Skaaz Ninja (niveau 2)
Messages postés : 175 Date d'inscription : 03/12/2011 Jauge LPC :
| Sujet: [Résolu] Activer/Désactivé un script Sam 21 Avr 2012 - 22:45 | |
| Bonsoir tout le monde, donc voilà j'utilise un script qui affiche les bars sp/hp ... et pendant l'intro du jeu, quand les images s'affichent, on voit les bars dessus les images. Donc je chercherait un moyen de désactiver ce script pendant l'intro et de le relancer a la fin.
Merci d'avance.
Dernière édition par Skaaz le Dim 22 Avr 2012 - 11:57, édité 3 fois |
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Skaaz Ninja (niveau 2)
Messages postés : 175 Date d'inscription : 03/12/2011 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 9:47 | |
| Oui bien sur voilà : - Code:
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#_______________________________________________________________________________ # MOG - C Hud 1.0 (Classic Hud) #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ # Hud estilo clássico. # # ARQUIVOS NECESSÁRIOS # # C_Layout # C_Exp_Meter # C_Layout # C_HP_Meter # C_SP_Meter # Hud_HP_Number # Hud_SP_Number # Hud_Exp_Number # # Deixe as imagens na pasta Windowskins #_______________________________________________________________________________ module MOG #Posição geral da HUD CHUD_X = 0 CHUD_Y = 0 #Posição do layout C_LAYOUT_X = 0 C_LAYOUT_Y = 0 #Posição do numero de HP C_HP_NUMBER_X = 120 C_HP_NUMBER_Y = 5 #Posição do medidor de HP C_HP_METER_X = 140 C_HP_METER_Y = 6 #Posição do numero de SP C_SP_NUMBER_X = 80 C_SP_NUMBER_Y = 25 #Posição do medidor de SP C_SP_METER_X = 100 C_SP_METER_Y = 25 #Posição posição do level C_LEVEL_X = 55 C_LEVEL_Y = 0 #Posição posição do medidor de exp C_LEVEL_METER_X = 72 C_LEVEL_METER_Y = 47 #Posição dos ícones de status C_STATES_X = 460 C_STATES_Y = 0 #Deixar a HUD opaco caso o herói estiver em cima da HUD. C_FADE = true #Tamanho planejado da hud, isso influência no sensor do FADE. C_HUD_SIZE_X = 420 C_HUD_SIZE_Y = 64 #Switch que desativa a HUD DISABLE_C_HUD_SWITCH = 5 end #============================================================================== # Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # Now Exp #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # Next Exp #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end #============================================================================== # C_Hud #============================================================================== class C_Hud < Sprite include MOG #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(viewport) super(viewport) @actor = $game_party.actors[0] return if @actor == nil @low_sp = 30 @low_hp = 30 @hp = @actor.hp @sp = @actor.sp @exp = @actor.exp @level = @actor.level @hp_old = @actor.hp @hp_ref = @hp_old @hp_refresh = false @sp_old = @actor.sp @sp_ref = @sp_old @sp_refresh = false hud_size_x = C_HUD_SIZE_X hud_size_y = C_HUD_SIZE_Y @oc_range_x = hud_size_x + CHUD_X @oc_range_y = hud_size_y + CHUD_Y # Layout ------------------------------------------------------------------- @layout_image = RPG::Cache.windowskin("C_Layout") @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height) @layout_sprite = Sprite.new @layout_sprite.bitmap = @layout_bitmap @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height) @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) @layout_sprite.z = 5001 @layout_sprite.x = CHUD_X + C_LAYOUT_X @layout_sprite.y = CHUD_Y + C_LAYOUT_Y # HP NUMBER --------------------------------------------------------------------- @hp_number_image = RPG::Cache.windowskin("Hud_HP_Number") @hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height) @hp_number_sprite = Sprite.new @hp_number_sprite.bitmap = @hp_number_bitmap @hp_number_sprite.z = 5003 @hp_number_sprite.x = CHUD_X + C_HP_NUMBER_X @hp_number_sprite.y = CHUD_Y + C_HP_NUMBER_Y @im_cw = @hp_number_image.width / 10 @im_ch = @hp_number_image.height / 2 @hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch) @hp_number_text = @actor.hp.abs.to_s.split(//) lowhp2 = @actor.maxhp * 30 / 100 if @actor.hp < lowhp2 @health2 = @im_ch else @health2 = 0 end @hp_health = @health2 for r in 0..