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---------- Erreur de script : évènement ---------- ----- Type NameError ----- Message (eval):1:in `command_355'undefined local variable or method `carte_dresseur' for #<Interpreter:0x8f11bf0> ----- Position de l'évènement MAP 110 EVENT 0 SCRIPT carte_dresseur objectif1 objectif2 objectif3 badge1 badge2 badge3 badge4 badge5 badge6 badge7 badge8 ----- Backtrace Script : Interpreter Bis | Ligne : 444 | Méthode : in `command_355' Script : Interpreter 2 | Ligne : 215 | Méthode : in `eval' Script : Interpreter Bis | Ligne : 444 | Méthode : in `command_355' Script : Interpreter 2 | Ligne : 215 | Méthode : in `execute_command' Script : Interpreter 1 | Ligne : 199 | Méthode : in `update' Script : Interpreter 1 | Ligne : 113 | Méthode : in `loop' Script : Interpreter 1 | Ligne : 204 | Méthode : in `update' Script : Scene_Map | Ligne : 48 | Méthode : in `alias_update' Script : Scene_Map | Ligne : 46 | Méthode : in `loop' Script : Scene_Map | Ligne : 71 | Méthode : in `alias_update' Script : MAPPANEL | Ligne : 90 | Méthode : in `update_passminimap' Script : Passibility Mini Map | Ligne : 44 | Méthode : in `update' Script : Scene_Map | Ligne : 25 | Méthode : in `main_passminimap' Script : Scene_Map | Ligne : 19 | Méthode : in `loop' Script : Scene_Map | Ligne : 30 | Méthode : in `main_passminimap' Script : Passibility Mini Map | Ligne : 31 | Méthod |
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#============================================================================== # ■ Carte Dresseur # Script Communauté PSP - Slash # le 18/7/09 #----------------------------------------------------------------------------- # Support de carte dresseur #----------------------------------------------------------------------------- # Pour changer l'image de vos badges, allez dans le dossier Icons de votre # projet et remplacer les images BadgeX.png ou X est le numero du badge #----------------------------------------------------------------------------- # Interrupteurs occupés : 1001-1008 : Gestion des badge : activé ses # intérupteurs lorsque vous recevez un badge # ex : vous recevez le badge 1 alors activé l'intérupteur 1001 # 1002 pour le badge 2 etc ... #----------------------------------------------------------------------------- # Variables occupés : 1501-1504 : Gestion des Objectifs : Augmenter ou Diminuer # ces Variables pour gerez vos objectifs # La variable 1501 correspond a l'objectif 1 # La variable 1502 correspond a l'objectif 2 etc... # Vous pouvez renomés les objectifs via le script ci dessous #----------------------------------------------------------------------------- module POKEMON_S_TCARD # Nom des objectifs OBJECTIF1 = "Obtenir le 1er badge" OBJECTIF2 = "Trouver le Onix de cristal" OBJECTIF3 = "Achever la quête de Célébi" OBJECTIF4 = "Achever la quête incluant Link" end class Scene_T_Card def main Graphics.freeze @z_level = 10000 @background = Sprite.new @background.bitmap = RPG::Cache.picture("T_Card.PNG") @background.x = 0 @background.y = 0 @background.z = @z_level @perso = Sprite.new if $game_variables[1000] == nil or $game_variables[1000] == 0 @perso.bitmap = RPG::Cache.picture("persogars.png") end if $game_variables[1000] == 1 @perso.bitmap = RPG::Cache.picture("persogars.png") end if $game_variables[1000] == 2 @perso.bitmap = RPG::Cache.picture("persofille.png") end @perso.x = 414 @perso.y = 162 @perso.z = @z_level + 2 @badge1 = Sprite.new @badge2 = Sprite.new @badge3 = Sprite.new @badge4 = Sprite.new @badge5 = Sprite.new @badge6 = Sprite.new @badge7 = Sprite.new @badge8 = Sprite.new @badge1.bitmap = RPG::Cache.icon("badge1.png") @badge2.bitmap = RPG::Cache.icon("badge2.png") @badge3.bitmap = RPG::Cache.icon("badge3.png") @badge4.bitmap = RPG::Cache.icon("badge4.png") @badge5.bitmap = RPG::Cache.icon("badge5.png") @badge6.bitmap = RPG::Cache.icon("badge6.png") @badge7.bitmap = RPG::Cache.icon("badge7.png") @badge8.bitmap = RPG::Cache.icon("badge8.png") @badge1.x = 146 @badge2.x = 194 @badge3.x = 242 @badge4.x = 290 @badge5.x = 338 @badge6.x = 386 @badge7.x = 434 @badge8.x = 482 @badge1.y = 336 @badge2.y = 336 @badge3.y = 336 @badge4.y = 336 @badge5.y = 336 @badge6.y = 336 @badge7.y = 336 @badge8.y = 336 @badge1.z = @z_level + 2 @badge2.z = @z_level + 2 @badge3.z = @z_level + 2 @badge4.z = @z_level + 2 @badge5.z = @z_level + 2 @badge6.z = @z_level + 2 @badge7.z = @z_level + 2 @badge8.z = @z_level + 2 if $game_switches[1001] == true @badge1.opacity = 255 else @badge1.opacity = 0 end if $game_switches[1002] == true @badge2.opacity = 255 else @badge2.opacity = 0 end if $game_switches[1003] == true @badge3.opacity = 255 else @badge3.opacity = 0 end if $game_switches[1004] == true @badge4.opacity = 255 else @badge4.opacity = 0 end if $game_switches[1005] == true @badge5.opacity = 255 else @badge5.opacity = 0 end if $game_switches[1006] == true @badge6.opacity = 255 else @badge6.opacity = 0 end if $game_switches[1007] == true @badge7.opacity = 255 else @badge7.opacity = 0 end if $game_switches[1008] == true @badge8.opacity = 255 else @badge8.opacity = 0 end @card = Window_T_Card.new @card.x = 0 @card.y = 0 @card.z = @z_level + 2 @card.opacity = 0 @spriteset = Spriteset_Map.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @badge1.dispose @badge2.dispose @badge3.dispose @badge4.dispose @badge5.dispose @badge6.dispose @badge7.dispose @badge8.dispose @perso.dispose @card.dispose @background.dispose @spriteset.dispose end def update @spriteset.update if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end if Input.trigger?(Input::C) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_T_Card_Verso.new return end end end class Window_T_Card < Window_Base include POKEMON_S def initialize super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = Color.new(255,255,255) @captured = 0 for i in 1..$data_pokedex.length-1 if $data_pokedex[i][1] @captured += 1 end end refresh end def refresh self.contents.clear self.contents.font.color = Color.new(255,255,255) self.contents.draw_text(82, 84, 120, 32,Player.name) self.contents.draw_text(184, 84, 120, 32,"ID " + Player.id.to_s, 2) self.contents.draw_text(365, 70, 120, 32, "Code Echange",2) self.contents.draw_text(351, 98, 120, 32, Player.trainer_trade_code,2) @order = [0,1,2,3,4,5] if $pokemon_party.size > 0 for i in 0..($pokemon_party.size - 1) @pokemon = $pokemon_party.actors[@order[i]] id = @pokemon.id idx = (id - 1 )% 15 idy = (id - 1 ) / 15 xrect = idx * 100 yrect = idy * 60 src_rect = Rect.new(xrect, yrect, 100, 60) bitmap = RPG::Cache.picture("T_Card Pokémon.PNG") if i < 3 if @pokemon.egg bitmap = RPG::Cache.picture("T_Card_Eggs.PNG") src_rect = Rect.new(0, 0, 100, 60) self.contents.blt(70 + 104 * i, 156, bitmap, src_rect, 255) else self.contents.blt(70 + 104 * i, 156, bitmap, src_rect, 255) draw_gender(154 +104 * i, 190, @pokemon.gender) end else if @pokemon.egg bitmap = RPG::Cache.picture("T_Card_Eggs.PNG") src_rect = Rect.new(0, 0, 100, 60) self.contents.blt(70 + 104 * (i-3), 220, bitmap, src_rect, 255) else self.contents.blt(70 + 104 * (i-3), 220, bitmap, src_rect, 255) draw_gender(154 + 104 * (i-3), 254, @pokemon.gender) end end end return end end def draw_gender(x, y, gender) if gender == 1 rect = Rect.new(0, 0, 18, 33) bitmap = RPG::Cache.picture("Maleb.png") self.contents.blt(x, y, bitmap, rect, 255) end if gender == 2 rect = Rect.new(0, 0, 18, 33) bitmap = RPG::Cache.picture("Femaleb.png") self.contents.blt(x, y, bitmap, rect, 255) end end end class Scene_T_Card_Verso def main Graphics.freeze @z_level = 10000 @background = Sprite.new @background.bitmap = RPG::Cache.picture("T_Card_Verso.PNG") @background.x = 0 @background.y = 0 @background.z = @z_level @Verso = Window_T_Card_Verso.new @Verso.x = 0 @Verso.y = 0 @Verso.z = @z_level + 2 @Verso.opacity = 0 @spriteset = Spriteset_Map.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @Verso.dispose @background.dispose @spriteset.dispose end def update @spriteset.update if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end if Input.trigger?(Input::C) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = POKEMON_S::Pokemon_Menu.new return end end end class Window_T_Card_Verso < Window_Base include POKEMON_S include POKEMON_S_TCARD def initialize super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = Color.new(255,255,255) @captured = 0 @viewed = 0 for i in 1..