Age : 33 Inscrit le : 02/02/2010 Messages : 4692
| Sujet: [Script] Désactiver un pop-up dans le Yerd Equip Dim 11 Déc 2011 - 14:27 | |
| Bon, comme le titre l'indique, je cherche à désactiver un pop-up dans le script YERD_Equip. Il s'agit de la fenêtre qui nous permet de choisir: Equiper / Optimiser / Tout enlever. Elle revient à chaque manip' et elle m'emmerde plus qu'autre chose donc je voudrais qu'elle soit désactvitée et qu'on soit direct sur le menu équipement. - En image:
Voici le script: - Code:
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#=============================================================================== # # This is a Yanfly modified KGC Extended Equip Scene. # Last Date Updated: 2009.06.14 # Level: Easy # # Added display functionality for the odds stat, combined the EP window with the # other windows, and reduced overall lag (even more). Icons shown if added the # Icon Reference Library. The optimization window is also made fully opaque as # to not show any windows behind it. # #===============================================================================
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Expanded Equip Scene - KGC_ExtendedEquipScene ◆ VX ◆ #_/ ◇ Last Update: 2008/09/13 ◇ #_/ ◆ Translation by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://f44.aaa.livedoor.jp/~ytomy/ ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ This script expands the equipment scene by adding a popup menu that allows #_/ the player to manually equip, automatically equip, or remove all current #_/ equipment. Also, this script will show more detailed information on what #_/ stats are increased/decreased when equipping items, such as Accuracy. #_/============================================================================ #_/ Install: Insert below KCG_HelpExtension and above KCG_EquipExtension #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================# # ★ Customization ★ # #==============================================================================# module KGC module ExtendedEquipScene # ◆ Parameter Names ◆ # This affects the text displayed on the extended equip screen for these # additional, normally hidden attribute bonuses. VOCAB_PARAM = { :hit => "Précision", # Hit Rate :eva => "Esquive", # Evade :cri => "Critique", # Critical :odds => "Chance", # Odds/Aggro }#<- Do Not Remove!
# ◆ Equip Parameters ◆ # This is the default order in which parameters are displayed on the Equip # screen. # :maxhp .. Maximum HP # :maxmp .. Maximum MP # :atk .. Attack # :def .. Defense # :spi .. Spirit (AKA Intelligence) # :agi .. Agility # :hit .. Hit Ratio (AKA Accuracy) # :eva .. Evasion # :cri .. Critical # :odds .. Odds # You may alter this order by rearranging the parameters in the brackets []. EQUIP_PARAMS = [ :maxhp, :maxmp, :atk, :def, :spi, :agi, :hit, :eva, :cri, :odds]
# ◆ Equipment Command Names ◆ # This affects the text displayed on the Equip command popup menu. COMMANDS = [ "Equiper", # Equip/De-equip an item. "Optimiser", # Optimize equipment configuration. "Tout enlever", # Remove all currently equipped items. ]# <- Do Not Remove! # ◆ Descriptive "Help" Window Text ◆ # This affects the text displayed in the "Help" (Top) Window when the # cooresponding item from above has been selected. COMMAND_HELP = [ "Equipez-vous manuellement", # Equip/De-equip an item. "Optimisation auto de l'équipement", # Optimize equipment configuration. "Retire tous les équipements", # Remove all currently equipped items. ]# <- Do Not Remove!
