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Merry Christmas !
22/07/2017 06:50:53

BELIEVE !

[Résolu]Problème d'affichage PT [Vx Ace]

Gelarto

Vétéran
Gelarto
  • Messages : 781

[Résolu]Problème d'affichage PT [Vx Ace]


mar. 05 mai 2015 - 14h37

Salut tout le monde,


Comme vous pouvez le voir, le nombre de TP est de 5,7368.... Sur le coup ça m'a fait marrer mais c'est super moche et inutile. Le truc c'est que j'arrive pas à arranger ça afin d'afficher que l'unité. Je pense que c'est lieu au script de Menu (celui de Xail). Voilà le Core et le Menu :

Spoiler


#==============================================================================
# XaiL System - Core
# Author: Nicke
# Created: 07/01/2012
# Edited: 08/10/2013
# Version: 2.1f
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Core script for XaiL System.
# Caution! This needs to be located before any other XS scripts.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-CORE"] = true

module Colors
#--------------------------------------------------------------------------#
# * Colors
#--------------------------------------------------------------------------#
White = Color.new(255,255,255)
LightRed = Color.new(255,150,150)
LightGreen = Color.new(150,255,150)
LightBlue = Color.new(150,150,255)
DarkYellow = Color.new(225,225,20)
Alpha = Color.new(0,0,0,128)
AlphaMenu = 100
end
module XAIL
module CORE
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# Graphics.resize_screen(width, height )
Graphics.resize_screen(544,416)

# FONT DEFAULTS:
Font.default_name = ["VL Gothic"]
Font.default_size = 20
Font.default_bold = false
Font.default_italic = false
Font.default_shadow = true
Font.default_outline = true
Font.default_color = Colors::White
Font.default_out_color = Colors::Alpha

# USE_TONE = true/false:
# Window tone for all windows ingame. Default: true.
USE_TONE = false

# SAVE
SAVE_MAX = 4 # Default 16.
SAVE_FILE_VIS = 4 # Default 4.

# JAPANESE = true/false
JAPANESE = false

end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System

# // Method to determine japanese game.
def japanese? ; return XAIL::CORE::JAPANESE ; end

end
#==============================================================================#
# ** String
#==============================================================================#
class String

def to_class(parent = Kernel)
# // Method to convert string to class.
chain = self.split "::"
klass = parent.const_get chain.shift
return chain.size < 1 ? (klass.is_a?(Class) ? klass : nil) : chain.join("::").to_class(klass)
rescue
nil
end

def cap_words
# // Method to capitalize every word.
self.split(' ').map {|w| w.capitalize }.join(' ')
end

def slice_char(char)
# // Method to slice char.
self.split(char).map {|w| w.sub(char, " ") }.join(" ")
end

end
#==============================================================================#
# ** Vocab
#==============================================================================#
class << Vocab

def xparam(id)
# // Method to return xparam name.
case id
when 0 ; "Hit Chance"
when 1 ; "Evasion"
when 2 ; "Critical Chance"
when 3 ; "Critical Evasion"
when 4 ; "Magic Evasion"
when 5 ; "Magic Reflection"
when 6 ; "Counter Attack"
when 7 ; "HP Regeneration"
when 8 ; "MP Regeneration"
when 9 ; "TP Regeneration"
end
end

end
#==============================================================================
# ** Sound
#==============================================================================
class << Sound

def play(name, volume, pitch, type = :se)
# // Method to play a sound. If specified name isn't valid throw an error.
case type
when :se ; RPG:E.new(name, volume, pitch).play rescue valid?(name)
when :me ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)
when :bgm ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)
when :bgs ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)
end
end

def valid?(name)
# // Method to raise error if specified sound name is invalid.
msgbox("Error. Unable to find sound file: " + name)
exit
end

end
#==============================================================================
# ** DataManager
#==============================================================================
class << DataManager

def savefile_max
# // Method override, save file max.
return XAIL::CORE:AVE_MAX
end

end
#==============================================================================
# ** SceneManager
#==============================================================================
class << SceneManager

def call_ext(scene_class, args = nil)
# // Method to call a scene with arguments.
@stack.push(@scene)
@scene = scene_class.new(args)
end

end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase

def visible_max
# // Method override, visible_max for save files.
return XAIL::CORE:AVE_FILE_VIS
end

end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Importing font fix that will remove weird characters.
# Adding new methods such as new gauge, actor param, font text, icon drawing,
# big icon drawing and a line with a shadow.
#==============================================================================
class Window_Base < Window

