Retrouvez de nombreux sprites Naruto et le strict minimum pour crée votre propre jeu Naruto ! |
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| #Affichage des Dégats lors des Combats | |
| | Auteur | Message |
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Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: #Affichage des Dégats lors des Combats Sam 17 Mar - 17:33 | |
| #Affichage des Dégats lors des Combats Ce script permet d'afficher les dégats lors des combats, ce script est à placé au dessus de Main : - Code:
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#=================================== # Créé par Corbaque #--------------------------------------------------------------- # Le 19/08/2006 #--------------------------------------------------------------- # Modification de l'affichage des dégats #--------------------------------------------------------------- # Version 1.0 #=================================== module RPG # ces trois constantes sont modifiables POLICE_DES_LETTRES = "Arial" COULEUR_DES_LETTRES = Color.new(255, 255, 255) COULEUR_DU_CONTOUR = Color.new(0, 0, 0) # Modification de la classe sprite class Sprite < ::Sprite @@_animations = [] @@_reference_count = {} def initialize(viewport = nil) super(viewport) @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 @_damage_duration = 0 @_animation_duration = 0 @_blink = false end def dispose dispose_damage dispose_animation dispose_loop_animation super end def whiten self.blend_type = 0 self.color.set(255, 255, 255, 128) self.opacity = 255 @_whiten_duration = 16 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end def appear self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 0 @_appear_duration = 16 @_whiten_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end def escape self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 255 @_escape_duration = 32 @_whiten_duration = 0 @_appear_duration = 0 @_collapse_duration = 0 end def collapse self.blend_type = 1 self.color.set(255, 64, 64, 255) self.opacity = 255 @_collapse_duration = 48 @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 end #----------------------------------------------------------- # Redéfinition de la methode damage #----------------------------------------------------------- def damage(value, critical) # Suprimme le dernière affichage de # dommage si ce n'est pas fait dispose_damage # Transforme la valeur en chaine de caractère if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end # définition du bitmap bitmap = Bitmap.new(160, 48) bitmap.font.name = POLICE_DES_LETTRES bitmap.font.size = 32 bitmap.font.color = COULEUR_DU_CONTOUR bitmap.draw_text(-1, 12, 160, 36, damage_string, 1) bitmap.draw_text(0, 13, 160, 36, damage_string, 1) bitmap.draw_text(1, 13, 160, 36, damage_string, 1) bitmap.draw_text(1, 12, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color = COULEUR_DES_LETTRES end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color = COULEUR_DU_CONTOUR bitmap.draw_text(-1, -1, 160, 20, "COUP CRITIQUE", 1) bitmap.draw_text(+1, -1, 160, 20, "COUP CRITIQUE", 1) bitmap.draw_text(-1, +1, 160, 20, "COUP CRITIQUE", 1) bitmap.draw_text(+1, +1, 160, 20, "COUP CRITIQUE", 1) bitmap.font.color = COULEUR_DES_LETTRES bitmap.draw_text(0, 0, 160, 20, "COUP CRITIQUE", 1) end # Définition du sprite @_damage_sprite = ::Sprite.new(self.viewport) @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 @_damage_sprite.oy = 20 @_damage_sprite.x = self.x @_damage_sprite.y = self.y - self.oy / 2 @_damage_sprite.z = 3000 @_damage_sprite.zoom_x = 0 @_damage_sprite.zoom_y = 0 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def dispose_damage if @_damage_sprite != nil @_damage_sprite.bitmap.dispose @_damage_sprite.dispose @_damage_sprite = nil @_damage_duration = 0 end end def dispose_animation if @_animation_sprites != nil sprite = @_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_animation_sprites sprite.dispose end @_animation_sprites = nil @_animation = nil end end def dispose_loop_animation if @_loop_animation_sprites != nil sprite = @_loop_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_loop_animation_sprites sprite.dispose end @_loop_animation_sprites = nil @_loop_animation = nil end end def blink_on unless @_blink @_blink = true @_blink_count = 0 end end def blink_off if @_blink @_blink = false self.color.set(0, 0, 0, 0) end end def blink? @_blink end def effect? @_whiten_duration > 0 or @_appear_duration > 0 or @_escape_duration > 0 or @_collapse_duration > 0 or @_damage_duration > 0 or @_animation_duration > 0 end #----------------------------------------------------------- # Redéfinition de la methode update #----------------------------------------------------------- def update # Appel la class superieur (::Sprite) super ################################# # Mise à jour des autres éléments # ################################# if @_whiten_duration > 0 @_whiten_duration -= 1 self.color.alpha = 128 - (16 - @_whiten_duration) * 10 end if @_appear_duration > 0 @_appear_duration -= 1 self.opacity = (16 - @_appear_duration) * 16 end if @_escape_duration > 0 @_escape_duration -= 1 self.opacity = 256 - (32 - @_escape_duration) * 10 end if @_collapse_duration > 0 @_collapse_duration -= 1 self.opacity = 256 - (48 - @_collapse_duration) * 6 end ################################# # Mouvement du sprite if @_damage_duration > 0 @_damage_duration -= 1 case @_damage_duration when 28..39 # Modification de la position du sprite @_damage_sprite.x += 30 * Math.cos(@_damage_duration * Math::PI / 5) @_damage_sprite.y += 15 * Math.sin(@_damage_duration * Math::PI / 5) @_damage_sprite.zoom_x += 0.1 @_damage_sprite.zoom_y += 0.1 end # fondu d'opacitée @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32 # supprime le sprite si l'effet est terminé if @_damage_duration == 0 dispose_damage end end ################################# # Mise à jour des autres éléments # ################################# if @_animation != nil and (Graphics.frame_count % 2 == 0) @_animation_duration -= 1 update_animation end if @_loop_animation != nil and (Graphics.frame_count % 2 == 0) update_loop_animation @_loop_animation_index += 1 @_loop_animation_index %= @_loop_animation.frame_max end if @_blink @_blink_count = (@_blink_count + 1) % 32 if @_blink_count < 16 alpha = (16 - @_blink_count) * 6 else alpha = (@_blink_count - 16) * 6 end self.color.set(255, 255, 255, alpha) end @@_animations.clear ################################# end def update_animation if @_animation_duration > 0 frame_index = @_animation.frame_max - @_animation_duration cell_data = @_animation.frames[frame_index].cell_data position = @_animation.position animation_set_sprites(@_animation_sprites, cell_data, position) for timing in @_animation.timings if timing.frame == frame_index animation_process_timing(timing, @_animation_hit) end end else dispose_animation end end def update_loop_animation frame_index = @_loop_animation_index cell_data = @_loop_animation.frames[frame_index].cell_data position = @_loop_animation.position animation_set_sprites(@_loop_animation_sprites, cell_data, position) for timing in @_loop_animation.timings if timing.frame == frame_index animation_process_timing(timing, true) end end end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x - self.ox + self.src_rect.width / 2 sprite.y = self.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end def animation_process_timing(timing, hit) if (timing.condition == 0) or (timing.condition == 1 and hit == true) or (timing.condition == 2 and hit == false) if timing.se.name != "" se = timing.se Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) end case timing.flash_scope when 1 self.flash(timing.flash_color, timing.flash_duration * 2) when 2 if self.viewport != nil self.viewport.flash(timing.flash_color, timing.flash_duration * 2) end when 3 self.flash(nil, timing.flash_duration * 2) end end end def x=(x) sx = x - self.x if sx != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].x += sx end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].x += sx end end end super end def y=(y) sy = y - self.y if sy != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].y += sy end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].y += sy end end end super end end end | |
| | | Lucifer Uchiwa
Messages : 42 Points d'Aide : 58 Réputation : 0 Date d'inscription : 18/03/2012
| Sujet: Porbleme Mar 20 Mar - 23:21 | |
| probleme ligne 14 aparament | |
| | | Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: Re: #Affichage des Dégats lors des Combats Mar 20 Mar - 23:29 | |
| Il te mette quoi comme problème ? | |
| | | Lucifer Uchiwa
Messages : 42 Points d'Aide : 58 Réputation : 0 Date d'inscription : 18/03/2012
| Sujet: script error Mar 20 Mar - 23:37 | |
| sa dit Script line 14: syntaxerror occurred | |
| | | Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: Re: #Affichage des Dégats lors des Combats Mar 20 Mar - 23:40 | |