# ◆ Optimize Equipment ◆ # Allows you to change what items are not automatically equipped when using # the "Optimize" command. The numbers in the brackets will be excluded from # automatic equipping with the optimize command. # -1.Weapon 0.Shield 1.Headgear # 2.Bodygear 3.Accessory 4 & 5. Equipment Expansions (See EquipExtention) IGNORE_STRONGEST_KIND = []
# ◆ Optimize Equipment Prioritization ◆ # Allows you the change the order in which equipment bonuses to parameters # are prioritorized for the "Optimize" command. # Parameters are as follows: # :maxhp .. Maximum HP # :maxmp .. Maximum MP # :atk .. Attack # :def .. Defense # :spi .. Spirit (AKA Intelligence) # :agi .. Agility # :hit .. Hit Ratio (AKA Accuracy) # :eva .. Evasion # :cri .. Critical # This affects the parameter order. # You may alter or add to this order by rearranging the parameters in the # brackets []. STRONGEST_WEAPON_PARAM_ORDER = [ :atk, :spi, :agi, :def ] # This affects the armor (body gear) order. STRONGEST_ARMOR_PARAM_ORDER = [ :def, :spi, :agi, :atk ] end end
#=============================================================================# # ★ End Customization ★ # #=============================================================================#
#=================================================# # IMPORT # #=================================================#
$imported = {} if $imported == nil $imported["ExtendedEquipScene"] = true
#=================================================#
#============================================================================== # □ KGC::ExtendedEquipScene #==============================================================================
module KGC::ExtendedEquipScene # Compare Parameters Processing COMP_PARAM_PROC = { :atk => Proc.new { |a, b| b.atk - a.atk }, :def => Proc.new { |a, b| b.def - a.def }, :spi => Proc.new { |a, b| b.spi - a.spi }, :agi => Proc.new { |a, b| b.agi - a.agi }, } # Obtain Parameters Processing GET_PARAM_PROC = { :atk => Proc.new { |n| n.atk }, :def => Proc.new { |n| n.def }, :spi => Proc.new { |n| n.spi }, :agi => Proc.new { |n| n.agi }, } end
#=================================================#
#============================================================================== # ■ Vocab #==============================================================================
module Vocab # 命中率 def self.hit return KGC::ExtendedEquipScene::VOCAB_PARAM[:hit] end
# 回避率 def self.eva return KGC::ExtendedEquipScene::VOCAB_PARAM[:eva] end
# クリティカル率 def self.cri return KGC::ExtendedEquipScene::VOCAB_PARAM[:cri] end def self.odds return KGC::ExtendedEquipScene::VOCAB_PARAM[:odds] end end
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#============================================================================== # □ Window_ExtendedEquipCommand #------------------------------------------------------------------------------ # 拡張装備画面で、実行する操作を選択するウィンドウです。 #==============================================================================
class Window_ExtendedEquipCommand < Window_Command #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(160, KGC::ExtendedEquipScene::COMMANDS) self.active = false self.z = 1000 self.back_opacity = 255 end #-------------------------------------------------------------------------- # ● ヘルプウィンドウの更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(KGC::ExtendedEquipScene::COMMAND_HELP[self.index]) end end
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#============================================================================== # □ Window_EquipBaseInfo #------------------------------------------------------------------------------ # 装備画面で、アクターの基本情報を表示するウィンドウです。 #==============================================================================
class Window_EquipBaseInfo < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # actor : アクター #-------------------------------------------------------------------------- def initialize(x, y, actor) super(x, y, Graphics.width / 2, Graphics.height - y) @actor = actor refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 0, 0) # EP 制を使用する場合は EP を描画 if $imported["EquipExtension"] && KGC::EquipExtension::USE_EP_SYSTEM draw_actor_ep(@actor, 116, 0, Graphics.width / 2 - 148) end end end
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#============================================================================== # ■ Window_EquipItem #==============================================================================
class Window_EquipItem < Window_Item #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ # actor : アクター # equip_type : 装備部位 #-------------------------------------------------------------------------- alias initialize_KGC_ExtendedEquipScene initialize def initialize(x, y, width, height, actor, equip_type) width = Graphics.width / 2
initialize_KGC_ExtendedEquipScene(x, y, width, height, actor, equip_type)
@column_max = 1 refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- alias refresh_KGC_ExtendedEquipScene refresh unless $@ def refresh return if @column_max == 2 # 無駄な描画はしない
refresh_KGC_ExtendedEquipScene end end
