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class Scene_Debug include POKEMON_S # ------------------------------ #Script modifié par RPG Advocate, traduit et adapté par Bodom-Child def main @z_level = 200 @left_window = Window_DebugLeft.new @right_window = Window_DebugRight.new @left_window.z = 0 @right_window.z = 0 c1 = "Régénérer l'équipe" c2 = "Invincible" c3 = "Argent" c4 = "Rencontres aléatoires" c5 = "Objets" c6 = "Armes" c7 = "Armures" c8 = "Téléporter" c9 = "Vitesse de marche" c10 = "Sauvegarder" c1 = "Ajouter" c2 = "Supprimer" c3 = "Modifier" c4 = "Soigner" c5 = "Objets" c55 = "Argent" c6 = "Pokédex" c7 = "Rencontres" c8 = "Invincibilité" c9 = "Vitesse" c10 = "Téléporter" c11 = "MAJ BDD" c12 = "Compiler" x1 = "Activé" x2 = "Désactivé" w1 = "La plus basse" w2 = "Très basse" w3 = "Basse" w4 = "Rapide" w5 = "Très rapide" w6 = "La plus rapide" d1 = "Point de Retour" d2 = "Enregistrer Pos" p1 = "Désactivé" p2 = "Activé" p3 = "Activé et vierge" p4 = "Activé et complété" main_commands = [c1, c2, c3, c4, c5, c55, c6, c7, c8, c9, c10, c11, c12] speed_commands = [w1, w2, w3, w4, w5, w6] toggle_commands = [x1, x2] warp_commands = [d1, d2] pkdx_commands = [p1, p2, p3, p4] skills_list = [] for i in 1..$data_skills_pokemon.length-1 if $data_skills_pokemon[i][0].is_a?(String) and $data_skills_pokemon[i][0] != "" skills_list.push(i) end end @other_window = Window_Command.new(192, main_commands) @other_window.z = @z_level + 20 @speed_window = Window_Command.new(200, speed_commands) @enc_window = Window_Command.new(150, toggle_commands) @god_window = Window_Command.new(150, toggle_commands) @warp_window = Window_Command.new(240, warp_commands) @target_window = Window_Target.new @skills_window = Skills_List.new(skills_list) @skills_window.z = @z_level + 40 @slots_window = Window_Command.new(300, ["Slot 1", "Slot 2", "Slot 3", "Slot 4"]) @slots_window.z = @z_level + 40 @party_window = POKEMON_S::Debug_Party_Window.new @party_window.active = false @party_window.visible = false @party_window.z = @z_level + 10 @menu_gene = Window_Command.new(150, ["ID", "Niveau", "Générer"], $fontsize) @menu_gene.x = 8 @menu_gene.y = 8 @menu_gene.z = @z_level + 30 @menu_gene.visible = false @menu_gene.active = false @sprite_gene = Window_Base.new(285, 8, 192, 192 + 128) @sprite_gene.contents = Bitmap.new(160,160 + 128) @sprite_gene.z = @z_level + 40 @sprite_gene.visible = false @sprite_gene.active = false @sprite_gene.contents.font.name = $fontface @sprite_gene.contents.font.size = $fontsize @sprite_gene.contents.font.color = @sprite_gene.normal_color @id_gene = Window_Base.new(8, 138, 150, 64) @id_gene.contents = Bitmap.new(150-32, 32) @id_gene.z = @z_level + 40 @id_gene.contents.font.name = $fontface @id_gene.contents.font.size = $fontsize @id_gene.active = false @id_gene.visible = false @id_gene.contents.font.color = @id_gene.normal_color @id_gene_index = 0 # Index Digit: 0 unité, 1 dizaines, 2 centaines @level_gene = Window_Base.new(8, 138, 150, 64) @level_gene.contents = Bitmap.new(150-32, 32) @level_gene.z = @z_level + 40 @level_gene.contents.font.name = $fontface @level_gene.contents.font.size = $fontsize @level_gene.active = false @level_gene.visible = false @level_gene.contents.font.color = @level_gene.normal_color @pkdx_window = Window_Command.new(240, pkdx_commands) @pkdx_window.active = false @pkdx_window.visible = false @level = 1 @id = 1 refresh_sprite @money_window = Window_Gold.new @number_window = Window_InputNumber.new(7) @var_window = Window_InputNumber.new( 8) @help_window = Window_Base.new(192, 352, 448, 128) @help_window.contents = Bitmap.new(406, 96) @help_window.contents.font.name = "Arial" @help_window.contents.font.size = 24 @help_window.contents.font.color = @help_window.normal_color @left_window.top_row = $game_temp.debug_top_row @left_window.index = $game_temp.debug_index @right_window.mode = @left_window.mode @right_window.top_id = @left_window.top_id @other_window.visible = false @other_window.active = false @target_window.visible = false @target_window.active = false @enc_window.visible = false @enc_window.active = false @god_window.visible = false @god_window.active = false @speed_window.visible = false @speed_window.active = false @warp_window.visible = false @warp_window.active = false @skills_window.visible = false @skills_window.active = false @skills_window.refresh @slots_window.visible = false @slots_window.active = false @money_window.visible = false @money_window.active = false @number_window.visible = false @number_window.active = false @var_window.visible = false @var_window.active = false @itemset_window = Window_Dataset.new(1) @itemset_window.visible = false @itemset_window.active = false @weaponset_window = Window_Dataset.new(2) @weaponset_window.visible = false @weaponset_window.active = false @armorset_window = Window_Dataset.new(3) @armorset_window.visible = false @armorset_window.active = false @other_window.opacity = 255 #@other_window.x = 100 #@other_window.y = 48 @target_window.x = 304 @target_window.y = 0 @target_window.z = @z_level + 100 @target_window.opacity = 255 @pkdx_window.x = 270 @pkdx_window.y = 100 @pkdx_window.z = @z_level + 100 @enc_window.x = 225 @enc_window.y = 180 @enc_window.z = @z_level + 50 @enc_window.opacity = 255 @god_window.x = 225 @god_window.y = 180 @god_window.z = @z_level + 50 @god_window.opacity = 255 @speed_window.x = 270 @speed_window.y = 100 @speed_window.z = @z_level + 50 @speed_window.opacity = 255 @warp_window.x = 270 @warp_window.y = 100 @warp_window.z = @z_level + 50 @warp_window.opacity = 255 @skills_window. opacity = 255 @slots_window.x = 170 @slots_window.y = 100 @slots_window.opacity = 255 @itemset_window.x = 0 @itemset_window.y = 0 @itemset_window.z = @z_level + 100 @itemset_window.opacity = 255 @weaponset_window.x = 0 @weaponset_window.y = 0 @weaponset_window.z = 1000 @weaponset_window.opacity = 255 @armorset_window.x = 0 @armorset_window.y = 0 @armorset_window.z = 1000 @armorset_window.opacity = 255 @money_window.x = 270 @money_window.y = 100 @money_window.z = 700 @money_window.opacity = 255 @number_window.x = 270 @number_window.y = 164 @number_window.z = 710 @number_window.opacity = 255 @var_window.x = 270 @var_window.y = 164 @var_window.z = 710 @var_window.opacity = 255 @variable_edit = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end $game_map.refresh Graphics.freeze @left_window.dispose @right_window.dispose @help_window.dispose @other_window.dispose @god_window.dispose @speed_window.dispose @enc_window.dispose @target_window.dispose @warp_window.dispose @skills_window.dispose @slots_window.dispose @itemset_window.dispose @weaponset_window.dispose @armorset_window.dispose @money_window.dispose @var_window.dispose @party_window.dispose @pkdx_window.dispose @menu_gene.dispose @id_gene.dispose @level_gene.dispose @sprite_gene.dispose end # ------------------------------ def update @right_window.mode = @left_window.mode @right_window.top_id = @left_window.top_id @left_window.update @right_window.update @other_window.update @enc_window.update @itemset_window.update @weaponset_window.update @armorset_window.update @target_window.update @god_window.update @speed_window.update @warp_window.update @skills_window.update @slots_window.update @money_window.update @number_window.update @var_window.update $game_temp.debug_top_row = @left_window.top_row $game_temp.debug_index = @left_window.index @menu_gene.update @level_gene.update @id_gene.update @party_window.update @pkdx_window.update if @level_gene.active update_gen_level return end if @id_gene.active update_gen_id return end if @menu_gene.active update_gene return end if @party_window.active update_party return end if @pkdx_window.active update_pkdx return end if @left_window.active update_left return end if @right_window.active update_right return end if @other_window.active update_command return end if @target_window.active update_target return end if @enc_window.active update_enc return end if @itemset_window.active update_itemset return end if @weaponset_window.active update_weaponset return end if @armorset_window.active update_armorset return end if @god_window.active update_god return end if @speed_window.active update_speed return end if @warp_window.active update_warp return end if @skills_window.active update_skills return end if @slots_window.active update_slots return end if @number_window.active update_money