# // Importing Custom font fix. (Credit Lone Wolf).
alias rocess_normal_character_vxa rocess_normal_character
def process_normal_character(c, pos)
return unless c >= ' '
process_normal_character_vxa(c, pos)
end unless method_defined? rocess_normal_character

def draw_text_ex_no_reset(x, y, text)
# // Method to draw ex text without resetting the font.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end

alias xail_core_winbase_upt_tone update_tone
def update_tone(*args, &block)
# // Method to change tone of the window.
return unless XAIL::CORE::USE_TONE
xail_core_winbase_upt_tone(*args, &block)
end

def draw_gauge_ex(x, y, width, height, rate, color1, color2)
# // Method to draw a gauge.
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))
contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))
contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
end

def draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor parameters with a gauge.
case param_id
when 2 ; param_rate = actor.param(2) / actor.param_max(2).to_f
when 3 ; param_rate = actor.param(3) / actor.param_max(3).to_f
when 4 ; param_rate = actor.param(4) / actor.param_max(4).to_f
when 5 ; param_rate = actor.param(5) / actor.param_max(5).to_f
when 6 ; param_rate = actor.param(6) / actor.param_max(6).to_f
when 7 ; param_rate = actor.param(7) / actor.param_max(7).to_f
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, Vocab:aram(param_id))
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)
reset_font_settings
end

def draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor xparameters with a gauge.
case xparam_id
when 0
xparam_rate = actor.xparam(0) / 100.to_f
xparam_name = Vocab.xparam(0)
when 1
xparam_rate = actor.xparam(1) / 100.to_f
xparam_name = Vocab.xparam(1)
when 2
xparam_rate = actor.xparam(2) / 100.to_f
xparam_name = Vocab.xparam(2)
when 3
xparam_rate = actor.xparam(3) / 100.to_f
xparam_name = Vocab.xparam(3)
when 4
xparam_rate = actor.xparam(4) / 100.to_f
xparam_name = Vocab.xparam(4)
when 5
xparam_rate = actor.xparam(5) / 100.to_f
xparam_name = Vocab.xparam(5)
when 6
xparam_rate = actor.xparam(6) / 100.to_f
xparam_name = Vocab.xparam(6)
when 7
xparam_rate = actor.xparam(7) / 100.to_f
xparam_name = Vocab.xparam(7)
when 8
xparam_rate = actor.xparam(8) / 100.to_f
xparam_name = Vocab.xparam(8)
when 9
xparam_rate = actor.xparam(9) / 100.to_f
xparam_name = Vocab.xparam(9)
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, xparam_name)
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)
reset_font_settings
end

def draw_line_ex(x, y, color, shadow)
# // Method to draw a horizontal line with a shadow.
line_y = y + line_height / 2 - 1
contents.fill_rect(x, line_y, contents_width, 2, color)
line_y += 1
contents.fill_rect(x, line_y, contents_width, 2, shadow)
end

def draw_box(x, y, width, height, color, shadow)
# // Method to draw a box with shadow.
contents.fill_rect(x, y, width, height, color)
x += 1
y += 1
contents.fill_rect(x, y, width, height, shadow)
end

def draw_vertical_line_ex(x, y, color, shadow)
# // Method to draw a vertical line with a shadow.
line_x = x + line_height / 2 - 1
contents.fill_rect(line_x, y, 2, contents_height, color)
line_x += 1
contents.fill_rect(line_x, y, 2, contents_height, shadow)
end

def draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])
# // Method to draw icons in a horizonal or vertical alignment.
icons.each {|icon|
next if icon.nil?
# // If included in offset do extra spacing.
offset_icon.each {|offset|
if icon == offset
y += line_height * 1 if alignment == :vertical
x += line_height * 1 if alignment == :horizontal
end
}
draw_icon(icon.nil? ? nil : icon, x.nil? ? 0 : x, y.nil? ? 0 : y) rescue nil
y += line_height if alignment == :vertical
x += line_height if alignment == :horizontal
}
end

def draw_big_icon(icon, x, y, width, height, opacity = 255)
# // Method to draw a big icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
rect2 = Rect.new(x, y, width, height)
contents.stretch_blt(rect2, bitmap, rect, opacity)
end

def draw_font_text(text, x, y, width, alignment, font, size, color, bold = true, shadow = true)
# // Method to draw font text.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
draw_text(x, y, width, calc_line_height(text), text, alignment)
reset_font_settings
end

def draw_font_text_ex(text, x, y, font, size, color, bold = true, shadow = true)
# // Method to draw font text ex.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
reset_font_settings
end