$data_pokedex.length-1 if $data_pokedex[i][1] @captured += 1 end if $data_pokedex[i][0] @viewed += 1 end end refresh end def refresh self.contents.clear self.contents.font.color = Color.new(255,255,255) self.contents.draw_text(82, 84, 120, 32,Player.name) self.contents.draw_text(184, 84, 120, 32,"ID " + Player.id.to_s, 2) self.contents.draw_text(365, 70, 120, 32, "Code Echange",2) self.contents.draw_text(351, 98, 120, 32, Player.trainer_trade_code,2) self.contents.draw_text(74, 300, 300, 32, "Argent : " + $pokemon_party.money.to_s + "$") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 temps = sprintf("%02d:%02d", hour, min) self.contents.draw_text(336, 300, 300, 32, "Temps de jeu : " + temps) self.contents.draw_text(74, 340, 500, 32, "Pokédex : " + @captured.to_s + " Capturés / " + @viewed.to_s + " Aperçus") self.contents.font.color = Color.new(41,53,57) self.contents.draw_text(74, 120, 380, 64, "■ " + OBJECTIF1) self.contents.draw_text(74, 160, 380, 64, "■ " + OBJECTIF2) self.contents.draw_text(74, 200, 380, 64, "■ " + OBJECTIF3) self.contents.draw_text(74, 240, 380, 64, "■ " + OBJECTIF4) self.contents.draw_text(156, 120, 380, 64, $game_variables[1501].to_s,2) self.contents.draw_text(156, 160, 380, 64, $game_variables[1502].to_s,2) self.contents.draw_text(156, 200, 380, 64, $game_variables[1503].to_s,2) self.contents.draw_text(156, 240, 380, 64, $game_variables[1504].to_s,2) return end end |
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#============================================================================== # ■ Pokemon_Menu # Pokemon Script Project - Krosk # 18/07/07 # Modifier par Slash le 15/07/09 # Modifié par Tokeur #----------------------------------------------------------------------------- # Scène modifiable #----------------------------------------------------------------------------- # Menu principal accessible par échap #----------------------------------------------------------------------------- module POKEMON_S class Pokemon_Menu #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def main Graphics.freeze @z_level = 10000 @background = Sprite.new @background.bitmap = RPG::Cache.picture("menu_pokedex.PNG") @background.x = 0 @background.y = 0 @background.z = @z_level @location = Window_Location.new @location.x = 118 @location.y = 174 @location.z = @z_level + 2 @location.opacity = 0 @nomMenu = Window_Base.new(0, 0, 160, 96) @nomMenu.x = 258 @nomMenu.y = 244 @nomMenu.z = @z_level + 2 @nomMenu.opacity = 0 @nomMenu.contents = Bitmap.new(160 - 32, 96 - 32) @nomMenu.contents.font.name = $fontface @nomMenu.contents.font.size = $fontsize @nomMenu.contents.font.color = Color.new(255,255,255) @argent = Window_Argent.new @argent.x = 300 @argent.y = 204 @argent.z = @z_level + 2 @argent.opacity = 0 @spriteset = Spriteset_Map.new @active = true @index = @menu_index Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @location.dispose @argent.dispose @nomMenu.dispose @background.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def update # ウィンドウを更新 @spriteset.update # コマンドウィンドウがアクティブの場合: update_command を呼ぶ case @index when 0 # Pokédex @background.bitmap = RPG::Cache.picture("menu_pokedex.PNG") @str = "POKEDEX" when 1 # Menu @background.bitmap = RPG::Cache.picture("menu_pokemon.PNG") @str = "POKéMON" when 2 # Sac @background.bitmap = RPG::Cache.picture("menu_sac.PNG") @str = "SAC" when 3 # Carte Dresseur @background.bitmap = RPG::Cache.picture("menu_carte.PNG") @str = "CARTE DRESSEUR" when 4 # Sauvegarde @background.bitmap = RPG::Cache.picture("menu_save.PNG") @str = "SAUVEGARDER" when 5 # Retour @background.bitmap = RPG::Cache.picture("menu_retour.PNG") @str = "RETOUR" end @nomMenu.contents.clear @nomMenu.contents.draw_text(0, 0, 120, 32, @str) if @active update_command return end end #-------------------------------------------------------------------------- # ● フレーム更新 (コマンドウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_command # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end if Input.trigger?(Input::LEFT) @index -= 1 if @index < 0 @index = 5 end end if Input.trigger?(Input::RIGHT) @index += 1 if @index > 5 @index = 0 end end if Input.trigger?(Input::C) # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合 if $game_party.actors.size == 0 and @index < 4 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # コマンドウィンドウのカーソル位置で分岐 case @index when 0 # Pokédex if not($data_pokedex[0]) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = POKEMON_S::Pokemon_Pokedex.new when 1 # Menu if $pokemon_party.size == 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = POKEMON_S::Pokemon_Party_Menu.new when 2 # Sac $game_system.se_play($data_system.decision_se) $scene = Pokemon_Item_Bag.new when 3 # Carte dresseur $game_system.se_play($data_system.decision_se) $game_temp.common_event_id = 19 $scene = Scene_Map.new when 4 # Sauvegarde if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = POKEMON_S::Pokemon_Save.new when 5 # Quitter le menu $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end end end #=================================================== #Window_Location #=================================================== class Window_Location < Window_Base #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32,$data_mapzone[$game_map.map_id][1], 2) end end #=================================================== #Window_Argent #=================================================== class Window_Argent < Window_Base #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $pokemon_party.money.to_s + "$", 2) end end |
