2 résultats trouvés pour ------------------------------------------------------------------------------
- Aujourd'hui
- le Ven 11 Jan 2019 - 14:35
- Rechercher dans: Demande de ressources
- Sujet: VX ACE : Compatibilit des Scripts [Synthesis] et [Coffre Stockage]
- Réponses: 7
- Vues: 2129
VX ACE : Compatibilit des Scripts [Synthesis] et [Coffre Stockage]
Ah oui bien sr ! Le voil.- Spoiler:
[code]
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Traits Namer
# Author: Kread-EX
# Version: 1.02
# Release date: 11/03/2012
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#------------------------------------------------------------------------------
# UPDATES
#------------------------------------------------------------------------------
# # 03/02/2012. Bug fixes.
# # 24/03/2012. Added methods used by Alchemic Synthesis.
# # 23/03/2012. Version 1.0, now help window generation is included.
#------------------------------------------------------------------------------
# TERMS OF USAGE
#------------------------------------------------------------------------------
# # You are free to adapt this work to suit your needs.
# # You can use this work for commercial purposes if you like it.
# # Credit is appreciated.
# #
# # For support:
# # grimoirecastle.wordpress.com
# # rpgmakerweb.com
#------------------------------------------------------------------------------
# INTRODUCTION
#------------------------------------------------------------------------------
# # This is a core script. By itself, it doesn't do anything but it used by
# # Runic Enchantment and Alchemic Synthesis. The purpose of this script
# # is to provide an automated way to name traits: the script retrieve the traits
# # data and generates a name based on a customizable template.
#------------------------------------------------------------------------------
$imported = {} if $imported.nil?
$imported['KRX-TraitsNamer'] = true
puts 'Load: Traits Namer v1.02 by Kread-EX'
module KRX
module TraitsNamer
#===========================================================================
# ■ CONFIGURATION
#===========================================================================
X_PARAMETERS = [
'Accuracy',
'Evasion',
'Critical rate',
'Critical eva. rate',
'M. Evasion',
'Magic reflection',
'Counter rate',
'HP Regen',
'MP Regen',
'TP Regen'
]
S_PARAMETERS = [
'Aggro effect',
'Guard effect',
'Recovery rate',
'Pharmacology',
'MP cost',
'TP charge rate',
'Physical damage',
'Magical damage',
'Floor damage',
'EXP rate'
]
SPECIAL_FLAGS = [
'Autobattle',
'Guard',
'Cover',
'TP Saver'
]
PARTY_ABILITY = [
'Half Encounter',
'No Encounter',
'No surprise attacks',
'No preemptive attacks',
'Gold x2',
'Item Drops x2'
]
CODENAMES = {
11 => '%s resist: %d%%' , # Element rate
12 => '%s debuff rate: %d%%' , # Debuff rate
13 => '%s resist: %d%%' , # State rate
14 => 'Immunity: %s' , # State immunity
21 => '%s: %d%%' , # Parameter rate
22 => '%s: %d%%' , # Additional parameter rate
23 => '%s: %d%%' , # Special parameter rate
31 => 'Attack %s' , # Physical attack attribute
32 => 'Attack %s %d%%' , # Physical attack state
33 => 'Attack speed %d' , # Attack speed correction
34 => 'Attack x%d' , # Additional attacks
41 => 'Command: %s' , # Add skill type
42 => 'Seal: %s' , # Seal skill type
43 => 'Skill: %s' , # Add skill
44 => 'Skill Seal: %s' , # Seal skill
51 => 'Can equip: %s' , # Add equip type (weapon)
52 => 'Can equip: %s' , # Add equip type (armor)
53 => 'Fix equip: %s' , # Fix equip slot
