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Message  Hitsugaya Dim 27 Juin - 21:50

Voici un script pour avoir des joueurs en plus dans une reseves et pouvoirs donc changer l'équipe.
Faite un script au dessus de main et collez y ceci: (j'ai coupé le script en 2 car sinon la longueur du message dépassais la limite autoriseé.,collez donc les bout de script à la suite !)

Script:

module KGC
module LargeParty
# ??????? ON/OFF ???????? ??/??? ????????
PARTYFORM_SWITCH = 1
# ? ?????????????????????
# ??????????????????????????????????
BATTLE_PARTYFORM_SWITCH = 1
# ? ?????????????
# true ?????????????????????????????????
# ???? ON ??????
DEFAULT_PARTYFORM_ENABLED = true

# ? ????????? (??????)
# 5 Nombre mximum dans les combats. (pas plus de 5)
MAX_BATTLE_MEMBERS = 4
# Game_Party::MAX_MEMBERS ????????
# 100 ?????? [Window_MenuStatus] ???????
MAX_MEMBERS = 15
# ? ??????????????
# ???????????????????????????
FORBID_CHANGE_SHIFT_FIXED = false
# ? ??????????
# ????????? Color.new(0, 0, 0, 0)
STAND_BY_COLOR = Color.new(0, 0, 0, 128)
# ? ??????????
FIXED_COLOR = Color.new(255, 128, 64, 96)
# ? ?????????
SELECTED_COLOR = Color.new(64, 255, 128, 128)
# ? ????????? (???????)
# ????????????????????????????????
# ???????? nil
MENU_PARTYFORM_BUTTON = Input::A
# ? ??????????????????????
# ???????????????????????
# ?????????????«????????????» ?????????
USE_MENU_PARTYFORM_COMMAND = true
# ? ????????????????????
VOCAB_MENU_PARTYFORM = "Equipe"
# ? ???????????????????
# ????????????????????(???????)???
USE_BATTLE_PARTYFORM = true
# ? ?????????????????
VOCAB_BATTLE_PARTYFORM = "Ordonner"

# ? ???????????????? [?, ??]
# ???????????????????????????????
PARTY_FORM_CHARACTER_SIZE = [40, 48]
# ? ????????????????????????????
BATTLE_MEMBER_BLANK_TEXT = "VIDE"
# ? ???????????????????????
# ???????????????????????
# ???? 1 ????????
PARTY_MEMBER_WINDOW_ROW_MAX = 2
# ? ??????????????????????????????
SHOW_BATTLE_MEMBER_IN_PARTY = false
# ? ??????????????????????????????
PARTY_MEMBER_BLANK_TEXT = "-"
# ? ??????????????????
CAPTION_WINDOW_WIDTH = 192
# ? ???????????????????????
BATTLE_MEMBER_CAPTION = "Equipe de combat"

if SHOW_BATTLE_MEMBER_IN_PARTY
# ? ?????????????????????????
# SHOW_BATTLE_MEMBER_IN_PARTY = true ???
PARTY_MEMBER_CAPTION = "Membres de l'équipe"
else
# ? ?????????????????????????
# SHOW_BATTLE_MEMBER_IN_PARTY = false ???
PARTY_MEMBER_CAPTION = "Equipe remplaçante"
end

# ? ???????????
CONFIRM_WINDOW_WIDTH = 160
# ? ?????????????
# ??????·??????????????
CONFIRM_WINDOW_COMMANDS = ["Confirmer", "Annuler", "Retour"]

# ? ???????????????????????????????
# ?????????????????????????????
# ?????????????? nil ????
# «????????????»?????????????????
SHOP_STATUS_SCROLL_BUTTON = Input::A

# ? ????????????????:‰(??? 1‰=0.1%)?
# 500 ?? 50.0% ???
STAND_BY_EXP_RATE = 500
# ? ?????????????????????????
# false ???????????????????
SHOW_STAND_BY_LEVEL_UP = true
end
end

#???????????????????????????????????????

