- lock60Membre
- Nombre de messages : 919
Distinction : aucune
Date d'inscription : 04/11/2015
Modification "mineure" de Plugin -résolu-
Lun 14 Aoû 2017 - 21:26
Bonsoir à tous !
Je recherche un scripteur pour modifier ce plugin :
Ce plugin sert à ajouter une option "achievement" dans le menu. C'est un système de Haut Faits à la WOW.
Voici mon problème : Dans le menu, donc, celui-ci s'affiche mais uniquement sous le nom d'"achievement" j'aimerai le changer pour mettre "trophée" à la place.
Des idées pour modifier le plugin à sa source ? Merci
Je recherche un scripteur pour modifier ce plugin :
Ce plugin sert à ajouter une option "achievement" dans le menu. C'est un système de Haut Faits à la WOW.
Voici mon problème : Dans le menu, donc, celui-ci s'affiche mais uniquement sous le nom d'"achievement" j'aimerai le changer pour mettre "trophée" à la place.
Des idées pour modifier le plugin à sa source ? Merci
- KingdommangasMembre
- Nombre de messages : 1401
Localisation : Ma tête
Distinction : Débrouillarde notoire é_è [Mist']
Ou celle qui partageait plus vite que son ombre [Gel']
Poisson 2017 [Amal]
Grâce à elle, tout le forum appelle Yamashi "Mamashi" [Yama]
Entraide d'Or
Règne dans l'ombre de la commu'
Youtubeuse beauté reconvertie dans le gaming [Amal']
Date d'inscription : 05/05/2015
Re: Modification "mineure" de Plugin -résolu-
Lun 14 Aoû 2017 - 21:49
- Code:
/*:
* @plugindesc Version: 1.02 | Achievements plugin for your game.
* @author William Ramsey (TheUnproPro)
*
* @param ---Color Settings---
*
* @param BG Color
* @desc The color drawn behind the list of rewards.
* @default 0, 0, 0, 0.7
*
* @param ---Image Settings---
*
* @param BG Location
* @desc Location of the background displayed when viewing achievements.
* @default title1
*
* @param BG Image
* @desc Background image shown when viewing achievements.
* @default Fountain
*
* @param Complete Icon
* @desc Icon drawn for complete achievements.
* @default 87
*
* @param Incomplete Icon
* @desc Icon drawn for incompelte achievements.
* @default 16
*
* @param ---Location Settings---
*
* @param Popup Window Location
* @desc Location of the window popup when earning an achievement.
* @default upper_left
*
* @param ---Other Settings---
*
* @param Popup Delay
* @desc How many seconds does the popup stay on screen when you get an achievement?
* @default 2.5
*
* @param Popup Sound
* @desc What sound effect plays when gaining an achievement?
* @default Item1
*
* @param Add Achievements option to menu
* @desc Adds the achievement option to the menu.
* @default true
*
* @help
*
* To set up achievements for your game, it's best to set up the achievements
* right at the start of the game. Using the following plugin commands, we'll
* create a few achievements.
*
* 1) - upp_setAchievementName id [Where id is the number. Start with 1 and
* work your way up.]
* 2) - upp_setAchievementDesc id [This sets the description of the achievement.]
* 3) - upp_setAchievementLocation id [This sets the location of the achivement.]
* 4) - upp_setAchievementHidden id [This hides the achievement from the
* achievement list.]
* 5) - upp_setAchievementComplete id [This marks the achievement complete. ]
*
* It's best to use comments to separate the starting event that creates
* your achievements.
*
* You can also use the plugin command upp_openAchievementsViewer to open
* the achievements directly.
*
* Window Locations:
* upper_left, upper_center, upper_right,
* mid_left, mid_center, mid_right,
* bottom_left, bottom_center, bottom_right
*
* Config BG Location Names:
* animations, battlebacks1, battlebacks2,
* characters, enemies, faces, parallaxes,
* pictures, sv_actors, sv_enemies, system,
* tilesets, title1, title2
*
*/
(function() {
//You may see random { and } containers. They're for me to keep organized with Notepad++.
//{ Initialization and plugin commands.
