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❤ 0 Voici deux scripts permettant chacun de faire apparaître une barre de vie au dessus des ennemies, ne choisissez qu'un seul script selon votre préférence et placez-le au dessus de "Main".
Conditions d'utilisation
- Vous devez créditer Vlue (Demonious Tails)
- Vous pouvez utiliser ce script pour des projets commerciaux
Basic Enemy HP Bars v2.8.2
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| #--# Basic Enemy HP Bars v 2.9
#
# Adds customizable hp bars to enemies in battle. See configuration
# below for more detail. Also allows for the option of using a nice
# graphical hp bar from a image file.
#
# Usage: Plug and play, customize as needed.
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# given by email: sumptuaryspade@live.ca
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
# All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
#Customization starts here:
module DTP_HP
#Whether to place the hp bar above or below the enemy
ABOVE_MONSTER = true
#Whether to use a custome image or not:
#Image would be placed in Graphics/System and named Custom_HP.png
CUSTOM_BAR = false
#Whether to include the hp bar or not
USE_HP_BAR = true
#Whether to include an mp bar or not
USE_MP_BAR = true
#The width of the hp bar
BAR_WIDTH = 66
#The height of the hp bar
BAR_HEIGHT = 5
#The width of the border around the hp bar
BORDER_WIDTH = 1
#The height of the border around the hp bar
BORDER_HEIGHT = 1
#Offset the hp bar along the x-axis(left,right)
BAR_OFFSET_X = 0
#Offset the hp bar along the y-axis(up,down)
BAR_OFFSET_Y = 0
#Color for the back of the hp bar
COLOR_BAR_BACK = Color.new(0,0,0,200)
#First color for the hp bar gradient
COLOR_BAR_1 = Color.new(255,0,0)
#Second color for the hp bar gradient
COLOR_BAR_2 = Color.new(200,100,100)
#Outside border color
COLOR_BORDER_1 = Color.new(0,0,0,185)
#Inside border color
COLOR_BORDER_2 = Color.new(255,255,255,185)
#First color for the mp bar gradient
MP_COLOR_BAR_1 = Color.new(0,175,255)
#Second color fot he mp bar gradient
MP_COLOR_BAR_2 = Color.new(0,0,255)
#Whether to display text or not
USE_TEXT = true
#Text to be displayed, chp = current hp, mhp = max hp, php = percentage hp
#Examples: "php%" or "chp/mhp" or "chp - php%"
TEXT_DISPLAY = "chp"
#Offset for the text along the x-axis(left,right)
TEXT_OFFSET_X = 5
#Offset for the text along the y-axis(up,down)
TEXT_OFFSET_Y = -24
#Size of the displayed text
TEXT_SIZE = Font.default_size
#Font of the displayed text
TEXT_FONT = Font.default_name
#Show bars only when specific actor in party. Array format. Example: [8,7]
#Set to [] to not use actor only
SPECIFIC_ACTOR = []
#Show enemy hp bar only if certain state is applied (like a scan state)
#Set to 0 to not use state only
SCAN_STATE = 0
#Enemies will show hp bar as long as they have been affected but scan state
#at least once before
SCAN_ONCE = false
#Hp bars will only show when you are targetting a monster
ONLY_ON_TARGET = false
#Text to display if it's a boss monster, accepts same arguments
BOSS_TEXT = "???"
#The width of the boss hp bar
BOSS_BAR_WIDTH = 66
#The height of the boss hp bar
BOSS_BAR_HEIGHT = 5
#The width of the border around the boss hp bar
BOSS_BORDER_WIDTH = 1
#The height of the border around the boss hp bar
BOSS_BORDER_HEIGHT = 1
#ID's of boss monsters in array format.
BOSS_MONSTERS = []
end
#Customization ends here
class Sprite_Battler
alias hpbar_update update
alias hpbar_dispose dispose
def update
hpbar_update
return unless @battler.is_a?(Game_Enemy)
if @battler
update_hp_bar
end
end
def update_hp_bar
boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
setup_bar if @hp_bar.nil?
if @text_display.nil?
