[RESOLU] Ace menu engine 1.07 impossible a configurer
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makaveli34
Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
Sujet: [RESOLU] Ace menu engine 1.07 impossible a configurer Dim 22 Avr 2012 - 17:26
Bonjour, voila j'ai téléchargé le script de Yanfly ( Ace menu engine) qui permet de modifier a son aise le menu d'origine de RPG MAKER VX ACE, j'ai lu le fonctionnement mais je n'arrive pas à l'appliquer.
Je cherche a renommer l'onglet Formation => Équipe Je cherche aussi a créer un onglet Map ou mappemonde qui, en le sélectionnant afficherais une map de rpg maker (carte du monde miniaturisé que j'aurai mapé) avec l’emplacement du personnage dessus.
Je poste après avoir cherché 3 jours a temps plein et je commence à m'arracher les cheveux étant néophyte dans se domaine. Merci d'avance
Voici le script :
Code:
#============================================================================== # # ▼ Yanfly Engine Ace - Ace Menu Engine v1.07 # -- Last Updated: 2012.01.03 # -- Level: Normal, Hard # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-AceMenuEngine"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.03 - Compatibility Update: Ace Item Menu # 2012.01.01 - Compatibility Update: Kread-EX's Synthesis # - Compatibility Update: Kread-EX's Grathnode Install # - Compatibility Update: Yami's Slot Battle # 2011.12.23 - Script efficiency optimized. # 2011.12.19 - Compatibility Update: Class System # 2011.12.15 - Updated for better menu MP/TP gauge management. # 2011.12.13 - Compatibility Update: Ace Equip Engine # 2011.12.07 - Update to allow for switches to also hide custom commands. # 2011.12.06 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # The menu system in RPG Maker VX Ace is great. However, it lacks the user # customization that RPG Maker 2003 allowed. With this script, you can add, # remove, and rearrange menu commands as you see fit. In addition to that, you # can add in menu commands that lead to common events or even custom commands # provided through other scripts. # # This script also provides window appearance management such as setting almost # all command windows to be center aligned or changing the position of the # help window. You can also opt to show the TP Gauge in the main menu as well # as in the skill menu. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # Edit the settings in the module below as you see fit. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module MENU
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This changes the way menus appear in your game. You can change their # alignment, and the location of the help window, Note that any non-Yanfly # Engine Ace scripts may not conform to these menu styles. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom. COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right.
# These settings below adjust the visual appearance of the main menu. # Change the settings as you see fit. MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. MAIN_MENU_RIGHT = false # false-Left, true-Right. MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu. DRAW_TP_GAUGE = true # If true, draws TP in the main menu.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Main Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the main menu, the order at which commands appear, # what text is displayed, and what the commands are linked to. Here's a # list of which commands do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :item Opens up the item menu. Default menu item. # :skill Opens up the skill menu. Default menu item. # :equip Opens up the equip menu. Default menu item. # :status Opens up the status menu. Default menu item. # :formation Lets player manage party. Default menu item. # :save Opens up the save menu. Default menu item. # :game_end Opens up the shutdown menu. Default menu item. # # :class Requires YEA - Class System # # :gogototori Requires Kread-EX's Go Go Totori! Synthesis # :grathnode Requires Kread-EX's Grathnote Install # :sslots Requires Yami's YSA - Slot Battle #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :item, # Opens up the item menu. Default menu item. :skill, # Opens up the skill menu. Default menu item. :equip, # Opens up the equip menu. Default menu item. :class, # Requires YEA - Class System. :status, # Opens up the status menu. Default menu item. :formation, # Lets player manage party. Default menu item. # :event_1, # Launches Common Event 1. Common Event Command. # :event_2, # Launches Common Event 2. Common Event Command. # :debug, # Opens up debug menu. Custom Command. # :shop, # Opens up a shop to pawn items. Custom Command. :save, # Opens up the save menu. Default menu item. :game_end, # Opens up the shutdown menu. Default menu item. ] # Do not remove this.
#-------------------------------------------------------------------------- # - Common Event Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you insert one of the following commands into the COMMANDS array, the # player can trigger a common event to launch. You can disable certain # commands in the menu by binding them to a switch. If you don't want to # disable them, set the switch to 0 and it will always be enabled. The # ShowSwitch will prevent a command from appear if that switch is false. # Set it to 0 for it to have no impact. #-------------------------------------------------------------------------- COMMON_EVENT_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], :event_1 => [ "Camp", 11, 0, 1], :event_2 => [ "Synthesis", 0, 0, 2], } # Do not remove this.
