- ElthionMembre
- Nombre de messages : 26
Age : 33
Distinction : aucune
Date d'inscription : 12/12/2010
[Résolu] Cherche légère modification d'un script
Dim 23 Jan 2011 - 1:25
Bonjour,
Je vous écris ce message car je cherche à modifier le script SBS 3.4d très légèrement. Après de longues recherches infructueuses (je ne sais pas si ça se dit ) sur internet, je poste ce sujet.
En faites je n'utilise pas de characters VX pour mon projet, ils sont tous "grand" comme dans XP. Cette différence de taille entraine que mes personnages frappent avec leur jambes quand j'utilise le SBS; ou plus précisément, une épée sort de leurs jambes .
Je ne suis pas scripteur, j'apprends tout juste le langage BASIC depuis peu (il faut bien commencer quelque part ) donc je ne sais pas trop où modifier le script pour que l'arme apparaisse quelques pixels plus haut.
J'ai bien quelques idées mais j'ai peur d'envenimer le problème.
Voici le script :
Bon en faites le script ne rentre pas du tout dans un message donc j'ai mis uniquement la partie que je pense qu'il faille modifier. Si cette partie est inutile n'hésitez pas à me le dire et je mettrais d'autres parties du script.
Résumé du problème : Je cherche à décaler l'arme des personnages quelques pixels plus haut pour que cela corresponde aux characters de type XP.
Si quelqu'un a une solution j'en serais très content.
Merci d'avance .
Je vous écris ce message car je cherche à modifier le script SBS 3.4d très légèrement. Après de longues recherches infructueuses (je ne sais pas si ça se dit ) sur internet, je poste ce sujet.
En faites je n'utilise pas de characters VX pour mon projet, ils sont tous "grand" comme dans XP. Cette différence de taille entraine que mes personnages frappent avec leur jambes quand j'utilise le SBS; ou plus précisément, une épée sort de leurs jambes .
Je ne suis pas scripteur, j'apprends tout juste le langage BASIC depuis peu (il faut bien commencer quelque part ) donc je ne sais pas trop où modifier le script pour que l'arme apparaisse quelques pixels plus haut.
J'ai bien quelques idées mais j'ai peur d'envenimer le problème.
Voici le script :
- Spoiler:
- #==============================================================================
# ■ Sideview Battle System Battler Configuration [3.4d]
#------------------------------------------------------------------------------
# Original Script by:
# Enu ( http://rpgex.sakura.ne.jp/home/ )
# English Localization:
# Kylock, Mr. Bubble, Shu
# Contributors & Special Thanks:
# Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp,
# blackmorning, Mithran, Kaduki, Enu
# (See [Credits] for more information)
#==============================================================================
module N01
#==============================================================================
# ■ ANIME Hashes
#------------------------------------------------------------------------------
# ANIME hashes are utilized by ACTION sequences and have no utility alone.
#==============================================================================
ANIME = { # <- Do not delete this line.