end
#==============================================================================#
# ** Window_Selectable
#------------------------------------------------------------------------------
# Adding support for pageleft and pageright for window selectable.
#==============================================================================#
class Window_Selectable < Window_Base

def cursor_pageright ; end
def cursor_pageleft ; end

alias xail_core_winselect_process_cursor_move process_cursor_move
def process_cursor_move(*args, &block)
# // Method to process cursor movement.
xail_core_winselect_process_cursor_move(*args, &block)
cursor_pageright if !handle?(ageright) && Input.trigger?(:RIGHT)
cursor_pageright if !handle?(ageleft) && Input.trigger?(:LEFT)
end

alias xail_core_winselect_process_handling process_handling
def process_handling(*args, &block)
# // Method to process handling.
xail_core_winselect_process_handling(*args, &block)
return process_pageright if handle?(ageright) && Input.trigger?(:RIGHT)
return process_pageleft if handle?(ageleft) && Input.trigger?(:LEFT)
end

def process_pageright
# // Method to process page right.
Sound.play_cursor
Input.update
deactivate
call_handler(ageright)
end

def process_pageleft
# // Method to process page left.
Sound.play_cursor
Input.update
deactivate
call_handler(ageleft)
end

end
#==============================================================================#
# ** Window_Icon
#------------------------------------------------------------------------------
# New Window :: Window_Icon - A window for drawing icon(s).
#==============================================================================#
class Window_Icon < Window_Base

attr_accessor :enabled
attr_accessor :alignment

def initialize(x, y, window_width, hsize)
# // Method to initialize the icon window.
super(0, 0, window_width, window_height(hsize))
@icons = []
@index = 0
@enabled = true
@alignment = 0
refresh
end

def window_height(hsize)
# // Method to return the height.
fitting_height(hsize)
end

def refresh
# // Method to refresh the icon window.
contents.clear
end

def draw_cmd_icons(icons, index)
# // Draw all of the icons.
return if !@enabled
count = 0
for i in icons
align = 0
x = 110
next if i[index].nil?
case @alignment
when 1, 2 ; align = -110
end
draw_icon(i[index], x + align, 24 * count)
count += 1
break if (24 * count > height - 24)
end
end

end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Adding check item method to return a item based on the type.
#==============================================================================
class Game_Party < Game_Unit

def check_item?(item, type)
# // Method to return a item based on the type.
case type
when :items ; $data_items[item]
when :weapons ; $data_weapons[item]
when :armors ; $data_armors[item]
when :gold ; item
when :exp ; item
end
end

end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adding methods to check for comments on events.
#==============================================================================
class Game_Event < Game_Character

def comment?(comment)
# // Method to check if comment is included in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0].include?(comment)
return true
end
end
end
end
return false
end

def comment_int?(comment)
# // Method to check for a integer in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/
return ($1.to_i > 0 ? $1.to_i : 0)
end
end
end
end
end

def comment_string?(comment)
# // Method to check for a string in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\w*)>?/
return $1.to_s
end
end
end
end
end


end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#


#==============================================================================
# XaiL System - Menu Delux
# Author: Nicke
# Created: 20/11/2012
# Edited: 08/02/2013
# Version: 1.1b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
#
# This script changes the way the menu scene works. Not compatible with
# XS - Menu or XS - Icon Menu.
#
# Instructions are in the settings module below. Make sure you read through
# everything so you understand each section.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-MENU_DELUX"] = true

module XAIL
module MENU_DELUX
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# FONT:
# FONT = [name, size, color, bold, shadow]
FONT = [["Calibri", "Verdana"], 18, Color.new(255,255,255), true, true]

