Salut, alors voilà mon problème, j'ai un script pour le bestiaire, il marche niquel mais j'ai quelques petits choses que j'aimerais changer, voici le script en question:
Partie 1:
Spoiler:
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Enemy Guide - KGC_EnemyGuide ◆ VX ◆ #_/ ◇ Last Update: 02/15/2009 #_/ ◆ Written by TOMY #_/ ◆ Translation by Mr. Anonymous #_/ ◆ KGC Site: #_/ ◆ http://ytomy.sakura.ne.jp/ #_/ ◆ Translator's Blog: #_/ ◆ http://mraprojects.wordpress.com #_/----------------------------------------------------------------------------- #_/ This script implements a customizable enemy guide, or "beastiary" to your #_/ game. Such fields as HP, MP, and other parameters, as well as weakness, #_/ resistance, gold given, experience given, and items dropped are included. #_/============================================================================ #_/ Install: Insert above KGC_ExtraDropItem, and below KGC_CustomMenuCommand. #_/============================================================================ #_/ ◆ Instructions For Usage ◆ #_/ To assign a description to an enemy/monster, the following must be added #_/ enemy's "Note" box in the database: #_/ #_/ <enemy_info> #_/ Description Text #_/ </enemy_info> #_/ #_/ Alternatively, you can use <GUIDE_DEscriptION> and </GUIDE_DEscriptION> #_/ #_/ ◆ Event script Functions ◆ #_/ The following commands are available using the "script" item in events. #_/ #_/ * call_enemy_guide #_/ Switches the scene to the enemy guide screen. #_/ #_/ * get_enemy_guide_completion(VariableID) #_/ Obtains the current amount of completion and stores it in a variable. #_/ #_/ * complete_enemy_guide #_/ Sets all enemies as "Defeated", thereby completing the Enemy Guide. #_/ #_/ * reset_enemy_guide #_/ Resets the Enemy Guide completely. #_/ #_/ * set_enemy_encountered(EnemyID, Flag) #_/ Sets a specified enemy as "Encountered" (or unencountered). If the Flag #_/ is omitted, it is automatically assumed to be true. #_/ Example: set_enemy_encountered(1) #_/ Sets "Slime" as encountered. #_/ Example: set_enemy_encountered(1, false) #_/ Sets "Slime" as unencountered. #_/ #_/ * set_monster_defeated(EnemyID, flag) #_/ Sets a specified enemy as "Defeated" (or undefeated). If the Flag is #_/ omitted, it is automatically assumed to be true. #_/ Example: set_enemy_defeated(1) #_/ Sets "Slime" as defeated. #_/ Example: set_enemy_defeated(1, false) #_/ Sets "Slime" as undefeated. #_/ #_/ * set_enemy_item_dropped(EnemyID, Item_Index, Flag) #_/ Sets a specified enemy's drop item as "Dropped" (or not dropped). If Flag #_/ is omitted, it is automatically assumed to be true. #_/ Example: set_enemy_item_dropped(1, 0) #_/ Sets "Slime"'s first dropped item as dropped. #_/ Example: set_enemy_item_dropped(1, 1, false) #_/ Sets "Slime"'s second dropped item as not dropped. #_/ #_/ * set_enemy_object_stolen(EnemyID, Object_Index, Flag) #_/ Sets a specified enemy's stealable item(s) as "stolen" (or not) when used #_/ in conjunction with KGC_Steal. If flag is omitted, it is automatically #_/ assumed to be true. #_/ Example: set_enemy_object_stolen(1, 0) #_/ Sets "Slime"'s first stealable item as stolen. #_/ #_/ [ Quick Key: ] #_/ [ VariableID = The in-game variable number used to store data. ] #_/ [ ] #_/ [ EnemyID = The ID number of the desired enemy (found in the database). ] #_/ [ ] #_/ [ Flag = A true or false value. ] #_/ [ ] #_/ [ Item_Index = The current index of the enemy's dropped item. ] #_/ [ A value of 0 returns the first item, while 1 returns the second. ] #_/ [ ] #_/ [ Object_Index = The current index of the enemy's stealable items. ] #_/ [ A value of 0 returns the first item, while 1 returns the second, etc. ] #_/ #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#============================================================================== # ★ BEGIN Customization ★ #==============================================================================
