#==============================================================================
# ■ Pokemon_Computer# Pokemon Script Project - Krosk
# 20/07/07
# Un peu retouché par Valentin4311
# A nouveau retouché par Zooria !
#-----------------------------------------------------------------------------
# Scène à ne pas modifier de préférence
#-----------------------------------------------------------------------------
# Interface PC
#-----------------------------------------------------------------------------
module POKEMON_S
class Pokemon_Computer
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def initialize(window_active = 0, menu_index = 0)
@window_active = window_active # 0 = PC, 1 = PC STOCK, 2 = PC PERSO
@menu_index = menu_index
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def main
@spriteset = Spriteset_Map.new
s1 = "PC DE STOCKAGE"
s2 = "PC DE #{Player.name}"
s3 = "DECONNEXION"
@command_window = Window_Command.new(260, [s1, s3], $fontsize)
@command_window.x = 3
@command_window.y = 3
s1 = "DEPLACER POKéMON"
s2 = "CREER UNE BOITE"
s3 = "ETEINDRE"
@store_window = Window_Command.new(260, [s1, s2, s3], $fontsize)
@store_window.x = 3
@store_window.y = 3
s1 = "STOCKAGE OBJET"
s2 = "ETEINDRE"
@item_window = Window_Command.new(260, [s1, s2], $fontsize)
@item_window.x = 3
@item_window.y = 3
@message_window = POKEMON_S::Pokemon_Window_Help.new
case @window_active
when 0
@store_window.visible = false
@store_window.active = false
@item_window.visible = false
@item_window.active = false
when 1
@item_window.visible = false
@item_window.active = false
@command_window.visible = false
@command_window.active = false
when 2
@command_window.visible = false
@command_window.active = false
@store_window.visible = false
@store_window.active = false
end
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@store_window.dispose
@item_window.dispose
@message_window.dispose
@spriteset.dispose
end
def update
@command_window.update
@item_window.update
@store_window.update
@spriteset.update
if @command_window.active
update_command
return
end
if @item_window.active
update_item
return
end
if @store_window.active
update_store
return
end
@message_window.update
end
def update_command
@message_window.draw_text("Accéder à quel PC?")
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0
if $pokemon_party.size == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@command_window.visible = false
@command_window.active = false
@store_window.visible = true
@store_window.active = true
when 2 # 装備
if $pokemon_party.size == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@command_window.visible = false
@command_window.active = false
@item_window.visible = true
@item_window.active = true
when 1 # セーブ
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
return
end
return
end
end
def update_store
case @store_window.index
when 0
@message_window.draw_text("Organiser les POKéMON dans les BOITES et dans l'équipe.")
when 1
@message_window.draw_text("Créer une nouvelle BOITE.")
when 2
@message_window.draw_text("Retour au menu précédent.")
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
@store_window.visible = false
@store_window.active = false
@command_window.visible = true
@command_window.active = true
end
if Input.trigger?(Input::C)
case @store_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = POKEMON_S::Pokemon_Box.new
when 1
$game_system.se_play($data_system.decision_se)
$pokemon_party.create_box
when 2
$game_system.se_play($data_system.decision_se)
@store_window.visible = false
@store_window.active = false
@command_window.visible = true
@command_window.active = true
return
end
return
end
end
def update_item
@message_window.draw_text("Que voulez-vous faire?")