# PLAYTIME_ICON:
# Set playtime window icon.
# PLAYTIME_ICON = icon_id
PLAYTIME_ICON = 280

# MENU_ALIGNMENT:
# MENU_ALIGNMENT = 0 (left), 1 (center), 2 (right)
MENU_ALIGNMENT = 0 # Default: 2.

# MENU_SKIN:
# The windowskin to use for the windows.
# Set to nil to disable.
# MENU_SKIN = string
MENU_SKIN = nil

# MENU_LIST:
# name, icon_index and custom are optional.
# If name is empty it will use the corresponding symbol as name instead.
# To make a command a common event you need to set custom to the common event
# id you want to run as seen below.
# symbol => [name, description, icon_index, enabled, personal, custom]
MENU_LIST = {
:item => ["Inventaire", "Regardez les objets possédés.", 4396, true, false],
:equip => ["Equipement", "Changez votre équipement.", 436, true, true],
:skill => ["Capacités", "Gérez vos compétences.", 117, true, true],
:com_event => ["Classes", "Changer les classes de vos personnages.", 10511, true, false, 4],
:status => ["État", "Voir l'état actuel des héros.", 10510, true, true],
:licence => ["Permis", "Gérez les permis des héros.", 9376, true, false, Scene_LicenceBoard],
:quest_journal => ["Quêtes", "Voir les différentes quêtes", 3347, true, false, Scene_Quest],
:save => ["Sauvegarder", "Enregistrez votre progression.", 1238, true, false],
:load => ["Charger", "Chargez une sauvegarde existante.", 2335, true, false, Scene_Load],
:game_end => ["Système", "Voir les options, quitter ou retourner à l'écran titre du jeu.", 2048, true, false],
# :formation => ["Formation", "Changez la formation de l'équipe.", 10495, true, false],
} # Don't remove this line!

# MENU_SAVE = true/false
# Override enabled option for save (so you can change it ingame).
MENU_SAVE = true

# If MENU_CUSTOM is true you will have to add the commands yourself
# ingame, which can be useful for certain quest related stuff or if you
# want to enable/disable menu commands.
# To add/remove a command ingame follow these instructions:
#
# In a script call do like this:
# menu_scene(key, type)
# menu_scene(:item,:add) # To add item to menu list.
# menu_scene(:item,:del) # To remove item from menu list.
#
# In a conditional branch you can check if a menu command is
# enabled/disabled:
# menu_active?(key)
# menu_active?(:item) # Check if item is enabled.
# !menu_active?(:item) # Check if item is disabled.
#
# To set a id to be enabled do like this:
# menu_active(:skill, true) # Set menu skill to be enabled.
#
# To add/remove all available menu commands use one of the
# following methods in a script call:
# menu_add_all
# menu_del_all
#
# MENU_CUSTOM = true/false
MENU_CUSTOM = true

# The text to be displayed if no menu items is available.
# Only used if MENU_CUSTOM is true.
# MENU_EMPTY = string
EMPTY = "Menu non disponible à cet endroit..."

# MENU_MUSIC:
# Set the music to be played at the menu scene.
# This is optional.
# MUSIC = true/false
MUSIC = false
# MUSIC_BGM = [name, volume, pitch]
MUSIC_BGM = ["Theme4", 70, 100]
# MUSIC_BGS = [name, volume, pitch]
MUSIC_BGS = ["Darkness", 50, 100]

# ANIM_LIST:
# A list of animation images.
# name => [z, zoom_x, zoom_y, blend_type, opacity]
ANIM_LIST = {
"Menu_Fog1" => [1, 1.2, 1.2, 1, 125],
"Menu_Fog2" => [1, 1.8, 1.8, 1, 155]
} # Don't remove this line!

# BACKGROUND:
# name => [x, y, z, opacity]
BACKGROUND = {
#"" => [0, 0, 200, 255]
} # Don't remove this line!

# Show vocab for HP, MP and TP.
# BAR_VOCAB = true/false
BAR_VOCAB = true

# BAR_COLOR = rgba(255,255,255,255)
# Set the color of the gauges.
BAR_HP = [Color.new(255,25,25,32), Color.new(255,150,150)]
BAR_MP = [Color.new(25,25,255,32), Color.new(150,150,255)]
BAR_TP = [Color.new(25,255,25,32), Color.new(150,255,150)]

# DETAILS:
# Setup details here. (Recommended to use the default ones since you will
# need a bit RGSS knowledge to add more.)
def self.details
["#{Vocab::currency_unit}: #{$game_party.gold}",
"Pas: #{$game_party.steps}",
"Objets collectés: #{$game_party.all_items.size}",
"Carte: #{$data_mapinfos[$game_map.map_id].name}",
"Combat: #{$game_system.battle_count}",
"Sauvegarde: #{$game_system.save_count}",
"Membres: #{$game_party.all_members.size}",
]
end

# DETAILS_ICONS:
# DETAILS_ICONS[id] = icon_id
# Set the details icon_id. (optional)
# Should be in the same order as details.
# Use nil to disable a icon.
DETAILS_ICONS = []
DETAILS_ICONS[0] = 262 # GOLD
DETAILS_ICONS[1] = 467 # STEPS
DETAILS_ICONS[2] = 270 # ITEMS
DETAILS_ICONS[3] = 231 # MAP
DETAILS_ICONS[5] = 11 # BATTLE COUNT
DETAILS_ICONS[6] = 1216 # SAVE COUNT
DETAILS_ICONS[7] = 121 # PARTY MEMBERS

