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 Lvl up faon Pokmon !

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Gaara
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Nombre de messages : 26
Date d'inscription : 01/04/2007

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MessageSujet: Lvl up faon Pokmon !   Dim 1 Avr - 12:55

Screens :

et se que sa denne dans mon projet Pokmon Very Happy: :

Je l'ai tester et il fonctionne avec tous les systeme de combat. :n26:

Bon le Script :
Vous devez appeler le script Window_level up :
Code:
#================================================
# ====Create a new script above main and put all that code in it. ======
#================================================
#
#
#
#
#
# Window_BattleStatus
#
# XRXS_BP10. LEVEL UP!\͏㏸\EBhE plus!
# by ݓy
#
# vFXRXS.RGSSǃJX^}CY
#
#
#Script found at http://f26.aaa.livedoor.jp/~xxms/RPGXP_XRXS_BP10.htm
#Modified by Sutebe-san
#
#
#==============================================================================
# JX^}CY|Cg
#==============================================================================
class Scene_Battle
LEVEL_UP_SE = "" # xAbvSEB""ŖB
LEVEL_UP_ME = "Audio/ME/PkmRS-LevelUp" # xAbvME
end
class Window_SkillLearning < Window_Base
SKILLLEARN_SE = "Audio/SE/106-Heal02" # XLKSEB
end
#==============================================================================
# Window_LevelUpWindow
#------------------------------------------------------------------------------
# @ogIAxAbvꍇɃXe[^X\EBhEłB
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
# IuWFNg
#--------------------------------------------------------------------------
def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# super(x, y, 160, 192)
super(x-x, y-64, 160, 192+64)

self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 400
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 20, 0, 160, 24, "LEVEL UP!!")
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 28+64, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50+64, 160, 24, $data_system.words.sp)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 80, 24, "Level")
self.contents.draw_text( 0, 72+64, 80, 24, $data_system.words.str[0,3])
self.contents.draw_text( 0, 94+64, 80, 24, $data_system.words.dex[0,3])
self.contents.draw_text( 0, 116+64, 80, 24, $data_system.words.agi[0,3])
self.contents.draw_text( 0, 138+64, 80, 24, $data_system.words.int[0,3])
self.contents.draw_text(76, 0+64, 128, 24, "=")
self.contents.draw_text(76, 28+64, 128, 24, "=")
self.contents.draw_text(76, 50+64, 128, 24, "=")
self.contents.draw_text(76, 72+64, 128, 24, "=")
self.contents.draw_text(76, 94+64, 128, 24, "=")
self.contents.draw_text(76, 116+64, 128, 24, "=")
self.contents.draw_text(76, 138+64, 128, 24, "=")
self.contents.font.size = 20
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0+64, 72, 24, "+" + (actor.level-last_lv).to_s, 2)
self.contents.draw_text( 0, 28+64, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50+64, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72+64, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94+64, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116+64, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138+64, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26+64, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( -40, 26, 128, 24, actor.name, 2)
self.contents.draw_text( 0, 48+64, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70+64, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92+64, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114+64, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136+64, 128, 24, actor.int.to_s, 2)
self.z = 9999999
end
end
#==============================================================================
# Window_SkillLearning
#------------------------------------------------------------------------------
# @xAbvȂǂɃXLKꍇɂ\EBhEłB
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
# JCX^Xϐ
#--------------------------------------------------------------------------
attr_reader :learned # XLKǂ
#--------------------------------------------------------------------------
# IuWFNg
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64-32, 320, 64)

self.contents = Bitmap.new(width - 32, height - 28) # 킴Ɓ\
self.visible = false
self.z = 999999
@learned = false
refresh(class_id, last_lv, now_lv)
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
def refresh(class_id, last_lv, now_lv)
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# ̃xAbv͈͂ŏKXL̏ꍇ
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
# SE̍Đ
if SKILLLEARN_SE != ""
Audio.se_play(SKILLLEARN_SE)
end
# e`
skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
self.contents.clear
self.contents.font.name = $fontface
self.contents.draw_text(0,0,448,32, "\v[2] learned" + skill_name)
self.visible = true
# C[v
loop do
# Q[ʂXV
Graphics.update
# ͏XV
Input.update
# t[XV
update
# ʂ؂ւ烋[v𒆒f
if @learned == false
break
end
end
# C[v܂
end
end
end
#--------------------------------------------------------------------------
# t[XV
#--------------------------------------------------------------------------
def update
# C {^ꂽꍇ
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==============================================================================
# Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ljEJCX^Xϐ
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!\
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# At^[ogtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
xrxs_bp10_start_phase5
# l EXP擾
@exp_gained = battle_exp
# EXP l
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp -= @exp_gained
if actor.level < last_level
@status_window.level_up_flags[i] = false
end
end
end
# ݒ
@exp_gain_actor = -1
# UgEBhE\
@result_window.visible = true
end
#--------------------------------------------------------------------------
# t[XV (At^[ogtF[Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
@level_up_phase_done = false if @level_up_phase_done != true
# C {^ꂽꍇ
if Input.trigger?(Input::C)
# EBhE‚Ď̃AN^[
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
@level_up_phase_done = phase5_next_levelup
end
if @level_up_phase_done
if @phase5_wait_count < 2
# UgEBhEvisible=truełsŽ
@result_window.opacity = 0
@result_window.back_opacity = 0
@result_window.contents_opacity = 0
end
# Ăі߂
xrxs_bp10_update_phase5
# xAbvĂꍇ͋ogI
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# ̃AN^[̃xAbv\
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ̃AN^[
@exp_gain_actor += 1
# Ō̃AN^[̏ꍇ
if @exp_gain_actor >= $game_party.actors.size
# At^[ogtF[YJn
return true
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# ݂̔\͒lێ
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# 퓬ol̍Ď擾
actor.exp += @exp_gained
#
if actor.level > last_level
# xAbvꍇ
@status_window.level_up(@exp_gain_actor)
# UgEBhE
@result_window.visible = false
# SE̍Đ
if LEVEL_UP_SE != ""
Audio.se_play(LEVEL_UP_SE)
end
# ME̍Đ
if LEVEL_UP_ME != ""
Audio.me_stop
Audio.me_play(LEVEL_UP_ME)
end
# LEVEL-UPEBhE̐ݒ
actors_size = [$game_party.actors.size, 4].max
x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1)
x = x_shift * @exp_gain_actor
y = 128
@levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.visible = true
# Xe[^XEBhEtbV
@status_window.refresh
# XLKEBhE̐ݒ
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
# EFCgJEgݒ
@phase5_wait_count = 40
return false
end
end
end until false
end

def battle_exp
bexp = 0
# [v
for enemy in $game_troop.enemies
# Gl~[BԂłȂꍇ
unless enemy.hidden
# llj
bexp += enemy.exp
end
end
return bexp
end

end


Vers la ligne 26 remplacer Audio/ME/PkmRS-LevelUp par Audio/ME/Votre son.
et la ligne 29 Audio/SE/106-Heal02 idem que ci dessus.
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