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Ability Menu

Change le système d'apprentissage des sorts et ajoute un menu de distribution de points de compétences pour les stats.

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

❤ 0

Voici mon premier script en partant de rien ^^ A la base il a été créé sur mesure pour un projet mais comme je suis pas certain que ça serve, j'ai pas envie que la semaine que j'ai passée dessus ait servi à rien. Du coup j'ai rendu le système indépendant pour vous en faire profiter, bande de petits trolls des montagnes de Sibérie ^^.

Les images : Télécharger (Archive Mediafire)

Les instructions sont dans le script mais je vais détailler en français pour les anglophobes :

Installation
Il y a juste à ajouter ce script au dessus de Main, les images dans le dossier Pictures et voilà c'est réglé ^^.

Utilisation
* Modification des skills obtenus et de leur niveau d'obtention :
Ligne 90 :

Portion de code : Tout sélectionner

1
@ability_new_skills_id = [[3, 4, 5], [6, 7, 8], [9, 10, 11], [12, 13, 14]]


Les id correspondent à ceux de la base de données, modifiez les comme vous voudrez.

* Modification du niveau auquel le skill sera obtenu :
Ligne 91 :

Portion de code : Tout sélectionner

1
@ability_new_skills_level = [[3, 6, 10], [3, 10, 30], [3, 10, 30], [3, 10, 30]]


Ces deux lignes fonctionnent ensembles, si vous voulez ajouter un skill dans une catégorie n'oubliez pas d'ajouter son niveau d'obtention

* Modification des stats des héros :
Ligne 92 :

Portion de code : Tout sélectionner

1
@augmentation = [0, 0, 0, 0, 0, 0, 0, 0]


Si vous préférez ça veut dire :

Portion de code : Tout sélectionner

1
@augmentation = [HP, MP, Atk, Def, Mgi, M.def, Agi, Luk]


Vous pouvez modifier l'intervalle du chiffre calculé aléatoirement en modifiant la method def addedstats_calculation (Ligne 123)

Portion de code : Tout sélectionner

1
@augmentation[2] = Random.new.rand(3..8) 



A lire :
augmentation Atk = Chiffre entre 3 et 8

Vous pouvez modifier les valeurs entre parenthèse. Vous devrez modifier les valeurs de l'affichage à partir de la ligne 677 (def refresh du Scene_Ability) en conséquence.
Si vous voulez modifier le paramètre augmenté, il faudra modifier l'affichage des ajouts de stats, si vous ne savez pas comment faire je déconseille de toucher à quoi que ce soit (au pire vous pouvez me contacter je vous expliquerai comment faire.

Surtout n'oubliez pas d'insérer les images dans le dossier Pictures de votre projet.

Et pour finir les traditionnels screens ^^ :
image
image

Voilà mesdames et messieurs avec un peu d'imagination on peut trouver pas mal de trucs sympas à faire avec ce système.

Le script : Lien Pastebin

Portion de code : Tout sélectionner

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# Ability Menu by Arttroy (advised and corrected by Estheone)
# Contact on http://www.rpg-maker.fr/index.php?page=membre&id=22277
#
#  Instructions :
#
# * Modification of skills obtained and their level :
#
# Line 90 :
#   @ability_new_skills_id = [[3, 4, 5], [6, 7, 8], [9, 10, 11], [12, 13, 14]]
#
#  The id of skills matches that of the database, modify it as you want
# 
# Modification of the level when skill will be obtained
#
# Line 91 :
#   @ability_new_skills_level = [[3, 6, 10], [3, 10, 30], [3, 10, 30], [3, 10, 30]]
#
#  You can modify the level of category when skill will be obtained.
#
# These two lines are matching together, if you want to add a skill you must also modify the line for the level
# 
# * Modification of the actor parameters :
#  
# Line 92 :
#   @augmentation = [0, 0, 0, 0, 0, 0, 0, 0]
#  
# Read this like :
#   @augmentation = [HP, MP, Atk, Def, Mgi, M.def, Agi, Luk]
# You will have to modify the values of the method addedstats_calculation (Line 123)
#
#   @augmentation[2] = Random.new.rand(3..8) 
# 
# You can modify the values of random. At the same time modify the display values 
# from the line 677 (def refresh of the Scene_Ability).
#
#
# If you want to modify the parameter growth 
# you will have to change the display of contents for the adds. I advise not to do this if you 
# don't know how to do this.
#
#
# Do not forget to insert images in the folder Pictures
 
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
# The instance of this class is referenced by $game_temp.
#==============================================================================
 
class Game_Temp
  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :ability_index            # Index for ability menu
  
  #--------------------------------------------------------------------------
  # * Aliasing method initialize
  #--------------------------------------------------------------------------
  alias ability_initialize initialize
  def initialize
    @ability_index = 0
    ability_initialize
  end
end
 
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It is used within the Game_Actors class
# ($game_actors) and is also referenced from the Game_Party class ($game_party).
#==============================================================================
 
class Game_Actor < Game_Battler
  
  attr_reader   :ability_level            # for ability level
  attr_reader   :ability_points           # for new skill by levelling ability
  attr_reader   :ability_new_skills_id    # for new skill by levelling ability
  attr_reader   :ability_new_skills_level # required level for new skills
  attr_reader   :augmentation             # for added stats by levelling ability
 