$imported = {} if $imported == nil
$imported["LargeParty"] = true

#???????????????????????????????????????
#==============================================================================
# ? KGC::Commands
#==============================================================================

module KGC::Commands
# ??????????
SORT_BY_ID = 0 # ID?
SORT_BY_NAME = 1 # ???
SORT_BY_LEVEL = 2 # ????

module_function
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def call_partyform
return if $game_temp.in_battle
$game_temp.next_scene = :partyform
end
#--------------------------------------------------------------------------
# ? ????????????
# value : ?? (????????????????)
#--------------------------------------------------------------------------
def set_max_battle_member_count(value = nil)
$game_party.max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def party_full?
return $game_party.full?
end
#--------------------------------------------------------------------------
# ? ???????????
# enabled : ????? (??? : true)
#--------------------------------------------------------------------------
def permit_partyform(enabled = true)
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ? ???????????????
# enabled : ????? (??? : true)
#--------------------------------------------------------------------------
def permit_battle_partyform(enabled = true)
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = enabled
end
#--------------------------------------------------------------------------
# ? ????????????
# actor_id : ???? ID
# fixed : ????? (??? : true)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = true)
$game_party.fix_actor(actor_id, fixed)
end
#--------------------------------------------------------------------------
# ? ????
# ????? index1 ??? index2 ????????
#--------------------------------------------------------------------------
def change_party_shift(index1, index2)
$game_party.change_shift(index1, index2)
end
#--------------------------------------------------------------------------
# ? ?????? (??)
# sort_type : ????? (SORT_BY_xxx)
# reverse : true ????
#--------------------------------------------------------------------------
def sort_party_member(sort_type = SORT_BY_ID, reverse = false)
$game_party.sort_member(sort_type, reverse)
end
end

class Game_Interpreter
include KGC::Commands
end

#???????????????????????????????????????

#==============================================================================
# ¦ Vocab
#==============================================================================

module Vocab
# ????????????? (????)
def self.partyform
return KGC::LargeParty::VOCAB_MENU_PARTYFORM
end

# ????????????? (??)
def self.partyform_battle
return KGC::LargeParty::VOCAB_BATTLE_PARTYFORM
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def party_index
return $game_party.all_members.index(self)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_member?
return $game_party.battle_members.include?(self)
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Game_Party
#==============================================================================

class Game_Party
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
MAX_MEMBERS = KGC::LargeParty::MAX_MEMBERS # ????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_LargeParty initialize
def initialize
initialize_KGC_LargeParty

@max_battle_member_count = nil
@battle_member_count = 0
@fixed_actors = []
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def max_battle_member_count
if @max_battle_member_count == nil
return KGC::LargeParty::MAX_BATTLE_MEMBERS
else
return @max_battle_member_count
end
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def max_battle_member_count=(value)
if value.is_a?(Integer)
value = [value, 1].max
end
@max_battle_member_count = value
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_member_count
if @battle_member_count == nil
@battle_member_count = @actors.size
end
@battle_member_count =
[@battle_member_count, @actors.size, max_battle_member_count].min
return @battle_member_count
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_member_count=(value)
@battle_member_count = [[value, 0].max,
@actors.size, max_battle_member_count].min
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
alias members_KGC_LargeParty members
def members
return ($game_temp.in_battle ? battle_members : members_KGC_LargeParty)
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def all_members
return members_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def battle_members
result = []
battle_member_count.times { |i| result << $game_actors[@actors[i]] }
return result
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def stand_by_members
return (all_members - battle_members)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def fixed_members
result = []
@fixed_actors.each { |i| result << $game_actors[i] }
return result
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
alias setup_starting_members_KGC_LargeParty setup_starting_members
def setup_starting_members
setup_starting_members_KGC_LargeParty

self.battle_member_count = @actors.size
end
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
alias setup_battle_test_members_KGC_LargeParty setup_battle_test_members
def setup_battle_test_members
setup_battle_test_members_KGC_LargeParty

self.battle_member_count = @actors.size
end
#--------------------------------------------------------------------------
# ? ?????????
# new_member : ???????
#--------------------------------------------------------------------------
def set_member(new_member)
@actors = []
new_member.each { |actor| @actors << actor.id }
end
#--------------------------------------------------------------------------
# ? ???????????
# new_member : ?????????
#--------------------------------------------------------------------------
def set_battle_member(new_member)
new_battle_member = []
new_member.each { |actor|
@actors.delete(actor.id)
new_battle_member << actor.id
}
@actors = new_battle_member + @actors
self.battle_member_count = new_member.size
end
#--------------------------------------------------------------------------
# ? ????????????????
#--------------------------------------------------------------------------
def partyform_enable?
return $game_switches[KGC::LargeParty::PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ? ????????????????????
#--------------------------------------------------------------------------
def battle_partyform_enable?
return false unless partyform_enable?
return $game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH]
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def full?
return (@actors.size >= MAX_MEMBERS)
end
#--------------------------------------------------------------------------
# ? ?????????
# actor_id : ????????? ID
#--------------------------------------------------------------------------
def actor_fixed?(actor_id)
return @fixed_actors.include?(actor_id)
end
#--------------------------------------------------------------------------
# ? ????????
# actor_id : ???? ID
#--------------------------------------------------------------------------
alias add_actor_KGC_LargeParty add_actor
def add_actor(actor_id)
last_size = @actors.size

