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Resident Evil 2/3 Menu 2.0

Changements esthétiques apportés au menu principal et ses sous-catégories.

Script pour RPG Maker VX
Ecrit par Alucard_2
Publié par Alkanédon (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Alucard_2 & br_lemes
Logiciel : RPG Maker VX
Nombre de scripts : 1

Quelques screens :
image

Spoiler (cliquez pour afficher)



Conditions d'utilisation
Vous devez nommer l'auteur dans vos crédits.

Installation
A placer au-dessus de Main.

Portion de code : Tout sélectionner

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########################################################################################
# Resident Evil 2/3 Menu v. 2.0 by Alucard_2                                           
#
########################################################################################
# Feito por Alucard_2                                                                  
#
########################################################################################
# Créditos para Alucard_2(criador) e para br_lemes(que me ensinou RGSS2 um pouco mais) 
#
#--------------------------------------------------------------------------------------
#
# IMPORTANTE: Ao colocar este script em outro forum/site/outros, favor dar os créditos!
#
########################################################################################
 
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     x : coordenada X da janela
  #     y : coordenada Y da janela
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 112, 544, 248)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # Atualização
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = 1
    draw_actor_state($game_party.members[0], x, y)
    end
  end
  #--------------------------------------------------------------------------
  # Atualização do cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0               # Sem cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Padrão
      self.cursor_rect.set(0, @index * 96, contents.width, 96)
    elsif @index >= 100         # Si
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # O todo
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
  #--------------------------------------------------------------------------
  # Desenha a experiência
  #--------------------------------------------------------------------------
  def draw_exp_info(actor, x, y)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s
    s_next = sprintf(Vocab::ExpNext, Vocab::level)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y + 24 * 0, 180, 24, Vocab::ExpTotal)
    self.contents.draw_text(x, y + 24 * 2, 180, 24, s_next)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y + 24 * 1, 180, 24, s1, 2)
    self.contents.draw_text(x, y + 24 * 3, 180, 24, s2, 2)
  end
 
 
###################
# Window_exp_info #
###################
class Window_exp_info < Window_Selectable
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     x : coordenada X da janela
  #     y : coordenada Y da janela
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 360, 544, 305)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # Atualização
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = 1
      x = 104
      y = actor.index * 96 + WLH / 2
      draw_exp_info($game_party.members[0], 0, 0)
    end
  end
  #--------------------------------------------------------------------------
  # Atualização do cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0               # Sem cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Padrão
      self.cursor_rect.set(0, @index * 96, contents.width, 96)
    elsif @index >= 100         # Si
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else                        # O todo
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
 
 
################
# Window_Actor #
################
class Window_Actor < Window_Base
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    @item_max = 1
      draw_actor_face($game_party.members[0], 0, 20, 92)
      draw_actor_name($game_party.members[0], 15, 0)
    end
  end
 
###################
# Window_Actor_HP #
###################
class Window_Actor_HP < Window_Base
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    @item_max = 1
      draw_actor_hp($game_party.members[0], 15, 0)
      draw_state(80, 0)
    end
  end
 
###################
# Window_Actor_MP #
###################
class Window_Actor_MP < Window_Base
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    @item_max = 1
      draw_actor_mp($game_party.members[0], 15, 0)
    end
  end
 
  def draw_state(x, y)
    @item_max = 1
      draw_actor_state($game_party.members[0], 150, 0)
  end
 