  #--------------------------------------------------------------------------
  # * Aliasing method setup(actor_id)
  #--------------------------------------------------------------------------
  alias ability_setup setup
  def setup(actor_id)
    @ability_level = [0, 0, 0, 0]
    @ability_points = 0
    @ability_new_skills_id = [[3, 4, 5], [6, 7, 8], [9, 10, 11], [12, 13, 14]]
    @ability_new_skills_level = [[3, 6, 10], [3, 10, 30], [3, 10, 30], [3, 10, 30]]
    @augmentation = [0, 0, 0, 0, 0, 0, 0, 0]
    ability_setup(actor_id)
  end
  
  #--------------------------------------------------------------------------
  # * Check if ability_level is equal to skill_level - 1
  #--------------------------------------------------------------------------
  def check_ability_skills_learning(n)
    level = @ability_level[n]
    for i in 0...@ability_new_skills_id[n].size
      required_level = @ability_new_skills_level[n][i]
      learn_skill(@ability_new_skills_id[n][i]) if level >= required_level
    end
  end
  
  #--------------------------------------------------------------------------
  # * Ability Maximum Level
  #--------------------------------------------------------------------------
  def ability_max_level
    return 60
  end
  #--------------------------------------------------------------------------
  # * Determine Maximum Level
  #--------------------------------------------------------------------------
  def ability_max_level?
    @ability_level >= ability_max_level
  end
 
  #--------------------------------------------------------------------------
  # * Calculate Stats Augmentation
  #--------------------------------------------------------------------------  
  def addedstats_calculation
    case $game_temp.ability_index
      when 0
        if @ability_level[0].between?(0, 30)
          @augmentation[2] = Random.new.rand(3..8)
          @augmentation[3] = Random.new.rand(3..8)
          @augmentation[0] = Random.new.rand(50..100)
        elsif @ability_level[0].between?(31, 60)
          @augmentation[2] = Random.new.rand(15..20)
          @augmentation[3] = Random.new.rand(15..20)
          @augmentation[0] = Random.new.rand(150..250)
        end
      when 1
        if @ability_level[1].between?(0, 30)
          @augmentation[4] = Random.new.rand(3..8)
          @augmentation[0] = Random.new.rand(25..50)
          @augmentation[1] = Random.new.rand(25..75)
        elsif @ability_level[1].between?(31, 60)
          @augmentation[4] = Random.new.rand(15..20)
          @augmentation[0] = Random.new.rand(75..100)
          @augmentation[1] = Random.new.rand(100..150)
        end
      when 2
        if @ability_level[2].between?(0, 30)
          @augmentation[4] = Random.new.rand(3..8)
          @augmentation[5] = Random.new.rand(3..8)
          @augmentation[1] = Random.new.rand(50..100)
        elsif @ability_level[2].between?(31, 60)
          @augmentation[4] = Random.new.rand(15..20)
          @augmentation[5] = Random.new.rand(15..20)
          @augmentation[1] = Random.new.rand(100..150)
        end
      when 3
        if @ability_level[3].between?(0, 30)
          @augmentation[4] = Random.new.rand(3..8)
          @augmentation[5] = Random.new.rand(3..8)
          @augmentation[1] = Random.new.rand(25..50)
        elsif @ability_level[3].between?(31, 60)
          @augmentation[4] = Random.new.rand(15..20)
          @augmentation[5] = Random.new.rand(15..20)
          @augmentation[1] = Random.new.rand(75..125)
        end
    end
  end
  #--------------------------------------------------------------------------
  # * Add Stats Augmentation
  #--------------------------------------------------------------------------  
  def stats_augmentation
    case $game_temp.ability_index
    when 0
      add_param(2, @augmentation[2])
      add_param(3, @augmentation[3])
      add_param(0, @augmentation[0])
    when 1
      add_param(4, @augmentation[4])
      add_param(0, @augmentation[0])
      add_param(1, @augmentation[1])
    when 2
      add_param(4, @augmentation[4])
      add_param(5, @augmentation[5])
      add_param(1, @augmentation[1])
    when 3
      add_param(4, @augmentation[4])
      add_param(5, @augmentation[5])
      add_param(1, @augmentation[1])
    end
  end
 
  #--------------------------------------------------------------------------
  # * Ability Points Down
  #--------------------------------------------------------------------------
  def abilitypoints_down
    @ability_points -= 1
  end
  
  #--------------------------------------------------------------------------
  # * Aliasing method Level Up
  #--------------------------------------------------------------------------
  alias ability_level_up level_up
  def level_up
    @ability_points += 1
    ability_level_up
  end
end
 
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================
 
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Overwrite method Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
    add_command("Ability", :ability, main_commands_enabled)
  end
end  
 
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================
 
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Overwrite method Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:skill,     method(:command_personal))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:ability,   method(:command_ability))
    @command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  
  #--------------------------------------------------------------------------
  # * [Ability] Command
  #--------------------------------------------------------------------------
  def command_ability
    @status_window.select_last
    @status_window.activate
    @status_window.set_handler(:ok,     method(:on_ability_ok))
    @status_window.set_handler(:cancel, method(:on_ability_cancel))
  end
 
