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Index du forum > Entraide > [ACE] Script a la souris


papipad - posté le 18/08/2012 à 20:48:20 (119 messages postés)

❤ 0

Gros raleur critiqueur

Domaine concerné: Script
Logiciel utilisé: ACE
Bonjour a tous
J\'aimerai savoir quoi modifier dans ce script pour faire en sorte que des que l\'on clique sur un event il se déclenche sans attendre que le \"hero\" soit a coté.

Merci par avance

Portion de code : Tout sélectionner

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#Basic Mouse System
#----------#
#Features: Provides a series of functions to find the current x, y position of 
#           the mouse and whether it is being clicked or not (left or right click)
#
#Usage:   Script calls:
#           Mouse.pos?   - returns the x, y position as an array
#           Mouse.lclick?(repeat) - returns if left click is achieved
#                                   repeat = true for repeated checks
#           Mouse.rclick?(repeat) - same as above for right click
#           Mouse.within?(rect) - passes a Rect through to check if cursor
#                                 is within it, returns true if so
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Free to use in any non-commercial project with credit given
 
CPOS = Win32API.new \'user32\', \'GetCursorPos\', [\'p\'], \'v\'
WINX = Win32API.new \'user32\', \'FindWindowEx\', [\'l\',\'l\',\'p\',\'p\'], \'i\'
ASKS = Win32API.new \'user32\', \'GetAsyncKeyState\', [\'p\'], \'i\'
SMET = Win32API.new \'user32\', \'GetSystemMetrics\', [\'i\'], \'i\'
WREC = Win32API.new \'user32\', \'GetWindowRect\', [\'l\',\'p\'], \'v\'
 
 
module Mouse
  def self.setup
    @delay = 0
    bwap = true if SMET.call(23) != 0
    bwap ? @lmb = 0x02 : @lmb = 0x01
    bwap ? @rmb = 0x01 : @rmb = 0x02
  end
  def self.update
    self.setup if @lmb.nil?
    @delay -= 1
    @window_loc = WINX.call(0,0,\"RGSS PLAYER\",0)
    if ASKS.call(@lmb) == 0 then @l_clicked = false end
    if ASKS.call(@rmb) == 0 then @r_clicked = false end
    rect = \'0000000000000000\'
    cursor_pos = \'00000000\'
    WREC.call(@window_loc, rect)
    side, top = rect.unpack(\"ll\")
    CPOS.call(cursor_pos)
    @m_x, @m_y = cursor_pos.unpack(\"ll\")
    w_x = side + SMET.call(5) + SMET.call(45)
    w_y = top + SMET.call(6) + SMET.call(46) + SMET.call(4)
    @m_x -= w_x; @m_y -= w_y
  end
  def self.pos?
    self.update
    return [@m_x, @m_y]
  end
  def self.lclick?(repeat = false)
    self.update
    return false if @l_clicked
    if ASKS.call(@lmb) != 0 then
      @l_clicked = true if !repeat
      return true end
  end
  def self.rclick?(repeat = false)
    self.update
    return false if @r_clicked
    if ASKS.call(@rmb) != 0 then
      @r_clicked = true if !repeat
      return true end
  end
  def self.slowpeat
    self.update
    return false if @delay > 0
    @delay = 120
    return true
  end
  def self.within?(rect)
    self.update
    return false if @m_x < rect.x or @m_y < rect.y
    bound_x = rect.x + rect.width; bound_y = rect.y + rect.height
    return true if @m_x < bound_x and @m_y < bound_y
    return false
  end
end
 
#Mouse Movement - Basic Mouse System Addon
#----------#
#Features: Moves the hero in a 4dir pattern based on where the mouse is currently
#                  while it\'s clicked. No pathfinding, just movement.
#
#Usage:   Plug and Play
#
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
 
class Game_Player < Game_Character
  alias mouse_move_update update
  def update
    mouse_move_update
    mouse_input
  end
  def mouse_input
    return if !movable? || $game_map.interpreter.running?
    if !Mouse.lclick?(true) then return end
    if moving? then return end
    pos = Mouse.pos?
    xx = $game_player.screen_x
    yy = $game_player.screen_y
    cen_pos = [xx,yy]
    x_diff = cen_pos[0] - pos[0]
    y_diff = cen_pos[1] - pos[1]
    if Mouse.within?(Rect.new(xx - 16,yy - 32,32,32)) then return end
    if x_diff > 0 and y_diff > 0
      x_diff >= y_diff ? move_straight(4) : move_straight(8)
      return
    end
    if x_diff < 0 and y_diff > 0
      x_diff *= -1
      x_diff >= y_diff ? move_straight(6) : move_straight(8)
      return
    end
    if x_diff > 0 and y_diff < 0
      y_diff *= -1
      x_diff >= y_diff ? move_straight(4) : move_straight(2)
      return
    end
    if x_diff < 0 and y_diff < 0
      x_diff *= -1
      y_diff *= -1
      x_diff >= y_diff ? move_straight(6) : move_straight(2)
      return
    end
  end
end
 