return end if @var_window.active update_var return end end # ------------------------------ def update_left if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @left_window.mode == 0 text1 = "Entrée ou C : Activé / Désactivé" @help_window.contents.draw_text(4, 0, 406, 32, text1) else text1 = "Gauche : -1 Droite : +1" text2 = "Q : -10 W : +10" text3 = "Entrée ou C : Entrer la valeur" text4 = "A: Debug avancé" text5 = "" @help_window.contents.draw_text(4, 0, 200, 32, text1) @help_window.contents.draw_text(4, 32, 200, 32, text2) @help_window.contents.draw_text(4, 64, 400, 32, text3) @help_window.contents.draw_text(240, 0, 180, 32, text4) @help_window.contents.draw_text(240, 32, 180, 32, text5) end @left_window.active = false @right_window.active = true @right_window.index = 0 return end if Input.trigger?(Input::X) $game_system.se_play($data_system.decision_se) @other_window.visible = true @left_window.visible = false @right_window.visible = false @help_window.visible = false @left_window.active = false @other_window.active = true @party_window.visible = true end end def update_gene # Fenetre level if Input.trigger?(Input::C) and @menu_gene.index == 1 $game_system.se_play($data_system.decision_se) @menu_gene.active = false @level_gene.active = true @level_gene.visible = true refresh_gen_level return end # Fenetre ID if Input.trigger?(Input::C) and @menu_gene.index == 0 $game_system.se_play($data_system.decision_se) @menu_gene.active = false @id_gene.visible = true @id_gene.active = true refresh_id return end # Générer if Input.trigger?(Input::C) and @menu_gene.index == 2 @menu_gene.active = false @menu_gene.visible = false @sprite_gene.visible = false $game_system.se_play($data_system.decision_se) $pokemon_party.add(POKEMON_S::Pokemon.new(@id, @level)) @party_window.refresh @other_window.active = true return end if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) @menu_gene.active = false @menu_gene.visible = false @sprite_gene.visible = false @other_window.active = true return end end def update_gen_level if Input.repeat?(Input::UP) if @level >= MAX_LEVEL $game_system.se_play($data_system.buzzer_se) return end @level += 1 refresh_sprite refresh_gen_level return end if Input.repeat?(Input::DOWN) if @level <= 1 $game_system.se_play($data_system.buzzer_se) return end @level -= 1 refresh_sprite refresh_gen_level return end if Input.repeat?(Input::RIGHT) if @level >= MAX_LEVEL $game_system.se_play($data_system.buzzer_se) return end @level += 10 if @level >= MAX_LEVEL @level = MAX_LEVEL end refresh_sprite refresh_gen_level return end if Input.repeat?(Input::LEFT) if @level <= 1 $game_system.se_play($data_system.buzzer_se) return end @level -= 10 if @level <= 1 @level = 1 end refresh_sprite refresh_gen_level return end if Input.trigger?(Input::C) or Input.trigger?(Input::B) $game_system.se_play($data_system.decision_se) @level_gene.active = false @level_gene.visible = false @menu_gene.active = true refresh_sprite return end end def update_gen_id if Input.trigger?(Input::LEFT) if @id_gene_index == 2 $game_system.se_play($data_system.buzzer_se) return end @id_gene_index += 1 refresh_id end if Input.trigger?(Input::RIGHT) if @id_gene_index == 0 $game_system.se_play($data_system.buzzer_se) return end @id_gene_index -= 1 refresh_id end if Input.repeat?(Input::UP) if @id >= $data_pokemon.length-1 $game_system.se_play($data_system.buzzer_se) return end @id += 10 ** @id_gene_index if @id >= $data_pokemon.length-1 @id = $data_pokemon.length-1 end refresh_sprite refresh_id return end if Input.repeat?(Input::DOWN) if @id <= 1 $game_system.se_play($data_system.buzzer_se) return end @id -= 10 ** @id_gene_index if @id <= 1 @id = 1 end refresh_sprite refresh_id return end if Input.trigger?(Input::C) or Input.trigger?(Input::B) $game_system.se_play($data_system.decision_se) @id_gene.active = false @id_gene.visible = false @menu_gene.active = true refresh_sprite return end end def refresh_sprite @sprite_gene.contents.clear src_rect = Rect.new(0, 0, 160, 160) ida = sprintf("%03d", @id) bitmap = RPG::Cache.battler("Front_Male/" + ida + ".png", 0) @sprite_gene.contents.blt(0, 0, bitmap, src_rect, 255) string = $pokemon_info.name(@id) @sprite_gene.contents.draw_text(0, 160, 160, 32, string, 1) @sprite_gene.contents.draw_text(0, 192, 160, 32, "ID: "+ida.to_s, 1) @sprite_gene.contents.draw_text(0, 224, 160, 32, "Nv: "+@level.to_s, 1) end def refresh_id @id_gene.contents.clear @id_gene.contents.draw_text(0, 0, 118, 32, "ID") if not($data_pokedex[@id][0]) @id_gene.contents.font.color = @id_gene.disabled_color end string = ("000" + @id.to_s)[-3..