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#============================================================================== # □ Window_ExtendedEquipStatus #------------------------------------------------------------------------------ # 拡張装備画面で、アクターの能力値変化を表示するウィンドウです。 #==============================================================================
class Window_ExtendedEquipStatus < Window_EquipStatus #-------------------------------------------------------------------------- # ○ 公開インスタンス変数 #-------------------------------------------------------------------------- attr_writer :equip_type # 装備タイプ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # actor : アクター #-------------------------------------------------------------------------- def initialize(x, y, actor) @equip_type = -1 @caption_cache = nil super(x, y, actor) @new_item = nil @new_param = {} refresh end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose super @caption_cache.dispose if @caption_cache != nil end #-------------------------------------------------------------------------- # ● ウィンドウ内容の作成 #-------------------------------------------------------------------------- def create_contents self.contents.dispose self.contents = Bitmap.new(Graphics.width / 2 - 32, height - 32) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh return if @equip_type < 0
if @caption_cache == nil create_cache else self.contents.clear self.contents.blt(0, 0, @caption_cache, @caption_cache.rect) end draw_item_name(@actor.equips[@equip_type], 0, WLH) draw_item_name(@new_item, 24, WLH * 2) KGC::ExtendedEquipScene::EQUIP_PARAMS.each_with_index { |param, i| draw_parameter(0, WLH * (i + 3), param) } end #-------------------------------------------------------------------------- # ○ キャッシュ生成 #-------------------------------------------------------------------------- def create_cache create_contents
self.contents.font.color = system_color self.contents.draw_text(0, WLH * 2, 20, WLH, ">") # パラメータ描画 KGC::ExtendedEquipScene::EQUIP_PARAMS.each_with_index { |param, i| draw_parameter_name(0, WLH * (i + 3), param) }
@caption_cache = Bitmap.new(self.contents.width, self.contents.height) @caption_cache.blt(0, 0, self.contents, self.contents.rect) end #-------------------------------------------------------------------------- # ○ 能力値名の描画 # x : 描画先 X 座標 # y : 描画先 Y 座標 # type : 能力値の種類 #-------------------------------------------------------------------------- def draw_parameter_name(x, y, type) case type when :maxhp name = Vocab.hp icon = YE::ICON::MAXHP if $imported["IconReferenceLibrary"] when :maxmp name = Vocab.mp icon = YE::ICON::MAXMP if $imported["IconReferenceLibrary"] when :atk name = Vocab.atk icon = YE::ICON::ATK if $imported["IconReferenceLibrary"] when :def name = Vocab.def icon = YE::ICON::DEF if $imported["IconReferenceLibrary"] when :spi name = Vocab.spi icon = YE::ICON::SPI if $imported["IconReferenceLibrary"] when :agi name = Vocab.agi icon = YE::ICON::AGI if $imported["IconReferenceLibrary"] when :hit name = Vocab.hit icon = YE::ICON::HIT if $imported["IconReferenceLibrary"] when :eva name = Vocab.eva icon = YE::ICON::EVA if $imported["IconReferenceLibrary"] when :cri name = Vocab.cri icon = YE::ICON::CRI if $imported["IconReferenceLibrary"] when :odds name = Vocab.odds icon = YE::ICON::ODDS if $imported["IconReferenceLibrary"] end self.contents.font.color = system_color if $imported["IconReferenceLibrary"] draw_icon(icon, x, y) self.contents.draw_text(x + 28, y, 72, WLH, name) else self.contents.draw_text(x + 4, y, 96, WLH, name) end self.contents.font.color = system_color self.contents.draw_text(x + 156, y, 20, WLH, ">", 1) end #-------------------------------------------------------------------------- # ● 装備変更後の能力値設定 # new_param : 装備変更後のパラメータの配列 # new_item : 変更後の装備 #-------------------------------------------------------------------------- def set_new_parameters(new_param, new_item) changed = false # パラメータ変化判定 KGC::ExtendedEquipScene::EQUIP_PARAMS.each { |k| if @new_param[k] != new_param[k] changed = true break end } changed |= (@new_item != new_item)
if changed @new_item = new_item @new_param = new_param refresh end end #-------------------------------------------------------------------------- # ● 能力値の描画 # x : 描画先 X 座標 # y : 描画先 Y 座標 # type : 能力値の種類 #-------------------------------------------------------------------------- def draw_parameter(x, y, type) case type when :maxhp value = @actor.maxhp when :maxmp value = @actor.maxmp when :atk value = @actor.atk when :def value = @actor.def when :spi value = @actor.spi when :agi value = @actor.agi when :hit value = @actor.hit when :eva value = @actor.eva when :cri value = @actor.cri when :odds value = @actor.odds end new_value = @new_param[type] self.contents.font.color = normal_color self.contents.draw_text(x + 106, y, 48, WLH, value, 2) if new_value != nil self.contents.font.color = new_parameter_color(value, new_value) self.contents.draw_text(x + 176, y, 48, WLH, new_value, 2) end end end