#Mouse Battle - Basic Mouse System Addon
#----------#
#Features: Adds basic mouse functionality to the default battle system!
#                  Left click pretty much acts as the accept button
#                  Right click pretty much acts as the cancel button
#
#Usage:   Plug and Play
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
class Scene_Battle
  WLH = 24
  OFS = 12
  alias mouse_update_basic update_basic
  def update_basic
        mouse_update_basic
        mouse_update
  end
  def mouse_update
        #ACTOR_WINDOW
        if @actor_window.active
          xx = Graphics.width - @enemy_window.width
          yy = Graphics.height - @enemy_window.height
          width = @actor_window.contents.width
          rectcm1 = Rect.new(xx + OFS, yy + OFS, width, WLH)
          rectcm2 = Rect.new(rectcm1.x, rectcm1.y + 24, width, WLH)
          rectcm3 = Rect.new(rectcm1.x, rectcm2.y + 24, width, WLH)
          rectcm4 = Rect.new(rectcm1.x, rectcm3.y + 24, width, WLH)
          rectttl = Rect.new(rectcm1.x, rectcm1.y, width * 2, WLH * 4)
          @actor_window.index = 0 if Mouse.within?(rectcm1)
          @actor_window.index = 1 if Mouse.within?(rectcm2)
          @actor_window.index = 2 if Mouse.within?(rectcm3)
          @actor_window.index = 3 if Mouse.within?(rectcm4)
          @actor_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
          @actor_window.process_cancel if Mouse.rclick? and Mouse.within?(rectttl)
        end
        #ITEM_WINDOW
        if @item_window.active
          xx = 0
          yy = @help_window.height
          width = @item_window.contents.width / 2
          hold_rect = []; temp = 2
          smax = [@item_window.item_max, ((@item_window.height - 24) / WLH) * 2].min
          rectttl = Rect.new(xx, yy, @item_window.contents.width, @item_window.contents.height)
          rectcmA = Rect.new(Graphics.width / 2 - 50, @help_window.height - 12, 100, 24)
          rectcmB = Rect.new(Graphics.width / 2 - 50, Graphics.height - @actor_command_window.height - 12, 100, 24)
          for i in Range.new(0,smax - 1)
                tempx = xx + OFS + width * (temp % 2)
                tempy = yy + OFS + 24 * ((temp / 2) - 1)
                hold_rect.push(Rect.new(tempx, tempy, width, WLH))
                temp += 1
          end
          @scroll = @item_window.top_row + (@item_window.top_row * 2 / 2)
          for i in Range.new(0,@item_window.item_max - 1)
                next if hold_rect[i].nil?
                @item_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
          end
          @item_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
          @item_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
          @item_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
          @item_window.process_cancel if Mouse.rclick? and Mouse.within?(rectttl)
        end
        #SKILL_WINDOW
        if @skill_window.active
          xx = 0
          yy = @help_window.height
          width = @skill_window.contents.width / 2
          hold_rect = []; temp = 2
          rectttl = Rect.new(xx, yy, @skill_window.contents.width, @skill_window.contents.height)
          rectcmA = Rect.new(Graphics.width / 2 - 50, @help_window.height - 12, 100, 24)
          rectcmB = Rect.new(Graphics.width / 2 - 50, Graphics.height - @actor_command_window.height - 12, 100, 24)
          for i in Range.new(0,@skill_window.item_max - 1)
                tempx = xx + OFS + width * (temp % 2)
                tempy = yy + OFS + 24 * ((temp / 2) - 1)
                hold_rect.push(Rect.new(tempx, tempy, width, WLH))
                temp += 1
          end
          @scroll = @skill_window.top_row + (@skill_window.top_row * 2 / 2)
          for i in Range.new(0,@skill_window.item_max - 1)
                next if hold_rect[i].nil?
                @skill_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
          end
          @skill_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
          @skill_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
          @skill_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
          @skill_window.process_cancel if Mouse.rclick? and Mouse.within?(rectttl)
        end
        #ENEMY_WINDOW
        if @enemy_window.active
          xx = Graphics.width - @enemy_window.width
          yy = Graphics.height - @enemy_window.height
          width = @enemy_window.contents.width / 2
          rectcm1 = Rect.new(xx + OFS, yy + OFS, width, WLH)
          rectcm2 = Rect.new(rectcm1.x + width, rectcm1.y, width, WLH)
          rectcm3 = Rect.new(rectcm1.x, rectcm1.y + 24, width, WLH)
          rectcm4 = Rect.new(rectcm1.x + width, rectcm3.y, width, WLH)
          rectcm5 = Rect.new(rectcm1.x, rectcm3.y + 24, width, WLH)
          rectcm6 = Rect.new(rectcm1.x + width, rectcm5.y, width, WLH)
          rectcm7 = Rect.new(rectcm1.x, rectcm5.y + 24, width, WLH)
          rectcm8 = Rect.new(rectcm1.x + width, rectcm7.y, width, WLH)
          rectttl = Rect.new(rectcm1.x, rectcm1.y, width * 2, WLH * 4)
          @enemy_window.index = 0 if Mouse.within?(rectcm1)
          @enemy_window.index = 1 if Mouse.within?(rectcm2) and !$game_troop.alive_members[1].nil?
          @enemy_window.index = 2 if Mouse.within?(rectcm3) and !$game_troop.alive_members[2].nil?
          @enemy_window.index = 3 if Mouse.within?(rectcm4) and !$game_troop.alive_members[3].nil?
          @enemy_window.index = 4 if Mouse.within?(rectcm5) and !$game_troop.alive_members[4].nil?
          @enemy_window.index = 5 if Mouse.within?(rectcm6) and !$game_troop.alive_members[5].nil?
          @enemy_window.index = 6 if Mouse.within?(rectcm7) and !$game_troop.alive_members[6].nil?
          @enemy_window.index = 7 if Mouse.within?(rectcm8) and !$game_troop.alive_members[7].nil?
          @enemy_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
          @enemy_window.process_cancel if Mouse.rclick? and Mouse.within?(rectttl)
        end
        #ACTOR_COMMAND_WINDOW
        if @actor_command_window.active
          xx = Graphics.width - @actor_command_window.width
          yy = Graphics.height - @actor_command_window.height
          width = @actor_command_window.contents.width
          rectcm1 = Rect.new(xx + OFS, yy + OFS, width, WLH)
          rectcmA = Rect.new(rectcm1.x, rectcm1.y - WLH, width, WLH)
          rectcm2 = Rect.new(rectcm1.x, rectcm1.y + WLH, width, WLH)
          rectcm3 = Rect.new(rectcm1.x, rectcm2.y + WLH, width, WLH)
          rectcm4 = Rect.new(rectcm1.x, rectcm3.y + WLH, width, WLH)
          rectcmB = Rect.new(rectcm1.x, rectcm4.y + WLH, width, WLH)
          rectttl = Rect.new(rectcm1.x, rectcm1.y, width, WLH * 4)
          @actor_command_window.cursor_up if Mouse.within?(rectcmA) and @actor_command_window.item_max > 4
          @actor_command_window.cursor_down if Mouse.within?(rectcmB) and @actor_command_window.item_max > 4
          @scroll = @actor_command_window.top_row
          @actor_command_window.index = (0 + @scroll) if Mouse.within?(rectcm1)
          @actor_command_window.index = (1 + @scroll) if Mouse.within?(rectcm2)
          @actor_command_window.index = (2 + @scroll) if Mouse.within?(rectcm3)
          @actor_command_window.index = (3 + @scroll) if Mouse.within?(rectcm4)
          @actor_command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
          @actor_command_window.process_cancel if Mouse.rclick? and Mouse.within?(rectttl)
        end
        #PARTY_COMMAND_WINDOW
        if @party_command_window.openness > 254
          xx = 0
          yy = Graphics.height - @party_command_window.height
          width = @party_command_window.contents.width
          rectcm1 = Rect.new(xx + OFS, yy + OFS, width, WLH)
          rectcm2 = Rect.new(rectcm1.x, rectcm1.y + WLH, width, WLH)
          rectttl = Rect.new(rectcm1.x, rectcm1.y, width, WLH * 2)
          @party_command_window.index = 0 if Mouse.within?(rectcm1)
          @party_command_window.index = 1 if Mouse.within?(rectcm2)
          @party_command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
        #END
   end
  end
end
 