add_actor_KGC_LargeParty(actor_id)

if last_size < @actors.size
self.battle_member_count += 1
end
end
#--------------------------------------------------------------------------
# ? ????????????
# actor_id : ???? ID
# fixed : ????? (??? : false)
#--------------------------------------------------------------------------
def fix_actor(actor_id, fixed = false)
unless @actors.include?(actor_id)
return
end

if fixed
# ??
unless @fixed_actors.include?(actor_id)
@fixed_actors << actor_id
unless battle_members.include?($game_actors[actor_id])
self.battle_member_count += 1
end
end
# ????
apply_force_launch
else
# ????
@fixed_actors.delete(actor_id)
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def apply_force_launch
@actors -= @fixed_actors
@actors = @fixed_actors + @actors
end
#--------------------------------------------------------------------------
# ? ?????? (??)
# sort_type : ????? (SORT_BY_xxx)
# reverse : true ????
#--------------------------------------------------------------------------
def sort_member(sort_type = KGC::Commands::SORT_BY_ID,
reverse = false)
# ???????
b_actors = battle_members
actors = all_members - b_actors
f_actors = fixed_members
# ????????????
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors -= f_actors
b_actors -= f_actors
end
# ???
case sort_type
when KGC::Commands::SORT_BY_ID # ID?
actors.sort! { |a, b| a.id <=> b.id }
b_actors.sort! { |a, b| a.id <=> b.id }
when KGC::Commands::SORT_BY_NAME # ???
actors.sort! { |a, b| a.name <=> b.name }
b_actors.sort! { |a, b| a.name <=> b.name }
when KGC::Commands::SORT_BY_LEVEL # ????
actors.sort! { |a, b| a.level <=> b.level }
b_actors.sort! { |a, b| a.level <=> b.level }
end
# ??
if reverse
actors.reverse!
b_actors.reverse!
end
# ??????????????
if KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED
actors = f_actors + actors
b_actors = f_actors + b_actors
end
# ??
set_member(actors)
set_battle_member(b_actors)

apply_force_launch
$game_player.refresh
end
#--------------------------------------------------------------------------
# ? ????
# ??????? index1 ??? index2 ????????
#--------------------------------------------------------------------------
def change_shift(index1, index2)
size = @actors.size
if index1 >= size || index2 >= size
return
end
buf = @actors[index1]
@actors[index1] = @actors[index2]
@actors[index2] = buf
$game_player.refresh
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
unless method_defined?(:add_command)
#--------------------------------------------------------------------------
# ? ???????
# ?????????
#--------------------------------------------------------------------------
def add_command(command)
@commands << command
@item_max = @commands.size
item_index = @item_max - 1
refresh_command
draw_item(item_index)
return item_index
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def refresh_command
buf = self.contents.clone
self.height = [self.height, row_max * WLH + 32].max
create_contents
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def insert_command(index, command)
@commands.insert(index, command)
@item_max = @commands.size
refresh_command
refresh
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def remove_command(command)
@commands.delete(command)
@item_max = @commands.size
refresh
end
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_MenuStatus
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
STATUS_HEIGHT = 96 # ???????????
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * STATUS_HEIGHT].max)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def top_row
return self.oy / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ? ???????
# row : ????????
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ? 1 ??????????????
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / STATUS_HEIGHT
end
#--------------------------------------------------------------------------
# ? ????????????
# index : ????
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.height = STATUS_HEIGHT
rect.y = index / @column_max * STATUS_HEIGHT
return rect
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
@item_max = $game_party.all_members.size
create_contents
fill_stand_by_background
draw_member
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def draw_member
for actor in $game_party.members
draw_actor_face(actor, 2, actor.party_index * 96 + 2, 92)
x = 104
y = actor.party_index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def fill_stand_by_background
color = KGC::LargeParty::STAND_BY_COLOR
dy = STATUS_HEIGHT * $game_party.battle_members.size
dh = STATUS_HEIGHT * $game_party.stand_by_members.size
if dh > 0
self.contents.fill_rect(0, dy, self.width - 32, dh, color)
end
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # ??????
self.cursor_rect.empty
elsif @index < @item_max # ??
super
elsif @index >= 100 # ??
self.cursor_rect.set(0, (@index - 100) * STATUS_HEIGHT,
contents.width, STATUS_HEIGHT)
else # ??
self.cursor_rect.set(0, 0, contents.width, @item_max * STATUS_HEIGHT)
end
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_ShopStatus
#==============================================================================