  #--------------------------------------------------------------------------
  # * Ability [OK]
  #--------------------------------------------------------------------------
  def on_ability_ok
    if @status_window.pending_index >= 0
      @status_window.pending_index = @status_window.index
    end
    @status_window.activate
    SceneManager.call(Scene_Ability)
  end
  #--------------------------------------------------------------------------
  # * Ability [Cancel]
  #--------------------------------------------------------------------------
  def on_ability_cancel
    if @status_window.pending_index >= 0
      @status_window.pending_index = -1
      @status_window.activate
    else
      @status_window.unselect
      @command_window.activate
    end
  end
end
 
#===============================================================================
#   ** Scene_Ability
#-------------------------------------------------------------------------------
#   This class perform the Ability system
#===============================================================================
 
class Scene_Ability < Scene_MenuBase
    
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    $game_temp.ability_index = 0
    create_abilitystatus_window
    create_category_windows
    create_adds_windows
    create_command_window
    create_choices_windows
    create_addedstats_window
    create_showskill_window
    create_images
    @abilitymessage_window.visible = false
    @addedstats_window.visible = false
    refresh
  end 
 
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    @crystal_sprites.each(&:dispose)
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update    
    super    
    if @command_window.active
      if Input.trigger?(:LEFT)
        Sound.play_cursor
        $game_temp.ability_index = ($game_temp.ability_index-1)%4
        case $game_temp.ability_index
        when 0
          if @showskill_mgib_window.height = 120
            @showskill_mgib_window.height = 20
            @showskill_mgib_window.y = 384
            @showskill_mgib_window.opacity = 0
            @showskill_mgib_window.back_opacity = 0
            @mgib_adds_window.visible = true
          end
        when 1
          if @showskill_mgin_window.height = 120
            @showskill_mgin_window.height = 20
            @showskill_mgin_window.y = 384
            @showskill_mgin_window.opacity = 0
            @showskill_mgin_window.back_opacity = 0
            @mgin_adds_window.visible = true
          end
        when 2
          if @showskill_mgic_window.height = 120
            @showskill_mgic_window.height = 20
            @showskill_mgic_window.y = 384
            @showskill_mgic_window.opacity = 0
            @showskill_mgic_window.back_opacity = 0
            @mgic_adds_window.visible = true
          end
        when 3
          if @showskill_atk_window.height = 120
            @showskill_atk_window.height = 20
            @showskill_atk_window.y = 384
            @showskill_atk_window.opacity = 0
            @showskill_atk_window.back_opacity = 0
            @atk_adds_window.visible = true
          end
        end        
      elsif Input.trigger?(:RIGHT)
        Sound.play_cursor
        $game_temp.ability_index = ($game_temp.ability_index+1)%4
        case $game_temp.ability_index
        when 0
          if @showskill_mgic_window.height = 120
            @showskill_mgic_window.height = 20
            @showskill_mgic_window.y = 384
            @showskill_mgic_window.opacity = 0
            @showskill_mgic_window.back_opacity = 0
            @mgic_adds_window.visible = true
          end
        when 1
          if @showskill_atk_window.height = 120
            @showskill_atk_window.height = 20
            @showskill_atk_window.y = 384
            @showskill_atk_window.opacity = 0
            @showskill_atk_window.back_opacity = 0
            @atk_adds_window.visible = true
          end
        when 2
          if @showskill_mgib_window.height = 120
            @showskill_mgib_window.height = 20
            @showskill_mgib_window.y = 384
            @showskill_mgib_window.opacity = 0
            @showskill_mgib_window.back_opacity = 0
            @mgib_adds_window.visible = true
          end
        when 3
          if @showskill_mgin_window.height = 120
            @showskill_mgin_window.height = 20
            @showskill_mgin_window.y = 384
            @showskill_mgin_window.opacity = 0
            @showskill_mgin_window.back_opacity = 0
            @mgin_adds_window.visible = true
          end
        end        
      elsif Input.trigger?(:DOWN)
        case $game_temp.ability_index
        when 0
          @showskill_atk_window.refresh
          @showskill_atk_window.height = 120
          @showskill_atk_window.y = 290
          @showskill_atk_window.opacity = 255
          @showskill_atk_window.back_opacity = 190
          @atk_adds_window.visible = false
        when 1
          @showskill_mgib_window.refresh
          @showskill_mgib_window.height = 120
          @showskill_mgib_window.y = 290
          @showskill_mgib_window.opacity = 255
          @showskill_mgib_window.back_opacity = 190
          @mgib_adds_window.visible = false
        when 2
          @showskill_mgin_window.refresh
          @showskill_mgin_window.height = 120
          @showskill_mgin_window.y = 290
          @showskill_mgin_window.opacity = 255
          @showskill_mgin_window.back_opacity = 190
          @mgin_adds_window.visible = false
        when 3
          @showskill_mgic_window.refresh
          @showskill_mgic_window.height = 120
          @showskill_mgic_window.y = 290
          @showskill_mgic_window.opacity = 255
          @showskill_mgic_window.back_opacity = 190
          @mgic_adds_window.visible = false
        end
      elsif Input.trigger?(:UP)
        case $game_temp.ability_index
        when 0
          if @showskill_atk_window.height = 120
            @showskill_atk_window.height = 20
            @showskill_atk_window.y = 384
            @showskill_atk_window.opacity = 0
            @showskill_atk_window.back_opacity = 0
            @atk_adds_window.visible = true
          end
        when 1
          if @showskill_mgib_window.height = 120
            @showskill_mgib_window.height = 20
            @showskill_mgib_window.y = 384
            @showskill_mgib_window.opacity = 0
            @showskill_mgib_window.back_opacity = 0
            @mgib_adds_window.visible = true
          end
        when 2
          if @showskill_mgin_window.height = 120
            @showskill_mgin_window.height = 20
            @showskill_mgin_window.y = 384
            @showskill_mgin_window.opacity = 0
            @showskill_mgin_window.back_opacity = 0
            @mgin_adds_window.visible = true
          end
        when 3
          if @showskill_mgic_window.height = 120
            @showskill_mgic_window.height = 20
            @showskill_mgic_window.y = 384
            @showskill_mgic_window.opacity = 0
            @showskill_mgic_window.back_opacity = 0
            @mgic_adds_window.visible = true
          end
        end        
      elsif Input.trigger?(:C)
        if @actor.ability_points != 0
          @abilitymessage_window.visible = true
          @actor.addedstats_calculation
          @addedstats_window.refresh
          @addedstats_window.visible = true
          @command_window.active = false
          @abilitychoices_window.start
        else
          Sound.play_buzzer
        end
      end
    end
    4.times do |i|      
      j = $game_temp.ability_index == i ? 1 : 0      
      bitmap_name = @actor.ability_level[i] == 0 ? @crystal_pictures[j] : @crystal_pictures[i*2+2+j]      
      @crystal_sprites[i].bitmap = Cache.picture(bitmap_name)    
    end    
    pattern = (Graphics.frame_count/5)%6    
    sprite = @crystal_sprites[$game_temp.ability_index]    
    w, h = sprite.bitmap.width/6, sprite.bitmap.height    
    sprite.src_rect.set(w*pattern, 0, w, h)  
  end
  