//Get the params.
var params = PluginManager.parameters("upp_achievementsPro");
var bgColor = params['BG Color'];
var bgLoc = params['BG Location'];
var bgImage = params['BG Image'];
var iconIncomplete = params['Incomplete Icon'];
var iconComplete = params['Complete Icon'];
var upp_popupSeconds = Number(params['Popup Delay']);
var upp_winLocation = params['Popup Window Location'];
var upp_winPopupSound = params['Popup Sound'];
var upp_addAchToMenu = eval(params['Add Achievements option to menu']);
//Add plugin commands.
var cmds = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
cmds.apply(this, arguments);
if(command == "upp_setAchievementName"){
var id = Number(args[0])-1;
var name = "";
var spacer = " ";
for(var i=1;i<args.length;i++)
{
if(i==args.length-1)
{
spacer = "";
}
name += args[i] + spacer;
}
if(typeof $gameSystem.upp_achievements[id] != "object")
{
$gameSystem.upp_achievements[id] = new $upr();
$gameSystem.upp_achievements[id].name = name;
} else {
$gameSystem.upp_achievements[id].name = name;
}
}
if(command == "upp_setAchievementDesc"){
var id = Number(args[0])-1;
var desc = "";
var spacer = " ";
for(var i=1;i<args.length;i++)
{
if(i==args.length-1)
{
spacer = "";
}
desc += args[i] + spacer;
}
if(typeof $gameSystem.upp_achievements[id] != "object")
{
$gameSystem.upp_achievements[id] = new $upr();
$gameSystem.upp_achievements[id].desc = desc;
} else {
$gameSystem.upp_achievements[id].desc = desc;
}
}
if(command == "upp_setAchievementLocation"){
var id = Number(args[0])-1;
var loc = "";
var spacer = " ";
for(var i=1;i<args.length;i++)
{
if(i==args.length-1)
{
spacer = "";
}
loc += args[i] + spacer;
}
if(typeof $gameSystem.upp_achievements[id] != "object")
{
$gameSystem.upp_achievements[id] = new $upr();
$gameSystem.upp_achievements[id].loc = loc;
} else {
$gameSystem.upp_achievements[id].loc = loc;
}
}
if(command == "upp_setAchievementHidden"){
var id = Number(args[0])-1;
$gameSystem.upp_achievements[id].hidden = true;
}
if(command == "upp_setAchievementComplete"){
var id = Number(args[0])-1;
if($gameSystem.upp_achievements[id].complete!=true)
{
$gameSystem.upp_achievements[id].complete = true;
$gameSystem.upp_achievements[id].hidden = false;
Earned = id;
displayWindow = true;
AudioManager.playSe(upp_earnSound);
}
}
if(command == "upp_openAchievementsViewer"){
SceneManager.push(Scene_Achievements);
}
}
//Alias the game system to save achievement data.
var gameSystemAlias = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
gameSystemAlias.call(this);
this.upp_achievements = upr;
}
var dmCAli = Scene_Load.prototype.onLoadSuccess
Scene_Load.prototype.onLoadSuccess = function() {
dmCAli.call(this);
if(typeof $gameSystem.upp_achievements != "object")
{
$gameSystem.upp_achievements = {}
}
};
//Function to update reward entries.
function scanRewardCount(upTo) {
for(var i=0;i<upTo;i++)
{
if(checkRewardExistance(upTo)) {
createReward(upTo);
}
}
}
//Function to check if a reward exists or not.
function checkRewardExistance(id) {
if($gameSystem.upp_achievements[id] != $upr) {
return true;
} else {
return false;
}
}
//Function to create a new reward.
function createReward(id) {
$gameSystem.upp_achievements[id] = new $upr();
$gameSystem.upp_achievements[id].id = id;
}
//Function to set the name of the reward.
function addRewardName(id, name) {
//If the entry doesn't exist yet, create it.
scanRewardCount(id);
$gameSystem.upp_achievements[id].name = name;
}
//Function to set the desc of the reward.
function addRewardDesc(id, desc) {
//If the entry doesn't exist yet, create it.
scanRewardCount(id);
$gameSystem.upp_achievements[id].desc = desc;
}
//Function to set the location of the reward.
function addRewardLoc(id, loc) {
//If the entry doesn't exist yet, create it.