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#============================================================================== # ■ Pokemon_Menu # Pokemon Script Project - Krosk # 18/07/07 # Modifier par Slash le 15/07/09 # Modifié par Tokeur #----------------------------------------------------------------------------- # Scène modifiable #----------------------------------------------------------------------------- # Menu principal accessible par échap #----------------------------------------------------------------------------- module POKEMON_S class Pokemon_Menu #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def main Graphics.freeze @z_level = 10000 @background = Sprite.new @background.bitmap = RPG::Cache.picture("menu_pokedex.PNG") @background.x = 0 @background.y = 0 @background.z = @z_level @location = Window_Location.new @location.x = 118 @location.y = 174 @location.z = @z_level + 2 @location.opacity = 0 @nomMenu = Window_Base.new(0, 0, 160, 96) @nomMenu.x = 258 @nomMenu.y = 244 @nomMenu.z = @z_level + 2 @nomMenu.opacity = 0 @nomMenu.contents = Bitmap.new(160 - 32, 96 - 32) @nomMenu.contents.font.name = $fontface @nomMenu.contents.font.size = $fontsize @nomMenu.contents.font.color = Color.new(255,255,255) @argent = Window_Argent.new @argent.x = 300 @argent.y = 204 @argent.z = @z_level + 2 @argent.opacity = 0 @spriteset = Spriteset_Map.new @active = true @index = @menu_index Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @location.dispose @argent.dispose @nomMenu.dispose @background.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # #-------------------------------------------------------------------------- def update # ウィンドウを更新 @spriteset.update # コマンドウィンドウがアクティブの場合: update_command を呼ぶ case @index when 0 # Pokédex @background.bitmap = RPG::Cache.picture("menu_pokedex.PNG") @str = "POKEDEX" when 1 # Menu @background.bitmap = RPG::Cache.picture("menu_pokemon.PNG") @str = "POKéMON" when 2 # Sac @background.bitmap = RPG::Cache.picture("menu_sac.PNG") @str = "SAC" when 3 # Carte Dresseur @background.bitmap = RPG::Cache.picture("menu_carte.PNG") @str = "CARTE DRESSEUR" when 4 # Sauvegarde @background.bitmap = RPG::Cache.picture("menu_save.PNG") @str = "SAUVEGARDER" when 5 # Retour @background.bitmap = RPG::Cache.picture("menu_retour.PNG") @str = "RETOUR" end @nomMenu.contents.clear @nomMenu.contents.draw_text(0, 0, 120, 32, @str) if @active update_command return end end #-------------------------------------------------------------------------- # ● フレーム更新 (コマンドウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_command # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end if Input.trigger?(Input::LEFT) @index -= 1 if @index < 0 @index = 5 end end if Input.trigger?(Input::RIGHT) @index += 1 if @index > 5 @index = 0 end end if Input.trigger?(Input::C) # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合 if $game_party.actors.size == 0 and @index < 4 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # コマンドウィンドウのカーソル位置で分岐 case @index when 0 # Pokédex if not($data_pokedex[0]) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = POKEMON_S::Pokemon_Pokedex.new when 1 # Menu if $pokemon_party.size == 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = POKEMON_S::Pokemon_Party_Menu.new when 2 # Sac $game_system.se_play($data_system.decision_se) $scene = Pokemon_Item_Bag.new when 3 # Carte dresseur $game_system.se_play($data_system.decision_se) $scene = Scene_T_Card.new when 4 # Sauvegarde if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = POKEMON_S::Pokemon_Save.new when 5 # Quitter le menu $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end end end #=================================================== #Window_Location #=================================================== class Window_Location < Window_Base #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32,$data_mapzone[$game_map.map_id][1], 2) end end #=================================================== #Window_Argent #=================================================== class Window_Argent < Window_Base #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $pokemon_party.money.to_s + "$", 2) end end |