  #--------------------------------------------------------------------------
  # * Ability Status Window creation
  #--------------------------------------------------------------------------
  def create_abilitystatus_window
    @abilitystatus_window = Window_AbilityStatus.new
    @abilitystatus_window.actor = @actor
  end
 
  #--------------------------------------------------------------------------
  # * Ability Category Window creation
  #--------------------------------------------------------------------------
  def create_category_windows
    @atk_category_window = Window_AbilityCategory.new
    @atk_category_window.x = 60
    @atk_category_window.contents.draw_text(4, 0, 60, 20, "ATK")
    @mgib_category_window = Window_AbilityCategory.new
    @mgib_category_window.x = 180
    @mgib_category_window.contents.draw_text(2, 0, 60, 20, "MGIB")
    @mgin_category_window = Window_AbilityCategory.new
    @mgin_category_window.x = 300
    @mgin_category_window.contents.draw_text(2, 0, 60, 20, "MGIN")
    @mgic_category_window = Window_AbilityCategory.new
    @mgic_category_window.x = 420
    @mgic_category_window.contents.draw_text(2, 0, 60, 20, "MGIC")
  end
 
  #--------------------------------------------------------------------------
  # * Ability Status Window creation
  #--------------------------------------------------------------------------
  def create_adds_windows
    @atk_adds_window = Window_AbilityAdds.new(40, 290)
    @atk_adds_window.actor = @actor
    @atk_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[0].to_s, 1)
    @mgib_adds_window = Window_AbilityAdds.new(160, 290)
    @mgib_adds_window.actor = @actor
    @mgib_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[1].to_s, 1)
    @mgin_adds_window = Window_AbilityAdds.new(280, 290)
    @mgin_adds_window.actor = @actor
    @mgin_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[2].to_s, 1)
    @mgic_adds_window = Window_AbilityAdds.new(400, 290)
    @mgic_adds_window.actor = @actor
    @mgic_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[3].to_s, 1)
  end
 
  #--------------------------------------------------------------------------
  # * Ability Command Window creation
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_Ability_Command.new
    @command_window.set_handler(:cancel,   method(:return_scene))
    @command_window.set_handler(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup,   method(:prev_actor))
  end
 
  #--------------------------------------------------------------------------
  # * Ability Choices Windows creation
  #--------------------------------------------------------------------------  
  def create_choices_windows
    @abilitymessage_window = Window_Ability_Confirmation.new
    @abilitychoices_window = Window_Ability_ChoiceList.new
    @abilitychoices_window.set_handler(:oui,  method(:add_ability_points))
    @abilitychoices_window.set_handler(:non,  method(:return_category))
    @abilitychoices_window.set_handler(:cancel,  method(:return_category))    
  end
  
  def create_addedstats_window
    @addedstats_window = Window_Ability_AddedStats.new
    @addedstats_window.actor = @actor
  end
  
  def create_showskill_window
    @showskill_atk_window = Window_AbilitySkillList.new(40, 384, 0)
    @showskill_atk_window.actor = @actor
    @showskill_atk_window.opacity = 0
    @showskill_atk_window.back_opacity = 0
    @showskill_mgib_window = Window_AbilitySkillList.new(160, 384, 1)
    @showskill_mgib_window.actor = @actor
    @showskill_mgib_window.opacity = 0
    @showskill_mgib_window.back_opacity = 0
    @showskill_mgin_window = Window_AbilitySkillList.new(280, 384, 2)
    @showskill_mgin_window.actor = @actor
    @showskill_mgin_window.opacity = 0
    @showskill_mgin_window.back_opacity = 0
    @showskill_mgic_window = Window_AbilitySkillList.new(400, 384, 3)
    @showskill_mgic_window.actor = @actor
    @showskill_mgic_window.opacity = 0
    @showskill_mgic_window.back_opacity = 0
  end
  
