########################################### # Module Cook # Pour modifier facilement! # ###########################################
module COOK # Ici, pour le nom de vos recettes! RECETTES1 = "Galettes" RECETTES2 = "Cidre" RECETTES3 = "Cuisses de grenouille à l'ail" RECETTES4 = "Pâté de lièvre" RECETTES5 = "Poulet à l'orange" RECETTES6 = "Pain aux olives" RECETTES7 = "Crêpes" RECETTES8 = "Gâteaux au fruits secs" RECETTES9 = "Cidre brut" RECETTES10 = "Hydromel" RECETTES11 = "Le pommé" RECETTES12 = "Omelette au jambon" RECETTES13 = "Carpe à la crème" # Ici, vous placez le ID des recettes finales (Objets de la base de données). RECETTES1_ID = 34 # Galettes RECETTES2_ID = 35 # Boeuf au cidre RECETTES3_ID = 36 # Cuisses de grenouille à l'ail RECETTES4_ID = 37 # Pâté de lièvre RECETTES5_ID = 38 # Poulet à l'orange RECETTES6_ID = 39 # Pain aux olives RECETTES7_ID = 40 # Crêpes RECETTES8_ID = 41 # Gâteau aux fruits secs RECETTES9_ID = 42 # Hydromel RECETTES10_ID = 43 # Cidre brut RECETTES11_ID = 44 # Pommé RECETTES12_ID = 45 # Omelette au jambon RECETTES13_ID = 46 # Carpe à la crème # Ici, vous placez le ID des ingrédients (Objets de la base de données). OBJ1 = 48 # Farine OBJ2 = 49 # Oeufs OBJ3 = 50 # Sel OBJ4 = 51 # Eau OBJ5 = 52 # Huile OBJ6 = 53 # Pomme OBJ7 = 54 # Alcool OBJ8 = 55 # Beurre salé OBJ9 = 56 # Boeuf OBJ10 = 57 # Oignon OBJ11 = 58 # Beurre OBJ12 = 59 # Cuisses de grenouille OBJ13 = 60 # Persil OBJ14 = 61 # Chair de lièvre OBJ15 = 62 # Lard OBJ16 = 63 # Raisin OBJ17 = 64 # Poivre OBJ18 = 65 # Thym OBJ19 = 66 # Hydromel OBJ20 = 35 # Cidre brut OBJ21 = 68 # Vin rouge OBJ22 = 69 # Poulet OBJ23 = 70 # Champignons OBJ24 = 71 # Orange OBJ25 = 72 # Citron OBJ26 = 73 # Olives noires OBJ27 = 74 # Lait OBJ28 = 75 # Amandes OBJ29 = 76 # Noisettes OBJ30 = 77 # Noix OBJ31 = 78 # Sucre OBJ32 = 79 # Malt OBJ33 = 80 # Houblon OBJ34 = 81 # Jambon OBJ35 = 82 # Carpe OBJ36 = 83 # Crème # Ici, le nom de l'objet en question qui sera affiché dans la fenêtre des ingrédients. OBJ1_n = "Farine" OBJ2_n = "Oeuf" OBJ3_n = "Sel" OBJ4_n = "Eau" OBJ5_n = "Huile" OBJ6_n = "Pomme" OBJ7_n = "Alcool" OBJ8_n = "Beurre salé" OBJ9_n = "Boeuf" OBJ10_n = "Oignon" OBJ11_n = "Beurre" OBJ12_n = "Cuisses de grenouilles" OBJ13_n = "Persil" OBJ14_n = "Chair de lièvre" OBJ15_n = "Lard" OBJ16_n = "Raisin" OBJ17_n = "Poivre" OBJ18_n = "Thym" OBJ19_n = "Hydromel" OBJ20_n = "Cidre brut" OBJ21_n = "Vin rouge" OBJ22_n = "Poulet" OBJ23_n = "Champignons" OBJ24_n = "Orange" OBJ25_n = "Citron" OBJ26_n = "Olives noires" OBJ27_n = "Lait" OBJ28_n = "Amandes" OBJ29_n = "Noisettes" OBJ30_n = "Noix" OBJ31_n = "Sucre" OBJ32_n = "Malt" OBJ33_n = " Houblon" OBJ34_n = "Jambon" OBJ35_n = "Carpe" OBJ36_n = "Crème" # Réglages divers OPACITY = 190 # Opacité des fenêtres POLICE = "Stonehenge" # Police de charactères utilisée POLICE_TAILLE = 24 # Taille de la police SON_COOK = "056-Right02" # Son joué après avec cuisiné quelque chose SON_FERMETURE = "003-System03" # Son joué lors de la fermeture de la scene SON_BUZZER = "004-System04" # Son joué lors d'une action impossible BACKGROUND = "003-Shade01" # Image glissante en fond (Dans le dossier "Fogs") BACKGROUND_SPEED = 1 # Vitesse de l'image (Négatif = vers la gauche) BACKGROUND_OPACITY = 140 # Opacité de l'image en fond BACKGROUND_ZOOM = 2 # Zoom du fond (1 = taille réelle)(Vous pouvez utiliser des nombre à virgule) TRANS = "001-Blind01" # Transition lors de l'ouverture du