54 => 'Seal equip: %s' , # Seal equip slot
55 => 'Dual Wielding' , # Dual Wield
61 => 'Bonus Actions: +%d%%' , # Bonus actions
62 => '%s' , # Special flag
63 => 'Collapse type' , # Collapse type (will never be used, I think)
64 => '%s' , # Party ability
}
CODEHELP = {
# Element rate
11 => 'Raises %s resistance by %d%%.',
# Debuff rate
12 => 'Raises %s resistance by %d%%.',
# State rate
13 => 'Raises %s resistance by %d%%.',
# State immunity
14 => 'Grants immunity to %s.',
# Parameter rate
21 => 'Raises %s by %d%%.',
# Additional parameter rate
22 => 'Raises %s by %d%%.',
# Special parameter rate
23 => 'Grants a %d% modifier to %s.',
# Physical attack attribute
31 => 'Adds %s element to normal attacks.',
# Physical attack state
32 => 'Adds %s to normal attacks (%d%% accuracy).',
# Attack speed correction (bonus)
33 => ['Raises attack speed by %d.',
# Attack speed correction (malus)
'Reduces attack speed by %d.'],
# Additional attacks
34 => 'Grants %d additional attacks.',
# Add skill type
41 => 'Enables the %s battle command.',
# Seal skill type
42 => 'Seals the %s battle command.',
# Add skill
43 => 'Allows the use of the %s skill',
# Seal skill
44 => 'Seals the %s skill.',
# Add equip type (weapon)
51 => 'Allows %s to be equipped.',
# Add equip type (armor)
52 => 'Allows %s to be equipped.',
# Fix equip slot
53 => 'Fixes the %s equipment slot.',
# Seal equip slot
54 => 'Seals the %s equipment slot.',
# Dual Wield
55 => 'Allows to use two weapons as the same time.',
# Bonus actions
61 => 'Raises the action rate by %d%%.',
# Autobattle
62 => ['The character will act on his/her own in battle.',
# Guard
'The character will permanently defend.',
# Cover
'The character will take hits for his/her wounded comrades.',
# TP Saver
'TP are kept after battles.'],
# Collapse type (no need to use it but meh)
63 => 'Alters the collapse animation.',
# Half encounter
64 => ['Halves the random encounter rate.',
# No encounter
'Disables random encounters.',
# No surprise attacks
'Disables surprise attacks.',
# No preemptive attacks
'Disables preemptive attacks.',
# Gold x2
'Doubles the money obtained after a battle.',
# Item Drops x2
'Doubles the drop rate of items.']
}
EFFECTS_CODENAMES = {
11 => 'HP Recovery' , # HP Recovery
12 => 'MP Recovery' , # MP Recovery
13 => 'TP Recovery' , # TP Gain
21 => 'Add %s' , # Add State
22 => 'Cleanse %s' , # Remove State
31 => '%s+' , # Add buff
32 => '%s-' , # Add debuff
33 => 'Dispel %s+' , # Remove buff
34 => 'Cancel %s-' , # Remove debuff
41 => 'Escape' , # Escape
42 => '%s Bonus' , # Permanent stat growth
43 => 'Learn %s' , # Permanent skill learning
44 => 'Common Event' , # Common event
}
EFFECTS_CODEHELP = {
# HP Recovery (static)
11 => ['Restores %d HP.',
# HP Recovery (dynamic)
'Restores %d%% of maximum HP.'],
# MP Recovery (static)
12 => ['Restores %d MP.',
# MP Recovery (dynamic)
'Restores %d%% of maximum MP.'],
# TP Gain
13 => 'Restores %d%% TP.',
# Add State
21 => 'Inflicts %s (%d%% chance).',
# Remove State
22 => 'Cancels %s.',
# Add buff
31 => 'Increases %s for %d turns.',
# Add debuff
32 => 'Decreases %s for %d turns.',
# Remove buff
33 => 'Cancels a previously applied %s buff.',
# Remove debuff
34 => 'Dispels an active %s debuff.',
# Escape
41 => 'Automatically escape from battle.',
# Permanent stat growth
42 => 'Boosts %d by %d permanently.',
# Permanent skill learning
43 => 'Teaches the %s skill permanently.',
# Common Event
44 => 'Calls a common event.'
