Va-nu-pieds Lv.4
Age : 28 Inscrit le : 14/07/2010 Messages : 53
| Sujet: Modification de script de menu KH par Azuma-01 Ven 8 Avr 2011 - 21:14 | |
| Bonjour! J'aimerais demander une modif' pour le script par Azuma-01 Auteur du script : Azuma-01 Modifications à apporter : Au lieu de montrer les facesets assignés, de montrer le perso animé, tout en autant gardant le faceset qu'on assigne aux personnages. Script : - Spoiler:
- Code:
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=begin ############################# Eri's menu Author: Azuma-01 Version: 2.0 Date: 18 / 05 / 2010 Last Update: 20 / 05 / 2010 =end ############################## #----------------------------------------------------------- Instructions ------------------------------------------------------------ # pour ajouter des options au menu: # 1. Autour de la ligne 124, ajouter le nom de votre nouvelle commande # 2. Si le nouveau menu a besoin de choisir un acteur, ajouter "la position du menu -1 " a la ligne 184. # Sinon, autour de la ligne 190, ajouter ; when la position du menu -1; $scene = Nom_de la scene + .new # 3. Si le nouveau menu a besoin de choisir un acteur, autour de la ligne 232, ajouter : # when la position du menu -1; $scene = Nom_de la scene + .new(@status_window_index) # 4. Ajouter le le text d'aide dans le module
#---------------------------------------------------------------------------------------------------------------------------------------- #==================================== History ==================================== # 1.0 (18/05/2010) # - sortie du menu # # 2.0 (20/05/2010) # - Fond pour les faces en option. # - Correction le l'alignement centré.
#============================================================================== module Aza module Eri_Menu #=============================================# # ● BEGIN Customization ● # #=============================================# Reinitialize_Status_Window = true # Quand la sélection d'un acteur est annulé, la position des fenêtres est réinitialisé Empty_Windows = false # crée au minimum 3 fenêtres pour acteur (même si elles sont vide) # Note: les fenêtres vide ne peuvent être sélectionné Save_Path = "" # dossier des savegardes No_Save_Disabled_Load = true # permettre de désactiver l'option charger si il existe aucune sauvegarde? Use_Back_Face = false # utiliser un fond pour les face ? Back_Face_Color = Color.new(36, 36, 36) # couleur du fond $data_system = load_data("Data/System.rvdata") # ne pas toucher!! Help_Text = {# messages d'aide # "nom de la command" => ["ligne1", # "ligne2", # "ligne3", # "ligne4",], Vocab.item => ["Use items in stock."], Vocab.equip => ["Equip weapons or defensive equipment."], Vocab.skill => ["See or use skills."], Vocab.status => ["Check your characters' status and equipment."], Vocab.save => ["Save progress."], Vocab.game_end => ["Quit game."], } # <-- do not remove Text = { :menu_word => "Menu", :time_text => "Time" } # <-- do not remove Text_Color = { # couleur des textes :menu_word => Color.new(255, 255, 255), :location => Color.new(255, 255, 255), :gold_text => Color.new(255, 255, 255), :gold_value => Color.new(255, 255, 255), :time_text => Color.new(255, 255, 255), :time_value => Color.new(255, 255, 255), :help_text => Color.new(255, 255, 255), :commands => Color.new(255, 255, 255) } # <-- do not remove #============================================# # ● END Customization ● # #============================================# end end
$AzaScritps ||= {} $AzaScritps['Azuma-01_Menu_for_Eri'] = true #============================================================================== # ■ Scene Menu #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @commands = [ #----------------------------------------------- # "nom de la commande", Vocab.item, Vocab.equip, Vocab.skill, Vocab.status, Vocab.save, Vocab.game_end, #----------------------------------------------- ] # <-- do not remove @command_windows = [] @commands.size.times{|i| @command_windows.push(Window_Eri_Command.new(@commands[i], 0, 82 + (i * 34))) @command_windows[i].z = 300 } show_command(@menu_index) @command_window_index = @menu_index @command_windows[@menu_index].x += 15 @command_windows[@menu_index].selected = true @max_item = @commands.size if $game_party.members.size == 0 # If number of party members is 0 draw_item(0, false) # Disable item draw_item(1, false) # Disable equipment draw_item(2, false) # Disable skill draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden draw_item(4, false) # Disable save end # Si vous utiliser un menu de chargement, enlever le "#" des 3 lignes qui suis # if $game_system.load_disabled or !load_enabled? # If load is forbidden # draw_item(5, false) # Disable load # end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection last_actor = @command_window_index if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.repeat?(Input::RIGHT) or Input.repeat?(Input::DOWN) commands_down elsif Input.repeat?(Input::LEFT) or Input.repeat?(Input::UP) commands_up elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window_index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window_index == 4 Sound.play_buzzer return # Si vous utiliser un menu de chargement, enlever le "#" des 3 lignes qui suis # elsif ($game_system.load_disabled or !load_enabled?) and @command_window_index == 5 # Sound.play_buzzer # return end Sound.play_decision case @command_window_index # #------------------------------------------------------ # when x # $scene = Nom_de la scene + .new when 0 # Item $scene = Scene_Item.new when 1,2,3 # equipment, Skill, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new