-1] for i in 0..2 if i == @id_gene_index @id_gene.contents.font.color = @id_gene.text_color(2) end @id_gene.contents.draw_text(0, 0, 118 - 22*i, 32, string[2-i..2-i], 2) @id_gene.contents.font.color = @id_gene.normal_color end @id_gene.contents.font.color = @id_gene.normal_color end def refresh_gen_level @level_gene.contents.clear @level_gene.contents.draw_text(0, 0, 150-32, 32, "Niveau") @level_gene.contents.draw_text(0, 0, 150-32, 32, @level.to_s, 2) end def update_pkdx if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @pkdx_window.index when 0 $data_pokedex[0] = false when 1 $data_pokedex[0] = true when 2 $data_pokedex[0] = true for i in 1..$data_pokedex.length-1 $data_pokedex[i] = [false, false] end when 3 $data_pokedex[0] = true for i in 1..$data_pokedex.length-1 $data_pokedex[i] = [true, true] end end return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @pkdx_window.visible = false @pkdx_window.active = false @other_window.active = true return end end def update_party if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @other_window.index when 1 # Supprimer sélectionné $pokemon_party.remove_id(@party_window.index) @party_window.refresh when 2 # Modifier séléctionner @party_window.active = false @skills_window.active = true @skills_window.visible = true end return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @party_window.active = false @party_window.index = -1 @other_window.active = true return end end # ------------------------------ def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @other_window.active = false @left_window.active = true @left_window.visible = true @right_window.visible = true @help_window.visible = true @other_window.visible = false @party_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @other_window.index when 0 #Ajouter @menu_gene.active = true @menu_gene.visible = true @sprite_gene.visible = true @other_window.active = false when 1 #Supprimer @other_window.active = false @party_window.active = true @party_window.index = 0 when 2 #Modifier $game_system.se_play($data_system.decision_se) @other_window.active = false @party_window.active = true @party_window.index = 0 when 3 #Soigner $pokemon_party.refill_party @party_window.refresh when 4 #Objets @itemset_window.index = 0 @itemset_window.active = true @itemset_window.visible = true @other_window.active = false when 5 #Argent @number_window.number = 0 @money_window.visible = true @number_window.active = true @number_window.visible = true @other_window.active = false when 6 #Pkdx @pkdx_window.active = true @pkdx_window.visible = true @other_window.active = false when 7 #Rencontres @enc_window.index = 0 if $game_system.encounter_disabled @enc_window.index = 1 end @enc_window.active = true @enc_window.visible = true @other_window.active = false when 8 #Invincible @god_window.index = 1 if $game_temp.god_mode @god_window.index = 0 end @god_window.active = true @god_window.visible = true @other_window.active = false when 10 @warp_window.active = true @warp_window.visible = true @other_window.active = false when 9 @speed_window.index = $game_player.move_speed - 1 @speed_window.active = true @speed_window.visible = true @other_window.active = false when 11 pokemon_conversion update_library when 12 update_datafile end end end # ------------------------------ def update_money if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false @other_window.active = true @money_window.visible = false @number_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $pokemon_party.lose_money(9999999) $pokemon_party.add_money(@number_window.number) @money_window.refresh end if Input.repeat?(Input::X) $game_system.se_play($data_system.cursor_se) $pokemon_party.add_money(9999999) @money_window.refresh end if Input.repeat?