module KGC module EnemyGuide # ◆ Use Background Image ◆ # This toggle allows you to use a custom background image for the enemy guide # window's background rather than the window skin. # true : Use background image defined below ( BACKGROUND_FILENAME ) # false : Use Window Skin USE_BACKGROUND_IMAGE = true # ◆ Background Image File Name # Here, you may designate an image in the "Graphics/System/" folder to be # used as described above. The file extension is automatically recognized. BACKGROUND_FILENAME = "EnemyGuideBack" # ◆ Completed Display Interval [In Frames] # This allows you to specify the amount of time in frames from which the # Encountered, Defeated, & Completion percentile field are displayed before # switching to the next. To get a better understanding of this, test the game # and open the enemy guide. The field at hand is in the upper left corner. INFO_INTERVAL = 90
# ◆ Enemy Selection Serial Number Display ◆ # This toggle allows you to show enemies' serial number before the name. This # is pulled strictly by the enemy's ID number in the database. # For example, when true, Slime's command entry would be: [001] Slime # true = enable display of enemy serial number # false = ID/Serial number is hidden. SHOW_SERIAL_NUMBER = true # ◆ Enemy Selection Order By Serial Number # This toggle causes the script to arrange the enemies by ID/serial number. # true = Enemies are sorted by serial numbers (Enemy ID) # false = Supposed to sort another way? This doesn't seem to make any impact. # ====================MORE RESEARCH NEEDED======================= SERIAL_NUM_FOLLOW = true # ◆ Serial Number Format # This is the format in which the serial numbers are displayed in conjunction # with the enemy name. %03d = Serial Number. SERIAL_NUM_FORMAT = "%03d: " # ◆ Unencountered Enemy Name Mask # This allows you to set text for enemy entries that have not yet been # encountered. By setting one character, such as "?", the entire enemy's # name will be masked by that character, such as "Slime" becoming "?????". UNKNOWN_ENEMY_NAME = "?" # ◆ Uncountered enemy text. UNENCOUNTERED_DATA = "- No Data -" # ◆ Parameter Names text. PARAMETER_NAME = { :defeat_count => "Battus", :weak_element => "Faiblesse ", :resist_element => "Resistance ", :weak_state => "Faible à l'état", :resist_state => "Resistant à l'état", :exp => "Experience", :treasure => "Objets", :drop_prob => "Chance", :steal_obj => "Vol", :steal_prob => "Probabilité", } # ← No not delete! # ◆ Undefeated Enemy Parameter Text Mask UNDEFEATED_PARAMETER = "???" # ◆ Undropped Item Text Mask # By setting one character, such as "?", the entire item's name will be masked # by that character, such as "Potion" becoming "?????". UNDROPPED_ITEM_NAME = "?"
# ◆ Element Weakness and Resistance Range # Here you may specify what elements are shown under the Enemy Guide's # Weakness and Resistance field. By default, 1..16 includes everything from # element ID 1 to 16. ELEMENT_RANGE = [1..16] # ◆ Element Icon Display # In this array, you may define the icons used for the elements displayed for # weakness/resistance/state fields. These are ordered by the ranged defined # in ELEMENT_RANGE, above. To find the icon's index, simply look at your # IconSet and count each from left to right, top to bottom, starting with 0. ELEMENT_ICON = [nil, # ID:0 Dummy(Don't alter this line) 50, 1, 4, 14, 24, 12, 189, 136, # Melee ~ Absorbing 104, 105, 106, 107, 108, 109, 110, 111, # Fire ~ Darkness ] # ← Do not remove! # ◆ State Tolerance Range # Here you may specify what state are shown under the Enemy Guide's # State field. By default, 1..16 includes everything from # state ID 1 to 16. This is similar to ELEMENT_RANGE as seen above. STATE_RANGE = [1..16]
# ◆ Item Display ◆ # ◆ Drop Item Display # true : Show drop items # false : No not show drop items SHOW_DROP_ITEM = true # ◆ Stealable Item Display # For use with KGC_Steal # true : Show stealable items # false : No not show stealable items SHOW_STEAL_OBJ = true
# ◆ Hidden Enemies ◆ # You may specify enemies that you do not wish to appear in the monster guide # here within the