class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
WLH * ($game_party.members.size + 1) * 2)
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[WLH * $game_party.members.size, height - 32].max)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias refresh_KGC_LargeParty refresh
def refresh
create_contents

refresh_KGC_LargeParty
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormCaption
#------------------------------------------------------------------------------
# ??????????????????????????????????
#==============================================================================

class Window_PartyFormCaption < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
# caption : ??????????
#--------------------------------------------------------------------------
def initialize(caption = "")
super(0, 0, KGC::LargeParty::CAPTION_WINDOW_WIDTH, WLH + 32)
self.z = 1500
@caption = caption
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, width - 32, WLH, @caption)
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormMember
#------------------------------------------------------------------------------
# ??????????????????????????
#==============================================================================

class Window_PartyFormMember < Window_Selectable
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
DRAW_SIZE = KGC::LargeParty::PARTY_FORM_CHARACTER_SIZE
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :selected_index # ??????????
#--------------------------------------------------------------------------
# ? ?????????
# x : ?????? X ??
# y : ?????? Y ??
# width : ???????
# height : ????????
# spacing : ??????????????
#--------------------------------------------------------------------------
def initialize(x, y, width, height, spacing = Cool
super(x, y, width, height, spacing)
self.z = 1000
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new(width - 32,
[height - 32, row_max * DRAW_SIZE[1]].max)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def top_row
return self.oy / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ? ???????
# row : ????????
#--------------------------------------------------------------------------
def top_row=(row)
super(row)
self.oy = self.oy / WLH * DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ? 1 ??????????????
#--------------------------------------------------------------------------
def page_row_max
return (self.height - 32) / DRAW_SIZE[1]
end
#--------------------------------------------------------------------------
# ? ????????????
# index : ????
#--------------------------------------------------------------------------
def item_rect(index)
rect = super(index)
rect.width = DRAW_SIZE[0]
rect.height = DRAW_SIZE[1]
rect.y = index / @column_max * DRAW_SIZE[1]
return rect
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def actor
return @actors[self.index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
restore_member_list
draw_member
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def restore_member_list
# ??????
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def draw_member
# ??????
end
#--------------------------------------------------------------------------
# ? ????????
# index : ????
#--------------------------------------------------------------------------
def draw_empty_actor(index)
# ??????
end
#--------------------------------------------------------------------------
# ? ?????????
# index : ????
#--------------------------------------------------------------------------
def draw_fixed_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::FIXED_COLOR)
end
#--------------------------------------------------------------------------
# ? ??????????
# index : ????
#--------------------------------------------------------------------------
def draw_selected_back(index)
rect = item_rect(index)
self.contents.fill_rect(rect, KGC::LargeParty::SELECTED_COLOR)
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormBattleMember
#------------------------------------------------------------------------------
# ????????????????????????????
#==============================================================================

class Window_PartyFormBattleMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_accessor :selected_index # ??????????
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, DRAW_SIZE[1] + 32)
column_width = DRAW_SIZE[0] + @spacing
nw = [column_width * $game_party.max_battle_member_count + 32,
Graphics.width].min
self.width = nw

@item_max = $game_party.max_battle_member_count
@column_max = width / column_width
@selected_index = nil
create_contents
refresh
self.active = true
self.index = 0
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def restore_member_list
@actors = $game_party.battle_members
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def draw_member
@item_max.times { |i|
actor = @actors[i]
if actor == nil
draw_empty_actor(i)
else
if i == @selected_index
draw_selected_back(i)
elsif $game_party.actor_fixed?(actor.id)
draw_fixed_back(i)
end
rect = item_rect(i)
draw_actor_graphic(actor,
rect.x + DRAW_SIZE[0] / 2,
rect.y + DRAW_SIZE[1] - 4)
end
}
end
#--------------------------------------------------------------------------
# ? ????????
# index : ????
#--------------------------------------------------------------------------
def draw_empty_actor(index)
rect = item_rect(index)
self.contents.font.color = system_color
self.contents.draw_text(rect, KGC::LargeParty::BATTLE_MEMBER_BLANK_TEXT, 1)
self.contents.font.color = normal_color
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormAllMember
#------------------------------------------------------------------------------
# ???????????????????????????
#==============================================================================

class Window_PartyFormAllMember < Window_PartyFormMember
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, 64, 64)
restore_member_list
@item_max = $game_party.all_members.size