class Window_Message < Window_Base
  def input_pause
        self.pause = true
        wait(10)
        Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) || (Mouse.lclick? if !SceneManager.scene_is?(Scene_Map))
        Input.update
        self.pause = false
  end
end
 
#Mouse Title/File - Basic Mouse System Addon
#----------#
#Features: Adds basic mouse functionality to the Title screen and Save screen
#           and GameOver screen!
#           Left click pretty much acts as the accept button
#           Right click pretty much acts as the cancel button
#
#Usage:   Plug and Play
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
class Scene_Title < Scene_Base
  def update
    super
    mouse_input
  end
  def mouse_input
    new_game_rect = Rect.new(@command_window.x + 12, @command_window.y + 12, @command_window.contents.width, 24)
    cont_rect = Rect.new(new_game_rect.x, new_game_rect.y + 24, new_game_rect.width, 24)
    shutdown_rect = Rect.new(cont_rect.x, cont_rect.y + 24, cont_rect.width, 24)
    rectttl = Rect.new(cont_rect.x, new_game_rect.y, cont_rect.width, 24*3)
    @command_window.index = 0 if Mouse.within?(new_game_rect)
    @command_window.index = 1 if Mouse.within?(cont_rect)
    @command_window.index = 2 if Mouse.within?(shutdown_rect)
    @command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
  end
end
 