| Ok, je te passe le mien : - Code:
-
#=================================== # Créé par Corbaque #--------------------------------------------------------------- # Le 19/08/2006 #--------------------------------------------------------------- # Modification de l'affichage des dégats #--------------------------------------------------------------- # Version 1.0 #=================================== module RPG # ces trois constantes sont modifiables POLICE_DES_LETTRES = "Bonzai" COULEUR_DES_LETTRES = Color.new(255, 255, 255) COULEUR_DU_CONTOUR = Color.new(0, 0, 0) # Modification de la classe sprite class Sprite < ::Sprite @@_animations = [] @@_reference_count = {} def initialize(viewport = nil) super(viewport) @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 @_damage_duration = 0 @_animation_duration = 0 @_blink = false end def dispose dispose_damage dispose_animation dispose_loop_animation super end def whiten self.blend_type = 0 self.color.set(255, 255, 255, 128) self.opacity = 255 @_whiten_duration = 16 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end def appear self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 0 @_appear_duration = 16 @_whiten_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 end def escape self.blend_type = 0 self.color.set(0, 0, 0, 0) self.opacity = 255 @_escape_duration = 32 @_whiten_duration = 0 @_appear_duration = 0 @_collapse_duration = 0 end def collapse self.blend_type = 1 self.color.set(255, 64, 64, 255) self.opacity = 255 @_collapse_duration = 48 @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 end #----------------------------------------------------------- # Redéfinition de la methode damage #----------------------------------------------------------- def damage(value, critical) # Suprimme le dernière affichage de # dommage si ce n'est pas fait dispose_damage # Transforme la valeur en chaine de caractère if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end # définition du bitmap bitmap = Bitmap.new(160, 48) bitmap.font.name = POLICE_DES_LETTRES bitmap.font.size = 32 bitmap.font.color = COULEUR_DU_CONTOUR bitmap.draw_text(-1, 12, 160, 36, damage_string, 1) bitmap.draw_text(0, 13, 160, 36, damage_string, 1) bitmap.draw_text(1, 13, 160, 36, damage_string, 1) bitmap.draw_text(1, 12, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color = COULEUR_DES_LETTRES end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color = COULEUR_DU_CONTOUR bitmap.draw_text(-1, -1, 160, 20, "COUP CRITIQUE", 1) bitmap.draw_text(+1, -1, 160, 20, "COUP CRITIQUE", 1) bitmap.draw_text(-1, +1, 160, 20, "COUP CRITIQUE", 1) bitmap.draw_text(+1, +1, 160, 20, "COUP CRITIQUE", 1) bitmap.font.color = COULEUR_DES_LETTRES bitmap.draw_text(0, 0, 160, 20, "COUP CRITIQUE", 1) end # Définition du sprite @_damage_sprite = ::Sprite.new(self.viewport) @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 @_damage_sprite.oy = 20 @_damage_sprite.x = self.x @_damage_sprite.y = self.y - self.oy / 2 @_damage_sprite.z = 3000 @_damage_sprite.zoom_x = 0 @_damage_sprite.zoom_y = 0 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def dispose_damage if @_damage_sprite != nil @_damage_sprite.bitmap.dispose @_damage_sprite.dispose @_damage_sprite = nil @_damage_duration = 0 end end def dispose_animation if @_animation_sprites != nil sprite = @_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_animation_sprites sprite.dispose end @_animation_sprites = nil @_animation = nil end end def dispose_loop_animation if @_loop_animation_sprites != nil sprite = @_loop_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_loop_animation_sprites sprite.dispose end @_loop_animation_sprites = nil @_loop_animation = nil end end def blink_on unless @_blink @_blink = true @_blink_count = 0 end end def blink_off if @_blink @_blink = false self.color.set(0, 0, 0, 0) end end def blink? @_blink end def effect? @_whiten_duration > 0 or @_appear_duration > 0 or @_escape_duration > 0 or @_collapse_duration > 0 or @_damage_duration > 0 or @_animation_duration > 0 end #----------------------------------------------------------- # Redéfinition de la methode update #----------------------------------------------------------- def update # Appel la class superieur (::Sprite) super ################################# # Mise à jour des autres éléments # ################################# if @_whiten_duration > 0 @_whiten_duration -= 1 self.color.alpha = 128 - (16 - @_whiten_duration) * 10 end if @_appear_duration > 0 @_appear_duration -= 1 self.opacity = (16 - @_appear_duration) * 16 end if @_escape_duration > 0 @_escape_duration -= 1 self.opacity = 256 - (32 - @_escape_duration) * 10 end if @_collapse_duration > 0 @_collapse_duration -= 1 self.opacity = 256 - (48 - @_collapse_duration) * 6 end ################################# # Mouvement du sprite if @_damage_duration > 0 @_damage_duration -= 1 case @_damage_duration when 28..39 # Modification de la position du sprite @_damage_sprite.x += 30 * Math.cos(@_damage_duration * Math::PI / 5) @_damage_sprite.y += 15 * Math.sin(@_damage_duration * Math::PI / 5) @_damage_sprite.zoom_x += 0.1 @_damage_sprite.zoom_y += 0.1 end # fondu d'opacitée @_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32 # supprime le sprite si l'effet est terminé if @_damage_duration == 0 dispose_damage end end ################################# # Mise à jour des autres éléments # ################################# if @_animation != nil and (Graphics.frame_count % 2 == 0) @_animation_duration -= 1 update_animation end if @_loop_animation != nil and (Graphics.frame_count % 2 == 0) update_loop_animation @_loop_animation_index += 1 @_loop_animation_index %= @_loop_animation.frame_max end if @_blink @_blink_count = (@_blink_count + 1) % 32 if @_blink_count < 16 alpha = (16 - @_blink_count) * 6 else alpha = (@_blink_count - 16) * 6 end self.color.set(255, 255, 255, alpha) end @@_animations.clear ################################# end def update_animation if @_animation_duration > 0 frame_index = @_animation.frame_max - @_animation_duration cell_data = @_animation.frames[frame_index].cell_data position = @_animation.position animation_set_sprites(@_animation_sprites, cell_data, position) for timing in @_animation.timings if timing.frame == frame_index animation_process_timing(timing, @_animation_hit) end end else dispose_animation end end def update_loop_animation frame_index = @_loop_animation_index cell_data = @_loop_animation.frames[frame_index].cell_data position = @_loop_animation.position animation_set_sprites(@_loop_animation_sprites, cell_data, position) for timing in @_loop_animation.timings if timing.frame == frame_index animation_process_timing(timing, true) end end end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x - self.ox + self.src_rect.width / 2 sprite.y = self.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end def animation_process_timing(timing, hit) if (timing.condition == 0) or (timing.condition == 1 and hit == true) or (timing.condition == 2 and hit == false) if timing.se.name != "" se = timing.se Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) end case timing.flash_scope when 1 self.flash(timing.flash_color, timing.flash_duration * 2) when 2 if self.viewport != nil self.viewport.flash(timing.flash_color, timing.flash_duration * 2) end when 3 self.flash(nil, timing.flash_duration * 2) end end end def x=(x) sx = x - self.x if sx != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].x += sx end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].x += sx end end end super end def y=(y) sy = y - self.y if sy != 0 if @_animation_sprites != nil for i in 0..15 @_animation_sprites[i].y += sy end end if @_loop_animation_sprites != nil for i in 0..15 @_loop_animation_sprites[i].y += sy end end end super end end end
Il suffit juste de changer la police des lettres et puis c'est bon | |
| | | Lucifer Uchiwa
Messages : 42 Points d'Aide : 58 Réputation : 0 Date d'inscription : 18/03/2012
| Sujet: bouh bouh XD Mar 20 Mar - 23:44 | |
| | |
| | | Tm
Messages : 215 Points d'Aide : 327 Réputation : 9 Date d'inscription : 12/03/2012
| Sujet: Re: #Affichage des Dégats lors des Combats Mar 20 Mar - 23:45 | |
| Ah mince ! Bon t'inquiète je m'en occupe Pourtant chez moi il marche bien ^^" Sinon laisse les zéro dans le Color. News ou regarde si il y a pas un point décalé ou un truc du genre . EDIT : Laisse tomber je vais poster un script pareille mais avec des images | |
| | | Skaaz
Messages : 30 Points d'Aide : 26 Réputation : 0 Date d'inscription : 23/03/2012
| Sujet: Re: #Affichage des Dégats lors des Combats Dim 20 Mai - 11:30 | |
| Merci du partage ! Encore une fois ! | |
| | | Contenu sponsorisé
| Sujet: Re: #Affichage des Dégats lors des Combats | |
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| | | | #Affichage des Dégats lors des Combats | |
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