}
#===========================================================================
# ■ CUSTOM TRAITS/EFFECTS CONFIGURATION
#===========================================================================
# INSTRUCTIONS
# Here you can define custom traits names and descriptions.
#
# Syntax:
# [type, code, data_id, value 1, value2] => [name, description]
#
# type: 0 (for equipment), 1 (for usables)
#
# code: the code number. Refer to default naming to know what is what.
#
# data_id: the number of the option you've choosen in the trait droplist.
#
# value1: what you typed in the first field where you can write numbers.
# For equipment this is the only one.
#
# value2: usable items only. What you typed in the second field.
#
# description: If you want to also use a custom description. If you only
# want the custom name, set this to nil.
CUSTOM_TRAITS = {
[0, 32, 2, 50] => ['Poisonous', nil],
[0, 32, 2, 100] => ['Venomous', nil],
[1, 11, 0, 0, 10] => ['HP Recovery XS', nil],
[1, 11, 0, 0, 25] => ['HP Recovery S', nil],
[1, 11, 0, 0, 50] => ['HP Recovery M', nil],
[1, 11, 0, 0, 75] => ['HP Recovery L', nil],
[1, 11, 0, 0, 100] => ['HP Recovery XL', 'Restores all HP!'],
[1, 12, 0, 0, 10] => ['MP Recovery XS', nil],
[1, 12, 0, 0, 25] => ['MP Recovery S', nil],
[1, 12, 0, 0, 50] => ['MP Recovery M', nil],
[1, 12, 0, 0, 75] => ['MP Recovery L', nil],
[1, 12, 0, 0, 100] => ['MP Recovery XL', 'Restores all MP!'],
[1, 13, 0, 2, 0] => ['TP Recovery XS', nil],
[1, 13, 0, 5, 0] => ['TP Recovery S', nil],
[1, 13, 0, 10, 0] => ['TP Recovery M', nil],
[1, 13, 0, 16, 0] => ['TP Recovery L', nil],
[1, 13, 0, 20, 0] => ['TP Recovery XL', nil],
}
#===========================================================================
# CONFIGURATION ENDS HERE
#===========================================================================
#--------------------------------------------------------------------------
# Generates traits name
#--------------------------------------------------------------------------
def self.feature_name(code, data_id, value)
custom = CUSTOM_TRAITS[[0, code, data_id, self.convert_value(code, value)]]
return custom[0] unless custom.nil? || custom[0].nil?
base_name = CODENAMES[code]
data_name = case code
when 11, 31
$data_system.elements[data_id]
when 12, 21
Vocab.param(data_id)
when 13, 14, 32
$data_states[data_id].name
when 22
X_PARAMETERS[data_id]
when 23
S_PARAMETERS[data_id]
when 41, 42
$data_system.skill_types[data_id]
when 43, 44
$data_skills[data_id].name
when 51
$data_system.weapon_types[data_id]
when 52
$data_system.armor_types[data_id]
when 53, 54
Vocab.etype(data_id)
when 62
SPECIAL_FLAGS[data_id]
when 64
PARTY_ABILITY[data_id]
end
final_value = case code
when 11, 13
100 - (value * 100)
when 33, 34
value
else
value * 100
end
if data_name.nil?
name = sprintf(base_name, final_value)
else
name = sprintf(base_name, data_name, final_value)
end
name
end
#--------------------------------------------------------------------------
# Generates traits description
#--------------------------------------------------------------------------
def self.feature_description(code, data_id, value)
custom = CUSTOM_TRAITS[[0, code, data_id, self.convert_value(code, value)]]
return custom[1] unless custom.nil? || custom[1].nil?
if CODEHELP[code].is_a?(Array)
base_help = CODEHELP[code][data_id]
else
base_help = CODEHELP[code]
end
data_name = case code
when 11, 31
$data_system.elements[data_id]
when 12, 21
Vocab.param(data_id)
when 13, 14, 32
$data_states[data_id].name
when 22
X_PARAMETERS[data_id]
when 23
S_PARAMETERS[data_id]
when 41, 42
$data_system.skill_types[data_id]
when 43, 44
$data_skills[data_id].name
when 51
$data_system.weapon_types[data_id]
when 52
$data_system.armor_types[data_id]
when 53, 54
Vocab.etype(data_id)
when 62
SPECIAL_FLAGS[data_id]
when 64
PARTY_ABILITY[data_id]
end
final_value = case code
when 11, 13
100 - (value * 100)
when 33, 34
value
else
value * 100
end
if data_name.nil?
name = sprintf(base_help, final_value)
else
name = sprintf(base_help, data_name, final_value)
end
name
end
#--------------------------------------------------------------------------
# Generates effects name
#--------------------------------------------------------------------------
def self.effect_name(code, data_id, value1, value2)
custom = CUSTOM_TRAITS[[1, code, data_id,
self.convert_value(code, value1, false),
self.convert_value(code, value2, false)]]
return custom[0] unless custom.nil? || custom[0].nil?
base_name = EFFECTS_CODENAMES[code]
data_name = case code
when 21, 22
$data_states[data_id].name
when 31, 32, 33, 34, 42
Vocab.param(data_id)
when 43
$data_skills[data_id]
end
if data_name.nil?
name = sprintf(base_name, value1, value2)
else
name = sprintf(base_name, data_name, value1, value2)
end
name
end
#--------------------------------------------------------------------------
# Generates effects description
#--------------------------------------------------------------------------
def self.effect_description(code, data_id, value1, value2)
custom = CUSTOM_TRAITS[[1, code, data_id,
self.convert_value(code, value1, false),
self.convert_value(code, value2, false)]]
return custom[1] unless custom.nil? || custom[1].nil?
if EFFECTS_CODEHELP[code].is_a?(Array)
base_help = value2 > 0 ? EFFECTS_CODEHELP[code][0] :
EFFECTS_CODEHELP[code][1]
else
base_help = EFFECTS_CODEHELP[code]
end
data_name = case code
when 21, 22
$data_states[data_id].name
when 31, 32, 33, 34, 42
Vocab.param(data_id)
when 43
$data_skills[data_id]
end
value1 = self.convert_value(code, value1, false)
value2 = self.convert_value(code, value2, false)
value1 = value2 if value1 == 0
if data_name.nil?
