Poulet trizo Lv.3
Age : 24 Inscrit le : 07/08/2012 Messages : 35
| Sujet: Re: probleme kaduki {résolue} Ven 31 Aoû 2012 - 7:22 | |
| oui désolé sinon voila le script - Code:
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#============================================================================== # �–� Active Time Battle Configurations [1.2c] # Only for RPG Tankentai Sideview Battle System #------------------------------------------------------------------------------ # Original Script by: # Enu (http://rpgex.sakura.ne.jp/home/) # English Localization by: # Mr. Bubble # Contributors & Special Thanks: # Moonlight, mark paul, CrimsonSeas, Mithran # (See [Credits] for more information) #==============================================================================
$imported = {} if $imported == nil $imported["TankentaiATB"] = true
#============================================================================== # �–� module N02 #------------------------------------------------------------------------------ # �€€Active Time Battle Configurations #============================================================================== module N02 #-------------------------------------------------------------------------- # ++ Battle Start ATB Gauge Settings #-------------------------------------------------------------------------- # Actor initial ATB Gauge value(%). ATB_BASE_ACTOR = 0 # Enemy initial ATB Gauge value(%). ATB_BASE_ENEMY = 0 # Random base value(%) added to initial gauge. Applies to both actor and enemy. ATB_BASE_ADD = 0 #-------------------------------------------------------------------------- # ++ ATB Type Settings (Only applies if ATB_CUSTOMIZE = false) #-------------------------------------------------------------------------- # true: Gauges are active while selecting Party Commands. (Fight and Escape) ATB_PARTY_COMMAND_WAIT = false # true: Gauges are active while selecting Actor Commands. ATB_COMMAND_WAIT = false # true: Gauges are active while selecting targets. ATB_TARGET_WAIT = false # true: Gauges are active while selecting Items/Skills. ATB_SELECT_WAIT = false # true: Gauges are active while actions are being executed/processed. ATB_ACTION_WAIT = false #-------------------------------------------------------------------------- # ++ Gauge Control Input Settings #-------------------------------------------------------------------------- # true: Pressing Shift will boost gauge speed x4. ATB_SHIFT_BOOST = false # true: Pressing Ctrl will force gauges to rise if inactive. ATB_CTRL_ACTIVE = false # true: Pressing Alt will force gauges to stop if active. ATB_ALT_WAIT = false #-------------------------------------------------------------------------- # ++ Overall ATB Gauge Speed (Only applies if ATB_CUSTOMIZE = false) #-------------------------------------------------------------------------- # 1 = Slowest;�€€5 = Comfortable;�€€10 = Average;�€€20 = Faster;�€€500 = Whoa! ATB_SPEED = 5 #-------------------------------------------------------------------------- # ++ ATB Standard Speed Calculation Settings #-------------------------------------------------------------------------- # This setting determines the standard speed calculation you define below. # Please note this only determines the base factor for battle speed # and the general "feel" of battle speed. # AGI will still be a factor for individual gauge speed. # 0: Fixed Value # 1: Battler with the highest AGI # 2: Battler with the lowest AGI # 3: Average AGI of all battlers ATB_BASE_SPEED = 3 # Applies only if ATB_BASE_SPEED = 0; Comparative speed of battler gauges # will be compared to the value defined here. ATB_ABSOLUTE_SPEED = 50 #-------------------------------------------------------------------------- # ++ Pre-emptive and Surprise Attacks - Gauge Penalty Settings #-------------------------------------------------------------------------- # Penalty to ATB gauge in pre-emptive and surprise attack encounters. (0~100) ATB_BACKATTACK = 50 #-------------------------------------------------------------------------- # ++ Escape Failure - Gauge Penalty Settings #-------------------------------------------------------------------------- # Penalty to ATB gauge for failing to escape battle. (0~100) ATB_RUN_NG = 50 #-------------------------------------------------------------------------- # ++ Battle Turn Count Settings #-------------------------------------------------------------------------- # 0: 1 Turn passes when the number of actions executed equals the number of # battler's present. # 1: 1 Turn passes when the number of actions executed equals half the number # of battlers present. # 2: 1 Turn passes after any battler executes an action. ATB_TURN_COUNT = 1 #-------------------------------------------------------------------------- # ++ Slip Damage (Poison/Regeneration) POP Timing Settings #-------------------------------------------------------------------------- # 0: Slip damage is applied each time the afflicted battler takes action. # 1: Slip damage is applied to all afflicted after each turn. ATB_SLIP_DAMAGE = 1 #-------------------------------------------------------------------------- # ++ Incapacitated Gauge Reset Setting #-------------------------------------------------------------------------- # Gauge reset value(%) when revived from Incapacitated state. Can be negative. ATB_DEAD_COUNT = 20 #-------------------------------------------------------------------------- # ++ Finished Action Gauge Reset Settings #-------------------------------------------------------------------------- # Define gauge reset value(%) after finishing an action. ATB_ATTACK_RESET = 20 # Normal Attack ATB_GUARD_RESET = 0 # Guard ATB_SKILL_RESET = 0 # Skill ATB_ITEM_RESET = 0 # Item ATB_NONACT_RESET = 40 # No Action #-------------------------------------------------------------------------- # ++ Enemy ATB Gauge Default Display Settings #-------------------------------------------------------------------------- # Determines the default visibility of enemy gauges in battle. # To set up gauge visibility individually for each enemy, refer to # Enemy ATB Gauge Individual Display Settings at the bottom of this script. ATB_ENEMY_ON = true #-------------------------------------------------------------------------- # ++ Gauge Visibility During Actions Settings #-------------------------------------------------------------------------- # Determines whether ATB gauge is visible when the actor/enemy is # executing an action. ATB_ACTION_ACTOR_OFF = false # Actor ATB_ACTION_ENEMY_OFF = true # Enemy #-------------------------------------------------------------------------- # ++ ATB Gauge Position Settings #-------------------------------------------------------------------------- # X-axis is automatically inverted for back attacks. # X-axis Y-axis ATB_POSITION_ACTOR = [ -45, 5] # Actors ATB_POSITION_ENEMY = [ 0, 20] # Enemies # true: Actor's ATB gauge is set according to ATB_PARTY_POSITION coordinates. # (Above setting is ignored.) # false: Battler's ATB gauge is set according to actor's start position. # ATB_POSITION_ACTOR and ATB_POSITION_ENEMY is distance the gauge is # from battler's start position. ATB_POSITION_HPWINDOW = true #-------------------------------------------------------------------------- # ++ Actor ATB Gauge Positions (Applies only if ATB_POSITION_HPWINDOW = true) #-------------------------------------------------------------------------- # Individual Positions: Actor 1 Actor 2 Actor 3 Actor 4 # �€€�€€�€€�€€�€€�€€�€€ X Y, X Y, X Y, X Y ATB_PARTY_POSITION = [[45,375],[145,375],[245,375],[345,375],[445,375],[545,375]] # Please remember to add/remove coordinates whenever you change MAX_MEMBER # Extra coordinates have been added, but do not adversely affect your game # if you use less than 6. If you use more than 6, extra coordinates must be added. #-------------------------------------------------------------------------- # ++ ATB Gauge Graphic Settings #-------------------------------------------------------------------------- # These settings are related to the gauge images in the System folder. # # "atb_bar": Used when waiting. #�€€"act_bar": Used when charging. # "atb_bar_active": Displays when gauge is full. #�€€"atb_bar_skin": Gauge skin. # It is recommended to make all 4 gauges images the same size. # In order for the bar skin to be utilized correctly, bar images # with transparent width pixels can be excluded. # # Width, in pixels, of "atb_bar" and "act_bar" images that is actually # utilized. Exclude any transparent/unused pixels on the left and right sides # of those bar images. # Numbers that divide into 1000 with no remainders work best. ATB_WIDTH = 50 # Gauge bars' excluded pixels. Refers to the amount of transparent/unused # pixels on the left and right sides of the "atb_bar" and "act_bar" images # that are excluded from usage. ATB_SPACE = 2 #-------------------------------------------------------------------------- # ++ ATB Gauge (Blue Gauge) Sound Effect When Full #-------------------------------------------------------------------------- # Pitch Vol. SE File name ATB_MAX_SOUND01 = [150, 70, "Decision2"] #-------------------------------------------------------------------------- # ++ ACT Gauge (Red Gauge) Sound Effect When Full #-------------------------------------------------------------------------- # Pitch Vol. SE File name ACT_MAX_SOUND01 = [150, 70, "Chime2"] #-------------------------------------------------------------------------- # ++ Switch Actor Command Sound Effect #-------------------------------------------------------------------------- # Pitch Vol. SE File name NEXT_SOUND01 = [135, 70, "Miss"] #-------------------------------------------------------------------------- # ++ ATB User Customization Settings #-------------------------------------------------------------------------- # In-game dynamic ATB customization can be accessed from the player's menu. # ATB_CUSTOMIZE = false # Name for ATB options. ATB_CUSTOMIZE_NAME = "ATB Options" # Text in Help Window at the top of ATB Options scene. ATB_CUSTOMIZE_HELP = "Use the directional keys to select options." # Menu name for ATB mode. ATB_MODE_NAME = "Battle Mode" # The three ATB modes below should be aligned properly in the editor window. # When a number in the ATB Mode array (0~4) is set to true, the scene # will be designated Active; false will designate Wait. # # [0]Party Command Selection [1]Actor Command Selection # [2]Target Selection [3]Skill/Item Selection [4]Battle Actions # # Mode Name [0] [1] [2] [3] [4] ATB_MODE1 = ["Wait", false, false, false, false, false,] ATB_MODE2 = ["Semi-Active", false, false, false, false, true,] ATB_MODE3 = ["Active", true, true, true, true, true,] # Description in Help Window for ATB modes defined above. ATB_MODE1_HELP = "Gauges stop during all input and actions." ATB_MODE2_HELP = "Gauges are active only during actions." ATB_MODE3_HELP = "Gauges are always active." # Default mode in a New Game: [0]MODE1 [1]MODE2 [2]MODE3 ATB_NEWGAME_MODE = 1
# Battle Speed Settings # Menu name for ATB speed. ATB_SPEED_NAME = "Battle Speed" # Help window comment for Battle Speed ATB_SPEED_HELP = "Larger numbers increase battle speed." # The number above (1~9) represents the speed value below respectively. # The speed setting above (ATB_SPEED) is ignored here. # # �€€�€€ [1] [2] [3] [4] [5] [6] [7] [8] [9] ATB_SPEED_MODE = [ 1, 2, 4, 6, 10, 20, 40, 100, 500] # Default speed mode and cursor position for a New Game. ATB_NEWGAME_SPEED = 5 #-------------------------------------------------------------------------- # ++ ATB-Specific Force Action Settings #-------------------------------------------------------------------------- # true: Force Actions consume the battler's gauge. # false: Force Actions does not consume the battler's gauge. FORCE_ACTION_CONSUME_GAUGE = false # true: Forced actions increase the turn count. # false: Forced actions will not increase turns (as in 1.1f and earlier) FORCE_ACTION_INCREASE_TURN = false #-------------------------------------------------------------------------- # ++ Old Version Compatibility #-------------------------------------------------------------------------- # It is not recommended that you edit these unless you know what they # are for. WORD_STATE_DISPLAY = N01::WORD_STATE_DISPLAY HP_DISPLAY = N01::HP_DISPLAY ACTOR_DISPLAY = N01::ACTOR_DISPLAY WORD_NORMAL_STATE = N01::WORD_NORMAL_STATE ENEMY_NON_DISPLAY = N01::ENEMY_NON_DISPLAY STATE_NON_DISPLAY = N01::STATE_NON_DISPLAY end module RPG #============================================================================== # * module RPG #------------------------------------------------------------------------------ # �€€Skill Settings #============================================================================== class Skill #-------------------------------------------------------------------------- # ++ Skill Charge Time Settings #-------------------------------------------------------------------------- # You can define how long a skill needs to be charged up before being used. # For magic spells with chanting time, etc. # # when 1 <- Skill ID # # A, B, C, D # See descriptions below # return [ 0, 50, 0, ""] # end # # # A> Standard: Base AGI calculation used for charge time. # 0: Fixed Value # 1: Battler with the highest AGI # 2: Battler with the lowest AGI # 3: Average AGI of all battlers # 4: Battler's own AGI # # B> Required Gauge(%): The amount of charge time, in percent, that is needed. # 200% will be twice the amount the battler normally needs for full ATB gauge. # 10% will be 1/10 of what the battler needs for a full ATB gauge. # 0% is instant. # # C> Fixed Value: Only used if Standard is set to 0. Used in charge time # calculation as if the battler has the AGI of what you define. # # D> Charging ACTION Sequence: ACTION sequence that is used while charging the # skill. ACTIONS for this should be defined in the SBS Configuration script. # If "", then no ACTION sequence is used while charging. # # Notetag: <charge: type, gauge%, fixed value) # To assign an action sequence while charging, use # <charge action: key> # The charge action: notetag does not work unless there is a # charge: notetag included