menu TRANS_VIT = 20 # Vitesse de la transition COMMAND_X = 0 # Position en X de la fenêtre de recettes COMMAND_Y = 0 # Position en Y de la fenêtre de recettes COMMAND_WIDTH = 240 # Longueur(X) de la fenêtre de recettes en pixels ING_X = 240 # Position en X de la fenêtre des ingrédients ING_Y = 0 # Position en Y de la fenêtre des ingrédients ING_WIDTH = 210 # Longueur(X) de la fenêtre des ingrédients en pixels SCENE_MAP_CALL = false # Pour pouvoir cuisiner n'importe où avec SHIFT. (Vous devez modifier votre Scene_Map) ########### C'EST ICI QUE L'ON NOMME LES INGRÉDIENTS REQUIS ############# # # # Explication : # # RECETTES0_ING1 = OBJ1 La recette 0 à besoin de pain # # RECETTES0_ING1_n = 2 Elle a besoin de 2 pains # # RECETTES0_ING2 = OBJ15 La recette 0 à besoin de beurre # # RECETTES0_ING2_n = 1 Elle a besoin d'un seul morceau # # # ######################################################################### # Recettes 1 - Galettes - RECETTES1_ING1 = OBJ20 RECETTES1_ING1_n = 1 # Recettes 2 - Boeuf - RECETTES2_ING1 = OBJ6 RECETTES2_ING1_n = 2 RECETTES2_ING2 = OBJ7 RECETTES2_ING2_n = 2 # Recettes 3 - Poisson à l'ail - RECETTES3_ING1 = OBJ11 RECETTES3_ING1_n = 2 RECETTES3_ING2 = OBJ14 RECETTES3_ING2_n = 2 RECETTES3_ING3 = OBJ4 RECETTES3_ING3_n = 1 # Recettes 4 - Pizza - RECETTES4_ING1 = OBJ6 RECETTES4_ING1_n = 2 RECETTES4_ING2 = OBJ7 RECETTES4_ING2_n = 3 RECETTES4_ING3 = OBJ8 RECETTES4_ING3_n = 2 RECETTES4_ING4 = OBJ10 RECETTES4_ING4_n = 3
# Recettes 5 - Poulet avec frites - RECETTES5_ING1 = OBJ9 RECETTES5_ING1_n = 2 RECETTES5_ING2 = OBJ5 RECETTES5_ING2_n = 5 # Recettes 6 - Pain à l'ail avec gratin - RECETTES6_ING1 = OBJ1 RECETTES6_ING1_n = 2 RECETTES6_ING2 = OBJ14 RECETTES6_ING2_n = 2 RECETTES6_ING3 = OBJ10 RECETTES6_ING3_n = 2 # Recettes 7 - Crêpes - RECETTES7_ING1 = OBJ3 RECETTES7_ING1_n = 3 RECETTES7_ING2 = OBJ6 RECETTES7_ING2_n = 1 RECETTES7_ING3 = OBJ16 RECETTES7_ING3_n = 2 # Recettes 8 - Cidre - RECETTES8_ING1 = OBJ4 RECETTES8_ING1_n = 1 RECETTES8_ING2 = OBJ16 RECETTES8_ING2 = 1 # Recettes 9 - - RECETTES8_ING1 = OBJ4 RECETTES8_ING1_n = 1 RECETTES8_ING2 = OBJ16 RECETTES8_ING2 = 1 # Recettes 10 - - RECETTES8_ING1 = OBJ4 RECETTES8_ING1_n = 1 RECETTES8_ING2 = OBJ16 RECETTES8_ING2 = 1 # Recettes 11 - - RECETTES8_ING1 = OBJ4 RECETTES8_ING1_n = 1 RECETTES8_ING2 = OBJ16 RECETTES8_ING2 = 1
# Recettes 12 - - RECETTES8_ING1 = OBJ4 RECETTES8_ING1_n = 1 RECETTES8_ING2 = OBJ16 RECETTES8_ING2 = 1 # Recettes 13 - - RECETTES8_ING1 = OBJ4 RECETTES8_ING1_n = 1 RECETTES8_ING2 = OBJ16 RECETTES8_ING2 = 1 end # Fin du module -- ##################################### # Scene_Cook # Pour faire les plâts # #####################################
class Scene_Cook def main s1 = COOK::RECETTES1 s2 = COOK::RECETTES2 s3 = COOK::RECETTES3 s4 = COOK::RECETTES4 s5 = COOK::RECETTES5 s6 = COOK::RECETTES6 s7 = COOK::RECETTES7 s8 = COOK::RECETTES8 s9 = COOK::RECETTES9 s10 = COOK::RECETTES10 s11 = COOK::RECETTES11 s12 = COOK::RECETTES12 s13 = COOK::RECETTES13 @command_achat = Window_Command.new(COOK::COMMAND_WIDTH, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12, s13]) @command_achat.x = COOK::COMMAND_X @command_achat.y = COOK::COMMAND_Y @possede_win = Window_Recipe.new @possede_win.x = COOK::ING_X @possede_win.y = COOK::ING_Y @fog = Plane.new @fog.bitmap = RPG::Cache.fog(COOK::BACKGROUND, 0) @fog.blend_type = 1 @fog.opacity = COOK::BACKGROUND_OPACITY @fog.zoom_x = COOK::BACKGROUND_ZOOM @fog.zoom_y = COOK::BACKGROUND_ZOOM command_check Graphics.transition(COOK::TRANS_VIT, "Graphics/Transitions/" + COOK::TRANS) loop do Graphics.update Input.update update command_check if $scene != self break end # Fin de if end # Fin de loop do Graphics.freeze @command_achat.dispose @possede_win.dispose @fog.dispose end # Fin de def main def update @command_achat.update @possede_win.update @fog.ox += COOK::BACKGROUND_SPEED if Input.trigger?