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
@item_window.visible = false
@item_window.active = false
@command_window.visible = true
@command_window.active = true
end
if Input.trigger?(Input::C)
case @item_window.index
when 1
$game_system.se_play($data_system.decision_se)
@item_window.visible = false
@item_window.active = false
@command_window.visible = true
@command_window.active = true
return
end
return
end
end
end
#==============================================================================
# ■ Pokemon_Box
# Pokemon Script Project - Krosk
# 20/07/07
#-----------------------------------------------------------------------------
# Scène à ne pas modifier de préférence
#-----------------------------------------------------------------------------
# Interface Menu de stockage
#-----------------------------------------------------------------------------
# $data_storage[0] : informations générales et noms
# id = 1..xx
# $data_storage[0][id] = [ nom, attribut ]
# $data_storage[id] = boite
#-----------------------------------------------------------------------------
class Pokemon_Box
def initialize(mode = 0, index = 0)
#mode: 1 Party , 2 Box
@z_level = 0
# 2 images de background: gauche, et fond
@background = Plane.new(Viewport.new(0,0,640,480))
@background_left = Sprite.new
@background_left.z = @z_level + 1
# Box status: boite d'affichage info Pokémon
@box_status = POKEMON_S::Pokemon_Box_Status.new
# Box party: boite affichage contenu équipe
@box_party = POKEMON_S::Pokemon_Box_Party.new(0)
# Box viewer: contenu boite
@box_viewer = POKEMON_S::Pokemon_Box_Viewer.new(1, -1)
# Box_name: boite nom
@box_name = Window_Base.new(332-16, 14-16, 304+32, 66+32)
@box_name.opacity = 0
@box_name.contents = Bitmap.new(304, 66)
@box_name.contents.font.color = Color.new(0,0,0)
@box_name.contents.font.size = $fontsizebis+5
@box_name.contents.font.name = $fontfacebis
@box_name.active = false
@box_name.z = @z_level + 6
@box_arrow = Sprite.new
@box_arrow.bitmap = RPG::Cache.picture("boxarrow.png")
@box_arrow.opacity = 0
@box_arrow.x = 332
@box_arrow.y = 80
@box_arrow.z = @z_level + 6
s1 = "TRANSFERER"
s2 = "RESUME"
s3 = "DEPLACER"
s4 = "RELACHER"
s5 = "ANNULER"
@command_window = Window_Command.new(220, [s1,s2,s3,s4,s5])
@command_window.x = 640 - 220 - 3
@command_window.y = 280
@command_window.z = @z_level + 10
@command_window.visible = false
@command_window.active = false
@temp_index = index
@mode = mode # 1: Party 2: Box
@selected = nil #selected = [box, index]
end
def main
@background.bitmap = RPG::Cache.picture("black.png")
Graphics.transition
Graphics.freeze
@background.bitmap = RPG::Cache.picture("boxbackc.png")
@background_left.bitmap = RPG::Cache.picture("boxleft.png")
@box_party.active = true
@box_viewer.active = false
@box_viewer.refresh
@box_party.refresh
refresh_box_name
Graphics.transition(20, "Graphics/Transitions/computertr.png")
loop do
background_move
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@background.dispose
@background_left.dispose
@box_status.dispose
@box_party.dispose
@box_viewer.dispose
@box_name.dispose
@box_arrow.dispose
Graphics.transition(20, "Graphics/Transitions/computertrclose.png")
Graphics.freeze
end
def background_move
@background.ox += 1
@background.oy -= 1
end
def update
# Box viewer -> Box Party
if @box_viewer.active and Input.repeat?(Input::LEFT) and (@box_viewer.index)%4 == 0
$game_system.se_play($data_system.cursor_se)