# Transition, nil to use default.
# TRANSITION [speed, transition, opacity]
TRANSITION = nil

end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
unless $imported["XAIL-XS-CORE"]
# // Error handler when XS - Core is not installed.
msg = "The script %s requires the latest version of XS - Core in order to function properly."
name = "XS - Menu Delux"
msgbox(sprintf(msg, name))
exit
end
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System

attr_accessor :menu_list

alias xail_menu_delux_gm_sys_initialize initialize
def initialize(*args, &block)
# // Method to initialize game system.
xail_menu_delux_gm_sys_initialize(*args, &block)
@menu_list = {}
end

def get_menu
# // Method to get the menu list.
XAIL::MENU_DELUX::MENU_CUSTOM ? @menu_list : XAIL::MENU_DELUX::MENU_LIST
end

end
#==============================================================================#
# ** Game_Interpreter
#==============================================================================#
class Game_Interpreter

def menu_scene(key, type = :add)
# // Method to add/remove a menu item to the list.
case type
when :add # // Add menu id.
unless $game_system.menu_list.include?(XAIL::MENU_DELUX::MENU_LIST[key])
$game_system.menu_list[key] = XAIL::MENU_DELUX::MENU_LIST[key]
end unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
when :del # // Remove menu id.
unless XAIL::MENU_DELUX::MENU_LIST[key].nil?
$game_system.menu_list.delete(key)
end
end
end

def menu_active?(key)
# // Method to check if menu key is enabled.
# This will return nil if menu item not added in the list.
return $game_system.menu_list[key][3] rescue nil
end

def menu_active(key, enabled)
# // Method to enable id.
$game_system.menu_list[key][3] = enabled
end

def menu_add_all
# // Method to add all available menu items.
XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key) }
end

def menu_del_all
# // Method to remove all available menu items.
XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key, :del) }
end

end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command

def window_width
# // Method to return the width of the window.
return Graphics.width / 4
end

def window_height
# // Method to return the height of the window.
return Graphics.height
end

def alignment
# // Method to return the alignment.
return XAIL::MENU_DELUX::MENU_ALIGNMENT
end

def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = Colors::AlphaMenu unless enabled
end

def item_rect_for_text(index)
# // Method to draw item rect for text.
rect = item_rect(index)
rect.x += 25
draw_line_ex(rect.x - 4, rect.y + 9, Color.new(255,255,255), Color.new(0,0,0,128))
draw_icon(XAIL::MENU_DELUX::MENU_LIST.values[index][2], -2, rect.y) unless XAIL::MENU_DELUX::MENU_LIST.values[index][2].nil?
rect
end

def draw_item(index)
# // Method to draw the command item.
contents.font.name = XAIL::MENU_DELUX::FONT[0]
contents.font.size = XAIL::MENU_DELUX::FONT[1]
# // Save enable option.
XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
# // Default enable option.
menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(index))
# // Font settings
contents.font.bold = XAIL::MENU_DELUX::FONT[3]
contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
draw_text(item_rect_for_text(index), command_name(index), alignment)
reset_font_settings
end

def menu_enabled?(index)
# // Method to check if menu item is enabled.
return $game_system.get_menu.values[index][3]
end

def make_command_list
# // Method to add the commands.
$game_system.get_menu.each {|key, value|
name = value[0] == "" ? key.id2name.capitalize : value[0]
XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE
add_command(name, key, value[3], value[5].nil? ? nil : value[5])
}
end

end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable

def initialize(x, y)
# // Method to initialize the window.
super(x, y, window_width, window_height)
self.arrows_visible = false
@pending_index = -1
refresh
end

def window_width
# // Method to determine window width.
return Graphics.width / 2.4
end

def col_max
# // Method to determine col max.
return 2
end

def spacing
# // Method to determine spacing.
return 6 if Graphics.width == 544 # For standard resolution.
return 44 # For high resolution.
end

def item_width
# // Method to determine item width.
return 98
end

def item_height
# // Method to determine item height.
return 128
end

def refresh
# // Method to refresh the window.
super
# // Only display cursor arrow if more or equal to 5 party members.
if $game_party.all_members.size >= 5
self.arrows_visible = true
end
end