as well. def charge # Default charge time and charging sequence for all unassigned Skill IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ++ Skill Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after executing a skill. (0~100) # # Notetag: <recharge: value%> def recharge case @id when 1 # Skill ID return 30 end # Default gauge reset value for all unassigned Skill IDs. return N02::ATB_SKILL_RESET end #-------------------------------------------------------------------------- # ++ ATB Union Skills Settings #-------------------------------------------------------------------------- # When defining skill IDs in the square brackets, remember to use commas. # # [98, 99], # # Here, you can specify Skill IDs that are used for combination attacks, etc. # These are triggered when any of the defined combination IDs are used. # For the combination to execute, all required actors must have a full ATB # gauge. If an actor becomes Incapacitated before executing the union skill, # the attack is canceled. # # The actor who has the first ID in the array is considered the active battler. # This means that damage is based and done off this actor alone. For example, # Ralphrika Attack's damage is based off the actor who has skill ID 98. When # any skill ID for the combination is used, all required actors will go into # "Prepare" mode and other actions are not possible until canceled or completed. def union_action return [
[ 98, 99], # Ralphrika Attack [100, 101, 102, 103], # RTP Union [123, 124], # Antipode [125, 126], # Southern Cross
[]] end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # �€€Item Settings #============================================================================== class Item #-------------------------------------------------------------------------- # ++ Item Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time an item requires before being used. # # Notetag: <charge: type, gauge%, fixed value) # To assign an action sequence while charging, use # <charge action: key> # The charge action: notetag does not work unless there is a # charge: notetag included as well. def charge case @id when 1 return [ 4, 20, 0, ""] end # Default charge time and charging sequence for all unassigned Item IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ++ Item Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after using an item. (0~100) # # Notetag: <recharge: value%> def recharge case @id when 1 return 0 end # Default gauge reset value for all unassigned Item IDs. return N02::ATB_ITEM_RESET end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # �€€State Settings #============================================================================== class State #-------------------------------------------------------------------------- # ++ State Gauge Damage Settings #-------------------------------------------------------------------------- # When afflicted by the defined state, damage will be done to the battler's # ATB gauge based on the battler's maximum gauge possible. (-100~-1) If gauge # is damaged while charging, the action being charged is cancelled. Gauge # damage is only applied once when the state is applied. It is recommended # to use State Efficiency ratings as game balance for gauge damage states. # If a State Removal Effect in a Sideview sequence is used, the state's # Priority rating will be set to 0 for the duration. # # Positive values(%) will fill up gauges instead. (1~100) # # Notetag: <atb damage: value%> def atb_damage # case @id # when 8 # return -100 # end # Default gauge damage for all unassigned State IDs. return 0 end #-------------------------------------------------------------------------- # ++ State Gauge Damage Limit Settings #-------------------------------------------------------------------------- # true: State Gauge Damage as defined above can cause gauges to # exceed below 0. # # For example, if a battler's gauge is damaged to a negative value such as -25, # then battler will require 125% of its normal gauge for a full gauge. # # Notetag: <atb minus damage> OR <-atb minus damage> # Prefixing with an minus sign (-) will always return false. # Otherwise, using the regular tag make it true. def atb_minus_damage # Default gauge damage setting for all unassigned State IDs. return false end #-------------------------------------------------------------------------- # ++ State Charge Time Bonus Settings #-------------------------------------------------------------------------- # Define a value(%) that adds to all charge times when battler has a state. # This will only affect charge gauges (red gauges). # # Values added to the charge time are additive. This means that if # the charge time is 0% and the charge bonus is 