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| class Window_List < Window_Selectable
attr_accessor :path
def initialize
super(366, 82, 276, 352)
self.opacity, self.active, self.visible = 0, false, false
@path = ""
end
def refresh() @path.empty? ? refresh_map_list : refresh_file_list end
def refresh_map_list
map_infos = load_data("Data/MapInfos.rxdata")
@maps_id, @item_max, @index = map_infos.keys.sort, map_infos.size, 0
self.contents = Bitmap.new(width - 32, @item_max*32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 20
self.contents.fill_rect(0, 0, 244, @item_max*32, Color.new(64,64,128,128))
for i in 0...@item_max
self.contents.fill_rect(4, i*32+6, 236, 20, Color.new(0,0,0))
map_name = " %03d - #{map_infos[@maps_id[i]].name}" % @maps_id[i]
self.contents.draw_text(4, i*32+6, 236, 20, map_name)
end
end
def map_id() @maps_id[@index] end
def refresh_file_list
@filenames = Dir.entries(@path)
@filenames[0, 2] = "Aucun(e)"
@item_max, @index = @filenames.size, 0
self.contents = Bitmap.new(width - 32, @item_max*32)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 20
self.contents.fill_rect(0, 0, 244, @item_max*32, Color.new(64,64,128,128))
for i in 0...@item_max
self.contents.fill_rect(4, i*32+6, 236, 20, Color.new(0,0,0))
self.contents.draw_text(4, i*32+6, 236, 20, " #{@filenames[i]}")
end
end
def filename() @index == 0 ? "" : "Data System/#{@filenames[@index]}" end
def update_help
text = "Touche C : Valider - Touche B : Annuler"
text << " - Touche A : Aperçu" unless @path.empty?
@help_window.set_text(text, 1)
end
end
class Window_Map_Height < Window_Selectable
attr_accessor :map_id, :floors, :scale
def initialize
super(8, 64, 352, 352)
self.opacity = 0
self.active = false
@map_id, @scale = 0, 1.0
@map_sprite, @values_sprite, @help_sprite = Sprite_Map.new, Sprite.new, Sprite.new
@map_sprite.x, @map_sprite.y, @map_sprite.z = 24, 120, 100
@values_sprite.x, @values_sprite.y, @values_sprite.z = 24, 80, 100
@help_sprite.x, @help_sprite.y, @help_sprite.z = 240, 400, 100
@help_sprite.bitmap = Bitmap.new(128, 24)
@help_sprite.bitmap.font.color.set(0,0,0)
@help_sprite.bitmap.font.name = "Comic Sans MS"
@help_sprite.bitmap.font.size = 16
end
def dispose
@map_sprite.dispose
@values_sprite.bitmap.dispose if @values_sprite.bitmap
@values_sprite.dispose
@help_sprite.dispose
super
end
def draw_value(bitmap, x, y, value, color)
if value < 0
bitmap.fill_rect(x+15, y+1, 2, 1, color)
bitmap.fill_rect(x+14, y+2, 4, 1, color)
bitmap.fill_rect(x+13, y+3, 6, 1, color)
bitmap.fill_rect(x+12, y+4, 8, 1, color)
bitmap.fill_rect(x+11, y+5, 10, 1, color)
bitmap.fill_rect(x+10, y+6, 12, 1, color)
bitmap.fill_rect(x+13, y+7, 6, 24, color)
bitmap.fill_rect(x+1, y+13, 13, 6, color) if [-3, -4].include?(value)
bitmap.fill_rect(x+18, y+13, 13, 6, color) if [-2, -4].include?(value)
else
bitmap.font.color = color
bitmap.draw_text(x, y, 32, 32, value.to_s, 1)
end
end
def reset
for x in 0...@floors.xsize
for y in 0...@floors.ysize
if @floors[x, y] != 0
@floors[x, y] = 0
refresh_values(x, y)
end
end
end
end
def selected_value() @floors[@index % @column_max, @index / @column_max] end