brackets by EnemyID. # Example: MG_HIDE_ENEMIES = [2, 4, 8, 16, 32] HIDDEN_ENEMIES = []
# ◆ Enemy Selection Order ◆ # Here, you may manually specify the order in which enemies appear in the # selection list. This is handled by the enemy's ID number in the database. # You must separate each number or number range with commas. # A number range is a range of numbers separated by .. - for example, 1..3 # is the same as saying 1, 2, 3 # Enemies hidden by HIDDEN_ENEMIES will not appear. # Set this function to nil if you do not wish to use it. # Example: ENEMY_ORDER = [1..5, 8..13, 6, 7, 14, 15] ENEMY_ORDER = nil
# ◆ Transformed Enemy Handling ◆ # true = If an enemy transforms into another enemy, the original enemy is # flagged as defeated as well as the transformed enemy. ORIGINAL_DEFEAT = true
# ◆ Command Menu ◆ # This toggle adds a command to the menu command selection to the main command # menu. To set this command anywhere other than the bottom, please use # KGC_CustomMenuCommand. USE_MENU_ENEMY_GUIDE_COMMAND = true # ◆ Text of displayed for Enemy Guide selection on the main command window. VOCAB_MENU_ENEMY_GUIDE = "Bestiaire" end end
#============================================================================== # ★ END Customization ★ #==============================================================================
#============================================================================== # □ KGC #============================================================================== module KGC module_function #-------------------------------------------------------------------------- # ○ Character String Mask # str : String Object # mask : Character Mask #-------------------------------------------------------------------------- def mask_string(str, mask) text = mask if mask.scan(/./).size == 1 text = mask * str.scan(/./).size end return text end end
#============================================================================== # □ KGC::EnemyGuide::Regexp #============================================================================== # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Note Field Tag Strings # # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the "Note" section of # an enemy.
module KGC::EnemyGuide # Regular Expressions Module module Regexp # Enemy Module module Enemy # Begin Description tag string BEGIN_GUIDE_DEscriptION = /<(?:GUIDE_DEscriptION|enemy_info)>/i # End Description tag string END_GUIDE_DEscriptION = /<\/(?:GUIDE_DEscriptION|enemy_info)>/i end end
module_function #-------------------------------------------------------------------------- # ○ Range & Integer # Obtain array and convert into integer. (Repeditive elements are excluded.) #-------------------------------------------------------------------------- def convert_integer_array(array) result = [] array.each { |i| case i when Range result |= i.to_a when Integer result |= [i] end } return result end #-------------------------------------------------------------------------- # ○ Is the enemy to be shown? #-------------------------------------------------------------------------- def enemy_show?(enemy_id) return false if HIDDEN_ENEMY_LIST.include?(enemy_id) if ENEMY_ORDER_ID != nil return false unless ENEMY_ORDER_ID.include?(enemy_id) end
return true end
#-------------------------------------------------------------------------- # ○ Array Sorting #-------------------------------------------------------------------------- # Hidden Enemy List HIDDEN_ENEMY_LIST = convert_integer_array(HIDDEN_ENEMIES) # Enemy IDs in the display order ENEMY_ORDER_ID = (ENEMY_ORDER == nil ? nil : convert_integer_array(ENEMY_ORDER)) # Check element list CHECK_ELEMENT_LIST = convert_integer_array(ELEMENT_RANGE) # Check state list CHECK_STATE_LIST = convert_integer_array(STATE_RANGE)