 
##############
# Scene_Menu #
##############
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     menu_index : posição inicial do cursor
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status2_window = Window_Status.new($game_party.members[0])
    @actor_window = Window_Actor.new(0, 0, 120, 140)
    @hp_window = Window_Actor_HP.new(120, 56, 224, 56)
    @mp_window = Window_Actor_MP.new(344, 56, 200, 56)
  end
  #--------------------------------------------------------------------------
  # Fim do processo
  #--------------------------------------------------------------------------
  def terminate
    super
    @command_window.dispose
    @gold_window.dispose
    @actor_window.dispose
    @hp_window.dispose
    @mp_window.dispose
    @status2_window.dispose
  end
  #--------------------------------------------------------------------------
  # Atualização da tela
  #--------------------------------------------------------------------------
  def update
    super
    @command_window.update
    @gold_window.update
    @hp_window.update
    @mp_window.update
    @actor_window.update
    @status2_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # Criação da janela de comandos
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::equip
    s2 = Vocab::skill
    s3 = Vocab::item
    s4 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # Se não houver membros na equipe
      @command_window.draw_item(0, false)     # Desabilita "Equipamentos"
      @command_window.draw_item(1, false)     # Desabilita "Habilidades"
      @command_window.draw_item(2, false)     # Desabilita "Itens"
    end
  end
  #--------------------------------------------------------------------------
  # Atualização da escolha de comando
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0       # Equipamentos
        $scene = Scene_Equip.new
      when 1       # Habilidades
        $scene = Scene_Skill.new
      when 2       # Salvar
        $scene = Scene_Item.new
      when 3       # Fim de Jogo
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # Início da seleção de herói
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # Fim da seleção de herói
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de herói
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # Habilidades
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # Equipamento
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # Status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end
###################
# Window_Actor_LV #
###################
class Window_Actor_LV < Window_Base
    def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    @item_max = 1
    draw_actor_level($game_party.members[0], 20, 0)
  end
end
 
#################
# Window_Status #
#################
class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     actor : herói
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(330, 112, 213, 248)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualização
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = 1
      draw_equipments(0, 0)
    end
  #--------------------------------------------------------------------------
  # Exibição dos parâmetros
  #     x : exibe na coordenada X
  #     y : exibe na coordenada Y
  #--------------------------------------------------------------------------
  def draw_parameters(actor, x, y)
    @item_max = 1
      x = 0
      y = 10
      draw_actor_parameter($game_party.members[0], x, y, 0)
      draw_actor_parameter($game_party.members[0], x, y+30, 1)
      draw_actor_parameter($game_party.members[0], x, y+60, 2)
      draw_actor_parameter($game_party.members[0], x, y+90, 3)
    end
  #--------------------------------------------------------------------------
  # Exibição da experiência
  #     x : exibe na coordenada X
  #     y : exibe na coordenada Y
  #--------------------------------------------------------------------------
  def draw_exp_info(x, y)
    @actor = $game_party.members[0]
    s1 = @actor.exp_s
    s2 = @actor.next_rest_exp_s
    s_next = sprintf(Vocab::ExpNext, Vocab::level)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
    self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
    self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 2)
  end
  #--------------------------------------------------------------------------
  # Exibição de informações básicas
  #     x : exibe na coordenada X
  #     y : exibe na coordenada Y
  #--------------------------------------------------------------------------
  def draw_state(x, y)
    @item_max = 1
      x = 104
      y = actor.index * 96 + WLH / 2
      draw_actor_state($game_party.members[0], 10, 10)
    end
  #--------------------------------------------------------------------------
  # Exibição dos equipamentos
  #     x : exibe na coordenada X
  #     y : exibe na coordenada Y
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 24, Vocab::equip)
    for i in 0..4
      draw_item_name($game_party.members[0].equips[i], x + 16, y + WLH * (i + 1))
    end
  end
end
 