#-------------------------------------------------------------------------- # - Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts that may lead to other menu scenes, use this # hash to manage custom commands that run specific script calls. You can # disable certain commands in the menu by binding them to a switch. If you # don't want to disable them, set the switch to 0. The ShowSwitch will # prevent a command from appear if that switch is false. Set it to 0 for # it to have no impact. #-------------------------------------------------------------------------- CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 12, 0, :command_shop], :gogototori => ["Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this.
end # MENU end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
#============================================================================== # ■ Window_MenuCommand #------------------------------------------------------------------------------ # This class is kept towards the top of the script to provide easier access. #==============================================================================
class Window_MenuCommand < Window_Command
#-------------------------------------------------------------------------- # overwrite method: make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::MENU::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item, main_commands_enabled) when :skill add_command(Vocab::skill, :skill, main_commands_enabled) when :equip add_command(Vocab::equip, :equip, main_commands_enabled) when :status add_command(Vocab::status, :status, main_commands_enabled) when :formation add_formation_command when :save add_original_commands add_save_command when :game_end add_game_end_command #--- Yanfly Engine Ace Commands --- when :class next unless $imported["YEA-ClassSystem"] add_class_command #--- Imported Commands --- when :sslots next unless $imported["YSA-SlotBattle"] add_sslots_command when :grathnode next unless $imported["KRX-GrathnodeInstall"] process_custom_command(command) when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Imported Commands --- else process_common_event_command(command) process_custom_command(command) end end end
#-------------------------------------------------------------------------- # new method: process_common_event_command #-------------------------------------------------------------------------- def process_common_event_command(command) return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0] switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1] ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled, ext) end
#-------------------------------------------------------------------------- # new method: process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::MENU::CUSTOM_COMMANDS.include?(command) show = YEA::MENU::CUSTOM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::MENU::CUSTOM_COMMANDS[command][0] switch = YEA::MENU::CUSTOM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end
end # Window_MenuCommand
#============================================================================== # ■ Menu #==============================================================================
module Menu
#-------------------------------------------------------------------------- # self.help_window_location #-------------------------------------------------------------------------- def self.help_window_location return YEA::MENU::HELP_WINDOW_LOCATION end
#-------------------------------------------------------------------------- # self.command_window_align #-------------------------------------------------------------------------- def self.command_window_align return YEA::MENU::COMMAND_WINDOW_ALIGN end
#-------------------------------------------------------------------------- # self.main_menu_align #-------------------------------------------------------------------------- def self.main_menu_align return YEA::MENU::MAIN_MENU_ALIGN end
#-------------------------------------------------------------------------- # self.main_menu_right #-------------------------------------------------------------------------- def self.main_menu_right return YEA::MENU::MAIN_MENU_RIGHT end
#-------------------------------------------------------------------------- # new method: draw_mp? #-------------------------------------------------------------------------- def draw_mp? return true unless draw_tp? for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.mp_cost > 0 end return false end
#-------------------------------------------------------------------------- # new method: draw_tp? #-------------------------------------------------------------------------- def draw_tp? return false unless $data_system.opt_display_tp for skill in skills next unless added_skill_types.include?(skill.stype_id) return true if skill.tp_cost > 0 end return false end
#-------------------------------------------------------------------------- # alias method: init_command_position #-------------------------------------------------------------------------- class <<self; alias init_command_position_ame init_command_position; end def self.init_command_position init_command_position_ame @@last_command_oy = nil end
#-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_menu_start_ame start def start scene_menu_start_ame relocate_windows end
#-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_item_start_ame start def start scene_item_start_ame return if $imported["YEA-ItemMenu"] relocate_windows end