module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ 遭遇状態取得 # enemy_id : 敵 ID #-------------------------------------------------------------------------- def enemy_encountered?(enemy_id) return $game_system.enemy_encountered[enemy_id] end #-------------------------------------------------------------------------- # ○ 撃破状態取得 # enemy_id : 敵 ID #-------------------------------------------------------------------------- def enemy_defeated?(enemy_id) return $game_system.enemy_defeated[enemy_id] end #-------------------------------------------------------------------------- # ○ アイテムドロップ状態取得 # enemy_id : 敵 ID # item_index : ドロップアイテム番号 #-------------------------------------------------------------------------- def enemy_item_dropped?(enemy_id, item_index) if $game_system.enemy_item_dropped[enemy_id] == nil return false end result = $game_system.enemy_item_dropped[enemy_id] & (1 << item_index) return (result != 0) end #-------------------------------------------------------------------------- # ○ 盗み成功済み状態取得 # enemy_id : 敵 ID # obj_index : オブジェクト番号 #-------------------------------------------------------------------------- def enemy_object_stolen?(enemy_id, obj_index) if $game_system.enemy_object_stolen[enemy_id] == nil return false end result = $game_system.enemy_object_stolen[enemy_id] & (1 << obj_index) return (result != 0) end #-------------------------------------------------------------------------- # ○ 遭遇状態設定 # enemy_id : 敵 ID # enabled : true..遭遇済み false..未遭遇 #-------------------------------------------------------------------------- def set_enemy_encountered(enemy_id, enabled = true) $game_system.enemy_encountered[enemy_id] = enabled unless enabled # 未遭遇なら撃破済みフラグも解除 set_enemy_defeated(enemy_id, false) end end #-------------------------------------------------------------------------- # ○ 撃破状態設定 # enemy_id : 敵 ID # enabled : true..撃破済み false..未撃破 #-------------------------------------------------------------------------- def set_enemy_defeated(enemy_id, enabled = true) $game_system.enemy_defeated[enemy_id] = enabled if enabled # 撃破済みなら遭遇フラグもセット set_enemy_encountered(enemy_id) end end #-------------------------------------------------------------------------- # ○ アイテムドロップ状態設定 # enemy_id : 敵 ID # item_index : ドロップアイテム番号 # enabled : true..ドロップ済み false..未ドロップ #-------------------------------------------------------------------------- def set_enemy_item_dropped(enemy_id, item_index, enabled = true) if $game_system.enemy_item_dropped[enemy_id] == nil $game_system.enemy_item_dropped[enemy_id] = 0 end if enabled $game_system.enemy_item_dropped[enemy_id] |= (1 << item_index) else $game_system.enemy_item_dropped[enemy_id] &= ~(1 << item_index) end end #-------------------------------------------------------------------------- # ○ 盗み成功状態設定 # enemy_id : 敵 ID # obj_index : オブジェクト番号 # enabled : true..成功済み false..未成功 #-------------------------------------------------------------------------- def set_enemy_object_stolen(enemy_id, obj_index, enabled = true) if $game_system.enemy_object_stolen[enemy_id] == nil $game_system.enemy_object_stolen[enemy_id] = 0 end if enabled $game_system.enemy_object_stolen[enemy_id] |= (1 << obj_index) else $game_system.enemy_object_stolen[enemy_id] &= ~(1 << obj_index) end end #-------------------------------------------------------------------------- # ○ 図鑑リセット #-------------------------------------------------------------------------- def reset_enemy_guide $game_system.enemy_encountered = [] $game_system.enemy_defeated = [] $game_system.enemy_item_dropped = [] $game_system.enemy_object_stolen = [] end #-------------------------------------------------------------------------- # ○ 図鑑完成 #-------------------------------------------------------------------------- def complete_enemy_guide (1...$data_enemies.size).each { |i| set_enemy_encountered(i) set_enemy_defeated(i)
enemy = $data_enemies[i]
items = [enemy.drop_item1, enemy.drop_item2] if $imported["ExtraDropItem"] items += enemy.extra_drop_items end items.each_index { |j| set_enemy_item_dropped(i, j) }