@box_viewer.active = false
@box_party.active = true
@box_party.index = @box_viewer.index/4
until $pokemon_party.actors[@box_party.index] != nil
@box_party.index -= 1
end
# Refresh obligatoire?
@box_viewer.refresh
@box_party.refresh
return
end
# Box party -> Box viewer
if @box_party.active and Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@box_party.active = false
@box_viewer.active = true
@box_viewer.index = @box_party.index * 4
@box_party.refresh
@box_viewer.refresh
return
end
# Box viewer -> Box name
if @box_viewer.active and Input.repeat?(Input::UP) and @box_viewer.index < 4
$game_system.se_play($data_system.cursor_se)
@box_viewer.active = false
@box_name.active = true
@box_viewer.index = -1
@box_viewer.refresh
refresh_box_name
return
end
# En sélection
if Input.repeat?(Input::DOWN) and @box_party.active and @selected != nil and @box_party.index >= $pokemon_party.size-1
if @selected[0] != 0
$game_system.se_play($data_system.cursor_se)
@box_party.index = $pokemon_party.size
@box_party.refresh
end
return
end
# Rafraichissement boite de statut
if @box_party.active
@box_party.update
@box_status.refresh(@box_party.pokemon_pointed)
end
if @box_viewer.active
@box_viewer.update
@box_status.refresh(@box_viewer.pokemon_pointed)
end
# Update @box_name
if @box_name.active
@box_arrow.opacity = 255
# box_name -> bow_viewer
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@box_name.active = false
@box_viewer.index = 0
@box_viewer.active = true
@box_viewer.refresh
refresh_box_name
return
end
# Navigation entre boites
$game_variables[13] = @box_viewer.box
if $game_variables[13] == 0
@box_viewer.box = 1
end
if Input.repeat?(Input::RIGHT)
Audio.se_play("Audio/SE/Pokeopenbreak.wav")
@box = @box_viewer.box
if $data_storage[@box+1] != nil
@box_viewer.box += 1
else
@box_viewer.box = 1
end
refresh_box_name
@box_viewer.refresh
end
if Input.repeat?(Input::LEFT)
Audio.se_play("Audio/SE/Pokeopenbreak.wav")
@box = @box_viewer.box
if @box == 1
@box_viewer.box = $data_storage.length-1
else#
@box_viewer.box -= 1
end#
refresh_box_name
@box_viewer.refresh
end
else
@box_arrow.opacity = 0
end
# Selection pokemon dans équipe -> mode = 1
if @box_party.active and Input.trigger?(Input::C)
if @selected == nil
@box_party.active = false
@mode = 1
@command_window.index = 0
@command_window.active = true
@command_window.visible = true
return
else
if @selected[0] == 0
$pokemon_party.switch_party(@box_party.index, @selected[1])
else
$pokemon_party.switch_storage_party(@box_party.index, @selected[1], @selected[0])
end
@selected = nil
@box_party.selected(@selected)
@box_viewer.selected(@selected)
@box_party.refresh
@box_viewer.refresh
return
end
end
# Selection pokemon dans boite -> mode = 2
if @box_viewer.active and Input.trigger?(Input::C)
if @selected == nil
@box_viewer.active = false
@mode = 2
@command_window.index = 0
@command_window.active = true
@command_window.visible = true
return
else
if @selected[0] == 0
$pokemon_party.switch_storage_party(@selected[1], @box_viewer.index, @box)
#if @box_party.index == $pokemon_party.size
# @box_party.index = $pokemon_party.size - 1
#end
else
$pokemon_party.switch_storage(@box_viewer.index, @selected[1], @box, @selected[0])
end
@selected = nil
@box_party.selected(@selected)
@box_viewer.selected(@selected)
@box_viewer.refresh
@box_party.refresh
return
end
end
# Selection boite options
if @box_name.active and Input.trigger?(Input::C)
return
end
# Update commande
if @command_window.active
update_command_window
end
# Annulation
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
if @selected != nil
if @selected[0] == 0
@box_party.index = @selected[1]
@box_party.active = true
@box_viewer.active = false
elsif @selected[0] != 0
@box_viewer.index = @selected[1]