15% then the total # charge time will be 15%. This will affect ALL actions with a charge time # such as skills, items, weapons, and unarmed attacks. # # Negative values decreases charge time. # Positive values increases charge time. # Charge bonus effects are cumulative and additive. # # Notetag: <charge bonus: value%> def charge_bonus # Default charge bonus for all unassigned State IDs. return 0 end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # �€€Weapon Settings #============================================================================== class Weapon #-------------------------------------------------------------------------- # ++ Weapon Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time a weapon requires before being used. # When wielding two weapons, average charge time between the two will be used # and Weapon 1's charging sequence will take precedence. # # Notetag: <charge: type, gauge%, fixed value) # To assign an action sequence while charging, use # <charge action: key> # The charge action: notetag does not work unless there is a # charge: notetag included as well. def charge case @id when 2 # Weapon ID return [ 4, 0, 0, ""] end # Default charge time and charging sequence for all unassigned Weapon IDs return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ++ Weapon Charge Time Bonus Settings #-------------------------------------------------------------------------- # Define a value(%) that adds to all charge times when holding a weapon. # This will only affect charge gauges (red gauges). # # Values added to the charge time are additive. This means that if # the charge time is 0% and the charge bonus is 15% then the total # charge time will be 15%. This will affect ALL actions with a charge time # such as skills, items, weapons, and unarmed attacks. # # Negative values decreases charge time. # Positive values increases charge time. # Charge bonus effects are cumulative and additive. # When wielding two weapons, average value is used. # # Notetag: <charge bonus: value%> def charge_bonus case @id when 1 # Weapon ID return 0 end # Default charge time bonus for all unassigned Weapon IDs. return 0 end #-------------------------------------------------------------------------- # ++ Weapon Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after using the defined # equipped weapon. (0~100) # # Only takes effect after a normal attack with the equipped weapon. No effect # with Item and Skill use. When wielding two weapons, average value is used. # # Notetag: <recharge: value%> def recharge case @id when 1 # Weapon ID return 20 end # Default gauge reset value for all unassigned Weapon IDs. return N02::ATB_ATTACK_RESET end #-------------------------------------------------------------------------- # ++ Weapon Battle Start Gauge Adjustment Settings #-------------------------------------------------------------------------- # Define a value(%) that will adjust initial gauge when equipped with # specified weapon. (-100~100) # # Values can be negative. Equipped items with similar effect are cumulative. # When wielding two weapons, average value is used. # # Notetag: <atb base: value%> def atb_base case @id when 1 # Weapon ID return 0 end # Default initial gauge adjustment for all unassigned Weapons IDs. return 0 end end #============================================================================== # * module RPG #------------------------------------------------------------------------------ # �€€Armor Settings #============================================================================== class Armor #-------------------------------------------------------------------------- # ++ Armor Charge Time Bonus Settings #-------------------------------------------------------------------------- # Define a value(%) that adds to all charge times when wearing armor. # This will only affect charge gauges (red gauges). # # Values added to the charge time are additive. This means that if # the charge time is 0% and the charge bonus is 15% then the total # charge time will be 15%. This will affect ALL actions with a charge time # such as skills, items, weapons, and unarmed attacks. # # Negative values decreases charge time. # Positive values increases charge time. # Charge bonus effects are cumulative and additive. # # Notetag: <charge bonus: value%> def charge_bonus case @id when 1 # Armor ID return 0 # Bonus end # Default charge time bonus for all unassigned Armor IDs. return 0 end #-------------------------------------------------------------------------- # ++ Armor Battle Start Gauge Adjustment Settings #-------------------------------------------------------------------------- # Define a value(%) that will adjust initial gauge when equipped