def selected_value=(value) @floors[@index % @column_max, @index / @column_max] = [[-4, value].max, 32767].min end
def refresh_selected_value
x = @index % @column_max * 32 / @scale + 16 / @scale + @map_sprite.x - 40
y = @index / @column_max * 32 / @scale + 16 / @scale + @map_sprite.y - 96
x = [[x, self.ox].max, self.ox+288].min
y = [[y, self.oy].max, self.oy+288].min
self.contents.fill_rect(x, y, 32, 32, normal_color)
draw_value(self.contents, x, y, selected_value, Color.new(0,0,0))
end
def refresh_values(x = @index % @column_max, y = @index / @column_max)
@values_sprite.bitmap.fill_rect(x*32+1, y*32+1, 30, 30, Color.new(0,0,0,0))
black_color = Color.new(0,0,0)
draw_value(@values_sprite.bitmap, x*32-1, y*32, @floors[x, y], black_color)
draw_value(@values_sprite.bitmap, x*32+1, y*32, @floors[x, y], black_color)
draw_value(@values_sprite.bitmap, x*32, y*32-1, @floors[x, y], black_color)
draw_value(@values_sprite.bitmap, x*32, y*32+1, @floors[x, y], black_color)
draw_value(@values_sprite.bitmap, x*32, y*32, @floors[x, y], normal_color)
end
def refresh_map
Graphics.freeze
thread = Thread.new {loop {Graphics.update; sleep(5)}}
@map_sprite.map_id = @map_id
@map_sprite.refresh
width, height = @map_sprite.bitmap.width, @map_sprite.bitmap.height
@values_sprite.bitmap.dispose if @values_sprite.bitmap
@values_sprite.bitmap = Bitmap.new(width, height)
@values_sprite.bitmap.font.name = "Comic Sans MS"
@values_sprite.bitmap.font.size = 24
grid_color = Color.new(0,0,0)
(width/32).times {|i| @values_sprite.bitmap.fill_rect(i*32, 0, 1, height, grid_color)}
(height/32).times {|i| @values_sprite.bitmap.fill_rect(0, i*32, width, 1, grid_color)}
@item_max, @column_max = width * height / 1024, width / 32
filename = "Data/Data System/Map%03dH.rxdata" % @map_id
if FileTest.exist?(filename)
@floors = load_data(filename)[1]
if @floors.xsize != width/32 or @floors.ysize != height/32
print(" La taille de la map a été modifié depuis la dernière sauvegarde.\n",
"Il est conseillé de re-sauvegardé même si aucune modification n'a été apporté.")
@floors.resize(width/32, height/32)
end
else @floors = Table.new(width/32, height/32)
end
refresh_scale
refresh_help
@floors.xsize.times {|x| @floors.ysize.times {|y| refresh_values(x, y)}}
thread.kill
Graphics.transition
end
def refresh_scale
@index = self.ox = self.oy = 0
width, height = @map_sprite.bitmap.width, @map_sprite.bitmap.height
self.contents = Bitmap.new([width/@scale, 320].max, [height/@scale, 320].max)
self.contents.font.color.set(0,0,0)
self.contents.font.name = "Comic Sans MS"
self.contents.font.size = 24
@values_sprite.src_rect = @map_sprite.src_rect = Rect.new(0, 0, 320*@scale, 320*@scale)
@values_sprite.zoom_x = @values_sprite.zoom_y = @map_sprite.zoom_x = @map_sprite.zoom_y = 1 / @scale
@values_sprite.x = @map_sprite.x = 24 + [(320 - width/@scale) / 2, 0].max
@values_sprite.y = @map_sprite.y = 80 + [(320 - height/@scale) / 2, 0].max
update_cursor_rect
end
def refresh_help
@help_sprite.bitmap.fill_rect(0, 1, 40, 14, normal_color)
@help_sprite.bitmap.fill_rect(43, 1, 40, 14, normal_color)
@help_sprite.bitmap.fill_rect(86, 1, 40, 14, normal_color)