#----------------------------------------------------------------------------
# * About Anime Hashes
#----------------------------------------------------------------------------
# Think of Anime Hashes as predefined orders/commands that are given to a
# battler to make it perform a single desired action/effect in battle. By
# utilizing multiple Anime Hashes and listing their keys in an action
# sequence, you are able create your own unique battler actions.
# Anime Hashes are utilized by listing Anime Keys within an action sequence.
#
# Please read "About Action Sequences" for specific information on
# how to use Anime Hashes in Action Sequences.
#
#----------------------------------------------------------------------------
# * Creating Anime Hashes
#----------------------------------------------------------------------------
# ANIME Hashes in this section are defined with the following syntax:
# ANIME Key => Hash Array Comma
"EXAMPLE_ANIME_HASH" => ["hash_array_contents"],
# ANIME Key - Can be any name you want as long as it does not
# contain only numbers such as "5" or "42".
# Remember that ANIME Keys are case-sensitive
# when they are used. If an ANIME Key is not defined when
# used within an action sequence, the ANIME Key will simply
# be skipped and the action sequence will continue.
# When creating names for your Keys, do not use the
# same name as an existing Key.
#
# => - Must be between the ANIME Key and the Hash Array.
#
# Hash Array - Contents of the Hash Array differ depending on the type of
# battler action you want when the ANIME Key is used in an action
# sequence. Please read through the SBS Configuration script
# to learn the requirements for each type of Anime Hash.
#
# Comma - All Anime hashes must end with a comma after the
# closing square bracket. Forgetting to include the comma will
# result in a syntax error.
#--------------------------------------------------------------------------
# ● Battler Poses
#--------------------------------------------------------------------------
# Command a battler to display specific frames from the battler's
# assigned character graphic file.
#
# File No. - File number of battler graphic file used.
# 0: Walking Graphic. In the case of Actors, 0 refers to
# default walking graphic as assigned in the Actors tab.
# n: "Character Name + _n", where n refers to the file number
# extension.
# Example: If Ralph has a character graphic of "$Ralph.png"
# assigned to him in the Actors tab of the Database,
# "$Ralph_1" can instead be used if File No. equals 1.
#
# Row - Row to be used from the character graphic, where the value 0
# refers to the topmost row. (0~3)
# Speed - Frame change rate of battler graphic. Lower numbers are faster.
# Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ...