def draw_item(index)
# // Method to draw item.
actor = $game_party.members[index]
rect = item_rect(index)
# // Face
draw_actor_face(actor, rect.x + 1, rect.y + 1, true)
# // Name
draw_font_text(actor.name, rect.x + 4, rect.y, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 20, XAIL::MENU_DELUX::FONT[2])
# // Level
lvl = "#{Vocab::level_a}: #{actor.level}"
draw_font_text(lvl, rect.x + 4, rect.y + 64, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 18, XAIL::MENU_DELUX::FONT[2])
# // Class
# // Check if Yanfly Class System is installed.
if $imported["YEA-ClassSystem"]
actor_class = actor.subclass.nil? ? actor.class.name : "#{actor.class.name} [#{actor.subclass.name}]"
else
actor_class = actor.class.name
end
draw_font_text(actor_class, rect.x - 4, rect.y + 76, rect.width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])
# // Stats
draw_menu_stats(actor, :hp, rect.x, rect.y + 90, XAIL::MENU_DELUX::BAR_HP[0], XAIL::MENU_DELUX::BAR_HP[1],rect.width - 2)
draw_menu_stats(actor, :mp, rect.x, rect.y + 100, XAIL::MENU_DELUX::BAR_MP[0], XAIL::MENU_DELUX::BAR_MP[1], rect.width - 2)
draw_menu_stats(actor, :tp, rect.x, rect.y + 110, XAIL::MENU_DELUX::BAR_TP[0], XAIL::MENU_DELUX::BAR_TP[1], rect.width - 2)
end

def draw_menu_stats(actor, stat, x, y, color1, color2, width)
# // Method to draw actor hp & mp.
case stat
when :hp
rate = actor.hp_rate ; vocab = Vocab::hp_a ; values = [actor.hp, actor.mhp]
when :mp
rate = actor.mp_rate ; vocab = Vocab::mp_a ; values = [actor.mp, actor.mmp]
when :tp
rate = actor.tp_rate ; vocab = Vocab::tp_a ; values = [actor.tp, actor.max_tp]
end
contents.font.name = XAIL::MENU_DELUX::FONT[0]
contents.font.size = 14 # // Override font size.
contents.font.color = XAIL::MENU_DELUX::FONT[2]
contents.font.bold = XAIL::MENU_DELUX::FONT[3]
contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
# // Draw guage.
draw_gauge_ex(x, y - 8, width, 8, rate, color1, color2)
# // Draw stats.
draw_text(x + 2, y, width, line_height, values[0], 0)
draw_text(x + 1, y, width, line_height, values[1], 2)
# // Draw vocab.
draw_text(x, y, width, line_height, vocab, 1) if XAIL::MENU_DELUX::BAR_VOCAB
reset_font_settings
end

end
#==============================================================================
# ** Window_Menu_Details
#==============================================================================
class Window_Menu_Details < Window_Base

def initialize(x, y)
# // Method to initialize.
super(x, y, window_width, window_height)
@leader = $game_party.leader
refresh
end

def window_width
# // Method to determine window width.
return Graphics.width / 3
end

def window_height
# // Method to determine window height.
return Graphics.height
end

def refresh
# // Method to refresh the window.
contents.clear
# // Draw details.
y = -10
XAIL::MENU_DELUX.details.each_index {|i|
draw_line_ex(0, y += 24, Color.new(255,255,255,32), Color.new(0,0,0,64))
draw_font_text(XAIL::MENU_DELUX.details[i], -4, line_height * i + 4, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])
}
# // Draw icons.
draw_icons(XAIL::MENU_DELUX:ETAILS_ICONS, :vertical, 2, line_height * 0 + 2)
end

def update
# // Method to update details window.
super
if @leader != $game_party.leader
@leader = $game_party.leader
refresh
end
end

end
#==============================================================================
# ** Window_Menu_Playtime
#==============================================================================
class Window_Menu_Playtime < Window_Base

def initialize(x, y)
# // Method to initialize.
super(x, y, 120, fitting_height(1))
@playtime = $game_system.playtime_s
refresh
end

def refresh
# // Method to refresh the window.
contents.clear
# // Draw icon.
draw_icon(XAIL::MENU_DELUX::PLAYTIME_ICON, 4, 0)
# // Draw playtime.
draw_font_text(@playtime, 0, 6, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 22, XAIL::MENU_DELUX::FONT[2])
end

def update
# // Method to update the window.
super
@playtime = $game_system.playtime_s
refresh
end

end
#==============================================================================#
# ** Window_Menu_Help
#==============================================================================#
class Window_Menu_Help < Window_Help