##################
# Window_Command #
##################
class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # Variáveis públicas
  #--------------------------------------------------------------------------
  attr_reader   :commands                 # Comandos
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     width      : largura da janela
  #     commands   : array de comandos
  #     column_max : número de colunas (2 ou mais)
  #     row_max    : número de linhas (0: número de comandos)
  #     spacing    : espaçamento entre items localizados próximos
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 4, row_max = 0, spacing = 10)
    if row_max == 0
      row_max = (commands.size + column_max - 1) / column_max
    end
    super(240, 0, 300, row_max * WLH + 32, spacing)
    @commands = commands
    @item_max = commands.size
    @column_max = column_max
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # Atualização
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # Desenho do item
  #     index   : número (ID) do item
  #     enabled : espaço ativo. Quando translúcido significa falso
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[index])
  end
end
###############
# Scene_Equip #
###############
class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # Constantes
  #--------------------------------------------------------------------------
  EQUIP_TYPE_MAX = 5                      # Número máximo de equipamentos
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     actor_index : index do herói
  #     equip_index : index dos equipamentos
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    @actor = $game_party.members[@actor_index]
    create_item_windows
    @equip_window = Window_Equip.new(120, 112, @actor)
    @equip_window.help_window = @help_window
    @equip_window.index = @equip_index
    @hp_window = Window_Actor_HP.new(120, 56, 224, 56)
    @mp_window = Window_Actor_MP.new(344, 56, 200, 56)
    @actor_window = Window_Actor.new(0, 0, 120, 140)
    @wrong_commands = Window_Wrong_Commands.new(240, 0, 300, 56)
  end
  #--------------------------------------------------------------------------
  # Fim do processo
  #--------------------------------------------------------------------------
  def terminate
    super
    @actor_window.dispose
    @equip_window.dispose
    dispose_item_windows
    @hp_window.dispose
    @mp_window.dispose
    @wrong_commands.dispose
  end
  #--------------------------------------------------------------------------
  # Retornar à tela original
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(0)
  end
  #--------------------------------------------------------------------------
  # Troca para a tela do próximo herói
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Equip.new(@actor_index, @equip_window.index)
  end
  #--------------------------------------------------------------------------
  # Troca para a tela do herói anterior
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Equip.new(@actor_index, @equip_window.index)
  end
  #--------------------------------------------------------------------------
  # Atualização da tela
  #--------------------------------------------------------------------------
  def update
    super
    @actor_window.update
    update_equip_window
    update_item_windows
    @hp_window.update
    @mp_window.update
    @wrong_commands.update
    if @equip_window.active
      update_equip_selection
    elsif @item_window.active
      update_item_selection
    end
  end
  #--------------------------------------------------------------------------
  # Criação das janelas de itens
  #--------------------------------------------------------------------------
  def create_item_windows
    @item_windows = []
    for i in 0...EQUIP_TYPE_MAX
      @item_windows[i] = Window_EquipItem.new(0, 264, 544, 152, @actor, i)
      @item_windows[i].help_window = @help_window
      @item_windows[i].visible = (@equip_index == i)
      @item_windows[i].y = 264
      @item_windows[i].height = 152
      @item_windows[i].active = false
      @item_windows[i].index = -1
    end
  end
  #--------------------------------------------------------------------------
  # Dispose das janelas de itens
  #--------------------------------------------------------------------------
  def dispose_item_windows
    for window in @item_windows
      window.dispose
    end
  end
  #--------------------------------------------------------------------------
  # Atualização das janelas de itens
  #--------------------------------------------------------------------------
  def update_item_windows
    for i in 0...EQUIP_TYPE_MAX
      @item_windows[i].visible = (@equip_window.index == i)
      @item_windows[i].update
    end
    @item_window = @item_windows[@equip_window.index]
  end
  #--------------------------------------------------------------------------
  # Atualização da janela de equipamentos
  #--------------------------------------------------------------------------
  def update_equip_window
    @equip_window.update
  end
  #--------------------------------------------------------------------------
  # Atualização da janela de status
  #--------------------------------------------------------------------------
  def update_status_window
    if @equip_window.active
      @status_window.set_new_parameters(nil, nil, nil, nil)
    elsif @item_window.active
      temp_actor = @actor.clone
      temp_actor.change_equip(@equip_window.index, @item_window.item, true)
      new_atk = temp_actor.atk
      new_def = temp_actor.def
      new_spi = temp_actor.spi
      new_agi = temp_actor.agi
      @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
    end
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de equipamentos
  #--------------------------------------------------------------------------
  def update_equip_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      if @actor.fix_equipment
        Sound.play_buzzer
      else
        Sound.play_decision
        @equip_window.active = false
        @item_window.active = true
        @item_window.index = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de itens
  #--------------------------------------------------------------------------
  def update_item_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
    elsif Input.trigger?(Input::C)
      Sound.play_equip
      @actor.change_equip(@equip_window.index, @item_window.item)
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @equip_window.refresh
      for item_window in @item_windows
        item_window.refresh
      end
    end
  end
end
#########################
# Window_Wrong_Commands #
#########################
class Window_Wrong_Commands < Window_Base
  def initialize(x, y, width, heigth)
    super
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  #--------------------------------------------------------------------------
  # Atualização
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(50, 0, self.width - 32, WLH, "Equipamentos")
    end
  end
class Window_Wrong_Commands_Skill < Window_Base
  def initialize(x, y, width, height)
    super
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(50, 0, self.width - 32, WLH, "Habilidades")
  end
end
class Window_Wrong_Commands_Itens < Window_Base
  def initialize(x, y, width, height)
    super
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(50, 0, self.width - 32, WLH, "Inventário")
  end
end
class Window_Wrong_Commands_Sair < Window_Base
  def initialize(x, y, width, height)
    super
    refresh
  end
  def dispose
    super
  end
  def update
    super
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(50, 0, self.width - 32, WLH, "Sair do Jogo")
  end
end
 