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#============================================================================== # ■ Scene_Equip #==============================================================================
class Scene_Equip < Scene_Base #-------------------------------------------------------------------------- # ○ 定数 #-------------------------------------------------------------------------- STANDARD_WIDTH = Graphics.width / 2 ANIMATION_SPPED = 800 #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- alias start_KGC_ExtendedEquipScene start def start start_KGC_ExtendedEquipScene
# ステータスウィンドウを作り直す @status_window.dispose @status_window = Window_ExtendedEquipStatus.new(0, 0, @actor)
create_command_window
@last_item = RPG::Weapon.new @base_info_window = Window_EquipBaseInfo.new( 0, @help_window.height, @actor) @base_info_window.z = @equip_window.z - 1
adjust_window_for_extended_equiop_scene Graphics.frame_reset end #-------------------------------------------------------------------------- # ○ ウィンドウの座標・サイズを拡張装備画面向けに調整 #-------------------------------------------------------------------------- def adjust_window_for_extended_equiop_scene @base_info_window.width = @equip_window.width
@equip_window.x = 0 @equip_window.y = @base_info_window.y + 24 @equip_window.height = Graphics.height - @equip_window.y @equip_window.active = false @equip_window.z = 100 @equip_window.opacity = 0
@status_window.x = 0 @status_window.y = @base_info_window.y @status_window.width = STANDARD_WIDTH @status_window.height = Graphics.height - @status_window.y @status_window.visible = false @status_window.z = 100 @status_window.opacity = 0
@item_windows.each { |window| window.x = @equip_window.width window.y = @help_window.height window.z = 50 window.height = Graphics.height - @help_window.height } end #-------------------------------------------------------------------------- # ○ コマンドウィンドウの作成 #-------------------------------------------------------------------------- def create_command_window @command_window = Window_ExtendedEquipCommand.new @command_window.help_window = @help_window @command_window.active = true @command_window.x = (Graphics.width - @command_window.width) / 2 @command_window.y = (Graphics.height - @command_window.height) / 2 @command_window.update_help
# 装備固定なら「最強装備」「すべて外す」を無効化 if @actor.fix_equipment @command_window.draw_item(1, false) @command_window.draw_item(2, false) end end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- alias terminate_KGC_ExtendedEquipScene terminate def terminate terminate_KGC_ExtendedEquipScene
@command_window.dispose @base_info_window.dispose end #-------------------------------------------------------------------------- # ○ ウィンドウをリフレッシュ #-------------------------------------------------------------------------- def refresh_window @base_info_window.refresh @equip_window.refresh @status_window.refresh @item_windows.each { |window| window.refresh } Graphics.frame_reset end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_ExtendedEquipScene update def update update_command_window if @command_window.active update_KGC_ExtendedEquipScene update_command_selection else update_KGC_ExtendedEquipScene end end #-------------------------------------------------------------------------- # ○ コマンドウィンドウの更新 #-------------------------------------------------------------------------- def update_command_window @command_window.update end #-------------------------------------------------------------------------- # ● ステータスウィンドウの更新 #-------------------------------------------------------------------------- def update_status_window @base_info_window.update @status_window.update
if @command_window.active || @equip_window.active @status_window.set_new_parameters({}, nil) elsif @item_window.active return if @last_item == @item_window.item
@last_item = @item_window.item temp_actor = Marshal.load(Marshal.dump(@actor)) temp_actor.change_equip(@equip_window.index, @item_window.item, true) param = { :maxhp => temp_actor.maxhp, :maxmp => temp_actor.maxmp, :atk => temp_actor.atk, :def => temp_actor.def, :spi => temp_actor.spi, :agi => temp_actor.agi, :hit => temp_actor.hit, :eva => temp_actor.eva, :cri => temp_actor.cri, :odds => temp_actor.odds, } @status_window.equip_type = @equip_window.index @status_window.set_new_parameters(param, @last_item) Graphics.frame_reset end end #-------------------------------------------------------------------------- # ○ コマンド選択の更新 #-------------------------------------------------------------------------- def update_command_selection update_window_position_for_equip_selection if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) case @command_window.index when 0 # 装備変更 Sound.play_decision # 装備部位ウィンドウに切り替え @equip_window.active = true @command_window.active = false @command_window.close when 1 # 最強装備 if @actor.fix_equipment Sound.play_buzzer return end Sound.play_equip process_equip_strongest when 2 # すべて外す if @actor.fix_equipment Sound.play_buzzer return end Sound.play_equip process_remove_all end end end #-------------------------------------------------------------------------- # ● 装備部位選択の更新 #-------------------------------------------------------------------------- alias update_equip_selection_KGC_ExtendedEquipScene update_equip_selection def update_equip_selection update_window_position_for_equip_selection if Input.trigger?(Input::A) if @actor.fix_equipment Sound.play_buzzer return end # 選択している装備品を外す Sound.play_equip @actor.change_equip(@equip_window.index, nil) refresh_window elsif Input.trigger?(Input::B) Sound.play_cancel # コマンドウィンドウに切り替え @equip_window.active = false @command_window.active = true @command_window.open return elsif Input.trigger?(Input::R) || Input.trigger?(Input::L) # アクター切り替えを無効化 return elsif Input.trigger?(Input::C) # 前回のアイテムをダミーにする @last_item = RPG::Weapon.new end