  #--------------------------------------------------------------------------
  # * Change Actors
  #--------------------------------------------------------------------------
  def on_actor_change
    @abilitystatus_window.actor = @actor
    @addedstats_window.actor = @actor
    @atk_adds_window.actor = @actor
    @mgib_adds_window.actor = @actor
    @mgin_adds_window.actor = @actor
    @mgic_adds_window.actor = @actor
    @showskill_atk_window.actor = @actor
    @showskill_mgib_window.actor = @actor
    @showskill_mgin_window.actor = @actor
    @showskill_mgic_window.actor = @actor
    @command_window.activate
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Add Ability Points
  #--------------------------------------------------------------------------
  def add_ability_points
    if @actor.ability_points == 0
      Sound.play_buzzer
    else
      case $game_temp.ability_index
        when 0
          @actor.ability_level[0] += 1
          @actor.abilitypoints_down
          @actor.stats_augmentation
          @actor.check_ability_skills_learning(0)
          @atk_adds_window.refresh
        when 1
          @actor.ability_level[1] += 1
          @actor.abilitypoints_down
          @actor.stats_augmentation
          @actor.check_ability_skills_learning(1)
          @mgib_adds_window.refresh
        when 2
          @actor.ability_level[2] += 1
          @actor.abilitypoints_down
          @actor.stats_augmentation
          @actor.check_ability_skills_learning(2)
          @mgin_adds_window.refresh
          
        when 3
          @actor.ability_level[3] += 1
          @actor.abilitypoints_down
          @actor.stats_augmentation
          @actor.check_ability_skills_learning(3)
          @mgic_adds_window.refresh
        end
      Sound.play_cursor
    end
    refresh
    @abilitystatus_window.refresh
    @abilitymessage_window.visible = false
    @addedstats_window.visible = false
    @addedstats_window.refresh
    @abilitychoices_window.deactivate
    @abilitychoices_window.openness = 0
    @command_window.activate
  end
 
  #--------------------------------------------------------------------------
  # * Return to category choice
  #--------------------------------------------------------------------------  
  def return_category
    Sound.play_cancel
    @abilitymessage_window.visible = false
    @addedstats_window.visible = false
    @addedstats_window.refresh
    @abilitychoices_window.openness = 0
    @abilitychoices_window.deactivate
    @command_window.activate
  end
 
  #--------------------------------------------------------------------------
  # * Images creation
  #--------------------------------------------------------------------------
  def create_images    
    @crystal_sprites = []    
    4.times do |i|      
    @crystal_sprites[i] = Sprite.new      
    @crystal_sprites[i].x = 60+120*i      
    @crystal_sprites[i].y = 130    
    end    
    @crystal_pictures = ["Crystal", "Glowing_Crystal", "Red_Crystal", "Glowing_Red_Crystal", "White_Crystal", "Glowing_White_Crystal",
    "Blue_Crystal", "Glowing_Blue_Crystal", "Green_Crystal", "Glowing_Green_Crystal"]    
    update  
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @command_window.index = 0
    @command_window.refresh
    @atk_adds_window.refresh
    @mgib_adds_window.refresh
    @mgin_adds_window.refresh
    @mgic_adds_window.refresh
    @atk_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[0].to_s, 1)
    @atk_adds_window.contents.draw_text(0, 30, 40, 14, "ATK")
    @atk_adds_window.contents.draw_text(0, 42, 40, 14, "DEF")
    @atk_adds_window.contents.draw_text(0, 54, 40, 14, "HP")
    if @actor.ability_level[0].between?(0, 30)
      @atk_adds_window.contents.draw_text(2, 30, 60, 14, "+ 3/8", 2)
      @atk_adds_window.contents.draw_text(2, 42, 60, 14, "+ 3/8", 2)
      @atk_adds_window.contents.draw_text(10, 54, 60, 14, "+ 50/100", 2)
    elsif @actor.ability_level[0].between?(31, 60)
      @atk_adds_window.contents.draw_text(2, 30, 60, 14, "+ 15/20", 2)
      @atk_adds_window.contents.draw_text(2, 42, 60, 14, "+ 15/20", 2)
      @atk_adds_window.contents.draw_text(10, 54, 60, 14, "+ 150/250", 2)    
    end
    @mgib_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[1].to_s, 1)
    @mgib_adds_window.contents.draw_text(0, 30, 40, 14, "MAG")
    @mgib_adds_window.contents.draw_text(0, 42, 40, 14, "HP")
    @mgib_adds_window.contents.draw_text(0, 54, 40, 14, "MP")
    if @actor.ability_level[1].between?(0, 30)
      @mgib_adds_window.contents.draw_text(2, 30, 60, 14, "+ 3/8", 2)
      @mgib_adds_window.contents.draw_text(10, 42, 60, 14, "+ 25/50", 2)
      @mgib_adds_window.contents.draw_text(10, 54, 60, 14, "+ 50/75", 2)
    elsif @actor.ability_level[1].between?(31, 60)
      @mgib_adds_window.contents.draw_text(2, 30, 60, 14, "+ 15/20", 2) 
      @mgib_adds_window.contents.draw_text(10, 42, 60, 14, "+ 75/100", 2) 
      @mgib_adds_window.contents.draw_text(10, 54, 60, 14, "+ 100/150", 2)       
    end    
    @mgin_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[2].to_s, 1)
    @mgin_adds_window.contents.draw_text(0, 30, 40, 14, "MGI")
    @mgin_adds_window.contents.draw_text(0, 42, 40, 14, "MDF")
    @mgin_adds_window.contents.draw_text(0, 54, 40, 14, "MP")    
    if @actor.ability_level[2].between?(0, 30)
      @mgin_adds_window.contents.draw_text(2, 30, 60, 14, "+ 3/8", 2)
      @mgin_adds_window.contents.draw_text(2, 42, 60, 14, "+ 3/8", 2)
      @mgin_adds_window.contents.draw_text(10, 54, 60, 14, "+ 50/100", 2)
    elsif @actor.ability_level[2].between?(31, 60)
      @mgin_adds_window.contents.draw_text(2, 30, 60, 14, "+ 15/20", 2)
      @mgin_adds_window.contents.draw_text(2, 42, 60, 14, "+ 15/20", 2)
      @mgin_adds_window.contents.draw_text(10, 54, 60, 14, "+ 150/250", 2)      
    end    
    @mgic_adds_window.contents.draw_text(30, 0, 40, 20, @actor.ability_level[3].to_s, 1)
    @mgic_adds_window.contents.draw_text(0, 30, 40, 14, "MGI")
    @mgic_adds_window.contents.draw_text(0, 42, 40, 14, "MDF")
    @mgic_adds_window.contents.draw_text(0, 54, 40, 14, "MP")
    if @actor.ability_level[3].between?(0, 30)
      @mgic_adds_window.contents.draw_text(2, 30, 60, 14, "+ 3/8", 2)
      @mgic_adds_window.contents.draw_text(2, 42, 60, 14, "+ 3/8", 2)
      @mgic_adds_window.contents.draw_text(10, 54, 60, 14, "+ 50/100", 2)
    elsif @actor.ability_level[3].between?(31, 60)
      @mgic_adds_window.contents.draw_text(2, 30, 60, 14, "+ 15/20", 2)
      @mgic_adds_window.contents.draw_text(2, 42, 60, 14, "+ 15/20", 2)
      @mgic_adds_window.contents.draw_text(10, 54, 60, 14, "+ 150/250", 2)     
    end    
  end
end
 