(Input::Y) $game_system.se_play($data_system.cursor_se) $pokemon_party.add_money(9999999) @money_window.refresh end end # ------------------------------ def update_itemset if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @itemset_window.active = false @other_window.active = true @itemset_window.visible = false return end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $pokemon_party.add_item(@itemset_window.index + 1, 1) @itemset_window.refresh end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $pokemon_party.drop_item(@itemset_window.index + 1, 1) @itemset_window.refresh end if Input.repeat?(Input::X) $game_system.se_play($data_system.cursor_se) $pokemon_party.drop_item(@itemset_window.index + 1, 10) @itemset_window.refresh end if Input.repeat?(Input::Y) $game_system.se_play($data_system.cursor_se) $pokemon_party.add_item(@itemset_window.index + 1, 10) @itemset_window.refresh end end # ------------------------------ def update_weaponset if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @weaponset_window.active = false @other_window.active = true @weaponset_window.visible = false return end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $game_party.gain_weapon(@weaponset_window.index + 1, 1) @weaponset_window.refresh end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $game_party.lose_weapon(@weaponset_window.index + 1, 1) @weaponset_window.refresh end if Input.repeat?(Input::X) $game_system.se_play($data_system.cursor_se) $game_party.lose_weapon(@weaponset_window.index + 1, 10) @weaponset_window.refresh end if Input.repeat?(Input::Y) $game_system.se_play($data_system.cursor_se) $game_party.gain_weapon(@weaponset_window.index + 1, 10) @weaponset_window.refresh end end # ------------------------------ def update_armorset if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @armorset_window.active = false @other_window.active = true @armorset_window.visible = false return end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $game_party.gain_armor(@armorset_window.index + 1, 1) @armorset_window.refresh end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $game_party.lose_armor(@armorset_window.index + 1, 1) @armorset_window.refresh end if Input.repeat?(Input::X) $game_system.se_play($data_system.cursor_se) $game_party.lose_armor(@armorset_window.index + 1, 10) @armorset_window.refresh end if Input.repeat?(Input::Y) $game_system.se_play($data_system.cursor_se) $game_party.gain_armor(@armorset_window.index + 1, 10) @armorset_window.refresh end end # ------------------------------- def update_enc if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @enc_window.active = false @other_window.active = true @enc_window.visible = false return end if Input.trigger?(Input::C) case @enc_window.index when 0 $game_system.se_play($data_system.decision_se) $game_system.encounter_disabled = false @enc_window.active = false @other_window.active = true @enc_window.visible = false when 1 $game_system.se_play($data_system.decision_se) $game_system.encounter_disabled = true @enc_window.active = false @other_window.active = true @enc_window.visible = false end end end # ------------------------------- def update_god if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @god_window.active = false @other_window.active = true @god_window.visible = false return end if Input.trigger?(Input::C) case @god_window.index when 0 $game_system.se_play($data_system.decision_se) $game_temp.god_mode = true @god_window.active = false @other_window.active = true @god_window.visible = false when 1 $game_system.se_play($data_system.decision_se) $game_temp.god_mode = false @god_window.active = false @other_window.active = true @god_window.visible = false end end end # ------------------------------- def update_speed if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @speed_window.active = false @other_window.active = true @speed_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_player.move_speed = @speed_window.index + 1 @speed_window.active = false @other_window.active = true @speed_window.visible = false end end # ------------------------------- def update_warp if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @warp_window.active = false @other_window.active = true @warp_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_temp.player_transferring = true case @warp_window.index when 0 $game_temp.player_new_map_id = $game_variables[1] $game_temp.player_new_x = $game_variables[2] $game_temp.player_new_y = $game_variables[3] @warp_window.active = false @other_window.active = true @warp_window.visible = false when 1 $game_temp.player_transferring = false $game_variables[1] = $game_map.map_id $game_variables[2] = $game_player.x $game_variables[3] = $game_player.y end end end def update_skills if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skills_window.active = false @party_window.active = true @skills_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) @skills_window.active = false @slots_window.active = true @skills_window.visible = false @slots_window.visible = true end end def update_slots if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @slots_window.active = false @skills_window.active = true @slots_window.visible = false @skills_window.visible = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $pokemon_party.actors[@party_window.index].replace_skill_index(@slots_window.index,$data_skills_pokemon[@skills_window.index+1][0]) @slots_window.active = false @skills_window.active = true @slots_window.visible = false @skills_window.visible = true end end # ------------------------------ def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @target_window.active = false @other_window.active = true @target_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.save_se) for i in 1..$data_states.size $game_party.actors[@target_window.index].remove_state(i) end $game_party.actors[@target_window.index].hp += 9999 $game_party.actors[@target_window.index].sp += 9999 @target_window.refresh end if Input.trigger?(Input::X) $game_system.se_play($data_system.save_se) $game_party.actors[@target_window.index].hp += 9999 @target_window.refresh end if Input.trigger?(Input::Y) $game_system.se_play($data_system.save_se) $game_party.actors[@target_window.index].sp += 9999 @target_window.refresh end if Input.trigger?(Input::A) $game_system.se_play($data_system.save_se) for i in 1..$data_states.size $game_party.actors[@target_window.index].remove_state(i) end @target_window.refresh end end # ------------------------------ def update_var if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @var_window.active = false @var_window.visible = false @right_window.active = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[@variable_edit] = @var_window.number @right_window.refresh @var_window.active = false @var_window.visible = false @right_window.active = true end end # ------------------------------ def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @left_window.active = true @right_window.active = false @right_window.index = -1 @help_window.contents.clear return end current_id = @right_window.top_id + @right_window.index if @right_window.mode == 0 if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_switches[current_id] = (not $game_switches[current_id]) @right_window.refresh return end end if @right_window.mode == 1 if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $game_variables[current_id] += 1 if $game_variables[current_id] > 99999999 $game_variables[current_id] = 99999999 end @right_window.refresh return end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $game_variables[current_id] -= 1 if $game_variables[current_id] < -99999999 $game_variables[current_id] = -99999999 end @right_window.refresh return end if Input.repeat?(Input::C) $game_system.se_play($data_system.decision_se) current_id = @right_window.top_id + @right_window.index @variable_edit = current_id @var_window.number = $game_variables[current_id].abs @var_window.visible = true @var_window.active = true @right_window.active = false end if Input.repeat?(Input::X) $game_system.se_play($data_system.decision_se) current_id = @right_window.top_id + @right_window.index $game_variables[current_id] *= -1 @right_window.refresh end if Input.repeat?(Input::R) $game_system.se_play($data_system.cursor_se) $game_variables[current_id] += 10 if $game_variables[current_id] > 99999999 $game_variables[current_id] = 99999999 end @right_window.refresh return end if Input.repeat?