if $imported["Steal"] objs = enemy.steal_objects objs.each_index { |j| set_enemy_object_stolen(i, j) } end } end #-------------------------------------------------------------------------- # ○ 図鑑に含めるか # enemy_id : 敵 ID #-------------------------------------------------------------------------- def enemy_guide_include?(enemy_id) return false unless KGC::EnemyGuide.enemy_show?(enemy_id) enemy = $data_enemies[enemy_id] return (enemy != nil && enemy.name != "") end #-------------------------------------------------------------------------- # ○ 存在する敵の種類数取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_all_enemies_number(variable_id = 0) n = 0 (1...$data_enemies.size).each { |i| n += 1 if enemy_guide_include?(i) } if variable_id > 0 $game_variables[variable_id] = n $game_map.need_refresh = true end return n end #-------------------------------------------------------------------------- # ○ 遭遇した敵の種類数取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_encountered_enemies_number(variable_id = 0) n = 0 (1...$data_enemies.size).each { |i| if enemy_guide_include?(i) && $game_system.enemy_encountered[i] n += 1 end } if variable_id > 0 $game_variables[variable_id] = n $game_map.need_refresh = true end return n end #-------------------------------------------------------------------------- # ○ 撃破した敵の種類数取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_defeated_enemies_number(variable_id = 0) n = 0 (1...$data_enemies.size).each { |i| if enemy_guide_include?(i) && $game_system.enemy_encountered[i] && $game_system.enemy_defeated[i] n += 1 end } if variable_id > 0 $game_variables[variable_id] = n $game_map.need_refresh = true end return n end #-------------------------------------------------------------------------- # ○ モンスター図鑑完成度の取得 # variable_id : 取得した値を代入する変数の ID #-------------------------------------------------------------------------- def get_enemy_guide_completion(variable_id = 0) num = get_all_enemies_number value = (num > 0 ? (get_defeated_enemies_number * 100 / num) : 0) if variable_id > 0 $game_variables[variable_id] = value $game_map.need_refresh = true end return value end #-------------------------------------------------------------------------- # ○ モンスター図鑑呼び出し #-------------------------------------------------------------------------- def call_enemy_guide return if $game_temp.in_battle $game_temp.next_scene = :enemy_guide end end end
Diblo
Illusionniste Lv.12
Age : 115 Inscrit le : 07/08/2009 Messages : 774
Sujet: Re: Script bestiaire Mer 14 Oct 2009 - 11:31
description_flag = false self.note.each_line { |line| case line when KGC::EnemyGuide::Regexp::Enemy::BEGIN_GUIDE_DEscriptION # 説明文開始 description_flag = true when KGC::EnemyGuide::Regexp::Enemy::END_GUIDE_DEscriptION # 説明文終了 description_flag = false else if description_flag @__enemy_guide_description += line end end } end #-------------------------------------------------------------------------- # ○ 図鑑説明文 #-------------------------------------------------------------------------- def enemy_guide_description create_enemy_guide_cache if @__enemy_guide_description == nil return @__enemy_guide_description end end
class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● オブジェクト初期化 # index : 敵グループ内インデックス # enemy_id : 敵キャラ ID #-------------------------------------------------------------------------- alias initialize_KGC_EnemyGuide initialize def initialize(index, enemy_id) initialize_KGC_EnemyGuide(index, enemy_id)
@original_ids = [] # 変身前の ID # 遭遇済みフラグをオン KGC::Commands.set_enemy_encountered(enemy_id) unless hidden end #-------------------------------------------------------------------------- # ● コラプスの実行 #-------------------------------------------------------------------------- alias perform_collapse_KGC_EnemyGuide perform_collapse def perform_collapse last_collapsed = @collapse
perform_collapse_KGC_EnemyGuide
if !last_collapsed && @collapse # 撃破済みフラグをオン KGC::Commands.set_enemy_defeated(enemy_id) # 変身前の敵も撃破済みにする if KGC::EnemyGuide::ORIGINAL_DEFEAT @original_ids.compact.each { |i| KGC::Commands.set_enemy_defeated(i) } end end end #-------------------------------------------------------------------------- # ● 変身 # enemy_id : 変身先の敵キャラ ID #-------------------------------------------------------------------------- alias transform_KGC_EnemyGuide transform def transform(enemy_id) # 変身前のIDを保存 @original_ids << @enemy_id