 
##############
# Scene_Item #
##############
class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.y = 360
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(0, 112, 544, 248)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.active = false
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
    @Window_Wrong_Commands_Itens = Window_Wrong_Commands_Itens.new(240, 0, 300, 56)
    @hp_window = Window_Actor_HP.new(120, 56, 224, 56)
    @mp_window = Window_Actor_MP.new(344, 56, 200, 56)
    @actor_window = Window_Actor.new(0, 0, 120, 140)
  end
  #--------------------------------------------------------------------------
  # Fim do processo
  #--------------------------------------------------------------------------
  def terminate
    super
    @viewport.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
    @Window_Wrong_Commands_Itens.dispose
    @hp_window.dispose
    @mp_window.dispose
    @actor_window.dispose
  end
  #--------------------------------------------------------------------------
  # Retornar à tela original
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(2)
  end
  #--------------------------------------------------------------------------
  # Atualização da tela
  #--------------------------------------------------------------------------
  def update
    super
    @help_window.update
    @item_window.update
    @target_window.update
    @Window_Wrong_Commands_Itens.update
    @hp_window.update
    @mp_window.update
    @actor_window.update
    if @item_window.active
      update_item_selection
    elsif @target_window.active
      update_target_selection
    end
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de items
  #--------------------------------------------------------------------------
  def update_item_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      @item = @item_window.item
      if @item != nil
        $game_party.last_item_id = @item.id
      end
      if $game_party.item_can_use?(@item)
        Sound.play_decision
        determine_item
      else
        Sound.play_buzzer
      end
    end
  end
  #--------------------------------------------------------------------------
  # Decisão de item
  #--------------------------------------------------------------------------
  def determine_item
    if @item.for_friend?
      show_target_window(@item_window.index % 2 == 0)
      if @item.for_all?
        @target_window.index = 99
      else
        if $game_party.last_target_index < @target_window.item_max
          @target_window.index = $game_party.last_target_index
        else
          @target_window.index = 0
        end
      end
    else
      use_item_nontarget
    end
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de alvo
  #--------------------------------------------------------------------------
  def update_target_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      if $game_party.item_number(@item) == 0    # Se usar itens até 0
        @item_window.refresh                    # Atualizar janela
      end
      hide_target_window
    elsif Input.trigger?(Input::C)
      if not $game_party.item_can_use?(@item)
        Sound.play_buzzer
      else
        determine_target
      end
    end
  end
  #--------------------------------------------------------------------------
  # Definição do alvo
  #    Se não houver efeito, tocar SE de erro.
  #--------------------------------------------------------------------------
  def determine_target
    used = false
    if @item.for_all?
      for target in $game_party.members
        target.item_effect(target, @item)
        used = true unless target.skipped
      end
    else
      $game_party.last_target_index = @target_window.index
      target = $game_party.members[@target_window.index]
      target.item_effect(target, @item)
      used = true unless target.skipped
    end
    if used
      use_item_nontarget
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # Exibição da janela de alvo
  #     right : alinhado à direita (falso se esquerda)
  #--------------------------------------------------------------------------
  def show_target_window(right)
    @item_window.active = false
    width_remain = 544 - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, 416)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, 416)
      @viewport.ox = @target_window.width
    end
  end
  #--------------------------------------------------------------------------
  # Ocultar janela de alvo
  #--------------------------------------------------------------------------
  def hide_target_window
    @item_window.active = true
    @target_window.visible = false
    @target_window.active = false
    @viewport.rect.set(0, 0, 544, 416)
    @viewport.ox = 0
  end
  #--------------------------------------------------------------------------
  # Uso de item (sem alvo)
  #--------------------------------------------------------------------------
  def use_item_nontarget
    Sound.play_use_item
    $game_party.consume_item(@item)