(Input::C) case @command_achat.index when 0 # Recettes 1 - if $game_party.item_number(COOK::RECETTES1_ING1) >= COOK::RECETTES1_ING1_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES1_ING1, COOK::RECETTES1_ING1_n) $game_party.gain_item(COOK::RECETTES1_ID, 1) @command_achat.update @possede_win.refresh else Audio.se_play("Audio/SE/" + COOK::SON_BUZZER) end # Fin de if when 1 # Recettes 2 - if $game_party.item_number(COOK::RECETTES2_ING1) >= COOK::RECETTES2_ING1_n and $game_party.item_number(COOK::RECETTES2_ING2) >= COOK::RECETTES2_ING2_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES2_ING1, COOK::RECETTES2_ING1_n) $game_party.lose_item(COOK::RECETTES2_ING2, COOK::RECETTES2_ING2_n) $game_party.gain_item(COOK::RECETTES2_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if when 2 # Recettes 3 - if $game_party.item_number(COOK::RECETTES3_ING1) >= COOK::RECETTES3_ING1_n and $game_party.item_number(COOK::RECETTES3_ING2) >= COOK::RECETTES3_ING2_n and $game_party.item_number(COOK::RECETTES3_ING3) >= COOK::RECETTES3_ING3_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES3_ING1, COOK::RECETTES3_ING1_n) $game_party.lose_item(COOK::RECETTES3_ING2, COOK::RECETTES3_ING2_n) $game_party.lose_item(COOK::RECETTES3_ING3, COOK::RECETTES3_ING3_n) $game_party.gain_item(COOK::RECETTES3_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if when 3 # Recettes 4 - if $game_party.item_number(COOK::RECETTES4_ING1) >= COOK::RECETTES4_ING1_n and $game_party.item_number(COOK::RECETTES4_ING2) >= COOK::RECETTES4_ING2_n and $game_party.item_number(COOK::RECETTES4_ING3) >= COOK::RECETTES4_ING3_n and $game_party.item_number(COOK::RECETTES4_ING4) >= COOK::RECETTES4_ING4_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES4_ING1, COOK::RECETTES4_ING1_n) $game_party.lose_item(COOK::RECETTES4_ING2, COOK::RECETTES4_ING2_n) $game_party.lose_item(COOK::RECETTES4_ING3, COOK::RECETTES4_ING3_n) $game_party.lose_item(COOK::RECETTES4_ING4, COOK::RECETTES4_ING4_n) $game_party.gain_item(COOK::RECETTES4_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if when 4 # Recettes 5 - if $game_party.item_number(COOK::RECETTES5_ING1) >= COOK::RECETTES5_ING1_n and $game_party.item_number(COOK::RECETTES5_ING2) >= COOK::RECETTES5_ING2_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES5_ING1, COOK::RECETTES5_ING1_n) $game_party.lose_item(COOK::RECETTES5_ING2, COOK::RECETTES5_ING2_n) $game_party.gain_item(COOK::RECETTES5_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if