@text_display = Sprite_Base.new(self.viewport)
@text_display.bitmap = Bitmap.new(100,DTP_HP::TEXT_SIZE)
@text_display.bitmap.font.size = DTP_HP::TEXT_SIZE
@text_display.bitmap.font.name = DTP_HP::TEXT_FONT
@text_display.x = @hp_bar.x + DTP_HP::TEXT_OFFSET_X
@text_display.y = @hp_bar.y + DTP_HP::TEXT_OFFSET_Y
@text_display.z = 105
end
determine_visible
return unless @hp_bar.visible
if @hp_bar.opacity != self.opacity
@hp_bar.opacity = self.opacity
@mp_bar.opacity = @hp_bar.opacity if DTP_HP::USE_MP_BAR
end
@hp_bar.bitmap.clear
if !boss
width = DTP_HP::BAR_WIDTH
height = DTP_HP::BAR_HEIGHT
bwidth = DTP_HP::BORDER_WIDTH
bheight = DTP_HP::BORDER_HEIGHT
else
width = DTP_HP::BOSS_BAR_WIDTH
height = DTP_HP::BOSS_BAR_HEIGHT
bwidth = DTP_HP::BOSS_BORDER_WIDTH
bheight = DTP_HP::BOSS_BORDER_HEIGHT
end
btotal = (bwidth + bheight) * 2
rwidth = @hp_bar.bitmap.width
rheight = @hp_bar.bitmap.height
if !DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
@hp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
@hp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
@hp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
end
hp_width = @battler.hp_rate * width
if DTP_HP::USE_HP_BAR
@hp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,hp_width,height,DTP_HP::COLOR_BAR_1,DTP_HP::COLOR_BAR_2)
end
if DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
@hp_bar.bitmap.blt(0,0,border_bitmap,rect)
end
if DTP_HP::USE_MP_BAR
@mp_bar.bitmap.clear
if !DTP_HP::CUSTOM_BAR
@mp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
@mp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
@mp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
end
mp_width = @battler.mp_rate * width
@mp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,mp_width,height,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
if DTP_HP::CUSTOM_BAR
border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
@mp_bar.bitmap.blt(0,0,border_bitmap,rect)
end
end
return unless DTP_HP::USE_TEXT
@text_display.opacity = @hp_bar.opacity if @text_display.opacity != @hp_bar.opacity
@text_display.bitmap.clear
text = DTP_HP::TEXT_DISPLAY.clone
text = DTP_HP::BOSS_TEXT.clone if DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
text.gsub!(/chp/) {@battler.hp}
text.gsub!(/mhp/) {@battler.mhp}
text.gsub!(/php/) {(@battler.hp_rate * 100).to_i}
@text_display.bitmap.draw_text(0,0,100,@text_display.height,text)
end
def setup_bar
boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
@hp_bar = Sprite_Base.new(self.viewport)
if !boss
width = DTP_HP::BAR_WIDTH + DTP_HP::BORDER_WIDTH * 4
height = DTP_HP::BAR_HEIGHT + DTP_HP::BORDER_HEIGHT * 4
else
width = DTP_HP::BOSS_BAR_WIDTH + DTP_HP::BOSS_BORDER_WIDTH * 4
height = DTP_HP::BOSS_BAR_HEIGHT + DTP_HP::BOSS_BORDER_HEIGHT * 4
end
if DTP_HP::CUSTOM_BAR
tempbmp = Bitmap.new("Graphics/System/Custom_HP.png")
width = tempbmp.width
height = tempbmp.height
end
@hp_bar.bitmap = Bitmap.new(width,height)
@hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.bitmap.height - @hp_bar.height
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
@hp_bar.x = 0 if @hp_bar.x < 0
@hp_bar.y = 0 if @hp_bar.y < 0
@hp_bar.z = 104
if DTP_HP::USE_MP_BAR
@mp_bar = Sprite_Base.new(self.viewport)
@mp_bar.bitmap = Bitmap.new(@hp_bar.width,@hp_bar.height)
@mp_bar.x = @hp_bar.x + 6
@mp_bar.y = @hp_bar.y + @mp_bar.height - 3
@mp_bar.z = 103
end
end
def determine_visible
if !@battler.alive?
@hp_bar.visible = false
@mp_bar.visible = false if @mp_bar
@text_display.visible = false
if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
$game_party.monster_scans[@battler.enemy_id] = true
end
return if !@battler.alive?
end
@hp_bar.visible = true
if DTP_HP::SCAN_STATE != 0
@hp_bar.visible = false
@hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
if DTP_HP::SCAN_ONCE
@hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
$game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
end
end
if !DTP_HP::SPECIFIC_ACTOR.empty?
@hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
DTP_HP::SPECIFIC_ACTOR.each do |i|
next unless $game_party.battle_members.include?($game_actors[i])
@hp_bar.visible = true
end
end
if DTP_HP::ONLY_ON_TARGET
return unless SceneManager.scene.is_a?(Scene_Battle)
return unless SceneManager.scene.enemy_window
@hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
@hp_bar.visible = false if !SceneManager.scene.enemy_window.active
end
@text_display.visible = false if !@hp_bar.visible
@text_display.visible = true if @hp_bar.visible
@mp_bar.visible = @hp_bar.visible if DTP_HP::USE_MP_BAR
end
def dispose
@hp_bar.dispose if @hp_bar
@mp_bar.dispose if @mp_bar
@text_display.dispose if @text_display
hpbar_dispose
end
end
class Scene_Battle
attr_reader :enemy_window
def target_window_index
begin
@enemy_window.enemy.index
rescue
return -1
end
end
end
class Game_Party
alias hp_bar_init initialize
attr_accessor :monster_scans
def initialize
hp_bar_init
@monster_scans = []
end
end |
Basic Enemy HP Bars Lite v1.1b
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| #--# Basic Enemy HP Bars Lite v 1.1c