scanRewardCount(id);
$gameSystem.upp_achievements[id].loc = loc;
}
//Setting up the object that contains what you earn.
function $upr() {
this.id = 0;
this.name = "";
this.desc = "";
this.loc = "";
this.hidden = false;
this.complete = false;
}
//Array to store the objects.
var upr = [];
//}
//{ Windows
//{ Window Achiement Display
function Window_AchiementDisplay() {
this.initialize.apply(this, arguments);
}
Window_AchiementDisplay.prototype = Object.create(Window_Base.prototype);
Window_AchiementDisplay.prototype.constructor = Window_AchiementDisplay;
//{ Initialize
Window_AchiementDisplay.prototype.initialize = function(x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, Graphics.boxWidth, Graphics.boxHeight);
this.lineColor = "rgba(255, 255, 255, 0.25)";
this.opacity = 0;
this.lHeight = 2;
this.lWidth = 2;
this.refresh();
}
//}
//{ Refresh
Window_AchiementDisplay.prototype.refresh = function(){
this.drawGrid();
this.drawInfo();
}
//}
//{ Draw Grid
Window_AchiementDisplay.prototype.drawGrid = function(){
var pad = this.padding;
var calcX = Graphics.boxWidth/4;
var calcWidth=calcX-(pad*2);
var calcY = Graphics.boxHeight/4;
var calcHeight=calcY-(pad*2);
var lh2 = calcHeight;
this.contents.clear();
this.contents.fillRect(0, 0, this.contents.width, this.contents.height, "rgba("+bgColor+")");
this.makeHorzLine(0, this.contents.height-this.lHeight, this.contents.width);
this.makeVertLine(this.contents.width-this.lWidth, 0, this.contents.height);
for(i=0;i<4;i++)
{
this.contents.clearRect(0, i*this.contents.height/4, this.contents.width, this.lHeight);
this.makeHorzLine(0, i*this.contents.height/4, this.contents.width);
this.contents.clearRect(i*this.contents.width/4, 0, this.lWidth, this.contents.height);
this.makeVertLine(i*this.contents.width/4, 0, this.contents.height);
}
}
//}
//{ Draw Text
Window_AchiementDisplay.prototype.drawInfo = function(){
var pad = this.padding;
var id=(viewPage-1)*16;
var textPad = pad/2;
var defaultFontSize = this.contents.fontSize;
maxPages = 1 + (Math.floor($gameSystem.upp_achievements.length/16));
for(i=0;i<4;i++)
{
for(i2=0;i2<4;i2++)
{
id+=1;
objName = "-";
objDesc = "-";
objLoc = "-";
drawIcon=false;
this.contents.fontSize = defaultFontSize-12;
this.contents.drawText(id, (i2*this.contents.width/4)-textPad, (i*this.contents.height/4), this.contents.width/4, this.lineHeight(), 'right');
this.contents.fontSize = defaultFontSize;
if(typeof $gameSystem.upp_achievements[id-1] == "object")
{
objName = $gameSystem.upp_achievements[id-1].name;
objDesc = $gameSystem.upp_achievements[id-1].desc;
objLoc = $gameSystem.upp_achievements[id-1].loc;
drawIcon=true;
if($gameSystem.upp_achievements[id-1].hidden == true)
{
objName = "???";
objDesc = "???";
objLoc = "???";
}
}
if(drawIcon==true)
{
switch($gameSystem.upp_achievements[id-1].complete)
{
case false:
this.drawIcon(iconIncomplete, (i2*this.contents.width/4)+pad/2, (i*this.contents.height/4)+this.lineHeight()*3)
break;
case true:
this.drawIcon(iconComplete, (i2*this.contents.width/4)+pad/2, (i*this.contents.height/4)+this.lineHeight()*3)
break;
}
}
this.contents.fillRect((i2*this.contents.width/4), (i*this.contents.height/4), (this.contents.width/4), this.lineHeight(), "rgba(255, 255, 255, 0.15)");
this.contents.fillRect((i2*this.contents.width/4), (i*this.contents.height/4)+this.lineHeight(), (this.contents.width/4), this.lineHeight()*2, "rgba(0, 0, 0, 0.25)");