transform_KGC_EnemyGuide(enemy_id)
# 変身後の敵も遭遇済みにする KGC::Commands.set_enemy_encountered(enemy_id) end #-------------------------------------------------------------------------- # ● 隠れ状態設定 #-------------------------------------------------------------------------- alias hidden_equal_KGC_EnemyGuide hidden= unless $@ def hidden=(value) hidden_equal_KGC_EnemyGuide(value) # 出現した場合は遭遇済みフラグをオン KGC::Commands.set_enemy_encountered(enemy_id) unless value end end
class Window_EnemyGuideList < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, WLH + 32, 240, Graphics.height - (WLH + 32)) self.index = 0 refresh if KGC::EnemyGuide::USE_BACKGROUND_IMAGE self.opacity = 0 self.height -= (self.height - 32) % WLH end end #-------------------------------------------------------------------------- # ○ 選択モンスターの取得 #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # ○ エネミーをリストに含めるか # enemy_id : 敵 ID #-------------------------------------------------------------------------- def include?(enemy_id) return KGC::Commands.enemy_guide_include?(enemy_id) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @data = [] if KGC::EnemyGuide::ENEMY_ORDER_ID == nil # ID順 enemy_list = 1...$data_enemies.size else # 指定順 enemy_list = KGC::EnemyGuide::ENEMY_ORDER_ID end enemy_list.each { |i| @data << $data_enemies[i] if include?(i) } @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # ● 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) enemy = @data[index] self.contents.font.color = normal_color unless KGC::Commands.enemy_defeated?(enemy.id) self.contents.font.color.alpha = 128 end rect = item_rect(index) self.contents.clear_rect(rect)
if KGC::EnemyGuide::SHOW_SERIAL_NUMBER s_num = sprintf(KGC::EnemyGuide::SERIAL_NUM_FORMAT, KGC::EnemyGuide::SERIAL_NUM_FOLLOW ? (index + 1) : enemy.id) end
text = (KGC::EnemyGuide::SHOW_SERIAL_NUMBER ? s_num : "") if KGC::Commands.enemy_encountered?(enemy.id) # 遭遇済み text += enemy.name else # 未遭遇 mask = KGC::EnemyGuide::UNKNOWN_ENEMY_NAME if mask.scan(/./).size == 1 mask = mask * enemy.name.scan(/./).size end text += mask end self.contents.draw_text(rect, text) end end
text = sprintf("Bonjour: %3d/%3d ",encountered, total) self.contents.draw_text(0, 0, width - 32, WLH, text, 1) self.contents.draw_text(0, WLH * 3, width - 32, WLH, text, 1) text = sprintf("Ta vu comment c'est facile: %3d/%3d", defeated, total) self.contents.draw_text(0, WLH, width - 32, WLH, text, 1) text = sprintf("Je rit de toi un peu la: %3d%%", defeated * 100 / total) self.contents.draw_text(0, WLH * 2, width - 32, WLH, text, 1) end
Modifie ca pour changer les nom
Code:
text = sprintf("Je rit de toi un peu la: %3d%%", defeated * 100 / total)
Pour le Texte 100 pour cent pour les autre je sais pas a quoi il correspondant ^^
Qualcuno ^^
Diblo
Illusionniste Lv.12
Age : 115 Inscrit le : 07/08/2009 Messages : 774
Sujet: Re: Script bestiaire Ven 23 Oct 2009 - 13:37
Ah merci beaucoup
Qualcuno
Citadin Lv.7
Age : 28 Inscrit le : 04/09/2009 Messages : 181
Sujet: Re: Script bestiaire Ven 23 Oct 2009 - 13:45
Bonjour ^^
Il faut toujours regarder un script avant de poser des question sur ce même script ^^
Qualcuno
Diblo
Illusionniste Lv.12
Age : 115 Inscrit le : 07/08/2009 Messages : 774
Sujet: Re: Script bestiaire Sam 24 Oct 2009 - 7:17
Salut, Oui oui je l'avais regardé mais je ne trouvais pas tout simplement. Enfin bref merci encore, et si quelqu'un a trouvé où se situe le problème pour voir toute la description du monstre merci de me le dire
Blockade
Ex-Admin Cruelle
Age : 32 Inscrit le : 03/07/2008 Messages : 2441
Sujet: Re: Script bestiaire Sam 24 Oct 2009 - 8:01
Pour la description du monstre en fait, à la fin de chaque ligne de description, appuye sur entrée. Comme ca il comprend qu'il doit passer à la ligne !
Diblo
Illusionniste Lv.12
Age : 115 Inscrit le : 07/08/2009 Messages : 774
Sujet: Re: Script bestiaire Sam 24 Oct 2009 - 9:08