#===============================================================================
#   ** Window_AbilityStatus
#-------------------------------------------------------------------------------
#   This class perform the status window for the Ability system
#===============================================================================
 
class Window_AbilityStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------  
  def initialize
    super(22, 6, 500, 120)
    self.contents.font.size = 16
    @actor = nil
    @temp_actor = nil
    refresh
  end
    
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 4
  end
  
  #--------------------------------------------------------------------------
  # * Set Actor
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_actor_face(@actor, 0, 0) if @actor
    draw_actor_name(@actor, 104, 0) if @actor
    draw_actor_hp(@actor, 104, 20, width = 60) if @actor
    draw_actor_mp(@actor, 212, 20, width = 60) if @actor
    draw_item(100, 38, 0)
    draw_ability_points(@actor, 0, 0) if @actor
    draw_actor_accessory(@actor, 0, 0) if @actor
  end
 
  #--------------------------------------------------------------------------
  # * Set Temporary Actor After Equipment Change
  #--------------------------------------------------------------------------
  def set_temp_actor(temp_actor)
    return if @temp_actor == temp_actor
    @temp_actor = temp_actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Draw Max Value in Fractional Format
  #     max     : Maximum value
  #     color1  : Color of maximum value
  #--------------------------------------------------------------------------
  def draw_max_values(x, y, width, max, color1)
    xr = x + width
    if width < 96
      draw_text(xr - 40, y, 42, line_height, max, 2)
    else
      draw_text(xr - 42, y, 42, line_height, max, 2)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Draw HP
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 124)
    contents.font.size = 17
    draw_text(x, y, 30, line_height, Vocab::hp_a)
    draw_max_values(x + 12, y, width, actor.mhp, normal_color)
  end
  #--------------------------------------------------------------------------
  # * Draw MP
  #--------------------------------------------------------------------------
  def draw_actor_mp(actor, x, y, width = 124)
    contents.font.size = 17
    draw_text(x, y, 30, line_height, Vocab::mp_a)
    draw_max_values(x + 22, y, width, actor.mmp, normal_color)
  end
 
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(x, y, param_id)
    draw_param_name(x + 4, y, 2)
    draw_current_param(x + 46, y, 2) if @actor
    draw_param_name(x + 4, y + 18, 3)
    draw_current_param(x + 46, y + 18, 3) if @actor
    draw_param_name(x + 4, y + 36, 6)
    draw_current_param(x + 46, y + 36, 6) if @actor
    draw_param_name(x + 112, y, 4)
    draw_current_param(x + 164, y, 4) if @actor
    draw_param_name(x + 112, y + 18, 5)
    draw_current_param(x + 164, y + 18, 5) if @actor
    draw_param_name(x + 112, y + 36, 7)
    draw_current_param(x + 164, y + 36, 7) if @actor
  end
  