    @item_window.draw_item(@item_window.index)
    @target_window.refresh
    if $game_party.all_dead?
      $scene = Scene_Gameover.new
    elsif @item.common_event_id > 0
      $game_temp.common_event_id = @item.common_event_id
      $scene = Scene_Map.new
    end
  end
end
###############
# Scene_Skill #
###############
class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # Inicialização do objeto
  #     actor_index : índex do herói
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    @actor = $game_party.members[@actor_index]
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.y = 360
    @help_window.viewport = @viewport
    @skill_window = Window_Skill.new(0, 112, 544, 248, @actor)
    @skill_window.viewport = @viewport
    @skill_window.help_window = @help_window
    @target_window = Window_MenuStatus.new(0, 0)
    @Window_Wrong_Commands_Skill = Window_Wrong_Commands_Skill.new(240, 0, 300, 56)
    @hp_window = Window_Actor_HP.new(120, 56, 224, 56)
    @mp_window = Window_Actor_MP.new(344, 56, 200, 56)
    @actor_window = Window_Actor.new(0, 0, 120, 140)
    hide_target_window
  end
  #--------------------------------------------------------------------------
  # Fim do processo
  #--------------------------------------------------------------------------
  def terminate
    super
    @help_window.dispose
    @skill_window.dispose
    @target_window.dispose
    @Window_Wrong_Commands_Skill.dispose
    @hp_window.dispose
    @mp_window.dispose
    @actor_window.dispose
  end
  #--------------------------------------------------------------------------
  # Retornar à tela original
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(1)
  end
  #--------------------------------------------------------------------------
  # Troca para tela do próximo herói
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Skill.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # Trocar para tela do herói anterior
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Skill.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # Atualização da tela
  #--------------------------------------------------------------------------
  def update
    super
    @help_window.update
    @skill_window.update
    @target_window.update
    @Window_Wrong_Commands_Skill.update
    @hp_window.update
    @mp_window.update
    @actor_window.update
    if @skill_window.active
      update_skill_selection
    elsif @target_window.active
      update_target_selection
    end
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de habilidade
  #--------------------------------------------------------------------------
  def update_skill_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill != nil
        @actor.last_skill_id = @skill.id
      end
      if @actor.skill_can_use?(@skill)
        Sound.play_decision
        determine_skill
      else
        Sound.play_buzzer
      end
    end
  end
  #--------------------------------------------------------------------------
  # Decisão de habilidade
  #--------------------------------------------------------------------------
  def determine_skill
    if @skill.for_friend?
      show_target_window(@skill_window.index % 2 == 0)
      if @skill.for_all?
        @target_window.index = 99
      elsif @skill.for_user?
        @target_window.index = @actor_index + 100
      else
        if $game_party.last_target_index < @target_window.item_max
          @target_window.index = $game_party.last_target_index
        else
          @target_window.index = 0
        end
      end
    else
      use_skill_nontarget
    end
  end
  #--------------------------------------------------------------------------
  # Atualização da seleção de alvo
  #--------------------------------------------------------------------------
  def update_target_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      hide_target_window
    elsif Input.trigger?(Input::C)
      if not @actor.skill_can_use?(@skill)
        Sound.play_buzzer
      else
        determine_target
      end
    end
  end
  #--------------------------------------------------------------------------
  # Definição do alvo
  #    Se não houver efeito, tocar SE de erro.
  #--------------------------------------------------------------------------
  def determine_target
    used = false
    if @skill.for_all?
      for target in $game_party.members
        target.skill_effect(@actor, @skill)
        used = true unless target.skipped
      end
    elsif @skill.for_user?
      target = $game_party.members[@target_window.index - 100]
      target.skill_effect(@actor, @skill)
      used = true unless target.skipped
    else
      $game_party.last_target_index = @target_window.index
      target = $game_party.members[@target_window.index]
      target.skill_effect(@actor, @skill)
      used = true unless target.skipped
    end
    if used
      use_skill_nontarget
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # Exibição da janela de alvo