@help_sprite.bitmap.draw_text(0, 0, 42, 16, " x : "+(@index % @column_max).to_s)
@help_sprite.bitmap.draw_text(43, 0, 42, 16, " y : "+(@index / @column_max).to_s)
@help_sprite.bitmap.draw_text(86, 0, 42, 16, " z : "+selected_value.to_s)
end
def update_cursor_rect
x = @index % @column_max * 32 / @scale + @map_sprite.x - 24
y = @index / @column_max * 32 / @scale + @map_sprite.y - 80
self.ox += 32 / @scale if x > 320 + self.ox - 32 / @scale
self.ox -= 32 / @scale if x < self.ox
self.oy += 32 / @scale if y > 320 + self.oy - 32 / @scale
self.oy -= 32 / @scale if y < self.oy
self.cursor_rect.set(x - self.ox, y- self.oy, 32/@scale, 32/@scale)
@values_sprite.src_rect.y = @map_sprite.src_rect.y = self.oy * @scale
@values_sprite.src_rect.x = @map_sprite.src_rect.x = self.ox * @scale
end
def update_help
refresh_help
if self.active
text = "Touche C : Modifier valeur - Touche B : Retour - Touche A : Coller dernière valeur"
else
text = "Appuyez sur les touches Haut et Bas pour modifier la valeur."
end
@help_window.set_text(text, 1)
end
end
class Window_Height_Config < Window_Selectable
attr_accessor :map_id, :gravity, :scale
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
@item_max, @index, @map_id, @scale = 7, 0, 0, 0
refresh
end
def refresh
self.contents.clear
self.contents.fill_rect(0, 48, 608, 1, normal_color)
self.contents.fill_rect(0, 400, 608, 1, normal_color)
self.contents.fill_rect(352, 48, 1, 352, normal_color)
self.contents.fill_rect(352, 272, 256, 1, normal_color)
self.contents.fill_rect(370, 88, 236, 20, normal_color)
self.contents.fill_rect(490, 122, 116, 20, normal_color)
self.contents.fill_rect(490, 146, 116, 20, normal_color)
self.contents.font.size = 28
self.contents.font.color = knockout_color
self.contents.draw_text(0, 0, 608, 32, "Utilitaire de configuration de la hauteur", 1)
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(368, 56, 240, 24, "Choix de la map :")
self.contents.draw_text(368, 120, 120, 24, "Gravité :")
self.contents.draw_text(368, 144, 120, 24, "Echelle :")
self.contents.draw_text(368, 168, 240, 24, "Modifier les valeurs", 1)
self.contents.draw_text(368, 192, 240, 24, "Remettre à zéro", 1)
self.contents.draw_text(368, 216, 240, 24, "Annuler les modifications", 1)
self.contents.draw_text(368, 240, 240, 24, "Enregistrer les modifications", 1)
self.contents.draw_text(368, 272, 240, 24, "Légende :")
self.contents.fill_rect(377, 304, 2, 10, normal_color)
self.contents.fill_rect(377, 328, 2, 10, normal_color)
self.contents.fill_rect(377, 352, 2, 10, normal_color)
self.contents.fill_rect(377, 376, 2, 10, normal_color)
self.contents.fill_rect(378, 332, 5, 2, normal_color)
self.contents.fill_rect(373, 356, 5, 2, normal_color)
self.contents.fill_rect(373, 380, 10, 2, normal_color)
self.contents.font.size = 18
self.contents.draw_text(400, 298, 208, 20, ": Mur sautable rien que par le bas")
self.contents.draw_text(400, 322, 208, 20, ": Mur sautable aussi par la droite")
self.contents.draw_text(400, 346, 208, 20, ": Mur sautable aussi par la gauche")
self.contents.draw_text(400, 370, 208, 20, ": Mur sautable de toute part")