name = sprintf(base_help, value1, value2)
else
name = sprintf(base_help, data_name, value1, value2)
end
name
end
#--------------------------------------------------------------------------
# Converts the real value to the one entered in the editor
#--------------------------------------------------------------------------
def self.convert_value(code, value, feature = true)
if feature && [33, 34].include?(code)
return value.to_i
elsif feature && [21].include?(code)
return (value.to_f / 100)
elsif [11, 12].include?(code) && value <= 1
return (value.to_i * 100).to_i
else
value.to_i
end
end
#--------------------------------------------------------------------------
# Points towards either feature name or effect name
#--------------------------------------------------------------------------
def self.trait_name(trait)
if trait.is_a?(RPG::BaseItem::Feature)
return self.feature_name(trait.code, trait.data_id, trait.value)
end
self.effect_name(trait.code, trait.data_id, trait.value1, trait.value2)
end
#--------------------------------------------------------------------------
# Points towards either feature description or effect description
#--------------------------------------------------------------------------
def self.trait_description(trait)
if trait.is_a?(RPG::BaseItem::Feature)
return self.feature_description(trait.code, trait.data_id, trait.value)
end
self.effect_description(trait.code, trait.data_id, trait.value1,
trait.value2)
end
end
end
[/code]
- le Jeu 4 Nov 2010 - 4:17
- Rechercher dans: Event et BDD
- Sujet: Crer un cran-titre en vent
- Réponses: 9
- Vues: 782
Crer un cran-titre en vent
Bien le bonjour amis makeurs et makeuses, aujourd'hui, je poste mon 1er tutoriel !Alors, je vais faire bref, mon tutoriel sert crer un cran titre en vent la place de l'cran titre de base.
Pour les gros flemmards qui n'ont pas du tout envie de tout lire, j'ai mis en fichier joints une dmo avec un cran-titre en vent!
Commenons par les prparatifs :
1- Les prparatifs
Alors pour commencer, il vous faudra ce script :
- Spoiler:
/!\ Pour l'utilisation de ce script, vous devez mettre obligatoirement Adurna dans les crdits /!\
le script est remplacer par le script "Scene_title"
Aprs, il nous faut les images qui feront le menu.. Pour ma part, j'utiliserai ces images :
- Spoiler:
- Spoiler:
- Spoiler:
Les images sont de moi, donc si vous voulez les utiliser, pas besoin de me mettre dans vos crdits..
Les images sont mettre dans le dossier Pictures de votre project.
/!\ Pour ceux qui ne savent pas o ce trouve ce dossier : /mes documents/RPGVX/Project1(par dfaut)/Graphics/Pictures
Ou bien les importer depuis rmvx :
Bien, aprs que le script soit plac et les images en place, nous passons aux vnements pour faire un jolie cran titre
2- Les vents
Bien, pour commencer, on va faire en sorte que le hros ne se montre pas en plein dessus le menu, cel ferait moche..
Exemple
--->
Sinon, a donne sa :
- Spoiler:
bien, Cel risque d'tre incomprhensible, pourtant tout est simple et facile comprendre, enfin je pense..
Vous avez de la chance, un seul event suffit pour faire un cran-titre, oui bon, c'est vrai, on peut mieux faire, mais c'est la base !
Etape 1:
1 : bien, on va utiliser une variable pour changer d'une image une autre.. (par ex : l'image 1 correspond au 0 de la variable, l'image 2 au 1 de la variable, etc..)
2 : oui, j'efface l'image 2, Vous verrez plus tard pourquoi ont doit l'effacer.
3 : Et oui, a arrive souvent, on oublie de mettre en parallle, si on laisse en action, c'est sur que cel marchera pas
Etape 2:
sa devient un peu plus compliqu..
1 : oui -700, c'est fait exprs pour avoir un effet
2 : oui et oui, c'est pour mon effet, c'est normal
3 : et oui, je modifie le nombre, car maintenant, c'est pass la 2eme image, ce n'est plus la 1ere
4 : comme c'est crit dans le commentaire, vous mettez le hero de dpart et la tlportation vers la map de dpart
Etape 3:
Oui bon, je vous dtail pas l'vent, je vous ai dit le ncessaire, aprs, c'est du rptitif
Etape final:
Et voila, l'vent dans toute sa splendeur, vous de copi et voir le rsultat
Rsultat final :
J'espre que vous avez apprcier mon tutoriel, j'en ai y mis du coeur le faire
Bonne nuit tous !!
Toinane