update_equip_selection_KGC_ExtendedEquipScene end #-------------------------------------------------------------------------- # ● アイテム選択の更新 #-------------------------------------------------------------------------- alias update_item_selection_KGC_ExtendedEquipScene update_item_selection def update_item_selection update_window_position_for_item_selection
update_item_selection_KGC_ExtendedEquipScene
if Input.trigger?(Input::C) @base_info_window.refresh end end #-------------------------------------------------------------------------- # ○ ウィンドウ位置の更新 (装備部位選択) #-------------------------------------------------------------------------- def update_window_position_for_equip_selection return if @item_window.x == @equip_window.width
@base_info_window.width = @equip_window.width @item_window.x = @equip_window.width @equip_window.visible = true @status_window.visible = false end #-------------------------------------------------------------------------- # ○ ウィンドウ位置の更新 (アイテム選択) #-------------------------------------------------------------------------- def update_window_position_for_item_selection return if @item_window.x == STANDARD_WIDTH
@base_info_window.width = STANDARD_WIDTH @item_window.x = STANDARD_WIDTH @equip_window.visible = false @status_window.visible = true end #-------------------------------------------------------------------------- # ○ 最強装備の処理 #-------------------------------------------------------------------------- def process_equip_strongest # 以前のパラメータを保存 last_hp = @actor.hp last_mp = @actor.mp # 最強装備対象の種別を取得 type = [-1] type += ($imported["EquipExtension"] ? @actor.equip_type : [0, 1, 2, 3]) type -= KGC::ExtendedEquipScene::IGNORE_STRONGEST_KIND weapon_range = (@actor.two_swords_style ? 0..1 : 0)
# 装備対象の武具をすべて外す type.each_index { |i| @actor.change_equip(i, nil) } # 最強装備 type.each_index { |i| case i when weapon_range # 武器 # 1本目が両手持ちの場合は2本目を装備しない if @actor.two_swords_style weapon = @actor.weapons[0] next if weapon != nil && weapon.two_handed end weapon = strongest_item(i, -1) next if weapon == nil @actor.change_equip(i, weapon) else # 防具 # 両手持ち武器を持っている場合は盾 (防具1) を装備しない if i == 1 weapon = @actor.weapons[0] next if weapon != nil && weapon.two_handed end armor = strongest_item(i, type[i]) next if armor == nil @actor.change_equip(i, armor) end }
# 以前のパラメータを復元 @actor.hp = last_hp @actor.mp = last_mp
refresh_window end #-------------------------------------------------------------------------- # ○ 最も強力なアイテムを取得 # equip_type : 装備部位 # kind : 種別 (-1..武器 0~..防具) # 該当するアイテムがなければ nil を返す。 #-------------------------------------------------------------------------- def strongest_item(equip_type, kind) equips = nil param_order = nil
case kind when -1 # 武器 # 装備可能な武器を取得 equips = $game_party.items.find_all { |item| valid = item.is_a?(RPG::Weapon) && @actor.equippable?(item) if valid && $imported["EquipExtension"] valid = @actor.ep_condition_clear?(equip_type, item) end valid } # パラメータ優先度を指定 param_order = KGC::ExtendedEquipScene::STRONGEST_WEAPON_PARAM_ORDER else # 防具 # 装備可能な防具を取得 equips = $game_party.items.find_all { |item| valid = item.is_a?(RPG::Armor) && item.kind == kind && @actor.equippable?(item) if valid && $imported["EquipExtension"] valid = @actor.ep_condition_clear?(equip_type, item) end valid } # パラメータ優先度を指定 param_order = KGC::ExtendedEquipScene::STRONGEST_ARMOR_PARAM_ORDER end
# 対象アイテムがない return nil if equips.empty?
# 優先度に基づいて最強装備を取得 result = [] param_order.each { |param| # 比較用プロシージャ取得 comp_proc = KGC::ExtendedEquipScene::COMP_PARAM_PROC[param] get_proc = KGC::ExtendedEquipScene::GET_PARAM_PROC[param] # パラメータ順にソート equips.sort! { |a, b| comp_proc.call(a, b) } # 最もパラメータが高いアイテムを取得 highest = equips[0] result = equips.find_all { |item| get_proc.call(highest) == get_proc.call(item) } # 候補が1つに絞れたら終了 break if result.size == 1 equips = result.clone }
# 結果を ID 降順に整列 result.sort! { |a, b| b.id - a.id }
return result[0] end #-------------------------------------------------------------------------- # ○ すべて外す処理 #-------------------------------------------------------------------------- def process_remove_all type_max = ($imported["EquipExtension"] ? @actor.equip_type.size : 3) + 1 type_max.times { |i| @actor.change_equip(i, nil) } refresh_window end end Merci à ceux qui sauront m'aider, moi j'ai fait quelques tentatives, j'ai réussi à supprimer la pop-up mais pas sans rendre le script disfonctionnel, noob que je suis. |
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