  #     right : alinhado à direita (falso se esquerda)
  #--------------------------------------------------------------------------
  def show_target_window(right)
    @skill_window.active = false
    width_remain = 544 - @target_window.width
    @target_window.x = right ? width_remain : 0
    @target_window.visible = true
    @target_window.active = true
    if right
      @viewport.rect.set(0, 0, width_remain, 416)
      @viewport.ox = 0
    else
      @viewport.rect.set(@target_window.width, 0, width_remain, 416)
      @viewport.ox = @target_window.width
    end
  end
  #--------------------------------------------------------------------------
  # Ocultação da janela de alvo
  #--------------------------------------------------------------------------
  def hide_target_window
    @skill_window.active = true
    @target_window.visible = false
    @target_window.active = false
    @viewport.rect.set(0, 0, 544, 416)
    @viewport.ox = 0
  end
  #--------------------------------------------------------------------------
  # Uso de habilidade (sem alvo)
  #--------------------------------------------------------------------------
  def use_skill_nontarget
    Sound.play_use_skill
    @actor.mp -= @actor.calc_mp_cost(@skill)
    @status_window.refresh
    @skill_window.refresh
    @target_window.refresh
    if $game_party.all_dead?
      $scene = Scene_Gameover.new
    elsif @skill.common_event_id > 0
      $game_temp.common_event_id = @skill.common_event_id
      $scene = Scene_Map.new
    end
  end
end
#############
# Scene_End #
#############
class Scene_End < Scene_Base
  #--------------------------------------------------------------------------
  # Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @Window_Wrong_Commands_Sair = Window_Wrong_Commands_Sair.new(240, 0, 300, 56)
  end
  #--------------------------------------------------------------------------
  # Processo pós-inicialização
  #--------------------------------------------------------------------------
  def post_start
    super
    open_command_window
  end
  #--------------------------------------------------------------------------
  # Preparação para finalização
  #--------------------------------------------------------------------------
  def pre_terminate
    super
    close_command_window
  end
  #--------------------------------------------------------------------------
  # Fim do processo
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_command_window
    dispose_menu_background
    @Window_Wrong_Commands_Sair.dispose
  end
  #--------------------------------------------------------------------------
  # Retornar à tela original
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(3)
  end
  #--------------------------------------------------------------------------
  # Atualização da tela
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @Window_Wrong_Commands_Sair.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0  # ?????
        command_to_title
      when 1  # ???????
        command_shutdown
      when 2  # ???
        command_cancel
      end
    end
  end
  #--------------------------------------------------------------------------
  # Atualização do background do menu
  #--------------------------------------------------------------------------
  def update_menu_background
    super
    @menuback_sprite.tone.set(0, 0, 0, 128)
  end
  #--------------------------------------------------------------------------
  # Criação da janela de comandos
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::to_title
    s2 = Vocab::shutdown
    s3 = Vocab::cancel
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = (416 - @command_window.height) / 2
    @command_window.openness = 0
  end
  #--------------------------------------------------------------------------
  # Dispose da janela de comandos
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # Abre a janela de comandos
  #--------------------------------------------------------------------------
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # Fecha a janela de comandos
  #--------------------------------------------------------------------------
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #--------------------------------------------------------------------------
  # Processo ao selecionar "Tela Título"
  #--------------------------------------------------------------------------
  def command_to_title
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = Scene_Title.new
    close_command_window
    Graphics.fadeout(60)
  end
  #--------------------------------------------------------------------------
  # Processo ao selecionar "Sair"
  #--------------------------------------------------------------------------
  def command_shutdown
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # Processo ao cancelar
  #--------------------------------------------------------------------------
  def command_cancel
    Sound.play_decision
    return_scene
  end
end