attr_accessor :index

alias xail_icon_menu_winhelp_init initialize
def initialize(*args, &block)
# // Method to initialize help window.
xail_icon_menu_winhelp_init(*args, &block)
@index = 0
end

def set_text(text, enabled)
# // Method to set a new help text.
if text != @text
menu_color(XAIL::MENU_DELUX::FONT[2], enabled)
@text = text
refresh
end
end

def refresh
# // Refresh help contents.
contents.clear
draw_help_text
end

def draw_help_text
# // Method to draw the help text.
contents.font.name = XAIL::MENU_DELUX::FONT[0]
contents.font.size = XAIL::MENU_DELUX::FONT[1]
menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(@index))
contents.font.bold = XAIL::MENU_DELUX::FONT[3]
contents.font.shadow = XAIL::MENU_DELUX::FONT[4]
# // Draw title and description for the menu.
draw_line_ex(0, 14, Color.new(255,255,255), Color.new(0,0,0,128))
draw_text_ex_no_reset(0, 0, @text)
reset_font_settings
end

def menu_enabled?(index)
# // Method to check if menu item is enabled.
return $game_system.get_menu.values[index][3]
end

def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = 150 unless enabled
end

end
#==============================================================================#
# ** Scene_MenuBase
#==============================================================================#
class Scene_MenuBase < Scene_Base

def start
# // Method to start the scene.
super
@actor = $game_party.menu_actor
if SceneManager.scene_is?(Scene_Menu)
@backgrounds = []
@animations = []
create_menu_backgrounds
create_menu_animations
end
end

def create_menu_backgrounds
# // Method to create custom background(s).
XAIL::MENU_DELUX::BACKGROUND.each {|key, value| @backgrounds << [Sprite.new, key] }
@backgrounds.each {|i|
i[0].bitmap = Cache.system(i[1])
i[0].x = XAIL::MENU_DELUX::BACKGROUND[i[1]][0]
i[0].y = XAIL::MENU_DELUX::BACKGROUND[i[1]][1]
i[0].z = XAIL::MENU_DELUX::BACKGROUND[i[1]][2]
i[0].opacity = XAIL::MENU_DELUX::BACKGROUND[i[1]][3]
}
end

def create_menu_animations
# // Method to create custom animation(s).
# name => [z, zoom_x, zoom_y, blend_type, opacity]
XAIL::MENU_DELUX::ANIM_LIST.each {|key, value| @animations.push << [Plane.new, key] }
@animations.each {|i|
i[0].bitmap = Cache.system(i[1])
i[0].z = XAIL::MENU_DELUX::ANIM_LIST[i[1]][0]
i[0].zoom_x = XAIL::MENU_DELUX::ANIM_LIST[i[1]][1]
i[0].zoom_y = XAIL::MENU_DELUX::ANIM_LIST[i[1]][2]
i[0].blend_type = XAIL::MENU_DELUX::ANIM_LIST[i[1]][3]
i[0].opacity = XAIL::MENU_DELUX::ANIM_LIST[i[1]][4]
}
end

alias xail_upd_menubase_delux_upd update
def update(*args, &block)
# // Method for updating the scene.
xail_upd_menubase_delux_upd(*args, &block)
if SceneManager.scene_is?(Scene_Menu)
for i in 0...@animations.size
@animations[i][0].ox += 1.2 - i
@animations[i][0].oy -= 0.6 + i
end unless scene_changing?
delay?(1)
end
end

def delay?(amount)
# // Method to delay.
amount.times do
update_basic
end
end

alias xail_menubase_delux_transition perform_transition
def perform_transition(*args, &block)
# // Method to create the transition.
return if $game_system.get_menu.empty?
if XAIL::MENU_DELUX::TRANSITION.nil?
xail_menubase_delux_transition(*args, &block)
else
Graphics.transition(XAIL::MENU_DELUX::TRANSITION[0],XAIL::MENU_DELUX::TRANSITION[1],XAIL::MENU_DELUX::TRANSITION[2])
end
end

def dispose_sprites
# // Method to dispose sprites.
@backgrounds.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
@animations.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil
end

def terminate
# // Method to terminate.
super
dispose_sprites unless SceneManager.scene_is?(Scene_Menu)
end

end
#==============================================================================#
# ** Scene_Menu
#==============================================================================#
class Scene_Menu < Scene_MenuBase

def start
super
# // Method to start the scene.
# // Return if menu empty.
return command_map if $game_system.get_menu.empty?
# // Create windows.
create_menu_command_window
create_menu_status_window
create_menu_details_window
create_menu_playtime_window
create_menu_help_window
# // Set help text to first menu command.
help_update(@command_window.index)
# // Play music if enabled.
play_menu_music if XAIL::MENU_DELUX::MUSIC
end