# [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ...
# [2: One Loop, no repeat] Example: 1 2 3 .
# Wait - Time, in frames, before animation loops again.
# This value does not apply if Loop=2
# Fixed - Defines loop behavior or specific fixed frame display.
# [ -2: Reverse Loop Animation. Also reverses weapon animation.]
# [ -1: Normal Loop Animation]
# [0~2: Fixed frame display. Refers to frame on character sprite
# sheet starting where 0 = left-most frame.]
# Z - Value added to battler's Z priority.
# Shadow - true: Display battler shadow.
# false: Does not display battler shadow.
# Weapon - Weapon Sprite Animation to be used with battler frame animation.
# For no weapon animation, use "".
# ANIME Key FileNo. Row Spd Loop Wait Fixed Z Shadow Weapon
"STANDBY_POSE" => [ 0, 1, 15, 0, 0, -1, 0, true, "" ],
"STAND_POSE" => [ 0, 1, 10, 2, 0, 1, 0, true, "" ],
"FACE_RIGHT_POSE" => [ 0, 2, 10, 1, 2, 1, 0, true, "" ],
"HURT_POSE" => [ 0, 3, 4, 2, 0, -1, 0, true, "" ],
"DEAD_POSE" => [ 0, 3, 10, 1, 8, 0, 0, true, "" ],
"MOVE_POSE" => [ 0, 1, 1, 1, 0, -1, 0, true, "" ],
"MOVE_AWAY_POSE" => [ 0, 2, 2, 1, 0, -1, 0, true, "" ],
"HIGH_PRIORITY" => [ 0, 1, 2, 1, 0, -1, 600, true, "" ],
"WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"],
"WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"],
"WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"],
"WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"],
"WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"],
"INVISIBLE_POSE" => [ 0, -1, 1, 2, 0, 1, 0,false, "" ],
#--------------------------------------------------------------------------
# ++ Weapon Sprite Animation
#--------------------------------------------------------------------------
# Weapon Sprite Animation keys are not to be used directly within action
# sequences. Instead, they are utilized in Battler Frame Animation hash
# arrays.
#
# The amount of frames a Weapon Sprite Animation has from start to finish
# is equal to the number of frames in a row of a character graphic.
#
# Xa - Distance weapon sprite is moved on the X-axis.
# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
# the Y-axis is inverted. This means negative values move up, positive
# values move down.
# Za - true: Weapon sprite is displayed over battler sprite.
# false: Weapon sprite is displayed behind battler sprite.
# A1 - Starting angle of weapon sprite rotation. Negative numbers will
# result in counter-clockwise rotation.
# A2 - Ending angle of weapon sprite. Rotation will stop here.
# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
# [3:Bottom Left] [4:Bottom Right]
# Inv - Invert - If true, horizontally inverts weapon sprite.
# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
# Values may be decimals. (0.6, 0.9, etc.)
# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
# Values may be decimals. (0.6, 0.9, etc.)
# Xp - X pitch - For adjusting the X axis. This number changes the initial
# X coordinate.
# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
# Y coordinate.
# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
# instead.
# ANIME Key Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, true],
"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false],
"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false],
"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false],
#--------------------------------------------------------------------------
# ++ Battler Movement
#--------------------------------------------------------------------------
# Command a battler to move to a specified point on the battle field.
#
# Origin - Defines the origin of movement based on an (x,y) coordinate plane.
# [0: Battler's Current Position]
# [1: Center of Battler's Selected Target]
# [2: Screen; (0,0) is at upper-left of screen]
# [3: Battler's Start Position]
# [4: "Head" of Battler's Selected Target]
# [5: "Feet" of Battler's Selected Target]
# X - X-axis pixels from origin. 1 unit = 1 pixel
# Y - Y-axis pixels from origin. Please note that the Y-axis is
# inverted. This means negative values move up, positive values
# move down. 1 unit = 1 pixel
# Time - Total travel time from starting to end point.
# Larger numbers are slower.
# Accel - Positive values accelerates frames. Negative values decelerates.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation - Battler Frame Animation utilized during moving.
# ANIME Key Origin X Y Time Accel Jump Pose
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "STAND_POSE"],
"BATTLE_ENTRANCE" => [ 0, 54, 0, 1, 0, 0, "MOVE_POSE"],
"STEP_FORWARD" => [ 3, -32, 0, 18, -1, 0, "MOVE_POSE"],
"STEP_BACKWARD" => [ 0, 32, 0, 8, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-RALPH" => [ 2, 444, 96, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-ULRIKA" => [ 2, 444, 212, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-BENNETT" => [ 2, 384, 64, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-YLVA" => [ 2, 384, 244, 18, -1, 0, "MOVE_POSE"],
"KNOCKBACK" => [ 0, 2, 0, 4, -1, 0, "HURT_POSE"],
"LIGHT_KNOCKBACK" => [ 0, 12, 0, 1, 1, 0, "HURT_POSE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY_POSE"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY_POSE"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_POSE"],
"MOVE_ON_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_POSE"],
"MOVE_ON_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_POSE"],
"MOVE_TO_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_POSE"],
"MOVE_TO_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_POSE"],
"MOVE_RIGHT_OF_TARGET" => [ 1, 96, 32, 16, -1, 0, "MOVE_POSE"],
"MOVE_LEFT_OF_TARGET" => [ 1, 96, -32, 16, -1, 0, "MOVE_POSE"],
"JUMP_FORWARD" => [ 0, -32, 0, 8, -1, -4, "MOVE_POSE"],
"JUMP_BACK" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY_POSE"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_POSE"],
"MOVE_THROWING_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_POSE"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "HIGH_PRIORITY"],
"JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"LONG_JUMP_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
"DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
"MOVE_TO_TARGET_HEAD" => [ 4, 24, 0, 12, -1, 0, "MOVE_POSE"],
"MOVE_TO_TARGET_FEET" => [ 5, 24, 0, 12, -1, 0, "MOVE_POSE"],
#--------------------------------------------------------------------------
# ++ Battler Float Movement
#--------------------------------------------------------------------------
# Battler Float Animation hashes define the movement of battlers from their
# own shadows. Note that it is not possible to move horizontally with
# Battler Movements hashes while simultaneously floating from a shadow.
#
# Type - Always "float".
# A - Starting float height. Negative values move up.
# Positive values move down.
# B - Ending float height. This height is maintained until another action
# is used.
# Time - Total duration of movement from point A to point B
# Animation - Specifies the Battler Frame Animation to be used.
# ANIME Key Type A B Time Animation
"FLOAT_" => ["float", -22, -20, 2, "STAND_POSE"],
"FLOAT_2" => ["float", -20, -18, 2, "STAND_POSE"],
"FLOAT_3" => ["float", -18, -20, 2, "STAND_POSE"],
"FLOAT_4" => ["float", -20, -22, 2, "STAND_POSE"],
"FLOAT_STOP" => ["float", 0, -80, 4, "STAND_POSE"],
"FLOAT_LAND" => ["float", -80, 0, 4, "STAND_POSE"],
"LIFT_ALLY" => ["float", 0, -30, 4, "STAND_POSE"],
#--------------------------------------------------------------------------
# ++ Battler Position Reset
#--------------------------------------------------------------------------
# Battler Position Reset hashes define when a battler's turn is over and
# will reset the battler back to its starting coordinates. This type of
# ANIME hash is required in all sequences.
#
# Please note that after a sequence has used a Battler Position Reset hash,
# no more damage can be done by the battler because its turn is over.
#
# Type - Always "reset"
# Time - Total travel time from current location to start coordinates.
# Distance from start coordinates determines visual movement speed.
# Accel - Positive values accelerate. Negative values decelerate.
# Jump - Negative values produce a jumping arc. Positive values produce
# a reverse arc. [0: No jump]
# Animation Key - Specifies the Battler Frame Animation hash to be used.
# ANIME Key Type Time Accel Jump Pose Key
"RESET" => ["reset", 16, 0, 0, "MOVE_POSE"],
"FLEE_RESET" => ["reset", 16, 0, 0, "MOVE_AWAY_POSE"],
#--------------------------------------------------------------------------
# ++ Force Battler Action
#--------------------------------------------------------------------------
# These types of ANIME hash allow forced control of other battler objects
# that you define. This is particuarly used to control battlers when
# it is not their turn.
#
# Type - Specifies action type. "SINGLE" or "SEQUENCE"
#
# Object - The battler(s) that will execute the specific action defined under
# ANIME/ACTION Key. 0 is for selected target. Any other positive
# number is a State ID number (1~999) that will force all battlers
# with that State on them to execute the ANIME/ACTION Key.
# By adding a - (minus sign) followed by a Skill ID number (1~999),
# the actors that know that Skill ID will execute the defined
# ANIME/ACTION Key except the active battler.
# If you want to define a specific actor as the Object,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the action will be cancelled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Reset Type - Specifies method of returning the battler to its original
# location.
# ANIME/ACTION Key - Specifies action used. If Type is SINGLE,
# must be an ANIME hash key. If Type is SEQUENCE,
# must an ACTION sequence key.
# ANIME Key Type Object Reset Type ANIME/ACTION Key
"FORCE_KNOCKBACK" => ["SINGLE", 0, "RESET", "LIGHT_KNOCKBACK"],
"FORCE_ROTATION" => ["SINGLE", 0, "RESET", "CLOCKWISE_TURN"],
"FORCE_SHRINK" => ["SINGLE", 0, "RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "RESET", "OBJ_TO_SELF"],
"FORCE_LIFT_ALLY" => ["SINGLE", 0, "", "LIFT_ALLY"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "RESET", "ULRIKA_ATTACK_1"],