  #--------------------------------------------------------------------------
  # * Draw Parameter Name
  #--------------------------------------------------------------------------
  def draw_param_name(x, y, param_id)
    contents.font.size = 17
    change_color(normal_color)
    draw_text(x, y, 80, line_height, Vocab::param(param_id))
  end
  #--------------------------------------------------------------------------
  # * Draw Current Parameter
  #--------------------------------------------------------------------------
  def draw_current_param(x, y, param_id)
    contents.font.size = 17
    change_color(normal_color)
    draw_text(x, y, 32, line_height, @actor.param(param_id), 2)
  end
   
  #--------------------------------------------------------------------------
  # * Draw actor ability points
  #--------------------------------------------------------------------------
  def draw_ability_points(actor, x, y)
    contents.font.size = 20
    draw_text(356, 4, 100, 20, " Ability Points :")
    draw_text(374, 24, 40, 20, actor.ability_points.to_s, 1)
  end
  
  #--------------------------------------------------------------------------
  # * Draw actor accessory
  #--------------------------------------------------------------------------
  def draw_actor_accessory(actor, x, y)
    contents.font.size = 20
    draw_text(346, 50, 120, line_height, " Equipped Accessory : ")
    draw_item_name(actor.equips[4], 322, 72)
  end
  
  #--------------------------------------------------------------------------
  # * Draw Item Name
  #     enabled : Enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, enabled = true, width = 172)
    return unless item
    contents.font.size = 17
    change_color(normal_color, enabled)
    draw_text(x, y, width, line_height, item.name)
  end
end
 
#===============================================================================
#   ** Window_AbilityCategory
#-------------------------------------------------------------------------------
#   This class handle the category_name for the Ability system
#===============================================================================
 
class Window_AbilityCategory < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 240, 60, 40)
    self.contents.font.size = 19
  end
end
 
#===============================================================================
#   ** Window_AbilityAdds
#-------------------------------------------------------------------------------
#   This class handle the lvl, stats & skill added by the Ability system
#===============================================================================
 
class Window_AbilityAdds < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 100, 120)
    self.contents.font.size = 17
    @actor = nil
    @temp_actor = nil
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Set Actor
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(22, 0, 100, 20, "Nv.")
    self.contents.draw_text(4, 14, 100, 20, "Nv suivant:")
    self.contents.draw_text(14, 66, 100, 20, "Skills:")
  end 
  
  #--------------------------------------------------------------------------
  # * Set Temporary Actor After Equipment Change
  #--------------------------------------------------------------------------
  def set_temp_actor(temp_actor)
    return if @temp_actor == temp_actor
    @temp_actor = temp_actor
    refresh
  end
end
 
#==============================================================================
# ** Window_Ability_Command
#------------------------------------------------------------------------------
#  This class perform the Command Window for the Ability System
#==============================================================================
 
class Window_Ability_Command < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(115, 295)
    self.contents.font.size = 20
    self.opacity = 0
    self.back_opacity = 0
    cursor_rect.empty
    refresh
  end
    
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return 150
  end
 
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
  end
 
  #--------------------------------------------------------------------------
  # * Processing When Cancel Button Is Pressed
  #--------------------------------------------------------------------------
  def process_cancel
    Sound.play_cancel
    Input.update
    deactivate
    call_cancel_handler
    cursor_rect.empty
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    clear_command_list
    make_command_list
    cursor_rect.empty
    self.arrows_visible = false
    super
  end
end
 
#==============================================================================
# ** Window_Ability_Confirmation
#------------------------------------------------------------------------------
#  This class perform the Confirmation Window for the Ability System
#==============================================================================
 
class Window_Ability_Confirmation < Window_Base
 
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(118,126,300,120)
    self.contents.font.size = 23
    self.z = 500
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    draw_text(28, 28, 230, 24, " Ajouter un point à cette catégorie ?")
  end
end
 
#==============================================================================
# ** Window_Ability_ChoiceList
#------------------------------------------------------------------------------
#  This window is used for showing choices on Ability Confirmation Window
#==============================================================================
 
class Window_Ability_ChoiceList < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(196, 190)
    self.opacity = 0
    self.back_opacity = 0
    self.z = 501
    self.openness = 0
    deactivate
  end
  #--------------------------------------------------------------------------
  # * Start Input Processing
  #--------------------------------------------------------------------------
  def start
    update_placement
    refresh
    select(0)
    open
    activate
  end
 
  #--------------------------------------------------------------------------
  # * Get Digit Count
  #--------------------------------------------------------------------------
  def col_max
    return 2
  end
  #--------------------------------------------------------------------------
  # * Update Window Position
  #--------------------------------------------------------------------------
  def update_placement
    self.width = 160
    self.height = 80
  end
 
  #--------------------------------------------------------------------------
  # * Get Maximum Width of Choices
  #--------------------------------------------------------------------------
  def max_choice_width
    $game_message.choices.collect {|s| text_size(s).width }.max
  end
 
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
      add_command("Oui", :oui)
      add_command("Non", :non)
  end
 
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
    if current_item_enabled?
      Input.update
      deactivate
      call_ok_handler
    else
      Sound.play_buzzer
    end
  end
end
 