def create_menu_command_window
# // Method to create the command window.
@command_window = Window_MenuCommand.new
@command_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
@command_window.back_opacity = 96
$game_system.get_menu.each {|key, value|
unless value[5].nil?
@command_window.set_handler(key, method(:command_custom))
else
if value[4]
@command_window.set_handler(key, method(:command_personal))
else
@command_window.set_handler(key, method("command_#{key}".to_sym))
end
end
}
@command_window.set_handler(:cancel, method(:return_scene))
end

def create_menu_status_window
# // Method to create the status window.
@status_window = Window_MenuStatus.new(0, 0)
@status_window.height = Graphics.height - 72
@status_window.x = @command_window.width
@status_window.back_opacity = 96
end

def create_menu_details_window
# // Method to create the details window.
@details_window = Window_Menu_Details.new(0, 0)
@details_window.x = Graphics.width - @details_window.width
@details_window.back_opacity = 96
end

def create_menu_playtime_window
# // Method to create the playtime window.
@playtime_window = Window_Menu_Playtime.new(0, 0)
@playtime_window.x = Graphics.width - @playtime_window.width
@playtime_window.y = Graphics.height - @playtime_window.height - 26
@playtime_window.opacity = 0
@playtime_window.z = 201
end

def create_menu_help_window
# // Method to create the help window.
@help_window = Window_Menu_Help.new(2)
@help_window.viewport = @viewport
@help_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?
@help_window.index = @command_window.index
@help_window.y = Graphics.height - @help_window.height
@help_window.back_opacity = 255
@help_window.z = 200
end

def play_menu_music
# // Method to play menu music.
@last_bgm = RPG::BGM.last
@last_bgs = RPG::BGS.last
bgm = XAIL::MENU_DELUX::MUSIC_BGM
bgs = XAIL::MENU_DELUX::MUSIC_BGS
Sound.play(bgm[0], bgm[1], bgm[2], :bgm)
Sound.play(bgs[0], bgs[1], bgs[2], :bgs)
end

alias xail_upd_menu_delux_upd update
def update(*args, &block)
# // Method for updating the scene.
xail_upd_menu_delux_upd(*args, &block)
old_index = @help_window.index
help_update(@command_window.index) if old_index != @command_window.index
end

def help_update(index)
# // If index changes update help window text.
list = XAIL::MENU_DELUX::MENU_LIST
icon = list.values[index][2].nil? ? "" : list.values[index][2]
name = list.values[index][0] == "" ? list.keys[index].id2name.capitalize : list.values[index][0]
if icon == "" ; title = name ; else ; title = '\i[' + icon.to_s + ']' + name ; end
desc = '\c[0]' + list.values[index][1]
text = "#{title}\n#{desc}"
enabled = list.values[index][3]
@help_window.index = index
@help_window.set_text(text, enabled)
end

def on_personal_ok
# // Method override on personal ok.
scene = "Scene_#{@command_window.current_symbol.to_s.capitalize}".to_class
SceneManager.call(scene)
end

def command_custom
# // Method to call a custom command. (Don't remove)
if @command_window.current_ext.is_a?(Integer)
$game_temp.reserve_common_event(@command_window.current_ext)
return command_map
end
SceneManager.call(@command_window.current_ext)
end

def command_map
# // command_map (Don't remove)
if $game_system.get_menu.empty?
Sound.play_buzzer
$game_message.texts << XAIL::MENU_DELUX::EMPTY
end
SceneManager.call(Scene_Map)
end

def pre_terminate
# // Method to pre terminate scene menu.
# // Play last bgm and bgs if menu music is enabled.
if XAIL::MENU_DELUX::MUSIC
@last_bgm.replay rescue nil
@last_bgs.replay rescue nil
end
end

end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#



Je sais pas si ça peut venir de la formule de TP que j'ai modifié, donc je la donne aussi : "1 + (20 * damage_rate)"
Merci d'avance^^

Gelarto

Vétéran
Gelarto
  • Messages : 781

[Résolu]Problème d'affichage PT [Vx Ace]


mar. 05 mai 2015 - 16h35

Je me permet un double post pour dire que le sujet est résolu grâce à Zouzaka^^

Il suffit de remplacer la ligne 402 du script Menu par :

draw_text(x + 2, y, width, line_height, values[0].to_i, 0)