with # specified armor. (-100~100) # # Values can be negative. Equipped items with similar effects are cumulative. # # Notetag: <atb base: value%> def atb_base case @id when 1 # Armor ID return 0 end # Default initial gauge adjustment for all unassigned Armor IDs. return 0 end end end #============================================================================== # * Game_Actor #------------------------------------------------------------------------------ # �€€Actor Settings #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ++ Actor Unarmed Attack - Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time an unarmed attack requires before being used. def charge case @actor_id when 1 # Actor ID return [ 4, 0, 0, ""] end # Default charge time and battler animation for all unassigned Actor IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ++ Actor Unarmed Attack - Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after an unarmed attack. (0~100) # # Only takes effect after using an unarmed normal attack. No effect with Item, # Skill and Weapon use. def recharge case @actor_id when 1 # Actor ID return 20 end # Default gauge reset value for all unassigned Actor IDs. return N02::ATB_ATTACK_RESET end #-------------------------------------------------------------------------- # ++ Actor Battle Start - ATB Gauge Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will be set to at the start of battle. (0~100) # This will override the ATB_BASE_ACTOR default setting. def atb_base case @actor_id when 1 # Actor ID return 30 end # Default battle start gauge for all unassigned Actor IDs. return N02::ATB_BASE_ACTOR end #-------------------------------------------------------------------------- # ++ Actor ATB Gauge - Display Settings #-------------------------------------------------------------------------- # true: Gauge is displayed in battle. # false: Gauge is always hidden. def atb_on case @actor_id when 1 # Actor ID return true end # Default gauge display for all unassigned Actor IDs. return true end end #============================================================================== # * Game_Enemy #------------------------------------------------------------------------------ # �€€Enemy Settings #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ++ Enemy Unarmed Attack - Charge Time Settings #-------------------------------------------------------------------------- # Please refer to Skill Charge Time Settings as the same rules apply here. # # Define an amount of charge time an unarmed attack requires before being used. # # Notetag: <charge: type, gauge%, fixed value) # To assign an action sequence while charging, use # <charge action: key> # The charge action: notetag does not work unless there is a # charge: notetag included as well. def charge case @enemy_id when 1 # Enemy ID return [ 4, 20, 0, ""] end # Default charge time and battler animation for all unassigned Enemy IDs. return [ 4, 0, 0, ""] end #-------------------------------------------------------------------------- # ++ Enemy Unarmed Attack - Gauge Reset Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will reset to after an unarmed attack. (0~100) # # Only takes effect after using an unarmed normal attack. No effect with # Skill or Weapon use. # # Notetag: <recharge: value%> def recharge case @enemy_id when 1 # Enemy ID return 20 end # Default gauge reset value for all unassigned Enemy IDs. return N02::ATB_ATTACK_RESET end #-------------------------------------------------------------------------- # ++ Enemy Battle Start - ATB Gauge Settings #-------------------------------------------------------------------------- # Define a value(%) the gauge will be set to at the start of battle. (0~100) # This will override the ATB_BASE_ENEMY default setting. # # Notetag: <atb base: value%> def atb_base case @enemy_id when 1 # Enemy ID return 10 end # Default battle start gauge for all unassigned Enemy IDs. return N02::ATB_BASE_ENEMY end #-------------------------------------------------------------------------- # ++ Enemy ATB Gauge - Individual Display Settings #-------------------------------------------------------------------------- # true: Gauge is displayed in battle. # false: Gauge is always hidden. # Individual settings will override the ATB_ENEMY_ON setting. # # Notetags: <atb gauge> OR <-atb gauge> # Prefixing with an minus sign (-) will always return false. # Otherwise, using the regular tag will return true def atb_on case @enemy_id when 1 # Enemy ID return true unless !N02::ATB_ENEMY_ON # Idiot-proof code end # Default gauge display for all unassigned Enemy IDs. return N02::ATB_ENEMY_ON end end édit: svp répondez si vous savez |
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