@hp_number_text.size - 1 @hp_number_abs = @hp_number_text[r].to_i @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch) @hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect) end #HP Meter @hp_flow = 0 @hp_damage_flow = 0 @hp_image = RPG::Cache.windowskin("C_HP_Meter") @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height) @hp_range = @hp_image.width @hp_width = @hp_range * @actor.hp / @actor.maxhp @hp_height = @hp_image.height @hp_width_old = @hp_width @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) @hp_sprite = Sprite.new @hp_sprite.bitmap = @hp_bitmap @hp_sprite.z = 5002 @hp_sprite.x = CHUD_X + C_HP_METER_X @hp_sprite.y = CHUD_Y + C_HP_METER_Y # SP Number --------------------------------------------------------------------- @sp_number_image = RPG::Cache.windowskin("Hud_SP_Number") @sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height) @sp_number_sprite = Sprite.new @sp_number_sprite.bitmap = @sp_number_bitmap @sp_number_sprite.z = 5003 @sp_number_sprite.x = CHUD_X + C_SP_NUMBER_X @sp_number_sprite.y = CHUD_Y + C_SP_NUMBER_Y @sp_im_cw = @sp_number_image.width / 10 @sp_im_ch = @sp_number_image.height / 2 @sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch) @sp_number_text = @actor.sp.abs.to_s.split(//) for r in 0..@sp_number_text.size - 1 @sp_number_abs = @sp_number_text[r].to_i @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch) @sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect) end @sp_flow = 0 @sp_damage_flow = 0 @sp_image = RPG::Cache.windowskin("C_SP_Meter") @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height) @sp_range = @sp_image.width @sp_width = @sp_range * @actor.sp / @actor.maxsp @sp_height = @sp_image.height @sp_width_old = @sp_width @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) @sp_sprite = Sprite.new @sp_sprite.bitmap = @sp_bitmap @sp_sprite.z = 5002 @sp_sprite.x = CHUD_X + C_SP_METER_X @sp_sprite.y = CHUD_Y + C_SP_METER_Y # Level Number --------------------------------------------------------------------- @level_number_image = RPG::Cache.windowskin("Hud_Exp_Number") @level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height) @level_number_sprite = Sprite.new @level_number_sprite.bitmap = @level_number_bitmap @level_number_sprite.z = 5003 @level_number_sprite.x = CHUD_X + C_LEVEL_X @level_number_sprite.y = CHUD_Y + C_LEVEL_Y @level_im_cw = @level_number_image.width / 10 @level_im_ch = @level_number_image.height @level_number_text = @actor.level.abs.to_s.split(//) for r in 0..@level_number_text.size - 1 @level_number_abs = @level_number_text[r].to_i @level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch) @level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect) end # Level Meter --------------------------------------------------------------------- @level_image = RPG::Cache.windowskin("C_Exp_Meter") @level_bitmap = Bitmap.new(@level_image.width,@level_image.height) @level_sprite = Sprite.new if @actor.next_exp != 0 rate = @actor.now_exp.to_f / @actor.next_exp else rate = 1 end if @actor.level < 99 @level_cw = @level_image.width * rate else @level_cw = @level_image.width end @level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height) @level_bitmap.blt(0,0, @level_image, @level_src_rect_back) @level_sprite.bitmap = @level_bitmap @level_sprite.z = 5007 @level_sprite.x = CHUD_X + C_LEVEL_METER_X @level_sprite.y = CHUD_Y + C_LEVEL_METER_Y # States ------------------------------------------------------------------- @states_max = 0 @states = Sprite.new @states.bitmap = Bitmap.new(156,24) @states_x = @actor.states.size @states_y = 0 @states_f = false sta = [] for i in @actor.states unless @states_max > 5 sta.push($data_states[i].name) image = RPG::Cache.icon(sta[@states_max]) cw = image.width ch = image.height @states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch)) @states_max += 1 end end @states.x = CHUD_X + C_STATES_X @states.y = CHUD_Y + C_STATES_Y @states.z = 5003 hud_visible_update sp_flow_update sp_number_refresh hp_flow_update hp_number_refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose return if @actor == nil #Layout Dispose @layout_sprite.bitmap.dispose @layout_sprite.bitmap = nil @layout_sprite.dispose @layout_sprite = nil @layout_bitmap.dispose @layout_bitmap = nil #Hp Number Dispose @hp_number_sprite.bitmap.dispose @hp_number_sprite.bitmap = nil @hp_number_sprite.dispose @hp_number_sprite = nil @hp_number_bitmap.dispose @hp_number_bitmap = nil #HP Meter Dispose @hp_sprite.bitmap.dispose @hp_sprite.bitmap = nil @hp_sprite.dispose @hp_sprite = nil @hp_bitmap.dispose @hp_bitmap = nil #SP Number Dispose @sp_number_sprite.bitmap.dispose @sp_number_sprite.bitmap = nil @sp_number_sprite.dispose @sp_number_sprite = nil @sp_number_bitmap.dispose @sp_number_bitmap = nil #SP Meter Dispose @sp_sprite.bitmap.dispose @sp_sprite.bitmap = nil @sp_sprite.dispose @sp_sprite = nil @sp_bitmap.dispose @sp_bitmap = nil #Level Number Dispose @level_number_sprite.bitmap.dispose @level_number_sprite.bitmap = nil @level_number_sprite.dispose @level_number_sprite = nil @level_number_bitmap.dispose @level_number_bitmap = nil #Level Meter Dispose @level_sprite.bitmap.dispose @level_sprite.bitmap = nil @level_sprite.dispose @level_sprite = nil @level_bitmap.dispose @level_bitmap = nil #States Dispose @states.bitmap.dispose @states.bitmap = nil @states.dispose @states = nil end #-------------------------------------------------------------------------- # * Updade #-------------------------------------------------------------------------- def update return if @actor == nil hud_visible_update hp_number_update if @hp_old != @actor.hp hp_number_refresh if @hp_refresh == true or @actor.hp == 0 sp_number_update if @sp_old != @actor.sp sp_number_refresh if @sp_refresh == true level_update if @level != @actor.level exp_update if @exp != @actor.exp hp_flow_update sp_flow_update fade_update if C_FADE == true states_update end #-------------------------------------------------------------------------- # fade_update #-------------------------------------------------------------------------- def fade_update x = ($game_player.real_x - $game_map.display_x) / 4 y = ($game_player.real_y - $game_map.display_y) / 4 if x < @oc_range_x and x > CHUD_X - 5 and y > CHUD_Y - 5 and y < @oc_range_y and @hp_number_sprite.opacity > 120 @hp_number_sprite.opacity -= 10 @hp_sprite.opacity -= 10 @sp_number_sprite.opacity -= 10 @sp_sprite.opacity -= 10 @states.opacity -= 10 @level_sprite.opacity -= 10 @level_number_sprite.opacity -= 10 @layout_sprite.opacity -= 10 elsif @hp_number_sprite.opacity < 255 @hp_number_sprite.opacity += 10 @hp_sprite.opacity += 10 @sp_number_sprite.opacity += 10 @sp_sprite.opacity += 10 @states.opacity += 10 @level_sprite.opacity += 10 @level_number_sprite.opacity += 10 @layout_sprite.opacity += 10 end end #-------------------------------------------------------------------------- # * States_Update #-------------------------------------------------------------------------- def states_update @states.x = CHUD_X + C_STATES_X @states.y = CHUD_Y + C_STATES_Y if @states_x != @actor.states.size @states_x = @actor.states.size @states.bitmap.clear @states_max = 0 sta = [] for i in @actor.states unless @states_max > 5 sta.push($data_states[i].name) image = RPG::Cache.icon(sta[@states_max]) cw = image.width ch = image.height @states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch)) @states_max += 1 end end sta = nil end end #-------------------------------------------------------------------------- # * hud_visible_update #-------------------------------------------------------------------------- def hud_visible_update if $game_switches[MOG::DISABLE_C_HUD_SWITCH] == true @layout_sprite.visible = false @hp_number_sprite.visible = false @hp_sprite.visible = false @sp_number_sprite.visible = false @sp_sprite.visible = false @level_number_sprite.visible = false @states.visible = false else @layout_sprite.visible = true @hp_number_sprite.visible = true @hp_sprite.visible = true @sp_number_sprite.visible = true @sp_sprite.visible = true @level_number_sprite.visible = true @states.visible = true end end #-------------------------------------------------------------------------- # * hp_number_update #-------------------------------------------------------------------------- def hp_number_update @hp_refresh = true if @hp_old < @actor.hp @hp_ref = 5 * (@actor.hp - @hp_old) / 100 @hp_ref = 1 if @hp_ref < 1 @hp += @hp_ref if @hp >= @actor.hp @hp_old = @actor.hp @hp = @actor.hp @hp_ref = 0 end elsif @hp_old > @actor.hp @hp_refresh = true @hp_ref = 5 * (@hp_old - @actor.hp) / 100 @hp_ref = 1 if @hp_ref < 1 @hp -= @hp_ref if @hp <= @actor.hp @hp_old = @actor.hp @hp = @actor.hp @hp_ref = 0 end end end #-------------------------------------------------------------------------- # * hp_number_refresh #-------------------------------------------------------------------------- def hp_number_refresh @hp_number_sprite.bitmap.clear @hp = 0 if @actor.hp == 0 @hp_number_text = @hp.abs.to_s.split(//) lowhp2 = @actor.maxhp * @low_hp / 100 if @actor.hp < lowhp2 @health2 = @im_ch else @health2 = 0 end @hp_health = @health2 for r in 0..