self.contents.draw_text(0, 400, 64, 20, "Aide")
self.contents.font.color.set(0,0,0)
self.contents.font.size = 20
end
def refresh_map
map_name = load_data("Data/MapInfos.rxdata")[@map_id].name
self.contents.fill_rect(370, 88, 236, 20, normal_color)
self.contents.draw_text(370, 88, 236, 20, " %03d - #{map_name}" % @map_id)
filename = "Data/Data System/Map%03dH.rxdata" % @map_id
@gravity = FileTest.exist?(filename) ? load_data(filename)[0] : Game_Map::Default_Gravity
refresh_values
end
def refresh_values
self.contents.fill_rect(490, 122, 116, 20, normal_color)
self.contents.fill_rect(490, 146, 116, 20, normal_color)
@gravity, @scale = [[@gravity, 1].max, 19].min, [[@scale, 0].max, 4].min
self.contents.draw_text(490, 122, 116, 20, (@gravity*0.1).to_s, 1)
self.contents.draw_text(490, 146, 116, 20, "1 / "+(2**@scale).to_s, 1)
end
def update_cursor_rect
x, y, w = 364, @index.abs * 24 + 56, 120
x += 124 if @index < 0
y += 40 if @index != 0
w += 124 if @index > 2
self.cursor_rect.set(x, y, w, 24)
end
def update_help
text = case @index
when 0; "Sélectionnez la map que vous désirez configurer."
when 1; "Plus la gravité est basse plus les bonds seront lents et hauts."
when 2; "Choisissez l'échelle de l'aperçu."
when 3; "Modifier les valeurs de cette map ?"
when 4; "Remettre les paramètres de cette map à zéro ?"
when 5; "Charger les paramètres précédents de cette map ?"
when 6; "Sauvegarder les nouveaux paramètres de cette map ?"
else "Appuyez sur les touches Haut et Bas pour modifier la valeur."
end
@help_window.set_text(text, 1)
end
end
class Window_Depth_Config < Window_Selectable
attr_accessor :map_id, :zoom_max, :zoom_min, :zoom_factor, :zoom_origin, :zoom_default
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS"
@item_max, @index, @map_id = 9, 0, 0
@map_sprite, @cursors_sprite = Sprite_Map.new, Sprite.new
@map_sprite.x, @map_sprite.y, @map_sprite.z = 24, 120, 100
@cursors_sprite.x, @cursors_sprite.y, @cursors_sprite.z = 8, 64, 101
@cursors_sprite.bitmap = Bitmap.new(352, 352)
@cursors_sprite.bitmap.font.color.set(0,0,0)
@cursors_sprite.bitmap.font.name = "Comic Sans MS"
@cursors_sprite.bitmap.font.size = 20
refresh
end
def dispose
@map_sprite.dispose
@cursors_sprite.dispose
super
end
def refresh
self.contents.clear
self.contents.fill_rect(0, 48, 608, 1, normal_color)
self.contents.fill_rect(0, 400, 608, 1, normal_color)
self.contents.fill_rect(352, 272, 256, 1, normal_color)
self.contents.fill_rect(352, 48, 1, 352, normal_color)
self.contents.fill_rect(370, 88, 236, 20, normal_color)
self.contents.fill_rect(490, 122, 116, 20, normal_color)
self.contents.fill_rect(490, 146, 116, 20, normal_color)
self.contents.fill_rect(490, 170, 116, 20, normal_color)
self.contents.fill_rect(490, 194, 116, 20, normal_color)
self.contents.fill_rect(490, 218, 116, 20, normal_color)
self.contents.font.size = 28
self.contents.font.color = knockout_color
self.contents.draw_text(0, 0, 608, 32, "Utilitaire de configuration de la profondeur", 1)
self.contents.font.color = normal_color
self.contents.font.size = 20
self.contents.draw_text(368, 56, 240, 24, "Choix de la map :")