class Scene_File < Scene_MenuBase
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    xx = 0
    yy = 56
    width = Graphics.width
    rectcm1 = Rect.new(xx, yy, width, savefile_height)
    rectcm2 = Rect.new(xx, yy + rectcm1.height, width, savefile_height)
    rectcm3 = Rect.new(xx, yy + rectcm1.height * 2, width, savefile_height)
    rectcm4 = Rect.new(xx, yy + rectcm1.height * 3, width, savefile_height)
    rectttl = Rect.new(xx, yy, width, rectcm1.height * 4)
    rectcmA = Rect.new(0, yy - 12, Graphics.width, 24)
    rectcmB = Rect.new(0, Graphics.height - 12, Graphics.width, 24)
    @scroll = self.top_index
    last_index = @index
    @index = (0 + @scroll) if Mouse.within?(rectcm1)
    @index = (1 + @scroll) if Mouse.within?(rectcm2)
    @index = (2 + @scroll) if Mouse.within?(rectcm3)
    @index = (3 + @scroll) if Mouse.within?(rectcm4)
    cursor_down(false) if Mouse.within?(rectcmB) and Mouse.slowpeat
    cursor_up(false) if Mouse.within?(rectcmA) and Mouse.slowpeat
    if @index != last_index
      Sound.play_cursor
      @savefile_windows[last_index].selected = false
      @savefile_windows[@index].selected = true
    end
    on_savefile_ok if Mouse.lclick? and Mouse.within?(rectttl)
    on_savefile_cancel if Mouse.rclick? and Mouse.within?(rectttl)
  end
end
 
class Scene_Gameover
  alias mouse_update update
  def update
    mouse_update
    goto_title if Mouse.lclick? or Mouse.rclick?
  end
end
 
