Résolu : Traduction
Dim 11 Avr 2010 - 14:28
Bonjour,
J'aimerai que quelqu'un puisse me traduire ce script ... peut etre pas tout juste ce qui est utile [Résolu]
J'aimerai que quelqu'un puisse me traduire ce script ... peut etre pas tout 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
- ZangtherOldMembre
- Nombre de messages : 1711
Date d'inscription : 07/08/2009
Re: Traduction
Dim 11 Avr 2010 - 14:39
A vos ordres chef !!!
...
TU nous prend pour des chiens ?
Un peu de politesse mince alors !
...
TU nous prend pour des chiens ?
Un peu de politesse mince alors !
- ZangtherOldMembre
- Nombre de messages : 1711
Date d'inscription : 07/08/2009
Re: Traduction
Dim 11 Avr 2010 - 15:08
C'est mieux en effet ^^
Ah, pense aussi aux balises code pour le script.
Ah, pense aussi aux balises code pour le script.
- DjidaneMembre
- 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
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 .
De plus le script est très court , tu devrais pas passer plus de 10 minute à faire sa .
- Pixelvengeur360Membre
- 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
Re: Traduction
Dim 11 Avr 2010 - 19:47
Je fait ça et j'édite.
EDIT:
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
EDIT:
- Spoiler:
- #===============================================================================
#
# 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
# 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.
#
#
# Causes the skill to unlock all scan data about the target enemy.
#
#
# 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.
#
#
# 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.
#
#
# 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.
#
#
# 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.
#
#or
# 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.
#
#
# 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.
#
#
# 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).
#
#
# 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.
#
#
# 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
#===============================================================================
#
#or
# 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.
#
#
# Prevents everything from being shown at all for that enemy.
#
#
# Prevents HP and MP from being displayed for that enemy.
#
#
# Prevents the ADSA and HECO stats from being displayed for that enemy.
#
#
# Prevents skills from being displayed for that enemy.
#
#
# Prevents element chart from being displayed for that enemy.
#
#or
# Prevents status effect probability chart from being displayed for that enemy.
#
#
# Prevents stolen items from being shown for that enemy.
#
#
# Prevents victory spoil information from being shown for that enemy.
#
#
# 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 = "Bestiaire" # The title which appears on the menu.
BESTIARY_SWITCH = 71 # Which switch will enable this command?
BESTIARY_LIST = "%s Liste" # 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: Changer de catégorie"
CATEGORIZE_HELP = "Selectionnez un type de catégorie"
CATEGORIZE_VIEW = "Voir %s"
CATEGORIZE_BUTTON = Input::SHIFT
# The following adjusts the category data shown for the overall monster
# book information.
MENU_FONT_SIZE = 16
BESTIARY_INFO = "Informations du bestiaire"
TEXT_COMPLETION = "Achèvement du bestiaire"
RATE_COMPLETION = "%#.05g%%"
ICON_COMPLETION = 141
TEXT_DISCOVERED = "Découvert au total"
ICON_DISCOVERED = 196
TEXT_ENCOUNTERS = "Rencontré au total"
TEXT_DEFEATED = "Battu au total"
TEXT_ESCAPED = "Enfuit au total"
TEXT_TYPE_DIS = "%s Découerts"
TEXT_TYPE_ENC = "%s Rencontrés"
TEXT_TYPE_DEF = "%s Battus"
TEXT_TYPE_ESC = "%s Fuits"
#------------------------------------------------------------------------
# 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 = "Préssez Shift pour voir les informations de l'énnemis."
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 = "Inconnu"
# 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 = "Info général"
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 = "Effets du statut" # 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
#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, "Monstre", "Monstres"],
1 => [ 112, 208, 18, 20, 209, 11, 22, "Boss", "Boss"],
2 => [ 157, 99, 20, 21, 100, 22, 23, "Demi-boss", "Demis-boss"],
} # 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 = "Info de la technique"
DATA_SKILLS = "Nom de la technique"
VIEW_SKILLS1 = "%d Technique"
VIEW_SKILLS2 = "%d Techniques"
# 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 = "Affinités avec l'élement"
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.
"Elements physiques" => [
# These are the element ID's.
[ 2, 3, 4, 5, 6],
# These are the element icons.
[ 10, 4, 14, 16, 12]
], # Next row
"Elements magiques" => [
# 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 = "Chance du statut"
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],
"Force plus" => [ 9, 10, 11, 12],
"Affaiblissements" => [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 = "Info du vol"
DATA_S_ITEM = "Nom de l'objet"
DATA_S_CHANCE = "Taux"
# 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 = "Butin de la victoire"
DEATH_SPOILS = true # Set to true if you wish to reveal spoils info
# when an enemy dies.
DATA_GOLD = "G" # Message used to indicate gold drop.
VIEW_GOLD = "%d G" # 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 Temps" # How the encounters will appear. Singular.
VIEW_ENC2 = "%d Temps" # How the encounters will appear. Plural.
ICON_ENCOUNTER = 63 # Icon used for encounters.
DATA_KILLED = "Battu" # Message used to indicate defeats.
VIEW_KILLED1 = "%d Tué" # How the defeats will appear. Singular.
VIEW_KILLED2 = "%d Tués" # How the defeats will appear. Plural.
ICON_KILLED = 157 # Icon used for defeats.
DATA_ESCAPED = "Enfuit" # Message used to indicate escapes.
VIEW_ESCAPED1 = "%d Fuite" # How the defeats will appear. Singular.
VIEW_ESCAPED2 = "%d Fuites" # How the defeats will appear. Plural.
ICON_ESCAPED = 155 # Icon used for escapes.
SPOIL_DROPS = false # Draw drops for the Spoils page?
DATA_DROPS = "Dropé" # 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 = "Information sur les drops"
DEATH_DROPS = true # Set to true if you wish to reveal spoils info
# when an enemy dies.
DATA_D_ITEM = "Nom des drops"
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 => "Infos.",
1200 => "Infos.",
1201 => "Infos.",
} # Do not remove this.
end #module HASH
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
- BalbereithStaffeux 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 ) [Coco' ]
Date d'inscription : 13/05/2009
Re: Traduction
Mer 28 Avr 2010 - 18:50
c'est résolu-> locké et déplacé
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