@box_viewer.box = @selected[0]
@box_party.active = false
@box_viewer.active = true
end
@selected = nil
@box_viewer.selected(@selected)
@box_party.selected(@selected)
@box_viewer.refresh
@box_party.refresh
refresh_box_name
return
end
case @mode
when 0 # Quitter le PC
$game_system.se_play($data_system.decision_se)
$scene = POKEMON_S::Pokemon_Computer.new(1, 1)
when 1 # Retour
@mode = 0
@box_party.active = true
@box_party.visible = true
when 2 # Retour
@mode = 0
@box_viewer.active = true
@box_viewer.visible = true
end
return
end
end
# Refresh du nom de la boite
def refresh_box_name
touche = nil
@box = @box_viewer.box
@box_name.contents.clear
@box_name.contents.font.color = Color.new(0,0,0)
@box_name.contents.font.bold = true
if Input.press?(Input::LEFT) and touche == nil
touche = 1
end
if Input.press?(Input::RIGHT) and touche == nil
touche = 1
end
boite = touche
if boite == 0
@box_name.contents.draw_text(4,4, 304, 66, "Boite 1", 1)
end
if boite != 0
num = @box_viewer.box
@box_name.contents.draw_text(4,4, 304, 66, "Boite " + num.to_s, 1)
end
@box_name.contents.font.color = Color.new(0,0,0)
#@box_name.contents.draw_text(2,2, 304, 66, "Boite " + $game_variables[13].to_s, 1)
end
def update_command_window
@command_window.update
@box = @box_viewer.box
if @box_viewer.pokemon_pointed == nil and @mode == 2
@command_window.disable_item(1)
else
@command_window.enable_item(1)
end
if ($pokemon_party.size == 1 and @mode == 1) or (@mode == 2 and @box_viewer.pokemon_pointed == nil)
@command_window.disable_item(0)
@command_window.disable_item(2)
@command_window.disable_item(3)
elsif ($pokemon_party.size == 6 and @mode == 2) or ($pokemon_party.box_full?(@box) and @mode == 1)
@command_window.disable_item(0)
@command_window.enable_item(2)
@command_window.enable_item(3)
else
@command_window.enable_item(0)
@command_window.enable_item(2)
@command_window.enable_item(3)
end
# Mode pokémon sélectionné dans l'équipe
if Input.trigger?(Input::C) and @mode == 1
case @command_window.index
when 0 # Transférer
if $pokemon_party.size == 1
$game_system.se_play($data_system.buzzer_se)
return
end
if $pokemon_party.box_full?(@box)
$game_system.se_play($data_system.buzzer_se)
return
end
id = @box_party.index #indique la place du pokémon dans l'equipe
id_store = $pokemon_party.store(id, @box)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@box_viewer.active = true
@box_viewer.index = id_store
@mode = 0
when 1 # Résumé
$game_system.se_play($data_system.decision_se)
# Données [@mode, @box_party.index]
scene = POKEMON_S::Pokemon_Status.new(@box_party.pokemon_pointed, -1, @z_level + 100, [@mode, @box_party.index])
scene.main
Graphics.transition
return
when 2 # Déplacer
if $pokemon_party.size == 1
$game_system.se_play($data_system.buzzer_se)
return
end
@selected = [0, @box_party.index]
@box_party.selected(@selected)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@box_party.active = true
@mode = 0
@box_party.refresh
return
when 3 # Relacher
if $pokemon_party.size == 1
$game_system.se_play($data_system.buzzer_se)
return
end
id = @box_party.index
$game_system.se_play($data_system.decision_se)
$pokemon_party.remove_id(id)
@box_party.active = true
@command_window.active = false
@command_window.visible = false
@mode = 0
if $pokemon_party.actors[@box_party.index] == nil
@box_party.index = $pokemon_party.size-1
end
when 4 # Annuler
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@mode = 0
@box_party.active = true
end
@box_party.refresh
@box_viewer.refresh
return
end
# Mode pokémon sélectionné dans la box
if Input.trigger?(Input::C) and @mode == 2
case @command_window.index
when 0 # Transférer
id = @box_viewer.index
if $data_storage[@box][id] == nil or $pokemon_party.size == 6
$game_system.se_play($data_system.buzzer_se)