#-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @category_window.y = @help_window.height @item_window.y = @category_window.y + @category_window.height when 1 # Middle @category_window.y = 0 @help_window.y = @category_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @category_window.y = 0 @item_window.y = @category_window.height @help_window.y = @item_window.y + @item_window.height end if $imported["YEA-ItemMenu"] @types_window.y = @category_window.y @status_window.y = @category_window.y end end
#-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_skill_start_ame start def start scene_skill_start_ame relocate_windows end
#-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @status_window.y = @help_window.height @item_window.y = @status_window.y + @status_window.height when 1 # Middle @command_window.y = 0 @status_window.y = 0 @help_window.y = @status_window.y + @status_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @status_window.y = 0 @item_window.y = @status_window.y + @status_window.height @help_window.y = @item_window.y + @item_window.height end end
#-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_equip_start_ame start def start scene_equip_start_ame relocate_windows relocate_aee_windows end
#-------------------------------------------------------------------------- # alias method: create_command_window #-------------------------------------------------------------------------- alias scene_menu_create_command_window_ame create_command_window def create_command_window scene_menu_create_command_window_ame process_common_event_commands process_custom_commands end
#-------------------------------------------------------------------------- # new method: process_common_event_commands #-------------------------------------------------------------------------- def process_common_event_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command) @command_window.set_handler(command, method(:command_common_event)) end end
#-------------------------------------------------------------------------- # new method: command_common_event #-------------------------------------------------------------------------- def command_common_event event_id = @command_window.current_ext return return_scene if event_id.nil? return return_scene if $data_common_events[event_id].nil? $game_temp.reserve_common_event(event_id) return_scene end
#-------------------------------------------------------------------------- # new method: process_custom_commands #-------------------------------------------------------------------------- def process_custom_commands for command in YEA::MENU::COMMANDS next unless YEA::MENU::CUSTOM_COMMANDS.include?(command) called_method = YEA::MENU::CUSTOM_COMMANDS[command][3] @command_window.set_handler(command, method(called_method)) end end
#-------------------------------------------------------------------------- # new method: command_debug #-------------------------------------------------------------------------- def command_debug SceneManager.call(Scene_Debug) end
#-------------------------------------------------------------------------- # new method: command_shop #-------------------------------------------------------------------------- def command_shop goods = [] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, false) end
#-------------------------------------------------------------------------- # new method: command_totori #-------------------------------------------------------------------------- def command_totori return unless $imported['KRX-AlchemicSynthesis'] SceneManager.call(Scene_Alchemy) end
end # Scene_Menu
#============================================================================== # # ▼ End of File # #==============================================================================
Dernière édition par makaveli34 le Dim 22 Avr 2012 - 22:40, édité 1 fois
Tiroflan
Illusionniste Lv.12
Age : 34 Inscrit le : 14/02/2010 Messages : 796
Sujet: Re: [RESOLU] Ace menu engine 1.07 impossible a configurer Dim 22 Avr 2012 - 17:43
Salut, alors il me semble que ce script ne permet pas vraiment de gérer tes deux questions.
Pour renommer l'onglet formation, comme c'est un des onglets du menu de base, tu peux aller dans la base de données, à la page du lexique (la dernière page), et tu devrais pouvoir trouver à partir de là.
Pour l'idée de la carte... le script de Yanfly te permet de créer un onglet vide, mais il n'a pas codé cette fonctionnalité là en particulier, donc il faudrait aussi un poil de programmation sous jacente.
makaveli34
Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
Sujet: Re: [RESOLU] Ace menu engine 1.07 impossible a configurer Dim 22 Avr 2012 - 18:30
Merci d'avoir répondu si rapidement. Pour modifier le nom du menu j'ai déjà fait tout les scripts de menu sans avoir réussi d'où ma demande sur le forum. pourrais tu me donner le nom du script ou je puis-je chercher S\'il vous plait?
Pour la création de l'onglet vide je suis preneur pour une petite explication de la procédure c'est exactement cela que je cherché (j’expliquai en gros mon soucis c'est pour cela que je parlé de la map mais je c'est que c'est un autre script qu il faut).
Merci de ton soutien
Tiroflan
Illusionniste Lv.12
Age : 34 Inscrit le : 14/02/2010 Messages : 796
Sujet: Re: [RESOLU] Ace menu engine 1.07 impossible a configurer Dim 22 Avr 2012 - 19:40
Aucun besoin de script pour changer de nom, regarde ce screenshot :
Spoiler:
Je crois que ça suffit.
Pour créer un nouvel onglet, on va utiliser le script de Yanfly, je te montre en particulier le module de configuration :
Code:
module YEA module MENU
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This changes the way menus appear in your game. You can change their # alignment, and the location of the help window, Note that any non-Yanfly # Engine Ace scripts may not conform to these menu styles. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom. COMMAND_WINDOW_ALIGN = 1 # 0-Left, 1-Middle, 2-Right.