#------------------------------------------------------ # end end if last_actor != @command_window_index Sound.play_cursor @help_window.set_text(Aza::Eri_Menu::Help_Text[@commands[@command_window_index]]) @command_windows[@command_window_index].selected = true @command_windows[@command_window_index].x += 15 @command_windows[last_actor].selected = false @command_windows[last_actor].x -= 15 end end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection last_actor = @status_window_index if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.repeat?(Input::RIGHT) or Input.repeat?(Input::DOWN) cursor_down elsif Input.repeat?(Input::LEFT) or Input.repeat?(Input::UP) cursor_up elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window_index Sound.play_decision case @command_window_index # #------------------------------------------------------ # when x # $scene = Nom_de la scene + .new(@status_window_index) # en règle gégérale when 1 # equipment $scene = Scene_Equip.new(@status_window_index) when 2 # skill $scene = Scene_Skill.new(@status_window_index) when 3 # status $scene = Scene_Status.new(@status_window_index) #------------------------------------------------------ # end end if last_actor != @status_window_index Sound.play_cursor @status_windows[@status_window_index].selected = true @status_windows[last_actor].selected = false end end #-------------------------------------------------------------------------- # * Determine if Load is Enabled #-------------------------------------------------------------------------- def load_enabled? return true if !Aza::Eri_Menu::No_Save_Disabled_Load path = Aza::Eri_Menu::Save_Path == "" ? "" : Aza::Eri_Menu::Save_Path + "/" return (Dir.glob(path + 'Save*.rvdata').size > 0) end def draw_item(index, enabled = true) @command_windows[index].refresh(enabled) end
#-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @fake_command = Window_Base.new(0, 80, 160 , 208) @fake_command.opacity = 0; @fake_command.z = 301 create_fake_commands if @max_item > 6 @help_window = Window_Help4.new(128, 288, 416, 128) @help_window.set_text(Aza::Eri_Menu::Help_Text[@commands[@command_window_index]]) @goldtime_window = Window_Menu_GoldTime.new(0, 288) @locaton_window = Window_Location.new @coner = Window_Base.new(0, 0, 50, 80) @menu = Window_Base.new(15, 0, 120, 60) @menu.contents.font.size = 28 @menu.contents.font.color = Aza::Eri_Menu::Text_Color[:menu_word] @menu.contents.draw_text(0, 0, 88,28, Aza::Eri_Menu::Text[:menu_word], 1) create_status_windows @command_window_active = true @status_window_active = false end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_windows.each{|window| window.update} @goldtime_window.update @locaton_window.update @help_window.update @status_windows.each{|window| window.update} @fake_command.update @fake_sprite.update if @command_window_active update_command_selection elsif @status_window_active update_actor_selection end
end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_windows.each{|window| window.dispose} @goldtime_window.dispose @locaton_window.dispose @help_window.dispose @coner.dispose @menu.dispose @status_windows.each{|window| window.dispose} @fake_sprite.dispose @fake_command.dispose end #-------------------------------------------------------------------------- # * Create Status Windows #-------------------------------------------------------------------------- def create_status_windows @status_windows = [] members = $game_party.members if members.size < 3 and Aza::Eri_Menu::Empty_Windows (3 - members.size).times{members.push(nil)} end members.each_with_index{|actor, i| x = 160 + (i * 128) y = 66 @status_windows[i] = Window_Menu_Status.new(actor, x , y) } @fake_sprite = Window_Base.new(160, 82, 384 , 208) @fake_sprite.opacity = 0; @fake_sprite.z = 301 show_actor(0) create_fake_contents if $game_party.members.size > 3 end #-------------------------------------------------------------------------- # * Move Commands Windows Untill The Active Commands Is Visible # index : Actor index #-------------------------------------------------------------------------- def show_command(index) loop do y = @command_windows[index].y if y < 80 @command_windows.each{|window| window.y += 34} elsif y > 285 @command_windows.each{|window| window.y -= 34} end break if @command_windows[index].y > 80 and @command_windows[index].y < 285 end @command_windows.each{|window| if window.y < 80 or window.y > 285 window.visible = false else; window.visible = true end } end #-------------------------------------------------------------------------- # * Move Actors Windows Untill The Active Actor Is Visible # index : Actor index #-------------------------------------------------------------------------- def show_actor(index) loop do x = @status_windows[index].x if x < 150 @status_windows.each{|window| window.x += 128} elsif x > 540 @status_windows.each{|window| window.x -= 128} end break if @status_windows[index].x > 150 and @status_windows[index].x < 540 end @status_windows.each{|window| if window.x < 150 or window.x > 540 window.visible = false else; window.visible = true end } end #-------------------------------------------------------------------------- # * Create Fake Actor Box #-------------------------------------------------------------------------- def create_fake_contents @fake_sprite.contents.dispose if $game_party.members.size > 3 ox = @status_windows[$game_party.members.size - 1].visible ? 32 : @status_windows[0].visible ? 0 : 16 @fake_sprite.contents = Bitmap.new(@fake_sprite.width, @fake_sprite.height - 32) @fake_sprite.ox = ox else @fake_sprite.contents = Bitmap.new(@fake_sprite.width - 32, @fake_sprite.height - 32) end end #-------------------------------------------------------------------------- # * Create Fake Commands Box #-------------------------------------------------------------------------- def create_fake_commands @fake_command.contents.dispose if @max_item > 6 @command_windows[@max_item - 1].y oy = @command_windows[@max_item - 1].visible ? 32 : @command_windows[0].visible ? 0 : 16 @fake_command.contents = Bitmap.new(@fake_command.width - 32, @fake_command.height) @fake_command.oy = oy else @fake_command.contents = Bitmap.new(@fake_command.width - 32, @fake_sprite.height - 32) end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window_active = false if $game_party.last_actor_index < $game_party.members.size @status_window_index = $game_party.last_actor_index else @status_window_index = 0 end @status_windows[@status_window_index].selected = true @status_window_active = true show_actor(@status_window_index) create_fake_contents if $game_party.members.size > 3 end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window_active = true @status_windows[@status_window_index].selected = false @status_window_active = false show_actor(0) if Aza::Eri_Menu::Reinitialize_Status_Window create_fake_contents if $game_party.members.size > 3 end #-------------------------------------------------------------------------- # * Move commands down # wrap : Wraparound allowed #-------------------------------------------------------------------------- def commands_down(wrap = false) if (@command_window_index < @max_item - 1) or (wrap) @command_window_index = (@command_window_index + 1) % @max_item return if @command_windows[@command_window_index].visible show_command(@command_window_index) end create_fake_commands if @max_item > 6 end #-------------------------------------------------------------------------- # * Move commands up # wrap : Wraparound allowed #-------------------------------------------------------------------------- def commands_up(wrap = false) if (@command_window_index >= 1) or (wrap) @command_window_index = (@command_window_index - 1 + @max_item) % @max_item return if @command_windows[@command_window_index].visible show_command(@command_window_index) end create_fake_commands if @max_item > 6 end #-------------------------------------------------------------------------- # * Move cursor down # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_down(wrap = false) if (@status_window_index < $game_party.members.size - 1) or (wrap) @status_window_index = (@status_window_index + 1) % $game_party.members.size return if @status_windows[@status_window_index].visible show_actor(@status_window_index) end create_fake_contents if $game_party.members.size > 3 end #-------------------------------------------------------------------------- # * Move cursor up # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_up(wrap = false) if (@status_window_index >= 1) or (wrap) @status_window_index = (@status_window_index - 1 + $game_party.members.size) % $game_party.members.size return if @status_windows[@status_window_index].visible show_actor(@status_window_index) end create_fake_contents if $game_party.members.size > 3 end end
#============================================================================== # ■ Game System #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :load_disabled #-------------------------------------------------------------------------- # * Alias Object Initialization #-------------------------------------------------------------------------- alias aza_eri_menu_load_option initialize def initialize aza_eri_menu_load_option @load_disabled = false end end
