Bonjour à tous.
Voilà j'ai un problème avec ce Script:
[spoiler]SAVES_MAX = 3
SAVE_PICTURE = "choose_save"
STARTING_HEARTS = 3
class Game_Temp
attr_accessor :name_fileproc
alias new_initialize initialize
def initialize
new_initialize
@name_fileproc = ""
end
end
class Game_System
attr_accessor :newgame_switch
attr_accessor :played_bgm
attr_accessor :played_bgs
attr_accessor :save_slot
alias new_initialize initialize
def initialize
new_initialize
@newgame_switch = false
@played_bgm = ""
played_bgs = ""
@save_slot = ""
end
end
#==============================================================================
# ¦ Window_NameEdit
#------------------------------------------------------------------------------
# ???????????????????????
#==============================================================================
class Window_NameEdit < Window_Base
def refresh
self.contents.clear
@charset_index = 0 if @charset_index == nil
# ?????
name_array = @name.split(//)
for i in 0...@max_char
c = name_array
if c == nil
c = "_"
end
x = 840 - @max_char * 14 + i * 28
self.contents.draw_text_outline(x, 32, 28, 32, c, 1)
end
# ?????????
bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
cw = bitmap.rect.width / 9.3
ch = bitmap.rect.height / 4
src_rect = Rect.new(@charset_index*120, 0, cw, ch)
self.contents.blt(840 - @max_char * 14 - 40 - (cw/2), 68 - ch, bitmap, src_rect)
end
def charset_index(index)
@charset_index = index
refresh
end
end
#==============================================================================
# ¦ Scene_Name
#------------------------------------------------------------------------------
# ??????????????????
#==============================================================================
class Scene_Name
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
#-------------------------------
# Animated Background Setup
#-------------------------------
@back = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["Titlescreen1"]
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@back.bitmap = RPG::Cache.title(@backgroundList[0])
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# ???????
@actor = $game_actors[$game_temp.name_actor_id]
# ????????
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@sprite.dispose
@back.dispose
@edit_window.dispose
@input_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@edit_window.update
@input_window.update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
end
# B ??????????
if Input.repeat?(Input::B)
# ??????? 0 ???
if @edit_window.index == 0
return
end
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ?????
@edit_window.back
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? [??] ???
if @input_window.character == nil
# ???????
if @edit_window.name == ""
# ???????????
@edit_window.restore_default
# ???????
if @edit_window.name == ""
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
return
end
# ??????????
@actor.name = @edit_window.name
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
#--------------------------------------------------------
# Things After this has been edited to fit the new system
#--------------------------------------------------------
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$game_variables[8] = STARTING_HEARTS*2
$game_variables[41] = STARTING_HEARTS
$game_variables[42] = 0
$game_variables[50] = 0
file = $game_temp.name_fileproc
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(Time.new, file)
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_party, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
file.close
$game_party.remove_actor(1)
$scene = Scene_Map.new
$game_temp.name_calling = false
#--------------------------------------------------------
# Edits ends here
#--------------------------------------------------------
return
end
# ????????????
if @edit_window.index == $game_temp.name_max_char
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????
if @input_window.character == ""
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????
@edit_window.add(@input_window.character)
return
end
@wait = 3 if @wait == nil or @wait == 0
@charset_index = 0 if @charset_index == nil or @charset_index == 6
@wait -= 1
return if @wait > 0
@charset_index += 1
@edit_window.charset_index(@charset_index)
end
end
#==============================================================================
# ¦ Window_SaveFile
#------------------------------------------------------------------------------
# ???????????????????????????????????
#==============================================================================
class Window_NewLoadFile < Window_Base
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :filename # ?????
attr_reader :selected # ????
#--------------------------------------------------------------------------
# ? ?????????
# file_index : ?????????????? (0~3)
# filename : ?????
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(50, 64 + file_index % 4 * 104 + (12*file_index) + 12, 540, 104)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype # "File" (File #) window font
self.contents.font.size = $defaultfontsize
@charset_index = 0
@file_index = file_index
@filename = "Save#{@file_index + 1}.sav"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
@yp = 12
if @file_exist
File.delete(@filename) if File.stat(@filename).size == 0
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "rb")
@time_stamp = Marshal.load(file)
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@game_party = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
end
refresh
@selected = false
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ?????????