when 5 # Recettes 6 - if $game_party.item_number(COOK::RECETTES6_ING1) >= COOK::RECETTES6_ING1_n and $game_party.item_number(COOK::RECETTES6_ING2) >= COOK::RECETTES6_ING2_n and $game_party.item_number(COOK::RECETTES6_ING3) >= COOK::RECETTES6_ING3_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES6_ING1, COOK::RECETTES6_ING1_n) $game_party.lose_item(COOK::RECETTES6_ING2, COOK::RECETTES6_ING2_n) $game_party.lose_item(COOK::RECETTES6_ING3, COOK::RECETTES6_ING3_n) $game_party.gain_item(COOK::RECETTES6_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if when 6 # Recettes 7 - if $game_party.item_number(COOK::RECETTES7_ING1) >= COOK::RECETTES7_ING1_n and $game_party.item_number(COOK::RECETTES7_ING2) >= COOK::RECETTES7_ING2_n and $game_party.item_number(COOK::RECETTES7_ING3) >= COOK::RECETTES7_ING3_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES7_ING1, COOK::RECETTES7_ING1_n) $game_party.lose_item(COOK::RECETTES7_ING2, COOK::RECETTES7_ING2_n) $game_party.lose_item(COOK::RECETTES7_ING3, COOK::RECETTES7_ING3_n) $game_party.gain_item(COOK::RECETTES7_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if when 7 # Recettes 8 - if $game_party.item_number(COOK::RECETTES8_ING1) >= COOK::RECETTES8_ING1_n and $game_party.item_number(COOK::RECETTES8_ING2) >= COOK::RECETTES8_ING2_n and $game_party.item_number(COOK::RECETTES8_ING3) >= COOK::RECETTES8_ING3_n and $game_party.item_number(COOK::RECETTES8_ING4) >= COOK::RECETTES8_ING4_n and $game_party.item_number(COOK::RECETTES8_ING5) >= COOK::RECETTES8_ING5_n Audio.se_play("Audio/SE/" + COOK::SON_COOK) $game_party.lose_item(COOK::RECETTES8_ING1, COOK::RECETTES8_ING1_n) $game_party.lose_item(COOK::RECETTES8_ING2, COOK::RECETTES8_ING2_n) $game_party.lose_item(COOK::RECETTES8_ING3, COOK::RECETTES8_ING3_n) $game_party.lose_item(COOK::RECETTES8_ING4, COOK::RECETTES8_ING4_n) $game_party.lose_item(COOK::RECETTES8_ING5, COOK::RECETTES8_ING5_n) $game_party.gain_item(COOK::RECETTES8_ID, 1) @command_achat.update @possede_win.refresh end # Fin de if end # Fin de case end # Fin de if C if Input.trigger?(Input::B) Audio.se_play("Audio/SE/" + COOK::SON_FERMETURE) $scene = Scene_Map.new end # Fin de if B end # Fin de def update #------------------------------------------------------------------- def command_check # Désactivation des boutons impossibles -- #-+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- unless $game_party.item_number(COOK::RECETTES1_ING1) >= COOK::RECETTES1_ING1_n @command_achat.disable_item(0) end # Fin de unless #------------------------------------------------------------------ unless $game_party.item_number(COOK::RECETTES2_ING1) >= COOK::RECETTES2_ING1_n and $game_party.item_number(COOK::RECETTES2_ING2) >= COOK::RECETTES2_ING2_n @command_achat.disable_item(1) end # Fin de unless #------------------------------------------------------------------- unless $game_party.item_number(COOK::RECETTES3_ING1) >= COOK::RECETTES3_ING1_n and $game_party.item_number(COOK::RECETTES3_ING2) >= COOK::RECETTES3_ING2_n and $game_party.item_number(COOK::RECETTES3_ING3) >= COOK::RECETTES3_ING3_n @command_achat.disable_item(2) end # Fin de unless #------------------------------------------------------------------- unless $game_party.item_number(COOK::RECETTES4_ING1) >= COOK::RECETTES4_ING1_n and $game_party.item_number(COOK::RECETTES4_ING2) >= COOK::RECETTES4_ING2_n and $game_party.item_number(COOK::RECETTES4_ING3) >= COOK::RECETTES4_ING3_n and $game_party.item_number(COOK::RECETTES4_ING4) >= COOK::RECETTES4_ING4_n @command_achat.disable_item(3) end # Fin de unless #------------------------------------------------------------------- unless $game_party.item_number(COOK::RECETTES5_ING1) >= COOK::RECETTES5_ING1_n and $game_party.item_number(COOK::RECETTES5_ING2) >= COOK::RECETTES5_ING2_n @command_achat.disable_item(4) end # Fin de unless #------------------------------------------------------------------- unless $game_party.item_number(COOK::RECETTES6_ING1) >= COOK::RECETTES6_ING1_n and $game_party.item_number(COOK::RECETTES6_ING2) >= COOK::RECETTES6_ING2_n and $game_party.item_number(COOK::RECETTES6_ING3) >= COOK::RECETTES6_ING3_n @command_achat.disable_item(5) end # Fin de unless #------------------------------------------------------------------- unless $game_party.item_number(COOK::RECETTES7_ING1) >= COOK::RECETTES7_ING1_n and $game_party.item_number(COOK::RECETTES7_ING2) >= COOK::RECETTES7_ING2_n and $game_party.item_number(COOK::RECETTES7_ING3) >= COOK::RECETTES7_ING3_n @command_achat.disable_item(6) end # Fin de unless #------------------------------------------------------------------- unless $game_party.item_number(COOK::RECETTES8_ING1) >= COOK::RECETTES8_ING1_n and $game_party.item_number(COOK::RECETTES8_ING2) >= COOK::RECETTES8_ING2_n and $game_party.item_number(COOK::RECETTES8_ING3) >= COOK::RECETTES8_ING3_n and $game_party.item_number(COOK::RECETTES8_ING4) >= COOK::RECETTES8_ING4_n and $game_party.item_number(COOK::RECETTES8_ING5) >= COOK::RECETTES8_ING5_n @command_achat.disable_item(7) end # Fin de unless end # Fin de def end # Fin de class Scene_Cook ############################################# # Window_Recipe # Fenêtre avec ingrédients # #############################################
class Window_Recipe < Window_Base def initialize super(0, 0, COOK::ING_WIDTH, 420) self.opacity = 255 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = COOK::POLICE self.contents.font.size = COOK::POLICE_TAILLE refresh end # Fin de def main def refresh text_lenght = 170 align = 2 self.contents.clear self.contents.font.color = Color.new(192, 224, 255) self.contents.draw_text(0, 0, 160, 32, "Ingrédients") self.contents.font.color = Color.new(255, 255, 255) self.contents.draw_text(4, 32, text_lenght, 40, COOK::OBJ1_n.to_s + " x " + $game_party.item_number(COOK::OBJ1).to_s, align) self.contents.draw_text(4, 32, text_lenght, 80, COOK::OBJ2_n.to_s + " x " + $game_party.item_number(COOK::OBJ2).to_s, align) self.contents.draw_text(4, 32, text_lenght, 120, COOK::OBJ3_n.to_s + " x " + $game_party.item_number(COOK::OBJ3).to_s, align) self.contents.draw_text(4, 32, text_lenght, 160, COOK::OBJ4_n.to_s + " x " + $game_party.item_number(COOK::OBJ4).to_s, align) self.contents.draw_text(4, 32, text_lenght, 200, COOK::OBJ5_n.to_s + " x " + $game_party.item_number(COOK::OBJ5).to_s, align) self.contents.draw_text(4, 32, text_lenght, 240, COOK::OBJ6_n.to_s + " x " + $game_party.item_number(COOK::OBJ6).to_s, align) self.contents.draw_text(4, 32, text_lenght, 280, COOK::OBJ7_n.to_s + " x " + $game_party.item_number(COOK::OBJ7).to_s, align) self.contents.draw_text(4, 32, text_lenght, 320, COOK::OBJ8_n.to_s + " x " + $game_party.item_number(COOK::OBJ8).to_s, align) self.contents.draw_text(4, 32, text_lenght, 360, COOK::OBJ9_n.to_s + " x " + $game_party.item_number(COOK::OBJ9).to_s, align) self.contents.draw_text(4, 32, text_lenght, 400, COOK::OBJ10_n.to_s + " x " + $game_party.item_number(COOK::OBJ10).to_s, align) self.contents.draw_text(4, 32, text_lenght, 440, COOK::OBJ11_n.to_s + " x " + $game_party.item_number(COOK::OBJ11).to_s, align) self.contents.draw_text(4, 32, text_lenght, 480, COOK::OBJ12_n.to_s + " x " + $game_party.item_number(COOK::OBJ12).to_s, align) self.contents.draw_text(4, 32, text_lenght, 520, COOK::OBJ13_n.to_s + " x " + $game_party.item_number(COOK::OBJ13).to_s, align) self.contents.draw_text(4, 