#
# Adds options for hp/mp bars, enemy name, state icons, and even targetting icon
# to appear over the enemy in battle.
#
# Usage: Plug and play, customize as needed.
# New Notetag: <BOSS> determines if enemy is a boss or not.
# <HIDE NAME> name displays as ???
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# posted on the thread for the script
# given by email: sumptuaryspade@live.ca
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
# All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
#--Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
module DTP_HP
#Whether to include the hp bar or not
USE_HP_BAR = true
#Whether to include an mp bar or not
USE_MP_BAR = false
#Whether or not to include state icons
USE_STATES = false
#Whether to display enemy name or not
USE_TEXT = false
#Display HP numbers
USE_HP_TEXT = false
#Icon to be displayed over current target, set to 0 to disable
DISPLAY_ICON = 325
#Display hp bar above the enemy, false for below
ABOVE_MONSTER = true
#Offset the hp bar along the x-axis(left,right)
BAR_OFFSET_X = 0
#Offset the hp bar along the y-axis(up,down)
BAR_OFFSET_Y = 0
#First color for the mp bar gradient
MP_COLOR_BAR_1 = Color.new(0,175,255)
#Second color fot the mp bar gradient
MP_COLOR_BAR_2 = Color.new(0,0,255)
#Show bars only when specific actor in party. Array format. Example: [8,7]
#Set to [] to not use actor only
SPECIFIC_ACTOR = []
#Show enemy hp bar only if certain state is applied (like a scan state)
#Set to 0 to not use state only
SCAN_STATE = 0
#Enemies will show hp bar as long as they have been affected by scan state
#at least once before
SCAN_ONCE = false
#Hp bars will only show when you are targetting a monster
ONLY_ON_TARGET = false
end
class Sprite_Battler
alias hpbar_update update
alias hpbar_dispose dispose
def update
hpbar_update
return unless @battler.is_a?(Game_Enemy)
if @battler
update_hp_bar
end
end
def update_hp_bar
setup_bar if @hp_bar.nil?
determine_visible
return unless @hp_bar.visible
@hp_bar.update
if @hp_bar.contents_opacity != self.opacity
@hp_bar.contents_opacity = self.opacity
end
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.height - @hp_bar.height
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
@hp_bar.y = 0 if @hp_bar.y < 0
@hp_bar.y = -12 if @battler.boss?
@hp_bar.contents.clear
width = @hp_bar.contents.width - @hp_bar.padding
hp_width = @battler.hp_rate
yy = 0
if DTP_HP::DISPLAY_ICON > 0
if SceneManager.scene.is_a?(Scene_Battle) &&
SceneManager.scene.enemy_window &&
SceneManager.scene.enemy_window.active &&
SceneManager.scene.target_window_index == @battler.index
@hp_bar.draw_icon(DTP_HP::DISPLAY_ICON,@hp_bar.contents.width/2,yy)
end
yy += 24
end
if DTP_HP::USE_TEXT and !@battler.boss?
if @battler.hide_name
@hp_bar.draw_text(0,yy,width,24,"???",2)
else
@hp_bar.draw_text(0,yy,width,24,@battler.name,2)
end
yy += 24
end
if DTP_HP::USE_HP_BAR
height = @battler.boss? ? 16 : 8
yy -= 12 if !DTP_HP::USE_HP_TEXT
if @special
@hp_bar.draw_actor_hp(@battler, @hp_bar.padding/2, yy, width, height, @battler.boss? || !DTP_HP::USE_HP_TEXT)
else
if !DTP_HP::USE_HP_TEXT
@hp_bar.draw_actor_hp_notext(@battler, @hp_bar.padding/2, yy, width)
else
@hp_bar.draw_actor_hp(@battler, @hp_bar.padding/2, yy, width)
end
end
yy += 12
end
if DTP_HP::USE_TEXT and @battler.boss?
if @battler.hide_name
@hp_bar.draw_text(0,12,width,24,"???",2)
else
@hp_bar.draw_text(0,12,width,24,@battler.name,2)
end
if @special
@hp_bar.change_color(@hp_bar.system_color)
@hp_bar.draw_text(0,24,width,24,Vocab::hp_a)
@hp_bar.change_color(@hp_bar.normal_color)
end
end
if DTP_HP::USE_MP_BAR and !@battler.boss?
mp_width = @battler.mp_rate * width
@gauge_hp_y_for_nothing_at_all = yy
@hp_bar.draw_gauge(@hp_bar.padding/2,yy,width,@battler.mp_rate,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
yy += 24
end
if DTP_HP::USE_STATES
xx = 2
yy += 12 if @battler.boss?
