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 Menu Final Fantasy avec bestiaire,Php et materia

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AuteurMessage
djidane
Nv.5 : Voleur
Nv.5 : Voleur
djidane


Masculin Nombre de messages : 21
Age : 32
Localisation : Lindblum
Nbre de jeux de RPG que vous avez fini : Oula je sais plus tous les Final Fantasy deja....
Date d'inscription : 21/10/2006

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Menu Final Fantasy avec bestiaire,Php et materia Left_bar_bleue31/500Menu Final Fantasy avec bestiaire,Php et materia Empty_bar_bleue  (31/500)

Menu Final Fantasy avec bestiaire,Php et materia Empty
MessageSujet: Menu Final Fantasy avec bestiaire,Php et materia   Menu Final Fantasy avec bestiaire,Php et materia Icon_minitimeVen 27 Oct - 21:08

Tout est dans le titre un menu ff avec materia bestiaire et php

Créez un script au dessus de "Main" et nommez ce script " Menu Final Fantasy"
Code:
#*********************************************************
#Final Fantasy VII menu setup by AcedentProne
#*********************************************************
#To use:
#Create a new folder in the Characters folder, and call it Faces
#Adding faces: add a 80x80 picture with the same name as the characterset it
#corrosponds with in the Faces folder
#If text does not appear, right click and select Replace
#Put $defaultfonttype in the Search String box
#Put $fontface in the Replacement String box
#Hit replace all.
#Put $defaultfontsize in the Search String box
#Put $fontsize in the Replacement String box
#Hit replace all.
#
#If you do not want Faces, go to line 102
#and change delete the # of draw_actor_graphic
#and put a # infront of draw_actor_face
#========================================
#■ Window_Base
#--------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================

class Window_Base < Window

def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

#========================================
#■ Game_Map
#--------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map

def name
$map_infos[@map_id]
end
end

#========================================
#■ Window_Title
#--------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#========================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------
# Sets up the Choosing.
#========================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 560, 454)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 94
y = i * 110
actor = $game_party.actors[i]
draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
#draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 80, y)
draw_actor_level(actor, x, y + 18)
draw_actor_state(actor, x + 200, y)
draw_actor_exp(actor, x+ 144, y + 38)
draw_actor_hp(actor, x, y + 38)
draw_actor_sp(actor, x, y + 58)
end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end

#=======================================#
# ■Window_GameStats #
# written by AcedentProne #
#-----------------------------------------------------------------------#

class Window_GameStats < Window_Base
def initialize
super(0, 0, 160, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 22
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
# Draw "Time"
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 6, 120, 32, text, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, -10, 120, 32, "Temps")
#Drawing Gold
self.contents.font.color = normal_color
self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# Update of The count




#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end

#========================================================
# ■ Window_Mapname
#------------------------------------------------------------------------
#  Draws the Map name
#========================================================

class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 60)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear

# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 220, 32, "Lieu")
self.contents.font.color = normal_color
self.contents.draw_text(175, 0, 80, 32, $game_map.name)
end
end

#========================================================
# ■ Scene_Menu
#------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#========================================================

class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------

def initialize(menu_index = 0)
@menu_index = menu_index
end

def main
s1 = $data_system.words.item
s2 = "Materia"
s3 = "Bestiaire"
s4 = "PHS"
s5 = $data_system.words.skill
s6 = $data_system.words.equip
s7 = "Status"
s8 = "Sauvegarder"
s9 = "Quitter"

#--------------------------- edit-------------------------------
# Command menu
# Size = Screen height - border sizes -
# GameStatus menu - Spacing from GameStatus
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9])
@command_window.x = 640 - @command_window.width
@command_window.y = 0
@command_window.z = 110
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
@map = Window_Mapname.new
@map.x = 640 - @map.width
@map.y = 480 - @map.height - 1
@map.z = 110


# Lower right box
@game_stats_window = Window_GameStats.new
@game_stats_window.x = 640 - @game_stats_window.width
@game_stats_window.y = 704 - @command_window.height - @game_stats_window.height + 3
@game_stats_window.z =110


# Status window
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 8
@status_window.z = 100



Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@game_stats_window.dispose
@status_window.dispose
@map.dispose
end
#--------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------
def update
@command_window.update
@game_stats_window.update
@status_window.update
@map.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------
def update_command
# If B button is pused
if Input.trigger?(Input::B)
# Plays assigned SE
$game_system.se_play($data_system.cancel_se)
# Go to Map
$scene = Scene_Map.new
return
end
# If C button is pused
if Input.trigger?(Input::C)
# Checks actor size
if $game_party.actors.size == 0 and @command_window.index < 4
# plays SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Liste_Monstres.new
$vientdumenu = 1
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 5
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 6
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 7
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 8
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------

def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 4
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 6
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Materia.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Liste_Monstres.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Switch.new(@status_window.index)
end
return
end
end
end
Screen:Menu Final Fantasy avec bestiaire,Php et materia 01ul6he8
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Lord Ephraim
Grand Lord
Grand Lord
Lord Ephraim


Masculin Nombre de messages : 429
Age : 34
Localisation : Dans les ruines du royaume de Renais .
Nbre de jeux de RPG que vous avez fini : 31
Date d'inscription : 18/06/2006

Fiche RPGiste
PR (Points RPGiste):
Menu Final Fantasy avec bestiaire,Php et materia Left_bar_bleue0/500Menu Final Fantasy avec bestiaire,Php et materia Empty_bar_bleue  (0/500)

Menu Final Fantasy avec bestiaire,Php et materia Empty
MessageSujet: Re: Menu Final Fantasy avec bestiaire,Php et materia   Menu Final Fantasy avec bestiaire,Php et materia Icon_minitimeSam 30 Déc - 2:02

Le Menu PHS , Bestiare et Matéria ne marchent pas je crois qu'il manquent des scripts .

N'oubliez pas aussi de faire un dossier "Faces" dans "Characters" et nommez les faces les meme noms de vos Héros "001-Fighter01"

Edit : J'ai trouvée le Bestiare , PHS et Matéria qui marchent je vous le mettrez une autre fois .
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