self.contents.font.color = normal_color
if @file_index == SAVES_MAX
@exit = RPG::Cache.picture("exit")
self.z = 0
self.y = 390
src_rect = Rect.new(0, 0, @exit.rect.width, @exit.rect.height)
self.contents.blt(self.x + 8, 64 - @exit.rect.height, @exit, src_rect)
self.opacity = 0
end
name = "001"
name = @game_party.actors[0].name if @file_exist
self.contents.draw_text_outline(4, 0, 600, 32, name)
@name_width = contents.text_size(name).width
# ??????????????
if @file_exist
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters- , @characters[1])
cw = bitmap.rect.width / 9.3
ch = bitmap.rect.height / 4
src_rect = Rect.new(@charset_index*120, 0, cw, ch)
x = 105 - @characters.size * 120 + i * 64 - cw / 2
self.contents.blt(x+35, 63 - ch, bitmap, src_rect)
heart_display(x+78, 83-ch)
end
# ????????
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text_outline(4, 8, 600, 32, time_string, 2)
# ??????????
self.contents.font.color = normal_color
time_string = @time_stamp.strftime("%Y / %m/ %d %H:%M")
self.contents.draw_text_outline(self.width-self.contents.text_size(time_string).width-32, 40, self.contents.text_size(time_string).width, 32, time_string, 0)
else
@name_width = contents.text_size("New Game").width
self.contents.draw_text_outline(4, 0, 600, 32, "New Game") if self.opacity != 0
end
end
def heart_display(x, y)
@x = x
@y = y
@link_heart = @game_variables[8]
@link_maxheart = @game_variables[41]
if @link_heart == 1
insert_halfheart
elsif @link_heart >= 2
insert_fullheart
end
if @link_heart <= 2
insert_emptyheart
elsif @link_heart == 3
insert_halfheart
elsif @link_heart >= 4
insert_fullheart
end
if @link_maxheart >= 3
if @link_heart <= 4
insert_emptyheart
elsif @link_heart == 5
insert_halfheart
elsif @link_heart >= 6
insert_fullheart
end
end
if @link_maxheart >= 4
if @link_heart <= 6
insert_emptyheart
elsif @link_heart == 7
insert_halfheart
elsif @link_heart >= 8
insert_fullheart
end
end
if @link_maxheart >= 5
if @link_heart <= 8
insert_emptyheart
elsif @link_heart == 9
insert_halfheart
elsif @link_heart >= 10
insert_fullheart
end
end
if @link_maxheart >= 6
if @link_heart <= 10
insert_emptyheart
elsif @link_heart == 11
insert_halfheart
elsif @link_heart >= 12
insert_fullheart
end
end
if @link_maxheart >= 7
if @link_heart <= 12
insert_emptyheart
elsif @link_heart == 13
insert_halfheart
elsif @link_heart >= 14
insert_fullheart
end
end
if @link_maxheart >= 8
if @link_heart <= 14
insert_emptyheart
elsif @link_heart == 15
insert_halfheart
elsif @link_heart >= 16
insert_fullheart
end
end
if @link_maxheart >= 9
if @link_heart <= 16
insert_emptyheart
elsif @link_heart == 17
insert_halfheart
elsif @link_heart >= 18
insert_fullheart
end
end
if @link_maxheart >= 10
if @link_heart <= 18
insert_emptyheart
elsif @link_heart == 19
insert_halfheart
elsif @link_heart >= 20
insert_fullheart
end
end
if @link_maxheart >= 11
@y += 16
@x = x
if @link_heart <= 20
insert_emptyheart
elsif @link_heart == 21
insert_halfheart
elsif @link_heart >= 22
insert_fullheart
end
end
if @link_maxheart >= 12
if @link_heart <= 22
insert_emptyheart
elsif @link_heart == 23
insert_halfheart
elsif @link_heart >= 24
insert_fullheart
end
end
if @link_maxheart >= 13
if @link_heart <= 24
insert_emptyheart
elsif @link_heart == 25
insert_halfheart
elsif @link_heart >= 26
insert_fullheart
end
end
if @link_maxheart >= 14
if @link_heart <= 26
insert_emptyheart
elsif @link_heart == 27
insert_halfheart
elsif @link_heart >= 28
insert_fullheart
end
end
if @link_maxheart >= 15
if @link_heart <= 28
insert_emptyheart
elsif @link_heart == 29
insert_halfheart
elsif @link_heart >= 30
insert_fullheart
end
end
if @link_maxheart >= 16
if @link_heart <= 30
insert_emptyheart
elsif @link_heart == 31
insert_halfheart
elsif @link_heart >= 32
insert_fullheart
end
end
if @link_maxheart >= 17
if @link_heart <= 32
insert_emptyheart
elsif @link_heart == 33
insert_halfheart
elsif @link_heart >= 34
insert_fullheart
end
end
if @link_maxheart >= 18
if @link_heart <= 34
insert_emptyheart
elsif @link_heart == 35
insert_halfheart
elsif @link_heart >= 36
insert_fullheart
end
end
if @link_maxheart >= 19
if @link_heart <= 36
insert_emptyheart