this.contents.fillRect((i2*this.contents.width/4), (i*this.contents.height/4)+this.lineHeight()*3, (this.contents.width/4), this.lineHeight(), "rgba(50, 50, 50, 0.25)");
this.contents.drawText(objName, (i2*this.contents.width/4)+textPad, (i*this.contents.height/4), this.contents.width/4-(pad*2), this.lineHeight());
this.contents.fontSize = defaultFontSize-12;
this.contents.drawText(objLoc, (i2*this.contents.width/4)-textPad, (i*this.contents.height/4)+this.lineHeight()*3, this.contents.width/4, this.lineHeight(), 'right');
var tX=(i2*this.contents.width/4)+textPad;;
var tY=(i*this.contents.height/4)+this.lineHeight();
var up=0;
for(j=0;j<objDesc.length;j++)
{
tX=(i2*this.contents.width/4)+textPad+(up*(this.contents.fontSize/2));
this.contents.drawText(objDesc[j], tX, tY, this.contents.width/4-(pad*2), this.lineHeight());
objDesc = objDesc.replace(/\\n/g, "\n");
if(objDesc[j] == "\n")
{
up=-1;
tY+=this.contents.fontSize;
}
up+=1;
}
}
}
this.contents.fontSize = defaultFontSize;
}
//}
//{ Make Lines
Window_AchiementDisplay.prototype.makeHorzLine = function(x, y, width){
this.contents.fillRect(x, y, width, this.lHeight, this.lineColor)
}
Window_AchiementDisplay.prototype.makeVertLine = function(x, y, height){
this.contents.fillRect(x, y, this.lWidth, height, this.lineColor)
}
//}
//}
//{ Window Achiement Display 2
function Window_AchiementDisplay2() {
this.initialize.apply(this, arguments);
}
Window_AchiementDisplay2.prototype = Object.create(Window_Base.prototype);
Window_AchiementDisplay2.prototype.constructor = Window_AchiementDisplay2;
//{ Initialize
Window_AchiementDisplay2.prototype.initialize = function(x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, Graphics.boxWidth, Graphics.boxHeight);
this.lineColor = "rgba(255, 255, 255, 0.25)";
this.opacity = 0;
this.refresh();
}
//}
Window_AchiementDisplay2.prototype.standardPadding = function(){
return 0;
}
//{ Refresh
Window_AchiementDisplay2.prototype.refresh = function(){
this.defaultFontSize = this.contents.fontSize;
this.contents.fontSize -= 8;
this.contents.fillRect(0, 0, this.contents.width, this.lineHeight(), "rgba("+bgColor+")");
this.contents.drawText("< Achievements", Window_Base.prototype.standardPadding(), 0, this.contents.width, this.lineHeight());
this.contents.drawText("Page: " + viewPage + "/" + maxPages + " >", 0, 0, this.contents.width-Window_Base.prototype.standardPadding(), this.lineHeight(), 'right');
this.contents.fontSize = this.defaultFontSize;
}
//}
//}
//{ Window Achiement Display Map
function Window_AchiementDisplayMap() {
this.initialize.apply(this, arguments);
}
Window_AchiementDisplayMap.prototype = Object.create(Window_Base.prototype);
Window_AchiementDisplayMap.prototype.constructor = Window_AchiementDisplayMap;
//{ Initialize
Window_AchiementDisplayMap.prototype.initialize = function() {
Window_Base.prototype.initialize.call(this, 0, 0, Graphics.boxWidth/4+36, Graphics.boxHeight/4+this.lineHeight()-12);
this.opacity = 0;
this.refresh();
}
//}
//{ Refresh
Window_AchiementDisplayMap.prototype.refresh = function(){
switch(upp_winLocation){
case 'upper_left':
this.x=0;
this.y=0;
break;
case 'upper_center':
this.x=Graphics.boxWidth/2-(this.width/2);
this.y=0;
break;
case 'upper_right':
this.x=Graphics.boxWidth-this.width;
this.y=0;
break;
case 'mid_left':