#============================================================================== # ■ Game Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Alias Object Initialization #-------------------------------------------------------------------------- alias aza_eri_menu_map initialize def initialize aza_eri_menu_map @map_name = load_data("Data/MapInfos.rvdata") end #-------------------------------------------------------------------------- # * Get Map Name #-------------------------------------------------------------------------- def map_name return "" if @map_id == 0 @map_name ||= load_data("Data/MapInfos.rvdata") return @map_name[@map_id].name end end
#============================================================================== # ■ Window Menu GoldTime #============================================================================== class Window_Menu_GoldTime < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 128, 128) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = Aza::Eri_Menu::Text_Color[:gold_text] self.contents.draw_text(0, 0, 96, 24, Vocab::gold) self.contents.font.color = Aza::Eri_Menu::Text_Color[:gold_value] self.contents.draw_text(0, 24, 96, 24, $game_party.gold) self.contents.font.color = Aza::Eri_Menu::Text_Color[:time_text] self.contents.draw_text(0, 48, 96, 24, Aza::Eri_Menu::Text[:time_text]) @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 #% 24 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = Aza::Eri_Menu::Text_Color[:time_value] self.contents.draw_text(0, 72, 96, 24, text) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super refresh if Graphics.frame_count / Graphics.frame_rate != @total_sec end end
#============================================================================== # ■ Window Menu Status #============================================================================== class Window_Menu_Status < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :selected #-------------------------------------------------------------------------- # * Object Initialization # actor : actor # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(actor, x, y) @window = Window_Actor_Menu.new(x, y + 112, 128, 116) super(x, y, 128, 208) @actor = actor refresh self.opacity = 0 self.active = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @window.contents.clear self.contents.fill_rect(0,0,96,96, Aza::Eri_Menu::Back_Face_Color) if Aza::Eri_Menu::Use_Back_Face return if @actor.nil? draw_actor_face(@actor, 0, 0, 96) @window.contents.font.size = 19 @window.draw_actor_name(@actor, 0, 0) @window.draw_actor_level(@actor, 0, 21) @window.draw_actor_hp(@actor, 0, 42, 96) @window.draw_actor_mp(@actor, 0, 63, 96) end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super @window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @window.update end #-------------------------------------------------------------------------- # * Set Window X Coordinate #-------------------------------------------------------------------------- def x=(new_x) super @window.x = new_x end #-------------------------------------------------------------------------- # * Set Window Y Coordinate #-------------------------------------------------------------------------- def y=(new_y) super @window.y = new_y + 112 end #-------------------------------------------------------------------------- # * Set Window Z Coordinate #-------------------------------------------------------------------------- def z=(new_z) super @window.z = new_z end #-------------------------------------------------------------------------- # * Set Window Visibility #-------------------------------------------------------------------------- def visible=(flag) super @window.visible = flag end #-------------------------------------------------------------------------- # * Set Selected # selected : new selected (true = selected, false = unselected) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @selected @window.cursor_rect.set(0, 0, 96, 21) else @window.cursor_rect.empty end end end
#============================================================================== # ■ Window Actor Menu #============================================================================== class Window_Actor_Menu < Window_Base #-------------------------------------------------------------------------- # * Draw Name # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = hp_color(actor) self.contents.draw_text(x, y, 88, WLH, actor.name, 1) end #-------------------------------------------------------------------------- # * Draw HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 96) gw = width * actor.hp / actor.maxhp gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 4, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 4, gc1, gc2) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a) self.contents.font.color = hp_color(actor) last_font_size = self.contents.font.size self.contents.draw_text(30, y, 66, WLH, "#{actor.hp} / #{actor.maxhp}", 2) end #-------------------------------------------------------------------------- # * Draw MP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 96) gw = width * actor.mp / [actor.maxmp, 1].max gc1 = mp_gauge_color1 gc2 = mp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 4, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 4, gc1, gc2) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) self.contents.font.color = mp_color(actor) last_font_size = self.contents.font.size self.contents.draw_text(30, y, 66, WLH, "#{actor.mp} / #{actor.maxmp}", 2) end end