#Mouse Menu - Basic Mouse System Addon
#----------#
#Features: Adds basic mouse functionality to the Menu and subjacent options
#           Left click pretty much acts as the accept button
#           Right click pretty much acts as the cancel button
#           Right click on map to pull it up
#
#Usage:   Plug and Play
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
class Scene_Menu < Scene_MenuBase
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input 
  end
  def mouse_input
    if !@status_window.active
      hold_rect = []
      xx = @command_window.x + OFS
      yy = @command_window.y + OFS
      width = @command_window.width
      rectttl = Rect.new(xx, yy, width, WLH * 7)
      for i in Range.new(0, 6)
        hold_rect.push(Rect.new(xx, yy, width, WLH))
        yy += WLH
      end
      for i in Range.new(0, 6)
        @command_window.index = i if Mouse.within?(hold_rect[i])
      end
      @command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @command_window.process_cancel if Mouse.rclick?
    else
      hold_rect = []
      xx = @status_window.x + OFS
      yy = @status_window.y + OFS
      width = @status_window.width
      rectttl = Rect.new(xx, yy, width, @status_window.contents.height)
      for i in Range.new(0, $game_party.members.size - 1)
        hold_rect.push(Rect.new(xx, yy, width, @status_window.item_height))
        yy += @status_window.item_height
      end
      for i in Range.new(0, $game_party.members.size - 1)
        @status_window.index = i if Mouse.within?(hold_rect[i])
      end
      @status_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @status_window.process_cancel if Mouse.rclick? and Mouse.within?(rectttl)
    end
  end
end
class Scene_Item
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    if @category_window.active
      hold_rect = []
      xx = @category_window.x + OFS
      yy = @category_window.y + OFS
      width = @category_window.contents.width / 4
      rectttl = Rect.new(xx, yy, width * 4, @category_window.contents.height)
      for i in Range.new(0,3)
        hold_rect.push(Rect.new(xx, yy, width, @category_window.contents.height))
        xx += width
      end
      for i in Range.new(0,3)
        @category_window.index = i if Mouse.within?(hold_rect[i])
      end
      @category_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @category_window.process_cancel if Mouse.rclick?
    elsif @item_window.active
      xx = @item_window.x + OFS
      yy = @item_window.y + OFS
      width = @item_window.contents.width / 2
      hold_rect = []; temp = 2
      smax = [@item_window.item_max, ((@item_window.height - 24) / WLH) * 2].min
      rectttl = Rect.new(xx, yy, @item_window.contents.width, @item_window.contents.height)
      rectcmA = Rect.new(@item_window.width / 2 - 50, yy - 12, 100, 24)
      rectcmB = Rect.new(@item_window.width / 2 - 50, yy - 12 + @item_window.height, 100, 24)
      for i in Range.new(0,smax - 1)
        tempx = xx + width * (temp % 2)
        tempy = yy + 24 * ((temp / 2) - 1)
        hold_rect.push(Rect.new(tempx, tempy, width, WLH))
        temp += 1
      end
      @scroll = @item_window.top_row + (@item_window.top_row * 2 / 2)
      for i in Range.new(0,@item_window.item_max - 1)
        next if hold_rect[i].nil?
        @item_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
      end
      @item_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
      @item_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
      @item_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @item_window.process_cancel if Mouse.rclick?  
    elsif @actor_window.active
      hold_rect = []
      xx = @actor_window.x + OFS
      yy = @actor_window.y + OFS
      width = @actor_window.width
      rectttl = Rect.new(xx, yy, width, @actor_window.contents.height)
      for i in Range.new(0, $game_party.members.size - 1)
        hold_rect.push(Rect.new(xx, yy, width, @actor_window.item_height))
        yy += @actor_window.item_height
      end
      for i in Range.new(0, $game_party.members.size - 1)
        @actor_window.index = i if Mouse.within?(hold_rect[i])
      end
      @actor_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @actor_window.process_cancel if Mouse.rclick?
    end
  end
end
class Scene_Skill
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    if @command_window.active
      hold_rect = []
      xx = @command_window.x + OFS
      yy = @command_window.y + OFS
      width = @command_window.contents.width
      rectttl = Rect.new(xx, yy, width, @command_window.contents.height)
      for i in Range.new(0,@command_window.item_max-1)
        hold_rect.push(Rect.new(xx, yy, width, WLH))
        yy += WLH
      end
      for i in Range.new(0,@command_window.item_max-1)
        @command_window.index = i if Mouse.within?(hold_rect[i])
      end
      @command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @command_window.process_cancel if Mouse.rclick?
    elsif @item_window.active
      xx = @item_window.x + OFS
      yy = @item_window.y + OFS
      width = @item_window.contents.width / 2
      hold_rect = []; temp = 2
      smax = [@item_window.item_max, ((@item_window.height - 24) / WLH) * 2].min
      rectttl = Rect.new(xx, yy, @item_window.contents.width, @item_window.contents.height)
      rectcmA = Rect.new(@item_window.width / 2 - 50, yy - 12, 100, 24)
      rectcmB = Rect.new(@item_window.width / 2 - 50, yy - 12 + @item_window.height, 100, 24)
      for i in Range.new(0,smax - 1)
        tempx = xx + width * (temp % 2)
        tempy = yy + 24 * ((temp / 2) - 1)
        hold_rect.push(Rect.new(tempx, tempy, width, WLH))
        temp += 1
      end
      @scroll = @item_window.top_row + (@item_window.top_row * 2 / 2)
      for i in Range.new(0,@item_window.item_max - 1)
        next if hold_rect[i].nil?
        @item_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
      end
      @item_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
      @item_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
      @item_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @item_window.process_cancel if Mouse.rclick?  
    elsif @actor_window.active
      hold_rect = []
      xx = @actor_window.x + OFS
      yy = @actor_window.y + OFS
      width = @actor_window.width
      rectttl = Rect.new(xx, yy, width, @actor_window.contents.height)
      for i in Range.new(0, $game_party.members.size - 1)
        hold_rect.push(Rect.new(xx, yy, width, @actor_window.item_height))
        yy += @actor_window.item_height
      end
      for i in Range.new(0, $game_party.members.size - 1)
        @actor_window.index = i if Mouse.within?(hold_rect[i])
      end
      @actor_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @actor_window.process_cancel if Mouse.rclick?
    end
  end
end
class Scene_Equip
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    if @command_window.active
      hold_rect = []
      xx = @command_window.x + OFS
      yy = @command_window.y + OFS
      width = @command_window.width / 3
      rectttl = Rect.new(xx, yy, width * 3, @command_window.contents.height)
      for i in Range.new(0, 2)
        hold_rect.push(Rect.new(xx, yy, width, WLH))
        xx += width
      end
      for i in Range.new(0, 2)
        @command_window.index = i if Mouse.within?(hold_rect[i])
      end
      @command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @command_window.process_cancel if Mouse.rclick?
    elsif @slot_window.active
      hold_rect = []
      xx = @slot_window.x + OFS
      yy = @slot_window.y + OFS
      width = @slot_window.width
      rectttl = Rect.new(xx, yy, width, @slot_window.contents.height)
      for i in Range.new(0, 4)
        hold_rect.push(Rect.new(xx, yy, width, WLH))
        yy += WLH
      end
      for i in Range.new(0, 4)
        @slot_window.index = i if Mouse.within?(hold_rect[i])
      end
      @slot_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @slot_window.process_cancel if Mouse.rclick?
    elsif @item_window.active
      xx = @item_window.x + OFS
      yy = @item_window.y + OFS
      width = @item_window.contents.width / 2
      hold_rect = []; temp = 2
      smax = [@item_window.item_max, ((@item_window.height - 24) / WLH) * 2].min
      rectttl = Rect.new(xx, yy, @item_window.contents.width, @item_window.contents.height)
      rectcmA = Rect.new(@item_window.width / 2 - 50, yy - 12, 100, 24)
      rectcmB = Rect.new(@item_window.width / 2 - 50, yy - 12 + @item_window.height, 100, 24)
      for i in Range.new(0,smax - 1)
        tempx = xx + width * (temp % 2)
        tempy = yy + 24 * ((temp / 2) - 1)
        hold_rect.push(Rect.new(tempx, tempy, width, WLH))
        temp += 1
      end
      @scroll = @item_window.top_row + (@item_window.top_row * 2 / 2)
      for i in Range.new(0,@item_window.item_max - 1)
        next if hold_rect[i].nil?
        @item_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
      end
      @item_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
      @item_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
      @item_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @item_window.process_cancel if Mouse.rclick?  
    end
  end
end
class Scene_Status
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    @status_window.process_pagedown if Mouse.lclick?
    @status_window.process_cancel if Mouse.rclick?
  end
end
class Scene_End
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    hold_rect = []
    xx = @command_window.x + OFS
    yy = @command_window.y + OFS
    width = @command_window.width
    rectttl = Rect.new(xx, yy, width, @command_window.contents.height)
    for i in Range.new(0, 2)
      hold_rect.push(Rect.new(xx, yy, width, WLH))
      yy += WLH
    end
    for i in Range.new(0, 2)
      @command_window.index = i if Mouse.within?(hold_rect[i])
    end
    @command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
    @command_window.process_cancel if Mouse.rclick?
  end
end
  