this.x=0;
this.y=Graphics.boxHeight/2-(this.height/2);
break;
case 'mid_center':
this.x=Graphics.boxWidth/2-(this.width/2);
this.y=Graphics.boxHeight/2-(this.height/2);
break;
case 'mid_right':
this.x=Graphics.boxWidth-this.width;
this.y=Graphics.boxHeight/2-(this.height/2);
break;
case 'bottom_left':
this.x=0;
this.y=Graphics.boxHeight-this.height;
break;
case 'bottom_center':
this.x=Graphics.boxWidth/2-(this.width/2);
this.y=Graphics.boxHeight-this.height;
break;
case 'bottom_right':
this.x=Graphics.boxWidth-this.width;
this.y=Graphics.boxHeight-this.height;
break;
}
this.contents.clear();
this.defaultFontSize = this.contents.fontSize;
this.contents.fillRect(0, 0, this.contents.width, this.contents.height, "rgba("+bgColor+")");
this.contents.fillRect(0, 0, this.contents.width, this.lineHeight(), "rgba(255, 255, 255, 0.15)");
this.contents.fillRect(0, this.lineHeight(), this.contents.width, this.lineHeight()*2, "rgba(0, 0, 0, 0.25)");
this.contents.fillRect(0, this.lineHeight()*3, this.contents.width, this.lineHeight(), "rgba(50, 50, 50, 0.25)");
if(typeof $gameSystem.upp_achievements[Earned] == "object")
{
var pad = this.padding/2;
this.contents.drawText($gameSystem.upp_achievements[Earned].name, pad, 0, this.contents.width, this.lineHeight());
this.contents.fontSize -= 12;
objDesc = $gameSystem.upp_achievements[Earned].desc.replace(/\\n/g, "\n");
var tx = 0;
var ty = 0;
for(i=0;i<objDesc.length;i++)
{
this.contents.drawText(objDesc[i], pad+tx/2, this.lineHeight()+ty+pad, this.contents.width, this.contents.fontSize);
if(objDesc[i] == "\n")
{
tx=-this.contents.fontSize;
ty+=this.contents.fontSize;
}
tx+=this.contents.fontSize;
}
this.contents.drawText($gameSystem.upp_achievements[Earned].id+1, 0, 0, this.contents.width-pad, this.lineHeight(), 'right');
this.contents.fontSize = this.defaultFontSize-8;
this.contents.drawText($gameSystem.upp_achievements[Earned].loc, 0, this.lineHeight()*3, this.contents.width-pad, this.lineHeight(), 'right');
if($gameSystem.upp_achievements[Earned].complete == true)
{
this.drawIcon(iconComplete, 0, this.lineHeight()*3);
} else {
this.drawIcon(iconIncomplete, 0, this.lineHeight()*3);
}
}
this.contents.fontSize = this.defaultFontSize;
}
//}
//}
//{ Window_MenuCommand Alias
var winMenuCommand = Window_MenuCommand.prototype.addOriginalCommands
Window_MenuCommand.prototype.addOriginalCommands = function() {
winMenuCommand.call(this);
if(upp_addAchToMenu==true)
{
this.addCommand("Trophée", 'achievements');
}
}
//}
//}
//{ Scenes
var viewPage=1;
var maxPages = 1;
var Earned=0;
var displayWindow = false;
var upp_earnSound = {
name: upp_winPopupSound,
volume: 70,
pitch: 100,
pan: 0
}
var upp_clearTimer=0;
var fadeType;
//{ Scene Tmp
function Scene_Achievements() {
this.initialize.apply(this, arguments);
}
Scene_Achievements.prototype = Object.create(Scene_Base.prototype);
Scene_Achievements.prototype.constructor = Scene_Achievements;
//{ Initialize
Scene_Achievements.prototype.initialize = function() {
Scene_Base.prototype.initialize.call(this);
}
//}
//{ Create
Scene_Achievements.prototype.create = function() {
Scene_Base.prototype.create.call(this);
this.createList();
}
Scene_Achievements.prototype.createList = function() {
this.winTmp = new Window_AchiementDisplay(0, Window_Base.prototype.lineHeight()/2-2, Graphics.boxWidth, Graphics.boxHeight);