# These settings below adjust the visual appearance of the main menu. # Change the settings as you see fit. MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right. MAIN_MENU_RIGHT = false # false-Left, true-Right. MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu. DRAW_TP_GAUGE = true # If true, draws TP in the main menu.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Main Menu Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the main menu, the order at which commands appear, # what text is displayed, and what the commands are linked to. Here's a # list of which commands do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :item Opens up the item menu. Default menu item. # :skill Opens up the skill menu. Default menu item. # :equip Opens up the equip menu. Default menu item. # :status Opens up the status menu. Default menu item. # :formation Lets player manage party. Default menu item. # :save Opens up the save menu. Default menu item. # :game_end Opens up the shutdown menu. Default menu item. # # :class Requires YEA - Class System # # :gogototori Requires Kread-EX's Go Go Totori! Synthesis # :grathnode Requires Kread-EX's Grathnote Install # :sslots Requires Yami's YSA - Slot Battle #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :item, # Opens up the item menu. Default menu item. :skill, # Opens up the skill menu. Default menu item. :equip, # Opens up the equip menu. Default menu item. :class, # Requires YEA - Class System. :status, # Opens up the status menu. Default menu item. :formation, # Lets player manage party. Default menu item. # :event_1, # Launches Common Event 1. Common Event Command. # :event_2, # Launches Common Event 2. Common Event Command. # :debug, # Opens up debug menu. Custom Command. # :shop, # Opens up a shop to pawn items. Custom Command. :save, # Opens up the save menu. Default menu item. :game_end, # Opens up the shutdown menu. Default menu item. ] # Do not remove this.
#-------------------------------------------------------------------------- # - Common Event Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you insert one of the following commands into the COMMANDS array, the # player can trigger a common event to launch. You can disable certain # commands in the menu by binding them to a switch. If you don't want to # disable them, set the switch to 0 and it will always be enabled. The # ShowSwitch will prevent a command from appear if that switch is false. # Set it to 0 for it to have no impact. #-------------------------------------------------------------------------- COMMON_EVENT_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID], :event_1 => [ "Camp", 11, 0, 1], :event_2 => [ "Synthesis", 0, 0, 2], } # Do not remove this.
#-------------------------------------------------------------------------- # - Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts that may lead to other menu scenes, use this # hash to manage custom commands that run specific script calls. You can # disable certain commands in the menu by binding them to a switch. If you # don't want to disable them, set the switch to 0. The ShowSwitch will # prevent a command from appear if that switch is false. Set it to 0 for # it to have no impact. #-------------------------------------------------------------------------- CUSTOM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :debug => [ "Debug", 0, 0, :command_debug], :shop => [ "Shop", 12, 0, :command_shop], :gogototori => ["Synthesis", 0, 0, :command_totori], :grathnode => [ "Grathnode", 0, 0, :command_install], } # Do not remove this.
end # MENU end # YEA
Dans ce module, on remarque trois listes :
-> La liste COMMANDS ( ligne 101) qui contient toutes les commandes de ton menu, mais aucun nom n'est précisé ici. En fait, cette liste contient uniquement les actions réalisées lorsqu'on ouvre un onglet du menu.
Dans l'exemple que Yanfly propose, le premier onglet appelle l'action ":item", qui de fait appelle les menu des objets, le second onglet appelle ":skill", qui amène au menu des compétences, etc...
-> Les deux listes suivantes sont COMMON_EVENT_COMMANDS et CUSTOM_COMMANDS, et vont permettre d'associer l'action donnée dans la première liste avec le nom de l'onglet, et la série de commandes à effectuer.
Je pense que ton idée de mappemonde peut être réalisée avec un event commun, où tu afficherais l'image de la carte, tu récupérerais les coordonnées du héros pour pouvoir afficher une miniature du héros à la bonne position sur l'image de la carte, etc...
Dans ce cas, j'ajoute une ligne dans COMMON_EVENT_COMMANDS : :mappemonde => [ "Carte", 0, 0, 77]
Laquelle donne comme information : s'il y a un onglet dans le menu qui appelle l'action :mappemonde, alors cet onglet aura pour nom Carte et déclenchera l'event commun 77 (je te laisse voir l'explication de Yanfly pour les deux 0)
Ensuite, j'ajoute une ligne à la liste COMMAND (mettons à la quatrième ligne) : :mappemonde,
Alors le 4ème onglet va déclencher l'action :mappemonde, et la boucle est bouclée.
Si tu n'y arrives pas avec un event commun, il faudra insérer une ligne dans CUSOM_COMMANDS, mais il faudra aussi coder l'action à réaliser ensuite, donc je déconseille cette façon de faire, d'autant que je suis certain que tu peux réaliser ton système sans problème avec un évent commun.
Voilà voilà, bon courage !
makaveli34
Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
Sujet: Re: [RESOLU] Ace menu engine 1.07 impossible a configurer Dim 22 Avr 2012 - 22:39
je te remercie beaucoup tout à marché. Pour l'onglet Équipe je cherché dans les scripts comme pour RPG Maker VX. J'aurais pus chercher encore longtemps. Pour l'onglet c'est parfait je vais maintenant me pencher sur le système pour la carte. Ça fais plaisir d'avoir une aide aussi rapide et efficace
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Sujet: Re: [RESOLU] Ace menu engine 1.07 impossible a configurer
[RESOLU] Ace menu engine 1.07 impossible a configurer