#===============================================================================
#   ** Window_AbilityAddedStats
#-------------------------------------------------------------------------------
#   This class perform the window for the Added Stats of the Ability system
#===============================================================================
 
class Window_Ability_AddedStats < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------  
  def initialize
    super(22, 6, 500, 120)
    self.contents.font.size = 17
    self.opacity = 0
    self.back_opacity = 0
    @actor = nil
    @temp_actor = nil
    refresh
  end
    
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 4
  end
  
  #--------------------------------------------------------------------------
  # * Set Actor
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_added_stats(@actor, 180, 20) if @actor
  end
 
  #--------------------------------------------------------------------------
  # * Set Temporary Actor After Equipment Change
  #--------------------------------------------------------------------------
  def set_temp_actor(temp_actor)
    return if @temp_actor == temp_actor
    @temp_actor = temp_actor
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Draw Plus
  #--------------------------------------------------------------------------
  def draw_plus(x, y)
    draw_text(x, y, 22, line_height, "+", 1)
  end
 
  #--------------------------------------------------------------------------
  # * Draw Added Stats
  #--------------------------------------------------------------------------
  def draw_added_stats(actor, x, y)
    case $game_temp.ability_index
    when 0
      change_color(hp_gauge_color1)
      3.times do |i|
        draw_plus(172, 20 + 18 * i)
      end
      draw_text(x, y, 30, line_height, actor.augmentation[0].to_s, 1)
      draw_text(x, y + 18, 30, line_height, actor.augmentation[2].to_s, 1)
      draw_text(x, y + 36, 30, line_height, actor.augmentation[3].to_s, 1)
    when 1
      change_color(normal_color)
      2.times do |i|
        draw_plus(290, 20 + 18 * i)
      end
      draw_plus(172, 20)
      draw_text(x + 118, y + 18, 30, line_height, actor.augmentation[4].to_s, 1)
      draw_text(x, y, 30, line_height, actor.augmentation[0].to_s, 1)
      draw_text(x + 118, y, 30, line_height, actor.augmentation[1].to_s, 1)
    when 2
      change_color(mp_cost_color)
      3.times do |i|
        draw_plus(290, 20 + 18 * i)
      end
      draw_text(x + 118, y + 18, 30, line_height, actor.augmentation[4].to_s, 1)
      draw_text(x + 118, y + 36, 30, line_height, actor.augmentation[5].to_s, 1)
      draw_text(x + 118, y, 30, line_height, actor.augmentation[1].to_s, 1)
    when 3
      change_color(power_up_color)
      3.times do |i|
        draw_plus(290, 20 + 18 * i)
      end
      draw_text(x + 118, y + 18, 30, line_height, actor.augmentation[4].to_s, 1)
      draw_text(x + 118, y + 36, 30, line_height, actor.augmentation[5].to_s, 1)
      draw_text(x + 118, y, 30, line_height, actor.augmentation[1].to_s, 1)
    end
  end
end
 
#==============================================================================
# ** Window_AbilitySkillList
#------------------------------------------------------------------------------
#  This window is for displaying a list of available skills on the skill window.
#==============================================================================
 
class Window_AbilitySkillList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y, index)
    super(x, y, 100, 20)
    self.contents.font.size = 12
    @actor = nil
    @temp_actor = nil
    @index = index
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
    return 3
  end
  
  #--------------------------------------------------------------------------
  # * Set Actor
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    return unless @actor
    for i in 0...@actor.ability_new_skills_id[@index].size
      if @actor.ability_level[@index] == @actor.ability_new_skills_level[@index][i]-1
        text = $data_skills[@actor.ability_new_skills_id[@index][i]].name
        self.contents.draw_text(2, 0, 92, 20, text)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Set Temporary Actor After Equipment Change
  #--------------------------------------------------------------------------
  def set_temp_actor(temp_actor)
    return if @temp_actor == temp_actor
    @temp_actor = temp_actor
    refresh
  end
end




Mis à jour le 23 octobre 2020.






Sonara - posté le 28/09/2015 à 18:30:17 (2846 messages postés)

❤ 0

aka Pendrel

*Abilité : compétence, pouvoir, savoir faire
*Habileté : savoir-faire, expérience dont on dispose

*Habilité : du verbe habiliter à, donner a qqn le droit juridique de

A l'origine, le commentaire ci-dessus devait être intelligent, drôle et créatif. Finalement j'ai changé d'avis.


verehn - posté le 29/09/2015 à 04:26:10 (9058 messages postés) - honor

❤ 0

Vhehrhehn

J'ai corrigé le titre du coup. Merci Arttroy pour ce script bien présenté avec images et instructions.

Eldrao ~ PakuPaku ~ Winged Light ~ Ruin ~ Ma galerie ~ LTDAD ~ Don de graphismes plateforme 2D


arttroy - posté le 04/10/2015 à 21:01:43 (2394 messages postés)

❤ 0

Just working

Ah oui merci pour la correction les gens ^^.

Anti-inconstructivité / Pétition pour que le mot making soit inscrit dans le dictionnaire ?


Akuma-Kin - posté le 12/02/2017 à 12:04:53 (4 messages postés)

❤ 0

Je ne comprends pas les lignes 90, 91 et 92. :'(
quelqu'un peut ilme venir en aide :sriden

La vie, c'est comme une bicyclette, il faut avancer pour ne pas perdre l'équilibre.

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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