#Mouse Shop - Basic Mouse System Addon
#----------#
#Features: Adds basic mouse functionality to the Shop!
#           Left click pretty much acts as the accept button
#           Right click pretty much acts as the cancel button
#
#Usage:   Plug and Play
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
class Scene_Shop
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    if @command_window.active
      hold_rect = []
      xx = @command_window.x + OFS
      yy = @command_window.y + OFS
      width = @command_window.contents.width / 3
      rectttl = Rect.new(xx, yy, width * 3, WLH)
      for i in Range.new(0, 2)
        hold_rect.push(Rect.new(xx, yy, width, WLH))
        xx += width
      end
      for i in Range.new(0, 2)
        @command_window.index = i if Mouse.within?(hold_rect[i])
      end
      @command_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @command_window.process_cancel if Mouse.rclick?
    elsif @buy_window.active
      hold_rect = []
      xx = @buy_window.x + OFS
      yy = @buy_window.y + OFS
      width = @buy_window.contents.width
      rectttl = Rect.new(xx, yy, @buy_window.contents.width, @buy_window.contents.height)
      rectcmA = Rect.new(@buy_window.width / 2 - 50, yy - 12, 100, 24)
      rectcmB = Rect.new(@buy_window.width / 2 - 50, yy - 12 + @buy_window.height, 100, 24)
      for i in Range.new(0,@buy_window.item_max - 1)
        hold_rect.push(Rect.new(xx, yy, width, WLH))
        yy += WLH
      end
      @scroll = @buy_window.top_row + (@buy_window.top_row * 2 / 2)
      for i in Range.new(0,@buy_window.item_max - 1)
        next if hold_rect[i].nil?
        @buy_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
      end
      @buy_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
      @buy_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
      @buy_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @buy_window.process_cancel if Mouse.rclick?  
    elsif @number_window.active
      xx = @number_window.x + @number_window.contents.width - 26
      yy = @number_window.y + @number_window.contents.height / 2 - 36
      width = 24
      rectttl = Rect.new(@number_window.x, @number_window.y, @number_window.width, @number_window.height)
      rectcmA = Rect.new(xx, yy - 24, 36, 36)
      rectcmB = Rect.new(xx, yy + 24, 36, 36)
      @number_window.change_number(1) if Mouse.within?(rectcmA) and Mouse.lclick?(true)
      @number_window.change_number(-1) if Mouse.within?(rectcmB) and Mouse.lclick?(true)
      @number_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl) and !Mouse.within?(rectcmA) and !Mouse.within?(rectcmB)
      @number_window.process_cancel if Mouse.rclick?
      @number_window.refresh
    elsif @category_window.active
      hold_rect = []
      xx = @category_window.x + OFS
      yy = @category_window.y + OFS
      width = @category_window.contents.width / 4
      rectttl = Rect.new(xx, yy, width * 4, @category_window.contents.height)
      for i in Range.new(0,3)
        hold_rect.push(Rect.new(xx, yy, width, @category_window.contents.height))
        xx += width
      end
      for i in Range.new(0,3)
        @category_window.index = i if Mouse.within?(hold_rect[i])
      end
      @category_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @category_window.process_cancel if Mouse.rclick?
    elsif @sell_window.active
      xx = @sell_window.x + OFS
      yy = @sell_window.y + OFS
      width = @sell_window.contents.width / 2
      hold_rect = []; temp = 2
      smax = [@sell_window.item_max, ((@sell_window.height - 24) / WLH) * 2].min
      rectttl = Rect.new(xx, yy, @sell_window.contents.width, @sell_window.contents.height)
      rectcmA = Rect.new(@sell_window.width / 2 - 50, yy - 12, 100, 24)
      rectcmB = Rect.new(@sell_window.width / 2 - 50, yy - 12 + @sell_window.height, 100, 24)
      for i in Range.new(0,smax - 1)
        tempx = xx + width * (temp % 2)
        tempy = yy + 24 * ((temp / 2) - 1)
        hold_rect.push(Rect.new(tempx, tempy, width, WLH))
        temp += 1
      end
      @scroll = @sell_window.top_row + (@sell_window.top_row * 2 / 2)
      for i in Range.new(0,@sell_window.item_max - 1)
        next if hold_rect[i].nil?
        @sell_window.index = (i + @scroll) if Mouse.within?(hold_rect[i])
      end
      @sell_window.cursor_down if Mouse.within?(rectcmB) and Mouse.slowpeat
      @sell_window.cursor_up if Mouse.within?(rectcmA) and Mouse.slowpeat
      @sell_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
      @sell_window.process_cancel if Mouse.rclick?  
    end
  end
end
class Window_ShopNumber
  alias mouse_refresh refresh
  def refresh
    mouse_refresh
    xx = self.contents.width - 30
    yy = self.contents.height / 2 - 36
    self.contents.draw_text(xx, yy - 24, 24, 24, \"+\", 1)
    self.contents.draw_text(xx, yy + 24, 24, 24, \"-\", 1)
  end
end
 
