.
      ICON_ATK  = 2    # Icon for ATK
      ICON_DEF  = 52    # Icon for DEF
      ICON_SPI  = 21    # Icon for SPI
      ICON_AGI  = 48    # Icon for AGI
      ICON_HIT  = 135  # Icon for HIT
      ICON_EVA  = 158  # Icon for EVA
      ICON_CRI  = 119  # Icon for CRI
      ICON_ODDS = 137  # Icon for ODD
     
      # This affects info displayed on the skill info page. Skills only appear
      # if the monster has those skills in its action list. Otherwise, this
      # page will not appear at all.
      SHOW_SKILLS    = true
      TITLE_SKILLS  = "Skill Info"
      DATA_SKILLS    = "Skill Name"
      VIEW_SKILLS1  = "%d Skill"
      VIEW_SKILLS2  = "%d Skills"
     
      # This affects info displayed for the element affinity info page.
      # Elements will only show if they are listed in the hash below.
      SHOW_ELEMENTS  = true
      TITLE_ELEMENTS = "Element Affinity"
      ICON_E_RATE_U  = 9        # Icon used for unknown element rates.
      ICON_E_RATE_Z  = 96      # Icon used for element rate Z.
      ICON_E_RATE_A  = 99      # Icon used for element rate A.
      ICON_E_RATE_B  = 99      # Icon used for element rate B.
      ICON_E_RATE_C  = 102      # Icon used for element rate C.
      ICON_E_RATE_D  = 101      # Icon used for element rate D.
      ICON_E_RATE_E  = 100      # Icon used for element rate E.
      ICON_E_RATE_F  = 103      # Icon used for element rate F.
      ELEMENT_HASH ={
      # These hashes allow you to construct various rows in the element page.
      # There's a maximum fit of 10 elements per row.
      "Physical Elements" => [
      # These are the element ID's.
      [  2,  3,  4,  5,  6],
      # These are the element icons.
      [  10,  4,  14,  16,  12]
      ], # Next row
     
      "Magical Elements" => [
      # These are the element ID's.
      [  9,  10,  11,  12,  13,  14,  15,  16],
      # These are the element icons.
      [ 104, 105, 106, 107, 108, 109, 110, 111]
      ], # Next row
     
      } # Do not remove this.
     
      # This affects info displayed for the status effect probability page.
      # Status effect will only show if they're listed in the hash below.
      SHOW_STATES    = true
      TITLE_STATES  = "Status Chances"
      ICON_S_RATE_U  = 94      # Icon used for unknown status rates.
      ICON_S_RATE_Z  = 96      # Icon used for status rate Z.
      ICON_S_RATE_A  = 99      # Icon used for status rate A.
      ICON_S_RATE_B  = 99      # Icon used for status rate B.
      ICON_S_RATE_C  = 102      # Icon used for status rate C.
      ICON_S_RATE_D  = 101      # Icon used for status rate D.
      ICON_S_RATE_E  = 100      # Icon used for status rate E.
      ICON_S_RATE_F  = 103      # Icon used for status rate F.
      STATES_HASH ={
      # These hashes allow you to construct various rows in the states page.
      # There's a maximum fit of 10 states per row.
      "Conditions" => [ 2,  3,  4,  5,  6,  7,  8],
      "Buffs"      => [ 9, 10, 11, 12],
      "Debuffs"    => [13, 14, 15, 16],
      } # Do not remove this.
     
      # The following portion requires KGC's Steal script to show, but doesn't
      # affect the rest of this script. This page shows a list of stealable
      # goodies you can nab using KGC's Steal script.
      SHOW_STEAL    = true
      TITLE_STEAL    = "Steal Info"
      DATA_S_ITEM    = "Item Name"
      DATA_S_CHANCE  = "Rate"
     
      # This affects info displayed for the spoils page. Note that you can
      # choose to activate this page if an enemy of a type dies.
      SHOW_SPOILS    = true
      TITLE_SPOILS  = "Victory Spoils"
      DEATH_SPOILS  = true      # Set to true if you wish to reveal spoils info
                                # when an enemy dies.
      DATA_GOLD      = "Gold"    # Message used to indicate gold drop.
      VIEW_GOLD      = "%d Gold" # How the gold gain will appear.
      ICON_GOLD      = 205      # Icon used for gold drop.
      DATA_EXP      = "EXP"    # Message used to indicate experience gain.
      VIEW_EXP      = "%d EXP"  # How the exp gain will appear.
      ICON_EXP      = 62        # Icon used for exp gain.
      DATA_ENCOUNTER = "Encounters" # Message used to indicate encounters.
      VIEW_ENC1      = "%d Time"    # How the encounters will appear. Singular.
      VIEW_ENC2      = "%d Times"  # How the encounters will appear. Plural.
      ICON_ENCOUNTER = 63          # Icon used for encounters.
      DATA_KILLED    = "Defeated"  # Message used to indicate defeats.
      VIEW_KILLED1  = "%d Kill"    # How the defeats will appear. Singular.
      VIEW_KILLED2  = "%d Kills"  # How the defeats will appear. Plural.
      ICON_KILLED    = 157          # Icon used for defeats.
      DATA_ESCAPED  = "Escaped"    # Message used to indicate escapes.
      VIEW_ESCAPED1  = "%d Fled"    # How the defeats will appear. Singular.
      VIEW_ESCAPED2  = "%d Fled"    # How the defeats will appear. Plural.
      ICON_ESCAPED  = 155          # Icon used for escapes.
      SPOIL_DROPS    = false    # Draw drops for the Spoils page?
      DATA_DROPS    = "Drops"  # Message used to indicate drops.
     