(Input::L) $game_system.se_play($data_system.cursor_se) $game_variables[current_id] -= 10 if $game_variables[current_id] < -99999999 $game_variables[current_id] = -99999999 end @right_window.refresh return end end end def pokemon_conversion # Inscription des noms for i in 118..175 if $data_weapons[i-84] == nil $data_weapons[i-84] = RPG::Weapon.new end $data_weapons[i-84].name = $item.name(i) end # Inscription des capa spé for i in 1..77 if $data_armors[i+33] == nil $data_armors[i+33] = RPG::Armor.new end $data_armors[i+33].name = $data_ability[i][0] $data_armors[i+33].description = $data_ability[i][1] end # Conversion for id in 1..$data_pokemon.length-1 pokemon = POKEMON_S::Pokemon.new(id) if $data_enemies[id] == nil $data_enemies[id] = RPG::Enemy.new end if $data_classes[id] == nil $data_classes[id] = RPG::Class.new end # Reset données $data_enemies[id].mdef = 0 $data_enemies[id].pdef = 0 $data_enemies[id].actions = [] $data_classes[id].weapon_set = [] $data_classes[id].armor_set = [] # Nom $data_enemies[id].name = pokemon.name $data_enemies[id].battler_name = "Front_Male/"+sprintf("%03d",id)+".png" # ID secondaire $data_enemies[id].maxsp = id # Base Stats $data_enemies[id].maxhp = pokemon.base_hp $data_enemies[id].agi = pokemon.base_spd $data_enemies[id].int = pokemon.base_ats $data_enemies[id].str = pokemon.base_atk $data_enemies[id].dex = pokemon.base_dfe $data_enemies[id].atk = pokemon.base_dfs # Apprentissage des skills $data_classes[id].learnings = [] for skill in pokemon.skills_table learning = RPG::Class::Learning.new learning.level = skill[1] learning.skill_id = skill[0] $data_classes[id].learnings.push(learning) end # CT/CS: support script # Exp Type $data_classes[id].weapon_set.push(pokemon.exp_type + 15) # Evolution $data_classes[id].name = "" # Evolution unique if pokemon.evolve_list.length == 2 # Evolution naturelle seulement name = pokemon.evolve_list[1][0] data = pokemon.evolve_list[1][1] if data.type == Fixnum and name != "" $data_classes[id].name = name + "/" + data.to_s $data_classes[id].weapon_set.push(22) elsif data == "loyal" $data_classes[id].name = name#"L" + "/" + name $data_classes[id].weapon_set.push(24) elsif data == "trade" $data_classes[id].name = name#"T" + "/" + name $data_classes[id].weapon_set.push(25) elsif data == "stone" $data_classes[id].name = name#"S" + "/" + name $data_classes[id].weapon_set.push(23) end else # Evolution spéciale/multiple $data_classes[id].weapon_set.push(26) end # Type if pokemon.type1 != 0 $data_enemies[id].element_ranks[pokemon.type1] = 1 $data_classes[id].element_ranks[pokemon.type1] = 3 end if pokemon.type2 != 0 $data_enemies[id].element_ranks[pokemon.type2] = 2 $data_classes[id].element_ranks[pokemon.type2] = 3 end # Rareté $data_enemies[id].gold = pokemon.rareness # Genre $data_classes[id].armor_set = [] case $pokemon_info.female_rate(id) # Female rate when -1 $data_classes[id].armor_set.push(2) when 0 $data_classes[id].armor_set.push(3) when 12.5 $data_classes[id].armor_set.push(4) when 25 $data_classes[id].armor_set.push(5) when 50 $data_classes[id].armor_set.push(6) when 75 $data_classes[id].armor_set.push(7) when 87.5 $data_classes[id].armor_set.push( 8) when 100 $data_classes[id].armor_set.push(9) else $data_classes[id].armor_set.push(6) end # Loyauté case pokemon.loyalty when 0 $data_classes[id].armor_set.push(11) when 35 $data_classes[id].armor_set.push(12) when 70 $data_classes[id].armor_set.push(13) when 90 $data_classes[id].armor_set.push(14) when 100 $data_classes[id].armor_set.push(15) when 140 $data_classes[id].armor_set.push(16) else $data_classes[id].armor_set.push(13) end # EV et Base Exp i = 0 for element in pokemon.battle_list if i == pokemon.battle_list.length-1 $data_enemies[id].exp = element next end case element when 1 $data_classes[id].weapon_set.push(2+i) when 2 $data_classes[id].weapon_set.push(6+i) when 3 $data_classes[id].weapon_set.push(2+i) $data_classes[id].weapon_set.push(6+i) end i += 1 end # Breed Groupe for group in pokemon.breed_group $data_classes[id].armor_set.push(group + 17) end # Egg Hatch case pokemon.hatch_step when 1280 $data_classes[id].weapon_set.push(28) when 