32, text_lenght, 560, COOK::OBJ14_n.to_s + " x " + $game_party.item_number(COOK::OBJ14).to_s, align) self.contents.draw_text(4, 32, text_lenght, 600, COOK::OBJ15_n.to_s + " x " + $game_party.item_number(COOK::OBJ15).to_s, align) self.contents.draw_text(4, 32, text_lenght, 640, COOK::OBJ16_n.to_s + " x " + $game_party.item_number(COOK::OBJ16).to_s, align) self.contents.draw_text(4, 32, text_lenght, 680, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ17).to_s, align) self.contents.draw_text(4, 32, text_lenght, 720, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ18).to_s, align) self.contents.draw_text(4, 32, text_lenght, 760, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ19).to_s, align) self.contents.draw_text(4, 32, text_lenght, 800, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ20).to_s, align) self.contents.draw_text(4, 32, text_lenght, 840, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ21).to_s, align) self.contents.draw_text(4, 32, text_lenght, 880, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ22).to_s, align) self.contents.draw_text(4, 32, text_lenght, 920, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ23).to_s, align) self.contents.draw_text(4, 32, text_lenght, 960, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ24).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1000, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ25).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1040, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ26).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1080, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ27).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1120, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ28).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1160, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ29).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1200, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ30).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1240, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ31).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1280, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ32).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1320, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ33).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1360, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ34).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1400, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ35).to_s, align) self.contents.draw_text(4, 32, text_lenght, 1440, COOK::OBJ17_n.to_s + " x " + $game_party.item_number(COOK::OBJ36).to_s, align) end # Fin de def refresh end # Fin de class Window_Recipe ######################################################### # Opacité des fenêtres # Changeable dans le module Cook # #########################################################
class Window_Base < Window alias Transp initialize def initialize(x, y, width, height) Transp(x, y, width, height) if $scene.is_a?(Scene_Cook) self.back_opacity = COOK::OPACITY end end end
module Spriteset_module def create_spriteset @spriteset = Spriteset_Map.new end def dispose_spriteset @spriteset.dispose end end
class Scene_Cook include Spriteset_module alias top main def main create_spriteset top dispose_spriteset end end
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