#Mouse Name - Basic Mouse System Addon
#----------#
#Features: Adds basic mouse functionality to the Name Input screen!
#           Left click pretty much acts as the accept button
#           Right click pretty much acts as the cancel button
#
#Usage:   Plug and Play
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
class Scene_Name
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input
  end
  def mouse_input
    hold_rect = []
    xx = @input_window.x + OFS
    yy = @input_window.y + OFS
    width = (@input_window.contents.width - 12 ) / 10
    rectttl = Rect.new(xx, yy, @input_window.contents.width, @input_window.contents.height)
    for i in Range.new(0, 89)
      hold_rect.push(Rect.new(xx, yy, width, WLH))
      xx += width
      xx += 12 if (i + 1) % 5 == 0
      if (i + 1) % 10 == 0
        xx = @input_window.x + OFS
        yy += WLH
      end
    end
    for i in Range.new(0, 89)
      @input_window.index = i if Mouse.within?(hold_rect[i])
    end
    @input_window.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
    @input_window.process_back if Mouse.rclick?
  end
end
 
#Mouse Map - Basic Mouse System Addon
#----------#
#Features: Adds basic mouse functionality to the map events!
#           Right clicking on a adjacent event activates them!
#
#Usage:   Plug and Play
#
#No Customization
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
class Scene_Map
  alias mouse_update update
  def update
    mouse_update
    mouse_input_events
  end
  def mouse_input_events
    xx = $game_player.screen_x
    yy = $game_player.screen_y
    xx -= 16;
    recttop = Rect.new(xx - 6, yy - 80, 44, 48)
    rectrit = Rect.new(xx + 32, yy - 36, 48, 44)
    rectbot = Rect.new(xx - 6, yy, 44, 48)
    rectleft = Rect.new(xx - 48, yy - 38, 48, 44)
    mouse_action(8) if Mouse.within?(recttop)
    mouse_action(6) if Mouse.within?(rectrit)
    mouse_action(2) if Mouse.within?(rectbot)
    mouse_action(4) if Mouse.within?(rectleft)
    call_menu if Mouse.rclick? and !$game_map.interpreter.running?
  end
  def mouse_action(d)
    return if !Mouse.rclick?
    $game_player.set_direction(d)
    $game_player.check_action_event
  end
end
 
class Window_Message < Window_Base
  def input_pause
    self.pause = true
    wait(10)
    Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) || Mouse.lclick?
    Input.update
    self.pause = false
  end
end
 
class Window_Command
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input if SceneManager.scene_is?(Scene_Map) and self.active
  end
  def mouse_input
    hold_rect = []
    xx = self.x + OFS
    yy = self.y + OFS
    width = self.contents.width
    rectttl = Rect.new(xx, yy, width, WLH * 4)
    for i in Range.new(0, self.item_max - 1)
      hold_rect.push(Rect.new(xx, yy, width, WLH))
      yy += WLH
    end
    for i in Range.new(0, self.item_max - 1)
      self.index = i if Mouse.within?(hold_rect[i])
    end
    self.process_ok if Mouse.lclick? and Mouse.within?(rectttl)
    self.process_cancel if Mouse.rclick?
  end
end
 
class Window_NumberInput
  OFS = 12
  WLH = 24
  alias mouse_update update
  def update
    mouse_update
    mouse_input if SceneManager.scene_is?(Scene_Map) and self.active
  end
  def mouse_input
    hold_rect = []
    xx = self.x + OFS
    yy = self.y + OFS
    width = 20
    rectttl = Rect.new(xx, yy, self.contents.width, WLH)
    for i in Range.new(0, @digits_max - 1)
      hold_rect.push(Rect.new(xx, yy, width, WLH))
      xx += width
    end
    for i in Range.new(0, @digits_max - 1)
      @index = i if Mouse.within?(hold_rect[i])
    end
    rectok = Rect.new(xx, yy, 34, 24)
    rectnum = Rect.new(self.x + OFS, yy, @digits_max * 20, WLH)
    self.process_ok if Mouse.within?(rectok) and Mouse.lclick?
    process_mouse_change if Mouse.within?(rectnum)
  end
  def refresh
    contents.clear
    change_color(normal_color)
    s = sprintf(\"%0*d\", @digits_max, @number)
    @digits_max.times do |i|
      rect = item_rect(i)
      rect.x += 1
      draw_text(rect, s[i,1], 1)
    end
    draw_text(self.contents.width - 24, 0, 34, WLH, \"OK\")
  end
  def update_placement
    self.width = @digits_max * 20 + padding * 2 + 34
    self.height = fitting_height(1)
    self.x = (Graphics.width - width) / 2
    if @message_window.y >= Graphics.height / 2
      self.y = @message_window.y - height - 8
    else
      self.y = @message_window.y + @message_window.height + 8
    end
  end
  def process_mouse_change
    return unless active
    Sound.play_cursor
    place = 10 ** (@digits_max - 1 - @index)
    n = @number / place % 10
    @number -= n * place
    n = (n + 1) % 10 if Mouse.lclick?
    n = (n + 9) % 10 if Mouse.rclick?
    @number += n * place
    refresh
  end
end
 