# ???????
column_width = DRAW_SIZE[0] + @spacing
sw = [@item_max * column_width + 32, Graphics.width].min
@column_max = (sw - 32) / column_width
sh = ([@item_max - 1, 0].max / @column_max + 1) * DRAW_SIZE[1] + 32
sh = [sh, DRAW_SIZE[1] * KGC::LargeParty::PARTY_MEMBER_WINDOW_ROW_MAX + 32].min

# ??·?????
self.y += DRAW_SIZE[1] + 32
self.width = sw
self.height = sh

create_contents
refresh
self.active = false
self.index = 0
end
#--------------------------------------------------------------------------
# ? ???????????????????
#--------------------------------------------------------------------------
def actor_index
return @index_offset + self.index
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def restore_member_list
if KGC::LargeParty::SHOW_BATTLE_MEMBER_IN_PARTY
@actors = $game_party.all_members
@index_offset = 0
else
@actors = $game_party.stand_by_members
@index_offset = $game_party.battle_members.size
end
end

Hitsugaya
Hitsugaya
Admin

Messages : 75
Date d'inscription : 24/06/2010

https://mmorpg-extreme.forum-actif.net

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Avoir une équipe de réserve [VX] Empty Re: Avoir une équipe de réserve [VX]

Message  Hitsugaya Dim 27 Juin - 21:52

#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def draw_member
@item_max.times { |i|
actor = @actors
if actor == nil
draw_empty_actor(i)
next
end

if $game_party.actor_fixed?(actor.id)
draw_fixed_back(i)
end
rect = item_rect(i)
opacity = ($game_party.battle_members.include?(actor) ? 96 : 255)
draw_actor_graphic(actor,
rect.x + DRAW_SIZE[0] / 2,
rect.y + DRAW_SIZE[1] - 4,
opacity)
}
end
#--------------------------------------------------------------------------
# ? ???????????????
# actor : ????
# x : ??? X ??
# y : ??? Y ??
# opacity : ????
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y, opacity = 255)
draw_character(actor.character_name, actor.character_index, x, y, opacity)
end
#--------------------------------------------------------------------------
# ? ???????????
# character_name : ???????? ?????
# character_index : ???????? ??????
# x : ??? X ??
# y : ??? Y ??
# opacity : ????
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y, opacity = 255)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[!$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
# ? ????????
# index : ????
#--------------------------------------------------------------------------
def draw_empty_actor(index)
rect = item_rect(index)
self.contents.font.color = system_color
self.contents.draw_text(rect, KGC::LargeParty::PARTY_MEMBER_BLANK_TEXT, 1)
self.contents.font.color = normal_color
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormStatus
#------------------------------------------------------------------------------
# ????????????????????????????????
#==============================================================================

class Window_PartyFormStatus < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, 384, 128)
self.z = 1000
@actor = nil
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def set_actor(actor)
if @actor != actor
@actor = actor
refresh
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @actor == nil
return
end

draw_actor_face(@actor, 0, 0)
dx = 104
draw_actor_name(@actor, dx, 0)
draw_actor_level(@actor, dx, WLH * 1)
draw_actor_hp(@actor, dx, WLH * 2)
draw_actor_mp(@actor, dx, WLH * 3)
4.times { |i|
draw_actor_parameter(@actor, dx + 128, WLH * i, i, 120)
}
end
#--------------------------------------------------------------------------
# ? ??????
# actor : ????
# x : ??? X ??
# y : ??? Y ??
# type : ?????? (0~3)
# width : ???
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, width = 156)
case type
when 0
parameter_name = Vocab::atk
parameter_value = actor.atk
when 1
parameter_name = Vocab::def
parameter_value = actor.def
when 2
parameter_name = Vocab::spi
parameter_value = actor.spi
when 3
parameter_name = Vocab::agi
parameter_value = actor.agi
end
nw = width - 36
self.contents.font.color = system_color
self.contents.draw_text(x, y, nw, WLH, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + nw, y, 36, WLH, parameter_value, 2)
end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_PartyFormControl
#------------------------------------------------------------------------------
# ??????????????????????????
#==============================================================================

class Window_PartyFormControl < Window_Base
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
MODE_BATTLE_MEMBER = 0
MODE_SHIFT_CHANGE = 1
MODE_PARTY_MEMBER = 2
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width - 384, 128)
self.z = 1000
@mode = MODE_BATTLE_MEMBER
refresh
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def mode=(value)
@mode = value
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_BATTLE_MEMBER # ??????
buttons = [
"A: Retirer",
"B: Fin",
"C: Confirmer",
"X: Classer"
]
when MODE_SHIFT_CHANGE # ????
buttons = [
"B: Annuler",
"C: Confirmer",
"X: Confirmer"
]
when MODE_PARTY_MEMBER # ????????
buttons = [
"B: Annuler",
"C: Confirmer"
]
else
return
end