      # For those that would like a separate page for drops, use this page.
      # This affects all of the information relative to drops anyway.
      SHOW_DROPS    = true
      TITLE_DROPS    = "Drops Info"
      DEATH_DROPS    = true      # Set to true if you wish to reveal spoils info
                                # when an enemy dies.
      DATA_D_ITEM    = "Drop Name"
      DATA_D_CHANCE  = "Chance"
     
     
      # This affects the enemy notes section which requires Lunatic modifying.
      # This page can be about anything you want to write about.
      SHOW_NOTES            = true
      TITLE_NOTES          = "Notes"
      NOTE_PAGE_WIDTH      = 240
      NOTE_PAGE_TEXT_SIZE  = 16
      NOTE_PAGE_TEXT_COLOUR = 0
     
    end # MONSTER
  end # MENU
end # YE

#===============================================================================
# How to Use: Lunatic Mode
#===============================================================================
#
# This part allows you to input your own custom notes and whatnot. Custom notes
# page will only appear for enemies that are listed in the note hash beneath the
# Lunatic Mode section.
#
# The process is pretty simple. Just follow the template below.
#
#    ENEMY_NOTES ={
#      enemy_id => "This would be the first line| and this would be the next!",
#    } # Do not remove this.
#
# Enter the enemy's ID number where "enemy_id" is. Following the "=>" input
# the custom notes you'd like for that enemy to display. If you wish to add
# line breaks to notes, add a | where you would like the break to appear. Now
# while they do appear in the notebox, they are confined by the note page's
# width and will shrink if the lines end up being too long. You can adjust the
# note page's width in the part before the Lunatic Mode instructions.
#
#===============================================================================

module YE
  module HASH
   
    ENEMY_NOTES ={
        26 => "Vampires are mythological or|folkloric revenants who sub-|sist by feeding on the blood|of the living. In folkloric|tales, the undead vampires|often visited loved ones and|caused mischief or deaths in|the neighbourhoods they in-|habited when they were alive.",
      1200 => "Hello, world.|It's nice to meet you.",
      1201 => "Good bye, world.|It was nice meeting you.",
    } # Do not remove this.
       
  end #module HASH
Merci !


Dernière édition par Yoshi-Dragon le Lun 12 Avr 2010 - 21:14, édité 4 fois (Raison : Résolu)
ZangtherOld
ZangtherOld
Membre

Nombre de messages : 1711
Date d'inscription : 07/08/2009

Traduction Empty Re: Traduction

Dim 11 Avr 2010 - 14:39
A vos ordres chef !!!

...

TU nous prend pour des chiens ?
Un peu de politesse mince alors !
Yoshi-Dragon
Yoshi-Dragon
Membre

Nombre de messages : 752
Age : 28
Localisation : J'ai peur.
Distinction : aucune
Date d'inscription : 19/06/2009
http://smashbrosbrawl.e-monsite.com

Traduction Empty Re: Traduction

Dim 11 Avr 2010 - 14:54
... Jme sens mal là ... Désolé je vais édité :boulet:
ZangtherOld
ZangtherOld
Membre

Nombre de messages : 1711
Date d'inscription : 07/08/2009

Traduction Empty Re: Traduction

Dim 11 Avr 2010 - 15:08
C'est mieux en effet ^^

Ah, pense aussi aux balises code pour le script.
Djidane
Djidane
Membre

Nombre de messages : 1444
Age : 30
Localisation : Paris
Distinction : Héritier d'Alexdream (mais on l'aime quand même).
Lèche cul professionnel
et il aime ça!!!
Date d'inscription : 30/12/2008

Traduction Empty Re: Traduction

Dim 11 Avr 2010 - 15:55
Si tu cherche à traduire les éléments important , tu n'as juste qu'a chercher les textes en violet normalement ...

De plus le script est très court , tu devrais pas passer plus de 10 minute à faire sa .
Pixelvengeur360
Pixelvengeur360
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Nombre de messages : 638
Age : 29
Localisation : Metz/France
Distinction : Gracié par nous autres, dieux.
DRUGS : I've told you that was bad !
Date d'inscription : 21/12/2008

Traduction Empty Re: Traduction

Dim 11 Avr 2010 - 19:47
Je fait ça et j'édite.

EDIT:

Spoiler:

Certains truc sont mal orthographiés je pense, mais bon c'est facil à corriger, j'ai tout traduit de toute manière, enfin le nécessaire, pas le mode d'utilisation, juste ce qui apparait dans le jeu.

Golds > G
Tu modifis G en le nom de ta monnaie
Voilà
Yoshi-Dragon
Yoshi-Dragon
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Nombre de messages : 752
Age : 28
Localisation : J'ai peur.
Distinction : aucune
Date d'inscription : 19/06/2009
http://smashbrosbrawl.e-monsite.com

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Lun 12 Avr 2010 - 21:12
Merci c'est super simpa a toi ! go crédit !
Balbereith
Balbereith
Staffeux retraité

Nombre de messages : 4129
Age : 31
Localisation : dans l'ombre...
Distinction : Péripatéticienne à temps perdu
Helly n°666 [Coco' ;D]
mon ptit balbounet p'tit jardinier en herbe(les râteaux ça le connait) [tonton Adurna]
Cultivateur professionnel de la commu' (il a de bons outils en de nombreux exemplaires Traduction 522164 ) [Coco' Smile]
Date d'inscription : 13/05/2009

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Mer 28 Avr 2010 - 18:50
c'est résolu-> locké et déplacé
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