Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: (RESOLU) l'attribution de Variable (event menu) Jeu 26 Avr 2012 - 14:55 | |
| bonjour voila j'ai regardé un peu partout sur le net des tutoriaux sur le principe et le fonctionnement d'une variable mais je ne comprend pas tout.
Une variable peut se voir attribuer un chiffre, un mot. Dans mon cas, je veux attribuer une variable a un onglet de mon menu. En clair je fais:
Si on appuis sur (X) du clavier en étant sur l'onglet Carte, alors (afficher une image), si on appuis 2 fois sur (X) alors on revient au menu précédant. mais je c'est pas comment faire pour qu'une variable se comporte comme si il était mon onglet "carte" et ensuite lui attribuer l'appui de la touche. Je n'ai pas réussi aussi a utiliser un même bouton pour afficher/effacer l'affichage de l'image. j'ai testé affiché/effacer une image à l'associant a une touche tu clavier en créant un event sur la map, mais en l'associant a un onglet de menu je vois pas trop comment faire.
J'espère avoir était clair au niveau de mon explication. Je ne cherche pas forcément la solution de suite mais mieux comprendre le fonctionnement d'une variable et sont attribution.
PS: Je sais pas si je suis dans la bonne section mais c'est celle qui me parait le plus logique.
Merci d'avance.
Dernière édition par makaveli34 le Dim 29 Avr 2012 - 12:40, édité 2 fois |
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Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: Re: (RESOLU) l'attribution de Variable (event menu) Dim 29 Avr 2012 - 10:13 | |
| Bonjour alors voila j'ai cherchez pendant quelques jours l utilisation de variable pour mon menu et je commence a comprendre un poil mieux. J'ai fait un event commun pour essayer d'afficher ma map en passant par le menu et en sélectionnant l'onglet Carte. Je n'arrive pas a faire la fin de boucle, et le retour au menu précédant a la fin si une âme charitable veut bien m'aider? Voici l'event (menu avec 8 onglet au total, Carte est à l'onglet 6) : https://i.servimg.com/u/f47/17/47/56/63/sans_t10.jpg J'ai suivi se tuto pour mieux comprendre et faire mon event : http://rpgmaker-xp-vx.e-monsite.com/pages/rpg-maker-xp/tutoriels-1/menu-personnalise-en-evenements.html Ce devrais être un peu plus clair mon problème maintenant |
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Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: Re: (RESOLU) l'attribution de Variable (event menu) Dim 29 Avr 2012 - 11:06 | |
| Il y a le menu de base du jeu quand on appuis sur "x", j'ai rajouter un onglet Carte et je veux juste afficher une carte(jpg) quand je clic sur mon onglet Carte^^, une démo t'avancera a rien mais je vais essayer de te faire ça.
voici la démo : http://ul.to/ffm92n3o
Dernière édition par makaveli34 le Dim 29 Avr 2012 - 11:17, édité 1 fois |
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Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: Re: (RESOLU) l'attribution de Variable (event menu) Dim 29 Avr 2012 - 11:27 | |
| Ace menu Engine - 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. :mappemonde, # Affiche la carte du monde. # :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], :mappemonde => [ "Carte", 0, 0, 77], } # 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 end # Menu
#============================================================================== # ■ Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # 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 end # Game_Actor
#============================================================================== # ■ Window_Base #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw) end end end # Window_Base
#============================================================================== # ■ Window_Command #==============================================================================
class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.command_window_align end end # Window_Command
#============================================================================== # ■ Window_MenuCommand #==============================================================================
class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # 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 #-------------------------------------------------------------------------- # overwrite method: visible_line_number #-------------------------------------------------------------------------- def visible_line_number return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max end #-------------------------------------------------------------------------- # overwrite method: alignment #-------------------------------------------------------------------------- def alignment return Menu.main_menu_align end #-------------------------------------------------------------------------- # alias method: process_ok #-------------------------------------------------------------------------- alias window_menucommand_process_ok_ame process_ok def process_ok @@last_command_oy = self.oy window_menucommand_process_ok_ame end #-------------------------------------------------------------------------- # alias method: select_last #-------------------------------------------------------------------------- alias window_menucommand_select_last_ame select_last def select_last window_menucommand_select_last_ame self.oy = @@last_command_oy unless @@last_command_oy.nil? @@last_command_oy = nil end end # Window_MenuCommand
#============================================================================== # ■ Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_menu_start_ame start def start scene_menu_start_ame relocate_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return unless Menu.main_menu_right @command_window.x = Graphics.width - @command_window.width @gold_window.x = Graphics.width - @gold_window.width @status_window.x = 0 end end # Scene_Menu
#============================================================================== # ■ Scene_Item #==============================================================================
class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # 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 end # Scene_Item
#============================================================================== # ■ Scene_Skill #==============================================================================
class Scene_Skill < Scene_ItemBase #-------------------------------------------------------------------------- # 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 end # Scene_Skill
#============================================================================== # ■ Scene_Equip #==============================================================================
class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_equip_start_ame start def start scene_equip_start_ame relocate_windows relocate_aee_windows end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return if $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @status_window.y = @help_window.height @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height when 1 # Middle @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @help_window.y = @slot_window.y + @slot_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @status_window.y = 0 @command_window.y = 0 @slot_window.y = @command_window.y + @command_window.height @item_window.y = @slot_window.y + @slot_window.height @help_window.y = @item_window.y + @item_window.height end end #-------------------------------------------------------------------------- # new method: relocate_aee_windows #-------------------------------------------------------------------------- def relocate_aee_windows return unless $imported["YEA-AceEquipEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @command_window.y = @help_window.height @slot_window.y = @command_window.y + @command_window.height when 1 # Middle @command_window.y = 0 @help_window.y = @command_window.height @slot_window.y = @help_window.y + @help_window.height else # Bottom @command_window.y = 0 @slot_window.y = @command_window.height @help_window.y = @slot_window.y + @slot_window.height end @actor_window.y = @command_window.y @item_window.y = @slot_window.y @status_window.y = @slot_window.y end end # Scene_Equip
#============================================================================== # ■ Scene_Menu #==============================================================================
class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # 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 # #============================================================================== |
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Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: Re: (RESOLU) l'attribution de Variable (event menu) Dim 29 Avr 2012 - 11:35 | |
| oki merci de prendre la peine de te pencher sur mon problème. J’essaie de faire par moi même mais quand je cherche plusieurs jours sans avancer je demande un peu d'aide. |
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Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: Re: (RESOLU) l'attribution de Variable (event menu) Dim 29 Avr 2012 - 11:45 | |
| oui voila, en faite comme sur le menu de base : x pour annuler et entrer pour le bouton valider |
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Poulet carnivore Lv.2
Age : 36 Inscrit le : 22/04/2012 Messages : 24
| Sujet: Re: (RESOLU) l'attribution de Variable (event menu) Dim 29 Avr 2012 - 12:39 | |
| Merci ça marche du tonnerre . En faite je me prenais trop la tête pour utiliser mon onglet "Carte" d’où mon long évent de départ, ne savant pas comment faire la liaison avec le script. maintenant j'ai comprit je te remercie pour le temps que ta consacré a résoudre mon soucis (incompétence). |
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