buttons.each_with_index { |c, i|
self.contents.draw_text(0, WLH * i, width - 32, WLH, c)
}
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
alias create_game_objects_KGC_LargeParty create_game_objects
def create_game_objects
create_game_objects_KGC_LargeParty

if KGC::LargeParty::DEFAULT_PARTYFORM_ENABLED
$game_switches[KGC::LargeParty::PARTYFORM_SWITCH] = true
$game_switches[KGC::LargeParty::BATTLE_PARTYFORM_SWITCH] = true
end
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_scene_change_KGC_LargeParty update_scene_change
def update_scene_change
return if $game_player.moving? # ??????????

if $game_temp.next_scene == :partyform
call_partyform
return
end

update_scene_change_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ??????????????
#--------------------------------------------------------------------------
def call_partyform
$game_temp.next_scene = nil
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_MAP)
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
if KGC::LargeParty::USE_MENU_PARTYFORM_COMMAND
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
alias create_command_window_KGC_LargeParty create_command_window
def create_command_window
create_command_window_KGC_LargeParty

return if $imported["CustomMenuCommand"]

@__command_partyform_index =
@command_window.add_command(Vocab.partyform)
@command_window.draw_item(@__command_partyform_index,
$game_party.partyform_enable?)
if @command_window.oy > 0
@command_window.oy -= Window_Base::WLH
end
@command_window.index = @menu_index
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias update_command_selection_KGC_LargeParty update_command_selection
def update_command_selection
current_menu_index = @__command_partyform_index
call_partyform_flag = false

if Input.trigger?(Input::C)
case @command_window.index
when @__command_partyform_index # ??????
call_partyform_flag = true
end
# ???????????
elsif KGC::LargeParty::MENU_PARTYFORM_BUTTON != nil &&
Input.trigger?(KGC::LargeParty::MENU_PARTYFORM_BUTTON)
call_partyform_flag = true
current_menu_index = @command_window.index if current_menu_index == nil
end

# ???????????
if call_partyform_flag
if $game_party.members.size == 0 || !$game_party.partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
$scene = Scene_PartyForm.new(current_menu_index)
return
end

update_command_selection_KGC_LargeParty
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Scene_Shop
#==============================================================================

unless $imported["HelpExtension"]
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
alias udpate_KGC_LargeParty update
def update
# ???????
if !@command_window.active &&
KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON != nil &&
Input.press?(KGC::LargeParty::SHOP_STATUS_SCROLL_BUTTON)
super
update_menu_background
update_scroll_status
return
else
@status_window.cursor_rect.empty
end

udpate_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ??????????????????
#--------------------------------------------------------------------------
def update_scroll_status
# ??????????????????
@status_window.cursor_rect.width = @status_window.contents.width
@status_window.cursor_rect.height = @status_window.height - 32
@status_window.update

if Input.press?(Input::UP)
@status_window.oy = [@status_window.oy - 4, 0].max
elsif Input.press?(Input::DOWN)
max_pos = [@status_window.contents.height -
(@status_window.height - 32), 0].max
@status_window.oy = [@status_window.oy + 4, max_pos].min
end
end
end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_PartyForm
#------------------------------------------------------------------------------
# ????????????????????
#==============================================================================

class Scene_PartyForm < Scene_Base
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
CAPTION_OFFSET = 40 # ????????????????
HOST_MENU = 0 # ????? : ????
HOST_MAP = 1 # ????? : ???
HOST_BATTLE = 2 # ????? : ??
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
# host_scene : ????? (0..???? 1..??? 2..??)
#--------------------------------------------------------------------------
def initialize(menu_index = 0, host_scene = HOST_MENU)
@menu_index = menu_index
@host_scene = host_scene
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def start
super
create_menu_background

create_windows
create_confirm_window
adjust_window_location

# ???????????
@battle_actors = $game_party.battle_members.dup
@party_actors = $game_party.all_members.dup
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def create_windows
# ???????????
@battle_member_window = Window_PartyFormBattleMember.new
@party_member_window = Window_PartyFormAllMember.new
@status_window = Window_PartyFormStatus.new
@status_window.set_actor(@battle_member_window.actor)