@battler.states.each do |state|
@hp_bar.draw_icon(state.icon_index,xx,yy)
xx += 24
end
end
end
def setup_bar
@special = Module.const_defined?(:SPECIAL_GAUGES)
if @battler.boss?
@hp_bar = Window_Base.new(0,-12,Graphics.width,96)
else
height = 24
height += 24 if DTP_HP::DISPLAY_ICON > 0
height += 24 if DTP_HP::USE_TEXT
height += 24 if DTP_HP::USE_HP_BAR
height += 24 if DTP_HP::USE_MP_BAR
height += 24 if DTP_HP::USE_STATES
@hp_bar = Window_Base.new(0,0,120,height)
@hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.height - @hp_bar.height
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
@hp_bar.x = 0 if @hp_bar.x < 0
@hp_bar.y = 0 if @hp_bar.y < 0
end
@hp_bar.opacity = 0
@hp_bar.z = self.z + 1
@hp_bar.viewport = self.viewport
end
def determine_visible
if !@battler.alive? && !@battler.hidden?
if @special
if @hp_bar.gauges[[@hp_bar.padding/2,@gauge_hp_y_for_nothing_at_all]]
@hp_bar.visible = false if @hp_bar.gauges[[@hp_bar.padding/2,@gauge_hp_y_for_nothing_at_all]].cur_val == 0
end
else
@hp_bar.visible = false
end
if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
$game_party.monster_scans[@battler.enemy_id] = true
end
return if !@battler.alive?
end
@hp_bar.visible = true
if DTP_HP::SCAN_STATE != 0
@hp_bar.visible = false
@hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
if DTP_HP::SCAN_ONCE
@hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
$game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
end
end
if !DTP_HP::SPECIFIC_ACTOR.empty?
@hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
DTP_HP::SPECIFIC_ACTOR.each do |i|
next unless $game_party.battle_members.include?($game_actors[i])
@hp_bar.visible = true
end
end
if DTP_HP::ONLY_ON_TARGET
return unless SceneManager.scene.is_a?(Scene_Battle)
return unless SceneManager.scene.enemy_window
@hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
@hp_bar.visible = false if !SceneManager.scene.enemy_window.active
end
end
def dispose
@hp_bar.dispose if @hp_bar
hpbar_dispose
end
end
class Window_Base
def draw_actor_hp_notext(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::hp_a)
change_color(normal_color)
end
end
class Scene_Battle
attr_reader :enemy_window
def target_window_index
begin
@enemy_window.enemy.index
rescue
return -1
end
end
end
class Game_Party
alias hp_bar_init initialize
attr_accessor :monster_scans
def initialize
hp_bar_init
@monster_scans = []
end
end
class Game_Enemy
def boss?
self.enemy.note =~ /<BOSS>/
end
def hide_name
self.enemy.note =~ /<HIDE NAME>/
end
end |
Mis à jour le 22 octobre 2020.
|
citronapple -
posté le 18/09/2014 à 21:58:55 (12 messages postés)
| | Combiner avec un script d'A-RPG ça peut être intéressant non ? J’essaierais. Merci en tout cas !
|
Faut pas respirer la compote. Ça fait tousser. |
Necromandien -
posté le 15/07/2015 à 19:27:55 (156 messages postés)
| Des p'tits trous, des p'tits trous, TOUJOURS DES P'TITS TROUS !!! | Speaky a dit:
Encore un script qui ne marche pas.
|
C'est sur que quand on ne sait pas s'en servir c'est compliqué
|
Un magicien n'est jamais en retard, ni en avance d'ailleurs, il arrive précisément à l'heure prévue ! |
Ticano -
posté le 25/05/2016 à 13:38:00 (1 messages postés)
| | Necromandien a dit:
Speaky a dit:
Encore un script qui ne marche pas.
|
C'est sur que quand on ne sait pas s'en servir c'est compliqué
|
Comme d'habitude, pour t'en servir va dans "Editeur de Scripts" ou appuie sur la touche F11 puis descends tout en bas ! Là ou il y à "Main" ! Tu fait un clique droit, tu clique sur "Insérer" puis tu copie / colle le scripts, et tu le nome comme tu veux pour t'en rappeler ! Voilà, j'espère que cela t'a aidé !
|
DaN3o -
posté le 31/01/2017 à 15:16:19 (2 messages postés)
| Jeune vidéaste de 14ans qui aime crée des jeux vidéos | Pour ceux à qui sa ne marche pas, redémarrez Rpg Maker
|
DaN | |
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