self.contents.draw_text(368, 120, 120, 24, "Zoom max :")
self.contents.draw_text(368, 144, 120, 24, "Zoom min :")
self.contents.draw_text(368, 168, 120, 24, "Zoom facteur :")
self.contents.draw_text(368, 192, 120, 24, "Zoom origine :")
self.contents.draw_text(368, 216, 120, 24, "Zoom défaut :")
self.contents.draw_text(368, 240, 80, 24, "R à Z", 1)
self.contents.draw_text(448, 240, 80, 24, "Annuler", 1)
self.contents.draw_text(528, 240, 80, 24, "Enregistrer", 1)
self.contents.draw_text(368, 272, 240, 24, "Légende :")
self.contents.fill_rect(368, 304, 20, 10, Color.new(255,0,0))
self.contents.fill_rect(368, 328, 20, 10, Color.new(0,0,255))
self.contents.fill_rect(368, 352, 20, 10, Color.new(255,255,0))
self.contents.fill_rect(368, 376, 20, 10, Color.new(255,255,255))
self.contents.font.size = 18
self.contents.draw_text(400, 298, 208, 20, ": Zone où le zoom est au maximum")
self.contents.draw_text(400, 322, 208, 20, ": Zone où le zoom est au minimum")
self.contents.draw_text(400, 346, 208, 20, ": Origine du zoom")
self.contents.draw_text(400, 370, 208, 20, ": Valeur du zoom à cet endroit")
self.contents.draw_text(0, 400, 64, 20, "Aide")
self.contents.font.color.set(0,0,0)
self.contents.draw_text(368, 371, 20, 20, "x%", 2)
self.contents.font.size = 20
end
def refresh_map
@map_sprite.map_id = @map_id
@map_sprite.refresh
@width, @height = @map_sprite.bitmap.width, @map_sprite.bitmap.height
@map_sprite.zoom_x = @map_sprite.zoom_y = 1
if @width > 320
i = 320.0 / @width
@map_sprite.zoom_x = @map_sprite.zoom_y *= i
@height *= i
@width *= i
end
if @height > 320
i = 320.0 / @height
@map_sprite.zoom_x = @map_sprite.zoom_y *= i
@height *= i
@width *= i
end
@map_sprite.x, @map_sprite.y = 184-@width/2.0, 240-@height/2.0
map_name = load_data("Data/MapInfos.rxdata")[@map_id].name
self.contents.fill_rect(370, 88, 236, 20, normal_color)
self.contents.draw_text(370, 88, 236, 20, " %03d - #{map_name}" % @map_id)
filename = "Data/Data System/Map%03dD.rxdata" % @map_id
@zoom_max, @zoom_min, @zoom_factor, @zoom_origin, @zoom_default =
FileTest.exist?(filename) ? load_data(filename) : Game_Map::Default_Depth
refresh_values
end
def refresh_values
self.contents.fill_rect(490, 122, 116, 20, normal_color)
self.contents.fill_rect(490, 146, 116, 20, normal_color)
self.contents.fill_rect(490, 170, 116, 20, normal_color)
self.contents.fill_rect(490, 194, 116, 20, normal_color)
self.contents.fill_rect(490, 218, 116, 20, normal_color)
@zoom_max = [@zoom_max, @zoom_min].max if @index == -1
@zoom_min = [[@zoom_max, @zoom_min].min, 0].max if @index == -2
@zoom_factor = [[@zoom_factor, 1000].min, -1000].max if @index == -3
@zoom_default = [[@zoom_default, @zoom_min-100].max, @zoom_max-100].min
self.contents.draw_text(490, 122, 116, 20, "#@zoom_max % ", 2)
self.contents.draw_text(490, 146, 116, 20, "#@zoom_min % ", 2)
self.contents.draw_text(490, 170, 116, 20, "#{(@zoom_factor*0.1)} % ", 2)
self.contents.draw_text(490, 194, 116, 20, "#@zoom_origin % ", 2)
self.contents.draw_text(490, 218, 116, 20, "#@zoom_default % ", 2)
@cursors_sprite.bitmap.clear