"FORCE_ULRIKA" => ["SEQUENCE", -101, "RESET", "4_MAN_ATK-ULRIKA"],
"FORCE_BENNETT" => ["SEQUENCE", -102, "RESET", "4_MAN_ATK-BENNETT"],
"FORCE_YLVA" => ["SEQUENCE", -103, "RESET", "4_MAN_ATK-YLVA"],
"ALLY_FLING" => ["SEQUENCE", 1000, "RESET", "THROW"],
#--------------------------------------------------------------------------
# ++ Target Modification
#--------------------------------------------------------------------------
# Changes battler's target in battle. Original target will still be stored.
# Current battler is the only battler capable of causing damage.
#
# Type - Always "target"
#
# Object - The battler that will have its target modified. 0 is selected
# target, any other number is a State ID number (1~999), and
# changes all battlers with that state on them to target the new
# designated target.
# If you want to designate an actor by their index ID number,
# add 1000 to their index ID number. If the system cannot designate
# the index number(such as if actor is dead or ran away), it will
# select the nearest one starting from 0. If a response fails,
# the ACTION will be cancelled. (Example: Ylva's actor ID is 4. A
# value of 1004 would define Ylva as the Object.)
#
# Target - New Target. [0=Self] [1=Self's Target]
# [2=Self's Target After Modification]
# [3=Reset to Previous Target (if 2 was used)]
# ANIME Key Type Object Target
"REAL_TARGET" => ["target", 0, 0],
"TWO_UNIFIED_TARGETS" => ["target", 18, 1],
"FOUR_UNIFIED_TARGETS" => ["target", 19, 1],
"ALLY_TO_THROW" => ["target", 1000, 2],
"THROW_TARGET" => ["target", 1000, 3],
Bon en faites le script ne rentre pas du tout dans un message donc j'ai mis uniquement la partie que je pense qu'il faille modifier. Si cette partie est inutile n'hésitez pas à me le dire et je mettrais d'autres parties du script.
Résumé du problème : Je cherche à décaler l'arme des personnages quelques pixels plus haut pour que cela corresponde aux characters de type XP.
Si quelqu'un a une solution j'en serais très content.
Merci d'avance .
- ElthionMembre
- Nombre de messages : 26
Age : 33
Distinction : aucune
Date d'inscription : 12/12/2010
Re: [Résolu] Cherche légère modification d'un script
Mar 25 Jan 2011 - 23:03
Petit up pour dire que j'ai toujours ma "petite idée" d'où il faut modifier le script mais que je préfère faire confiance à des personnes plus expérimentées que moi en la matière.
Je pense que c'est par ici :
Mais je ne comprend pas tout donc je ne veux pas faire de bêtise.
Je pense que c'est par ici :
- Spoiler:
#--------------------------------------------------------------------------
# ++ Weapon Sprite Animation
#--------------------------------------------------------------------------
# Weapon Sprite Animation keys are not to be used directly within action
# sequences. Instead, they are utilized in Battler Frame Animation hash
# arrays.
#
# The amount of frames a Weapon Sprite Animation has from start to finish
# is equal to the number of frames in a row of a character graphic.
#
# Xa - Distance weapon sprite is moved on the X-axis.
# Ya - Distance weapon sprite is moved on the Y-axis. Please note that
# the Y-axis is inverted. This means negative values move up, positive
# values move down.
# Za - true: Weapon sprite is displayed over battler sprite.
# false: Weapon sprite is displayed behind battler sprite.
# A1 - Starting angle of weapon sprite rotation. Negative numbers will
# result in counter-clockwise rotation.
# A2 - Ending angle of weapon sprite. Rotation will stop here.
# Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
# [3:Bottom Left] [4:Bottom Right]
# Inv - Invert - If true, horizontally inverts weapon sprite.
# Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
# Values may be decimals. (0.6, 0.9, etc.)
# Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
# Values may be decimals. (0.6, 0.9, etc.)
# Xp - X pitch - For adjusting the X axis. This number changes the initial
# X coordinate.
# Yp - Y pitch - For adjusting the Y axis. This number changes the initial
# Y coordinate.
# Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
# instead.
# ANIME Key Xa Ya Za A1 A2 Or Inv Xs Ys Xp Yp Weapon2
"VERT_SWING" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6,false],
"VERT_SWINGL" => [ 6, 8,false,-135, 45, 4,false, 1, 1, -4, -6, true],
"UNDER_SWING" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false],
"OVER_SWING" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false],
"RAISED" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false],
Mais je ne comprend pas tout donc je ne veux pas faire de bêtise.
- ElthionMembre
- Nombre de messages : 26
Age : 33
Distinction : aucune
Date d'inscription : 12/12/2010
Re: [Résolu] Cherche légère modification d'un script
Dim 30 Jan 2011 - 22:49
Après quelques tests c'est génial ça marche! Merci beaucoup.
Si des gens veulent quelques valeurs pour les personnages de taille xp j'ai mis "2" partout où il y avait des "8" et j'ai laissé le RAISED à "-4".
Merci Neko .
Problème Résolu .
Si des gens veulent quelques valeurs pour les personnages de taille xp j'ai mis "2" partout où il y avait des "8" et j'ai laissé le RAISED à "-4".
Merci Neko .
Problème Résolu .
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