ruinechozo - posté le 28/12/2009 à 21:55:53 (22 messages postés)

❤ 0

il est très bien ton script mais comment on fait quand il y a plusieurs héros dans l'équipe? Et quand on choisi quelque chose, c'est écrit en espagnol:sriden

Dans le monde il y a trois sortes de personnes : ceux qui savent compter et ceux qui savent pas


Live-Evil - posté le 31/12/2009 à 22:24:36 (155 messages postés)

❤ 0

Précise => Resident Evil 4

Car moi qui suit un fan incourtounable de la série je ne peut pas accepter sa.

Sinon il faudrai une traduction en français et se serai vraiment pas mal ;)


alkanédon - posté le 01/01/2010 à 17:16:28 (8352 messages postés) - -

❤ 0

Citoyen d'Alent

ben, c'est pouratnt pas complliqué a traduire, tu cherche qui sont écrite en violet et tu remplace le texte :-/
Je vais le modif' !

Mes musiques


-Phazon- - posté le 06/03/2010 à 10:37:06 (132 messages postés)

❤ 0

ROI incontesté de l'abandon des projet même pas commencé et presque finis

Perso, je pense que ça fait un peu plus bordellique sur l'écran.
Ou tes screen sont trop rapproché et je ne distingue pas trop... merci quand même ;)

Une chevre bleu, je l'attrape par les yeux, et moi je suis capable, de la foutre dans la machien ou qu'on fait le kebaab, elle tourne elle tourne elle tourne, aaah kiféchau... elle tourne elle tourne elle tourne, Ketchup, Mayo


Alucard_2 - posté le 19/04/2010 à 20:45:29 (2 messages postés)

❤ 0

Vous posté mon script sans demander la permission, mais au moins me donna les crédits.
que cela ne se reproduise pas, et la prochaine fois, demander la permission, même d'un autre pays
Encore une fois, je vous remercie de me donner de crédit, mais attention la prochaine fois, parce que je suis calme, mais d'autres peuvent être stressé et vous ne pouvez pas vous entendre.

Note: j'utilise le traducteur de Google parce que je ne peux pas parler du droit français, depuis que je suis brésilien.


kilam1110 - posté le 19/04/2010 à 20:57:36 (9159 messages postés)

❤ 0

Citation:

Resident Evil 2/3 Menu v. 2.0 by Alucard_2


Holà en la casa tus nombre es en el script :F
Aie Pépito ! :F
===>[]

New RPG Maker - Forum traitant du logiciel RPG Maker tout en français ! | SURVIVE V2.5 - Dégommez du zombie !


Alucard_2 - posté le 19/04/2010 à 21:09:45 (2 messages postés)

❤ 0

Oui, j'ai vu, à remercier pour donner les crédits ^ ^ En tout cas, Merci de fournir ^ ^ Bonne journée ^ ^


Tata-Monos - posté le 19/04/2010 à 21:15:06 (57322 messages postés)

❤ 0

Vive le homebrew

Posté par Alkanédon=> C'est lui le fautif.
Il faut le prendre. :D

Signer du nez ?


kilam1110 - posté le 19/04/2010 à 21:31:07 (9159 messages postés)

❤ 0

Citation:

Posté par Alkanédon=> C'est lui le fautif.
Il faut le prendre. :D


Postos con Alkanédon => Ser luisos el fautivos.
Il faulos le pendos :D
:F

New RPG Maker - Forum traitant du logiciel RPG Maker tout en français ! | SURVIVE V2.5 - Dégommez du zombie !


koroshi - posté le 26/05/2010 à 18:34:37 (42 messages postés)

❤ 0

entrain de tué son petit frére

très bon script mais juste une question sur la 5ème photo comment tu a fait pour avoir la faceset le nom les pv du personnage sous cette forme


Alkanédon - posté le 26/06/2010 à 20:40:08 (8352 messages postés) - -

❤ 0

Citoyen d'Alent

Ah ça, c'est un secret ..
En fait, c'était une compile de script qui m'intéressait. Mais je sais plus où c'est...

Mes musiques


antonela100 - posté le 14/09/2010 à 22:19:14 (6 messages postés)

❤ 0

:hurle En fait j'ai pas utilisé le script mais je voulais te demander... tu l'as trouvé où le chipset (enfin le fond quoi:F) qui est sur le 5ème screen? C'est super!:grossourire


thom123 - posté le 16/01/2011 à 16:23:35 (47 messages postés)

❤ 0

Eh! c'est pas parce que tu suce des glands que tu deviendras un écureuils, hein!

Mouais...
Il est bien mais moi je n'aime pas resident evil (4 pour Live-Evil...):oO


Alkanédon - posté le 20/02/2011 à 14:17:38 (8352 messages postés) - -

❤ 0

Citoyen d'Alent

antonela100, le chipset ici aussi c'est pas de moi, c'est juste un pano d'un ff si je ne m'abuse x)

Mes musiques


Yamashi54 - posté le 27/08/2013 à 00:26:00 (266 messages postés)

❤ 0

Germanophile en folie poétique

Ce script + Script 1 direction = Resident Evil pour RM VX !

I want you for the bed.

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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