#============================================================================== # ■ Window Eri Command #============================================================================== class Window_Eri_Command < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :selected #-------------------------------------------------------------------------- # * Object Initialization # text : Text # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(text, x, y) @text = text @sprite = Sprite.new @sprite.bitmap = Bitmap.new(150, 24) refresh super(x, y, 160, 34) @selected = false end #-------------------------------------------------------------------------- # * Create Window Contents #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(1, 1) end #-------------------------------------------------------------------------- # * Refresh # enabled : enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def refresh(enabled = true) @sprite.bitmap.clear @sprite.bitmap.font.color = Aza::Eri_Menu::Text_Color[:commands] @sprite.bitmap.font.color.alpha = enabled ? 255 : 128 @sprite.bitmap.draw_text(4, 0, 146, 24, @text) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @sprite.update end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Set Window X Coordinate #-------------------------------------------------------------------------- def x=(new_x) super @sprite.x = new_x + 5 end #-------------------------------------------------------------------------- # * Set Window Y Coordinate #-------------------------------------------------------------------------- def y=(new_y) super @sprite.y = new_y + 5 end #-------------------------------------------------------------------------- # * Set Window Z Coordinate #-------------------------------------------------------------------------- def z=(new_z) super @sprite.z = new_z end #-------------------------------------------------------------------------- # * Set Window Visibility #-------------------------------------------------------------------------- def visible=(flag) super @sprite.visible = flag end
#-------------------------------------------------------------------------- # * Set Selected # selected : new selected (true = selected, false = unselected) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @selected self.cursor_rect.set(-11, -11, 149, 23) else self.cursor_rect.empty end end end
#============================================================================== # ■ Window Help4 #============================================================================== class Window_Help4 < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, w, h) super(x, y, w, h) end #-------------------------------------------------------------------------- # * Set Text # text : character string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- def set_text(text, align = 0) if text != @text or align != @align self.contents.clear return if text.nil? self.contents.font.color = Aza::Eri_Menu::Text_Color[:help_text] text.each_with_index{|message, i| self.contents.draw_text(4, WLH * i, self.width - 40, WLH, message.to_s, align)} @text = text @align = align end end end
#============================================================================== # ■ Window Location #============================================================================== class Window_Location < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(70, 0, 474, 80) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = Aza::Eri_Menu::Text_Color[:location] self.contents.draw_text(0, 24, width - 32, 24, $game_map.map_name, 2) end
end #============================================================================== # ■ Scene Equip #============================================================================== class Scene_Equip #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(1) end end
#============================================================================== # ■ Scene Skill #============================================================================== class Scene_Skill #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(2) end end
Merci C: (Hors sujet: Tiens, depuis quand y'a l'émoticone ?) |
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