# ????????????
@battle_member_caption_window =
Window_PartyFormCaption.new(KGC::LargeParty::BATTLE_MEMBER_CAPTION)
@party_member_caption_window =
Window_PartyFormCaption.new(KGC::LargeParty::PARTY_MEMBER_CAPTION)
@control_window = Window_PartyFormControl.new
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def create_confirm_window
commands = KGC::LargeParty::CONFIRM_WINDOW_COMMANDS
@confirm_window =
Window_Command.new(KGC::LargeParty::CONFIRM_WINDOW_WIDTH, commands)
@confirm_window.index = 0
@confirm_window.x = (Graphics.width - @confirm_window.width) / 2
@confirm_window.y = (Graphics.height - @confirm_window.height) / 2
@confirm_window.z = 2000
@confirm_window.openness = 0
@confirm_window.active = false
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def adjust_window_location
# ???????
base_x = [@battle_member_window.width, @party_member_window.width].max
base_x = [(Graphics.width - base_x) / 2, 0].max
base_y = @battle_member_window.height + @party_member_window.height +
@status_window.height + CAPTION_OFFSET * 2
base_y = [(Graphics.height - base_y) / 2, 0].max

# ???????????????
@battle_member_window.x = base_x
@battle_member_window.y = base_y + CAPTION_OFFSET
@party_member_window.x = base_x
@party_member_window.y = @battle_member_window.y +
@battle_member_window.height + CAPTION_OFFSET
@status_window.x = 0
@status_window.y = @party_member_window.y + @party_member_window.height

# ????????????????
@battle_member_caption_window.x = [base_x - 16, 0].max
@battle_member_caption_window.y = @battle_member_window.y - CAPTION_OFFSET
@party_member_caption_window.x = [base_x - 16, 0].max
@party_member_caption_window.y = @party_member_window.y - CAPTION_OFFSET
@control_window.x = @status_window.width
@control_window.y = @status_window.y
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@battle_member_window.dispose
@party_member_window.dispose
@status_window.dispose
@battle_member_caption_window.dispose
@party_member_caption_window.dispose
@control_window.dispose
@confirm_window.dispose
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def create_menu_background
super
@menuback_sprite.z = 500
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def return_scene
case @host_scene
when HOST_MENU
$scene = Scene_Menu.new(@menu_index)
when HOST_MAP
$scene = Scene_Map.new
when HOST_BATTLE
$scene = Scene_Battle.new
end
$game_player.refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
super
update_menu_background
update_window
if @battle_member_window.active
update_battle_member
elsif @party_member_window.active
update_party_member
elsif @confirm_window.active
update_confirm
end
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def update_window
@battle_member_window.update
@party_member_window.update
@status_window.update
@battle_member_caption_window.update
@party_member_caption_window.update
@control_window.update
@confirm_window.update
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def refresh_window
@battle_member_window.refresh
@party_member_window.refresh
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????????)
#--------------------------------------------------------------------------
def update_battle_member
@status_window.set_actor(@battle_member_window.actor)
if Input.trigger?(Input::A)
if @battle_member_window.selected_index == nil # ????????
actor = @battle_member_window.actor
# ???????????
if actor == nil || $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# ???????
Sound.play_decision
actors = $game_party.battle_members
actors.delete_at(@battle_member_window.index)
$game_party.set_battle_member(actors)
refresh_window
end
elsif Input.trigger?(Input::B)
if @battle_member_window.selected_index == nil # ????????
# ????????????
Sound.play_cancel
show_confirm_window
else # ?????
# ??????
Sound.play_cancel
@battle_member_window.selected_index = nil
@battle_member_window.refresh
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
elsif Input.trigger?(Input::C)
if @battle_member_window.selected_index == nil # ????????
actor = @battle_member_window.actor
# ???????????
if actor != nil && $game_party.actor_fixed?(actor.id)
Sound.play_buzzer
return
end
# ??????????????????
Sound.play_decision
@battle_member_window.active = false
@party_member_window.active = true
@control_window.mode = Window_PartyFormControl::MODE_PARTY_MEMBER
else # ?????
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
# ??????
Sound.play_decision
index1 = @battle_member_window.selected_index
index2 = @battle_member_window.index
change_shift(index1, index2)
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
elsif Input.trigger?(Input::X)
# ??????????
unless can_change_shift?(@battle_member_window.actor)
Sound.play_buzzer
return
end
if @battle_member_window.selected_index == nil # ????????
# ??????
Sound.play_decision
@battle_member_window.selected_index = @battle_member_window.index
@battle_member_window.refresh
@control_window.mode = Window_PartyFormControl::MODE_SHIFT_CHANGE
else # ?????
# ??????
Sound.play_decision
index1 = @battle_member_window.selected_index
index2 = @battle_member_window.index
change_shift(index1, index2)
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def can_change_shift?(actor)
# ???????????????????????????
if actor == nil ||
(KGC::LargeParty::FORBID_CHANGE_SHIFT_FIXED &&
$game_party.actor_fixed?(actor.id))
return false
end
return true
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def change_shift(index1, index2)
# ???????
$game_party.change_shift(index1, index2)
# ??????????????
@battle_member_window.selected_index = nil
refresh_window
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_party_member
@status_window.set_actor(@party_member_window.actor)
if Input.trigger?(Input::B)
Sound.play_cancel
# ????????????????
@battle_member_window.active = true
@party_member_window.active = false
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
elsif Input.trigger?(Input::C)
actor = @party_member_window.actor
# ??????????????????
if $game_party.battle_members.include?(actor)
Sound.play_buzzer
return
end
# ?????????
Sound.play_decision
actors = $game_party.all_members
battle_actors = $game_party.battle_members
if @battle_member_window.actor != nil
actors[@party_member_window.actor_index] = @battle_member_window.actor
actors[@battle_member_window.index] = actor
$game_party.set_member(actors.compact)
end
battle_actors[@battle_member_window.index] = actor
$game_party.set_battle_member(battle_actors.compact)
refresh_window
# ????????????????
@battle_member_window.active = true
@party_member_window.active = false
@control_window.mode = Window_PartyFormControl::MODE_BATTLE_MEMBER
end
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????)
#--------------------------------------------------------------------------
def update_confirm
if Input.trigger?(Input::B)
Sound.play_cancel
hide_confirm_window
elsif Input.trigger?(Input::C)
case @confirm_window.index
when 0 # ????
# ????????????
if $game_party.battle_members.size == 0
Sound.play_buzzer
return
end
Sound.play_decision
return_scene
when 1 # ????
Sound.play_decision
# ??????????????
$game_party.set_member(@party_actors)
$game_party.set_battle_member(@battle_actors)
return_scene
when 2 # ?????
Sound.play_cancel
hide_confirm_window
end
end
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def show_confirm_window
if @battle_member_window.active
@last_active_window = @battle_member_window
else
@last_active_window = @party_member_window
end
@battle_member_window.active = false
@party_member_window.active = false