#Mouse Cursor - Basic Mouse System Addon
#----------#
#Features: Adds a customizable mouse cursor! Bonus!
#
#Usage:   Plug and Play
#
#Customization: MOUSE_ICON, the index of the icon for the cursor
#
#----------#
#-- Script by: V.M of D.T
#--- Same Terms as Basic Mouse System
 
#MOUSE_ICON, set to the index of the icon to use as a cursor
MOUSE_ICON = 147
 
SHOWMOUS = Win32API.new \'user32\', \'ShowCursor\', \'i\', \'i\'
SHOWMOUS.call(0)
 
module DataManager
  class << self
    alias mouse_init init
  end
  def self.init
    mouse_init
    $cursor = Mouse_Cursor.new
  end
end
 
class Scene_Base
  alias cursor_update update_basic
  def update_basic
    cursor_update
    mouse_cursor
  end
  def mouse_cursor
    pos = Mouse.pos?
    $cursor.x = pos[0]
    $cursor.y = pos[1]
  end
end
 
class Mouse_Cursor < Sprite_Base
  def initialize
    super
    draw_cursor
    self.z = 255
  end
  def draw_cursor
    self.bitmap = nil
    self.bitmap = Cache.system(\"Iconset\")
    rect = Rect.new(MOUSE_ICON % 16 * 24, MOUSE_ICON / 16 * 24, 24, 24)
    self.bitmap.blt(0, 0, self.bitmap, rect)
    self.src_rect.set(0, 0, 24, 24)  
  end
end



Je n'utilise que les RTP n'en deplaise a certain ^^ http://www.dailymotion.com/video/xq6fm2_sending-sos-en-rpgmaker_music


Le Docteur - posté le 18/08/2012 à 20:51:49 (26 messages postés)

❤ 0

Shiroi no Mahō : Shiroi Honō

Je pense qu'un spoiler + balise code serait bien ;)

Yukki Yukki Yukki ! | I'm evil, whatever you think. | Anciennement Le Docteur


Ephy - posté le 18/08/2012 à 21:18:11 (30108 messages postés) - honor

❤ 0

[BIG SHOT]

Balise code tout court suffit.



Power Level: 1 148 355,38|Mystic Slayer (Value!+)|Le monde d'Adélaïde|Reikon no Yume|★ H-Project|Toho Danmaku Arena|Loli versus Ponies|Mes vidéos|Ma galerie|Débuter sur VX:10, 11|Tuto: Importation de ressources|Mapper avec les RTP VX|Touhou|Fan de Omenides|Fan de Estheone|Eph'ille: 14


papipad - posté le 18/08/2012 à 21:43:33 (119 messages postés)

❤ 0

Gros raleur critiqueur

Ok mais le spoiler marche pas ou je ne le met pas au bon endroit

Bon on fait comment une balise svp ?

Je n'utilise que les RTP n'en deplaise a certain ^^ http://www.dailymotion.com/video/xq6fm2_sending-sos-en-rpgmaker_music


Ephy - posté le 18/08/2012 à 22:01:26 (30108 messages postés) - honor

❤ 0

[BIG SHOT]

[code][/code]
Avec le code dedans fuch yeah 8-)



Power Level: 1 148 355,38|Mystic Slayer (Value!+)|Le monde d'Adélaïde|Reikon no Yume|★ H-Project|Toho Danmaku Arena|Loli versus Ponies|Mes vidéos|Ma galerie|Débuter sur VX:10, 11|Tuto: Importation de ressources|Mapper avec les RTP VX|Touhou|Fan de Omenides|Fan de Estheone|Eph'ille: 14


papipad - posté le 18/08/2012 à 22:09:39 (119 messages postés)

❤ 0

Gros raleur critiqueur

Merci.
Voila c'est fait, maintenant si je pouvais avoir une reponse a ma premiere question ca m'avancerai bien.
A la condition que cela soit faisable bien entendu :hihi


Est ce trop dur a faire ?

:doute5

Je n'utilise que les RTP n'en deplaise a certain ^^ http://www.dailymotion.com/video/xq6fm2_sending-sos-en-rpgmaker_music

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