@hp_number_text.size - 1 @hp_number_abs = @hp_number_text[r].to_i @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch) @hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect) end @hp_refresh = false if @hp == @actor.hp end #-------------------------------------------------------------------------- # * Hp Flow Update #-------------------------------------------------------------------------- def hp_flow_update @hp_sprite.bitmap.clear @hp_width = @hp_range * @actor.hp / @actor.maxhp #HP Damage--------------------------------- valor = (@hp_width_old - @hp_width) * 3 / 100 valor = 0.5 if valor < 1 if @hp_width_old != @hp_width @hp_width_old -= valor if @hp_width_old > @hp_width @hp_width_old = 0 if @actor.hp == 0 if @hp_width_old < @hp_width @hp_width_old = @hp_width end @hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) end #HP Real------------------------------------ @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) end #-------------------------------------------------------------------------- # * Sp_number_update #-------------------------------------------------------------------------- def sp_number_update @sp_refresh = true if @sp_old < @actor.sp @sp_refresh = true @sp_ref = 5 * (@actor.sp - @sp_old) / 100 @sp_ref = 1 if @sp_ref < 1 @sp += @sp_ref if @sp >= @actor.sp @sp_old = @actor.sp @sp = @actor.sp @sp_ref = 0 end elsif @sp_old >= @actor.sp @sp_ref = 5 * (@sp_old - @actor.sp) / 100 @sp_ref = 1 if @sp_ref < 1 @sp -= @sp_ref if @sp <= @actor.sp @sp_old = @actor.sp @sp = @actor.sp @sp_ref = 0 end end end #-------------------------------------------------------------------------- # * sp_number_refresh #-------------------------------------------------------------------------- def sp_number_refresh @sp_number_sprite.bitmap.clear @s = @actor.sp * 100 / @actor.maxsp @sp_number_text = @sp.abs.to_s.split(//) for r in 0..@sp_number_text.size - 1 @sp_number_abs = @sp_number_text[r].to_i if @actor.sp <= @actor.maxsp * @low_sp / 100 @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch) else @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch) end @sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect) end @sp_refresh = false if @sp == @actor.sp end #-------------------------------------------------------------------------- # * Sp Flow Update #-------------------------------------------------------------------------- def sp_flow_update @sp_sprite.bitmap.clear @sp_width = @sp_range * @actor.sp / @actor.maxsp #SP Damage--------------------------------- if @sp_width_old != @sp_width valor = (@sp_width_old - @sp_width) * 3 / 100 valor = 0.5 if valor < 1 @sp_width_old -= valor if @sp_width_old > @sp_width if @sp_width_old < @sp_width @sp_width_old = @sp_width end @sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) end #SP Real------------------------------------ @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) end #-------------------------------------------------------------------------- # * level_update #-------------------------------------------------------------------------- def level_update @level_number_sprite.bitmap.clear @level_number_text = @actor.level.abs.to_s.split(//) for r in 0..@level_number_text.size - 1 @level_number_abs = @level_number_text[r].to_i @level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch) @level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect) end @level = @actor.level end #-------------------------------------------------------------------------- # * exp_update #-------------------------------------------------------------------------- def exp_update @level_sprite.bitmap.clear if @actor.next_exp != 0 rate = @actor.now_exp.to_f / @actor.next_exp else rate = 1 end if @actor.level < 99 @level_cw = @level_image.width * rate else @level_cw = @level_image.width end @level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height) @level_bitmap.blt(0,0, @level_image, @level_src_rect_back) @exp = @actor.exp end