return
end
$pokemon_party.retrieve(id, @box)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@box_party.active = true
@box_party.index = $pokemon_party.size - 1
@mode = 0
when 1 # Résumé
id = @box_viewer.index
if $data_storage[@box][id] == nil
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
scene = POKEMON_S::Pokemon_Status.new(@box_viewer.pokemon_pointed, -1, @z_level + 100, [@mode, @box_viewer.index])
scene.main
Graphics.transition
return
when 2 # Deplacer
id = @box_viewer.index
if $data_storage[@box][id] == nil
$game_system.se_play($data_system.buzzer_se)
return
end
@selected = [@box, @box_viewer.index]
@box_viewer.selected(@selected)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@mode = 0
@box_viewer.active = true
@box_viewer.refresh
return
when 3 # Relacher
id = @box_viewer.index
if $data_storage[@box][id] == nil
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$data_storage[@box][id] = nil
@box_viewer.active = true
@mode = 0
@command_window.active = false
@command_window.visible = false
when 4 # Annuler
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@mode = 0
@box_viewer.active = true
end
@box_party.refresh
@box_viewer.refresh
return
end
end
end
#==============================================================================
# ■ Pokemon_Box_Status
# Pokemon Script Project - Krosk
# 20/07/07
#==============================================================================
# Fenêtre d'affichage info Pokémon
#==============================================================================
class Pokemon_Box_Status < Window_Base
def initialize
super(0 - 16, 0 - 16, 210 + 32, 480 + 32)
self.contents = Bitmap.new(210, 480)
self.contents.font.name = $fontface
self.contents.font.size = $fontsizebig
#self.contents.font.bold = true
self.opacity = 0
self.z = 5
@pokemon = nil
@pokemon_sprite = Sprite.new
@pokemon_sprite.mirror = true
@pokemon_sprite.x = 20
@pokemon_sprite.y = 72
@pokemon_sprite.z = 6
end
def dispose
super
@pokemon_sprite.dispose
end
def define_pokemon(pokemon)
@pokemon = pokemon
end
def pointed_pokemon
return @pokemon
end
def refresh(pokemon)
if pokemon != nil and @pokemon != pokemon
self.contents.clear
@pokemon = pokemon
@pokemon_sprite.bitmap = RPG::Cache.battler(@pokemon.battler_face, 0)
self.draw_text(9, 278, 192, 39, @pokemon.given_name)
self.draw_text(3, 278 + 32 + 4, 204, 39, "/" + @pokemon.name)
draw_gender(18, 278 + 64 + 12, @pokemon.gender)
self.draw_text(18 + 64, 278 + 64 + 8, 170, 39, "N. " + @pokemon.level.to_s)
elsif pokemon == nil and @pokemon != pokemon
self.contents.clear
@pokemon = pokemon
@pokemon_sprite.bitmap = RPG::Cache.battler("", 0)
end
end
def draw_gender(x, y, gender)
if gender == 1
rect = Rect.new(0, 0, 18, 33)
bitmap = RPG::Cache.picture("Male.png")
self.contents.blt(x, y, bitmap, rect, 255)
end
if gender == 2
rect = Rect.new(0, 0, 18, 33)
bitmap = RPG::Cache.picture("Female.png")
self.contents.blt(x, y, bitmap, rect, 255)
end
end
end
#==============================================================================
# ■ Pokemon_Box_Party
# Pokemon Script Project - Krosk
# 20/07/07
#==============================================================================
# Fenêtre affichage équipe
#==============================================================================
class Pokemon_Box_Party < Window_Base
def initialize(index)
super(212 - 16, 112 - 16, 150 + 32, 336 + 16 + 32)#237
self.contents = Bitmap.new(650, 336 + 16)#64
self.opacity = 0
self.z = 5
@index = index
@pokemon = $pokemon_party.actors[0]
@selected = nil
end
def index=(index)
@index = index
end
def index
return @index
end
def pokemon_pointed
return @pokemon
end
def selected(data)
@selected = data
end
def update
if Input.repeat?(Input::DOWN)
if @index == $pokemon_party.size-1