depth, zoom_factor = @map_sprite.bitmap.height/32 - 1.0, 0.001 * @zoom_factor
zoom_max, zoom_min = 0.01 * @zoom_max, 0.01 * @zoom_min
zoom_origin, zoom_default = 0.01 * @zoom_origin * depth, 0.01 * @zoom_default
value_up = ([[1 - (depth - zoom_origin) * zoom_factor + zoom_default, zoom_max].min, zoom_min].max * 100).round
value_down = ([[1 - (0 - zoom_origin) * zoom_factor + zoom_default, zoom_max].min, zoom_min].max * 100).round
value_origin = [[100+@zoom_default, @zoom_max].min, @zoom_min].max
pos_origin = @map_sprite.y + @height - 64 - @zoom_origin * @height / 100.0
if @zoom_factor != 0
pos_min = ((@zoom_default+100.0-@zoom_min)*@height)/(0.1*@zoom_factor.abs*depth)
pos_max = ((@zoom_max-100.0-@zoom_default)*@height)/(0.1*@zoom_factor.abs*depth)
if @zoom_factor > 0
y_up, y_down = @map_sprite.y - 64, pos_origin + pos_max
y2_up, y2_down = pos_origin - pos_min - y_up + 1, @map_sprite.y + @height - 63 - y_down
else
y_up, y_down = pos_origin + pos_max, @map_sprite.y - 64
y2_up, y2_down = @map_sprite.y + @height - 63 - y_up, pos_origin - pos_min - y_down + 1
end
y_up, y_down = [y_up, @map_sprite.y - 64].max, [y_down, @map_sprite.y - 64].max
y2_up, y2_down = [y2_up, @height].min, [y2_down, @height].min
@cursors_sprite.bitmap.fill_rect(@map_sprite.x-8, y_up, @width, y2_up, Color.new(0,0,255,128))
@cursors_sprite.bitmap.fill_rect(@map_sprite.x-8, y_down, @width, y2_down, Color.new(255,0,0,128))
end
@cursors_sprite.bitmap.fill_rect(@map_sprite.x-8, pos_origin-4, @width, 8, Color.new(255,255,0,128))
@cursors_sprite.bitmap.fill_rect(144, pos_origin-10, 64, 20, normal_color)
@cursors_sprite.bitmap.draw_text(144, pos_origin-10, 64, 20, "#{value_origin} % ", 2)
x, y = [@map_sprite.x - 40, 0].max, @map_sprite.y - 64
@cursors_sprite.bitmap.fill_rect(x, y-10, 64, 20, normal_color)
@cursors_sprite.bitmap.draw_text(x, y-10, 64, 20, "#{value_up} % ", 2)
x = [@map_sprite.x - 40 + @width, 288].min
y += @height
@cursors_sprite.bitmap.fill_rect(x, y-10, 64, 20, normal_color)
@cursors_sprite.bitmap.draw_text(x, y-10, 64, 20, "#{value_down} % ", 2)
end
def update_cursor_rect
x, y, w = 364, [@index.abs, 6].min * 24 + 56, 120
x += 124 if @index < 0
x += (@index-6)*82 if @index > 5
y += 40 if @index != 0
w = 80 if @index > 5
self.cursor_rect.set(x, y, w, 24)
end
def update_help
text = case @index
when 0; "Sélectionnez la map que vous désirez configurer."
when 1; "Le zoom maximum sert à limiter l'augmentation des personnages."
when 2; "Le zoom minimum sert à limiter la diminution des personnages."
when 3; "Le facteur de zoom est la valeur dont le zoom d'un personnage sera modifié lorsqu'il se déplacera verticalement d'un carreau."
when 4; "L'origine du zoom est l'endroit où les personnages auront leur zoom initial."
when 5; "Le zoom par défaut est une valeur qui sera ajoutée au zoom des personnages quelle que soit leur position."
when 6; "Remettre les paramètres de cette map à zéro ?"
when 7; "Charger les paramètres précédents de cette map ?"
when 8; "Sauvegarder les nouveaux paramètres de cette map ?"
else "Appuyez sur les touches Haut et Bas pour modifier la valeur."
end
@help_window.set_text(text, 1)
end
end |