this.winTmp2 = new Window_AchiementDisplay2(0, 0, Graphics.boxWidth, Graphics.boxHeight);
this.graphic = new Sprite();
var img;
switch(bgLoc)
{
case "animations":
img = ImageManager.loadAnimation(bgImage);
break;
case "battlebacks1":
img = ImageManager.loadBattleback1(bgImage);
break;
case "battlebacks2":
img = ImageManager.loadBattleback2(bgImage);
break;
case "enemies":
img = ImageManager.loadEnemy(bgImage);
break;
case "characters":
img = ImageManager.loadCharacter(bgImage);
break;
case "faces":
img = ImageManager.loadFace(bgImage);
break;
case "parallaxes":
img = ImageManager.loadParallax(bgImage);
break;
case "pictures":
img = ImageManager.loadPicture(bgImage);
break;
case "sv_actors":
img = ImageManager.loadSvActor(bgImage);
break;
case "sv_enemies":
img = ImageManager.loadSvEnemy(bgImage);
break;
case "system":
img = ImageManager.loadSystem(bgImage);
break;
case "tileset":
img = ImageManager.loadTileset(bgImage);
break;
case "title1":
img = ImageManager.loadTitle1(bgImage);
break;
case "title2":
img = ImageManager.loadTitle2(bgImage);
break;
}
this.graphic.bitmap = img;
this.addChild(this.graphic);
this.addChild(this.winTmp2);
this.addChild(this.winTmp);
}
//}
Scene_Achievements.prototype.update = function(){
if(Input.isRepeated("right"))
{
if(viewPage<maxPages)
{
viewPage +=1;
SoundManager.playCursor();
this.winTmp.refresh();
this.winTmp2.refresh();
}
}
if(Input.isRepeated("left"))
{
if(viewPage>1)
{
viewPage -=1;
SoundManager.playCursor();
this.winTmp.refresh();
this.winTmp2.refresh();
}
}
if(Input.isTriggered("escape"))
{
SoundManager.playCancel();
SceneManager.pop();
}
Scene_Base.prototype.update.call(this);
}
//}
//{ Scene Map Alias
var Scene_Map_Alias = Scene_Map.prototype.createAllWindows;
Scene_Map.prototype.createAllWindows = function() {
Scene_Map_Alias.call(this);
this.createMapAchievementOverlay();
}
Scene_Map.prototype.createMapAchievementOverlay = function() {
this.upp_achievementPopup = new Window_AchiementDisplayMap();
this.upp_achievementPopup.alpha = 0;
this.addChild(this.upp_achievementPopup);
}
var Scene_Map_Update_Alias = Scene_Map.prototype.update;
Scene_Map.prototype.update = function() {
if(displayWindow == true){
upp_clearTimer=0;
this.upp_achievementPopup.alpha = 1;
this.upp_achievementPopup.refresh();
displayWindow=false;
fadeType=1;
}
upp_clearTimer+=1;
if(upp_clearTimer>=60*upp_popupSeconds)
{
this.upp_achievementPopup.alpha = 0;
}
Scene_Map_Update_Alias.call(this);
}
//}
//{ Scene Menu Alias
var ScMenuCmds = Scene_Menu.prototype.createCommandWindow
Scene_Menu.prototype.createCommandWindow = function() {
ScMenuCmds.call(this);
this._commandWindow.setHandler('achievements', this.cmdAchievements.bind(this));
}
Scene_Menu.prototype.cmdAchievements = function(){
viewPage=1;
SceneManager.push(Scene_Achievements);
}
//}
//}
})();
Ouai j'ai répondu à une demande d'aide de plugin toute seule
Re: Modification "mineure" de Plugin -résolu-
Lun 14 Aoû 2017 - 22:14
Petit exercice pratique : Basculer ce texte dans une variable accessible dans les paramètres du plugin
- lock60Membre
- Nombre de messages : 919
Distinction : aucune
Date d'inscription : 04/11/2015
Re: Modification "mineure" de Plugin -résolu-
Lun 14 Aoû 2017 - 22:18
SUPER MERCI ! Ca m'évite de déranger le créateur.
Ce serait possible d'avoir le plugin en fichier .js ?
Ce serait possible d'avoir le plugin en fichier .js ?