return
end
$game_system.se_play($data_system.cursor_se)
@index += 1
refresh
return
end
if Input.repeat?(Input::UP)
if (@index == 0)
return
end
$game_system.se_play($data_system.cursor_se)
@index -= 1
refresh
return
end
end
def refresh
self.contents.clear
for i in 0..$pokemon_party.size-1
pokemon = $pokemon_party.actors[i]
src_rect = Rect.new(0, 0, 650, 650)#64
if i == @index
@pokemon = pokemon
end
if i == @index and self.active
bitmap = RPG::Cache.picture("boxiconl.png")
else
bitmap = RPG::Cache.picture("boxicon.png")
end
if @selected != nil
if @selected[0] == 0 and i == @selected[1]
bitmap = RPG::Cache.picture("boxiconm.png")
end
end
self.contents.blt(20, 8 + 58*i, bitmap, src_rect, 255)#16
src_rect = Rect.new(0, 0, 64, 64)
bitmap = RPG::Cache.battler(pokemon.icon, 0)
self.contents.blt(22, 58*i - 2, bitmap, src_rect, 255)
end
if @index == $pokemon_party.size and self.active
i = @index
src_rect = Rect.new(30, 0, 64, 64)#0
bitmap = RPG::Cache.picture("boxiconll.png")
self.contents.blt(68, -15 + 58*i, bitmap, src_rect, 255)
end
end
end
#==============================================================================
# ■ Pokemon_Box_Viewer
# Pokemon Script Project - Krosk
# 20/07/07
#==============================================================================
# Fenêtre affichage contenu boite
#==============================================================================
class Pokemon_Box_Viewer < Window_Base
attr_accessor :box
def initialize(box, index)
super(328 + 22 - 16, 118 - 16 - 16, 268 + 32, 340 + 16 + 32)
self.contents = Bitmap.new(268, 340 + 16)
self.opacity = 0
self.z = 3
@box = box
@index = index
@pokemon = nil
@box_sprite = Sprite.new
@box_sprite.x = 328
@box_sprite.z = 1
@selected = nil
end
def dispose
super
@box_sprite.dispose
end
def index=(index)
@index = index
end
def index
return @index
end
def selected(data)
@selected = data
end
def update
if Input.repeat?(Input::DOWN)
if @index >= 20
return
end
$game_system.se_play($data_system.cursor_se)
@index += 4
refresh
return
end
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@index -= (@index <= 3) ? 0 : 4
refresh
return
end
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
if @index%4 == 0
refresh
return
else
@index -= 1
refresh
return
end
end
if Input.repeat?(Input::RIGHT)
if (@index-3)%4 == 0
return
end
$game_system.se_play($data_system.cursor_se)
@index += 1
refresh
return
end
end
def pokemon_pointed
return @pokemon
end
def refresh
if $game_variables[53] == 1
name = "boxa.png"
@box_sprite.bitmap = RPG::Cache.picture(name)
end
if $game_variables[53] == 2
name = "boxb.png"
@box_sprite.bitmap = RPG::Cache.picture(name)
end
if $game_variables[53] == 3
name = "boxd.png"
@box_sprite.bitmap = RPG::Cache.picture(name)
end
if $game_variables[53] == 4
name = "boxc.png"
@box_sprite.bitmap = RPG::Cache.picture(name)
end
self.contents.clear
for i in 0..23
if $data_storage[@box][i] != nil
pokemon = $data_storage[@box][i]
src_rect = Rect.new(0, 0, 64, 64)
bitmap = RPG::Cache.battler(pokemon.icon, 0)
self.contents.blt((i%4)*68, 58*(i/4), bitmap, src_rect, 255)
end
if i == @index and self.active
src_rect = Rect.new(0, 0, 64, 64)
bitmap = RPG::Cache.picture("boxselector.png")
self.contents.blt(2+68*(i%4), 18+58*(i/4), bitmap, src_rect, 255)
pokemon = $data_storage[@box][i]
@pokemon = pokemon
end
if @selected != nil
if @box == @selected[0] and i == @selected[1]
src_rect = Rect.new(0, 0, 64, 64)
bitmap = RPG::Cache.picture("boxselected.png")
self.contents.blt(2+68*(i%4), 18+58*(i/4), bitmap, src_rect, 255)
end
end
end
end
end
end
Tu cites ce message et tu copie colle le contenu dans ton script normalement il ne devrait pas y avoir d'erreur de syntaxe. (Les hides empêchent la copie ça peut être chiant...)