@confirm_window.draw_item(0, $game_party.battle_members.size > 0)
@confirm_window.open
@confirm_window.active = true
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def hide_confirm_window
@confirm_window.active = true
@confirm_window.close
@last_active_window.active = true
end
end

#???????????????????????????????????????

#==============================================================================
# ¦ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
alias wait_for_message_KGC_LargeParty wait_for_message
def wait_for_message
return if @ignore_wait_for_message # ?????????????????

wait_for_message_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias display_level_up_KGC_LargeParty display_level_up
def display_level_up
@ignore_wait_for_message = true

display_level_up_KGC_LargeParty

exp = $game_troop.exp_total * KGC::LargeParty::STAND_BY_EXP_RATE / 1000
$game_party.stand_by_members.each { |actor|
if actor.exist?
actor.gain_exp(exp, KGC::LargeParty::SHOW_STAND_BY_LEVEL_UP)
end
}
@ignore_wait_for_message = false
wait_for_message
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
alias start_party_command_selection_KGC_LargeParty start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@status_window.index = 0
end
start_party_command_selection_KGC_LargeParty
end

if KGC::LargeParty::USE_BATTLE_PARTYFORM
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
alias create_info_viewport_KGC_LargeParty create_info_viewport
def create_info_viewport
create_info_viewport_KGC_LargeParty

@__command_partyform_index =
@party_command_window.add_command(Vocab.partyform_battle)
@party_command_window.draw_item(@__command_partyform_index,
$game_party.battle_partyform_enable?)
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
alias update_party_command_selection_KGC_LargeParty update_party_command_selection
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when @__command_partyform_index # ??????
unless $game_party.battle_partyform_enable?
Sound.play_buzzer
return
end
Sound.play_decision
process_partyform
return
end
end
update_party_command_selection_KGC_LargeParty
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def process_partyform
Graphics.freeze
snapshot_for_background
$scene = Scene_PartyForm.new(0, Scene_PartyForm::HOST_BATTLE)
$scene.main
$scene = self
@status_window.refresh
perform_transition
end
end
end


[i]Screen:


Avoir une équipe de réserve [VX] Equipe

j'adore ce script,sa me donne envie de faire un projet avec VX,meme je trouve le logiciel moins bien que XP Very Happy
Hitsugaya
Hitsugaya
Admin

Messages : 75
Date d'inscription : 24/06/2010

https://mmorpg-extreme.forum-actif.net

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