- KingdommangasMembre
- Nombre de messages : 1401
Localisation : Ma tête
Distinction : Débrouillarde notoire é_è [Mist']
Ou celle qui partageait plus vite que son ombre [Gel']
Poisson 2017 [Amal]
Grâce à elle, tout le forum appelle Yamashi "Mamashi" [Yama]
Entraide d'Or
Règne dans l'ombre de la commu'
Youtubeuse beauté reconvertie dans le gaming [Amal']
Date d'inscription : 05/05/2015
Re: Modification "mineure" de Plugin -résolu-
Mar 15 Aoû 2017 - 0:25
Tu fais click droit/ modifier et apres tu copie/colle sur ton plugin.
- KingdommangasMembre
- Nombre de messages : 1401
Localisation : Ma tête
Distinction : Débrouillarde notoire é_è [Mist']
Ou celle qui partageait plus vite que son ombre [Gel']
Poisson 2017 [Amal]
Grâce à elle, tout le forum appelle Yamashi "Mamashi" [Yama]
Entraide d'Or
Règne dans l'ombre de la commu'
Youtubeuse beauté reconvertie dans le gaming [Amal']
Date d'inscription : 05/05/2015
Re: Modification "mineure" de Plugin -résolu-
Mar 15 Aoû 2017 - 7:41
Voici un lien pour le fichier .js :upp_achievementsProHelena creator :p a écrit:Ce serait possible d'avoir le plugin en fichier .js ?
Cela dit comme dans mon post précédent, tu peux le modif via ton dossier plugin.
-Tu ouvres le dossier de ton jeu, si tu ne sais pas ou il est ouvre RPG Maker MV, tous en haut il y a jeu/ Ouvrir fichier
-Va dans js/ plugins
-Cherche un fichier du nom de upp_achievementsPro
-Clik droit puis modifier, ca ouvre un bloc-note avec le code à l'intérieur.
-Ctrl+A pour tout selectionner rapidement puis suppr
-Tu copie le code que j'ai mis ici tu le colle à la place du précédent.
-Tu sauvegarde et c'est terminer.
Je sais faire ce genre de modif car j'ai plus ou moins l'habitude de trad des pluging/script, DRICC peut attester que je me fournis chez les japonais XD. Mais je ne sais pas codé.Tonny a écrit:Petit exercice pratique : Basculer ce texte dans une variable accessible dans les paramètres du plugin
- lock60Membre
- Nombre de messages : 919
Distinction : aucune
Date d'inscription : 04/11/2015
Re: Modification "mineure" de Plugin -résolu-
Mar 15 Aoû 2017 - 11:02
Impeccable, ça fonctionne super.
Merci encore !
Il me faudrait un dernier petit renseignement.
J'utilise le plugin Alt-Menu-Screen-IconCycle, pour transformer mon menu à la secret of mana. ( un cercle avec des icônes)
Lorsque je rajoute un "item" à mon menu, je dois gérer une option dans ce plugin.
Je dois indiquer un mot dans une case nommée "comand icon" pour faire apparaitre une icône correspondant au menu tropée. ( du coup)
You need to first provide the "symbol" of the command.
(A symbol is usually a word. For example, the symbol for the Debug
Command added by Yanfly's Main Menu Manager is "debug" (without quotes))
Des idées concernant le "symbol" pour ce plugin ?
EDIT: C'est réglé, c'était tout simplement achievements... lol
Je mets en résolu.
Merci encore !
Il me faudrait un dernier petit renseignement.
J'utilise le plugin Alt-Menu-Screen-IconCycle, pour transformer mon menu à la secret of mana. ( un cercle avec des icônes)
Lorsque je rajoute un "item" à mon menu, je dois gérer une option dans ce plugin.
Je dois indiquer un mot dans une case nommée "comand icon" pour faire apparaitre une icône correspondant au menu tropée. ( du coup)
You need to first provide the "symbol" of the command.
(A symbol is usually a word. For example, the symbol for the Debug
Command added by Yanfly's Main Menu Manager is "debug" (without quotes))
Des idées concernant le "symbol" pour ce plugin ?
EDIT: C'est réglé, c'était tout simplement achievements... lol
Je mets en résolu.
Permission de ce forum:
Vous ne pouvez pas répondre aux sujets dans ce forum
|
|