2560 $data_classes[id].weapon_set.push(29) when 3840 $data_classes[id].weapon_set.push(28) $data_classes[id].weapon_set.push(29) when 5120 $data_classes[id].weapon_set.push(30) when 6400 $data_classes[id].weapon_set.push(30) $data_classes[id].weapon_set.push(28) when 7680 $data_classes[id].weapon_set.push(30) $data_classes[id].weapon_set.push(29) when 8960 $data_classes[id].weapon_set.push(30) $data_classes[id].weapon_set.push(29) $data_classes[id].weapon_set.push(28) when 10240 $data_classes[id].weapon_set.push(31) when 20480 $data_classes[id].weapon_set.push(32) when 30720 $data_classes[id].weapon_set.push(31) $data_classes[id].weapon_set.push(32) else $data_classes[id].weapon_set.push(30) end # Liste CT/CS for element in pokemon.skills_allow if element.type == Fixnum if element > 33 $data_classes[id].weapon_set.push(33 + element) end end if element.type == Array $data_classes[id].weapon_set.push(33 + 50 + element[0]) end end # Capa Spé list = [] for i in 1..$data_ability.length-1 list.push($data_ability[i][0]) end for ability in $pokemon_info.ability_list(id) abid = list.index(ability) + 1 $data_classes[id].armor_set.push(abid + 33) end # Attaque par accouplement r = 0 for skill in pokemon.breed_move if $data_enemies[id].actions[r] == nil $data_enemies[id].actions[r] = RPG::Enemy::Action.new end $data_enemies[id].actions[r].kind = 1 $data_enemies[id].actions[r].skill_id = skill r += 1 end end file = File.open("Data/Enemies.rxdata", "wb") Marshal.dump($data_enemies, file) file.close file = File.open("Data/Classes.rxdata", "wb") Marshal.dump($data_classes, file) file.close file = File.open("Data/Weapons.rxdata", "wb") Marshal.dump($data_weapons, file) file.close file = File.open("Data/Armors.rxdata", "wb") Marshal.dump($data_armors, file) file.close end def update_library $picture_data = {} for i in 1..$data_pokemon.length id = sprintf("%03d", i) $picture_data["Graphics/Battlers/Front_Male/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Front_Male/" + id + ".png") $picture_data["Graphics/Battlers/Front_Female/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Front_Female/" + id + ".png") $picture_data["Graphics/Battlers/Back_Male/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Back_Male/" + id + ".png") $picture_data["Graphics/Battlers/Back_Female/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Back_Female/" + id + ".png") $picture_data["Graphics/Battlers/Shiny_Front_Male/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Shiny_Front_Male/" + id + ".png") $picture_data["Graphics/Battlers/Shiny_Front_Female/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Shiny_Front_Female/" + id + ".png") $picture_data["Graphics/Battlers/Shiny_Back_Male/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Shiny_Back_Male/" + id + ".png") $picture_data["Graphics/Battlers/Shiny_Back_Female/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Shiny_Back_Female/" + id + ".png") $picture_data["Graphics/Battlers/Icon/" + id + ".png"] = FileTest.exist?("Graphics/Battlers/Icon/" + id + ".png") end library = File.open("Data/Library.rxdata", "wb") Marshal.dump($picture_data, library) library.close end def update_datafile file = File.open("Data/data_pokemon.rxdata", "wb") Marshal.dump($data_pokemon, file) file.close file = File.open("Data/data_item.rxdata", "wb") Marshal.dump($data_item, file) file.close file = File.open("Data/data_ball.rxdata", "wb") Marshal.dump($data_ball, file) file.close end end class Skills_List < Window_Selectable def initialize(id_list = [], menu_index = 0) super(170, 20, 300, 448, 32) @index = menu_index @skills_list = id_list @last = id_list[-1] self.opacity = 255 value = id_list.size @item_max = value - 1 self.contents = Bitmap.new(width - 32, value * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = Color.new(0,0,0,255) end def refresh self.contents.clear for i in 0.. @item_max string = $data_skills_pokemon[@skills_list[i]][0] self.contents.draw_text(0, 32 * i, 480, 32, string) end end end |
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if element <= 50 # CT 01 à 50 $data_classes[id].weapon_set.push(33 + element) else # CT 51 à 92 $data_classes[id].weapon_set.push(33 + 8 + element) end |