end #=============================================================================== # Scene_Map #=============================================================================== class Scene_Map alias chud_main main #-------------------------------------------------------------------------- # Main #-------------------------------------------------------------------------- def main @c_viewport = Viewport.new(0, 0, 640, 480) @c_viewport.z = 9999 @chud = C_Hud.new(@c_viewport) chud_main @chud.dispose @chud = nil @c_viewport.dispose @c_viewport = nil end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- alias chud_update update def update chud_update @chud.update end end
$mog_rgss_c_hud = true |
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Magicalichigo Ancienne staffeuse
Messages postés : 4252 Date d'inscription : 02/08/2011 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 11:52 | |
| - Citation :
- DISABLE_C_HUD_SWITCH = 5
Tu vois cette ligne ? Il te suffit d'écrire le numéro de l'interrupteur qui doit activer ou désactiver l'affichage, ici c'est le 5 ^^ Donc en gros dans ta cinématique il te suffit de désactiver cet interrupteur et de le remettre après Edit d'Elekami: Points ajoutés. |
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Skaaz Ninja (niveau 2)
Messages postés : 175 Date d'inscription : 03/12/2011 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 11:54 | |
| Ahhmm d'accord ! Merci beaucoup
Dernière édition par Skaaz le Dim 22 Avr 2012 - 11:57, édité 1 fois |
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Magicalichigo Ancienne staffeuse
Messages postés : 4252 Date d'inscription : 02/08/2011 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 11:56 | |
| Il y a pas de quoi, pour une fois que je peux aider ^^' |
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Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 14:35 | |
| T'es VIP maintenant ... t'as pas le choix :/ |
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Magicalichigo Ancienne staffeuse
Messages postés : 4252 Date d'inscription : 02/08/2011 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 14:38 | |
| - Citation :
- T'es VIP maintenant ... t'as pas le choix :/
Oh putain la merde, vous auriez pu prévenir quand même ! Ca craint ! =>[] |
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Elekami Fondateur
Messages postés : 19071 Date d'inscription : 19/07/2008 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 14:40 | |
| Bah oui, sinon Jin va militer pour que tu dégages comme il l'a fait pour Kilam, alors que pourtant Kilam, il avait résolu mon problème d'arborescence des maps. Eh ouais, c'est un sort cruel que d'être "V.I.P.". |
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Elekami Fondateur
Messages postés : 19071 Date d'inscription : 19/07/2008 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 14:48 | |
| Jin, ou le mec qui voulait terroriser les VIP. xD
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Elekami Fondateur
Messages postés : 19071 Date d'inscription : 19/07/2008 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 14:59 | |
| On force tous ceux qu'on a envie de martyriser par la suite, ça marche comme ça chez nous. |
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Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 15:23 | |
| Te plaint pas, au début tu devais être modo x) |
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Teraglehn Ancien staffeux
Messages postés : 3628 Date d'inscription : 23/09/2010 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 15:45 | |
| Oua, il est jolie notre fleuron, parmi les plus haut membres du palais qui se mettent à flooder partout sur le forum, avec des blague de merde et des HS tout les deux post, bravo ! |
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Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 16:00 | |
| Tu peux parler avec tes doubles post ... |
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Teraglehn Ancien staffeux
Messages postés : 3628 Date d'inscription : 23/09/2010 Jauge LPC :
| Sujet: Re: [Résolu] Activer/Désactivé un script Dim 22 Avr 2012 - 16:07 | |
| Euh ça ça s'appelle un bug o_0 Je vais pas m'amuser à poster deux fois exactement le même message >< |
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