elsif @link_heart == 37
insert_halfheart
elsif @link_heart >= 38
insert_fullheart
end
end
if @link_maxheart >= 20
if @link_heart <= 38
insert_emptyheart
elsif @link_heart == 39
insert_halfheart
elsif @link_heart >= 40
insert_fullheart
end
end end
def insert_fullheart
bitmap = RPG::Cache.picture("FullHeart")
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(@x - cw / 2, @y - ch, bitmap, src_rect)
@x += cw
end
def insert_halfheart
bitmap = RPG::Cache.picture("HalfHeart")
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(@x - cw / 2, @y - ch, bitmap, src_rect)
@x += cw
end
def insert_emptyheart
bitmap = RPG::Cache.picture("EmptyHeart")
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(@x - cw / 2, @y - ch, bitmap, src_rect)
@x += cw
end
#--------------------------------------------------------------------------
# ? ???????
# selected : ??????? (true=?? false=???)
#--------------------------------------------------------------------------
def selected=(selected)
@selected = selected
update_cursor_rect
end
def charset_index(index)
@charset_index = index
refresh
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
if @selected
if @file_index == SAVES_MAX
self.cursor_rect.set(self.x + 7, 63 - @exit.rect.height, @exit.rect.width+2, @exit.rect.height+2)
else
self.cursor_rect.set(0, 0, @name_width + 8, 32)
end
else
self.cursor_rect.empty
end
end
end
#==============================================================================
# ¦ Scene_File
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================
class Scene_NewLoadFile
#--------------------------------------------------------------------------
# ? ?????????
# help_text : ????????????????
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
$game_party.setup_starting_members
#-------------------------------
# Animated Background Setup
#-------------------------------
@back = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["SaveScreen1","SaveScreen1","SaveScreen1",
"SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
"SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
"SaveScreen2","SaveScreen3","SaveScreen4","SaveScreen5","SaveScreen6",
"SaveScreen6","SaveScreen5","SaveScreen4","SaveScreen3","SaveScreen2",
"SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
"SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",]
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@back.bitmap = RPG::Cache.title(@backgroundList[0])
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# ???????????
@save_sprite = Sprite.new
@save_sprite.bitmap = RPG::Cache.title(SAVE_PICTURE)
@save_sprite.x = 0
@save_sprite.y = 0
# ???????????????
@savefile_windows = []
for i in 0..SAVES_MAX
@savefile_windows.push(Window_NewLoadFile.new(i, make_filename(i)))
end
# ??????????????
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@sprite.dispose
@back.dispose
@save_sprite.dispose
for i in @savefile_windows
i.dispose
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = RPG::Cache.title(@backgroundList[0])
end
for i in @savefile_windows
i.update
end
# ????????
@save_sprite.update
# C ??????????
if Input.trigger?(Input::C)
if @file_index == SAVES_MAX
$scene = nil
else
$game_system.se_play($data_system.decision_se)
if FileTest.exist?(make_filename(@file_index))
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
else
$game_system.save_slot = make_filename(@file_index)
file = File.new(make_filename(@file_index), "wb")
on_new(file)
$game_temp.last_file_index = @file_index
end
end
end
# B ??????????
if Input.trigger?(Input::B)
# ???? on_cancel (??????) ???
on_cancel
return
end
# ??????????????
if Input.repeat?(Input::DOWN)
# ????????????????????????
# ?????????? 3 ??????
if Input.trigger?(Input::DOWN) or @file_index < 3
# ???? SE ???
$game_system.se_play($data_system.cursor_se)
# ?????????
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % 4
@savefile_windows[@file_index].selected = true
return
end
end
# ??????????????
if Input.repeat?(Input::UP)
# ????????????????????????
# ?????????? 0 ???????
if Input.trigger?(Input::UP) or @file_index > 0
# ???? SE ???
$game_system.se_play($data_system.cursor_se)
# ?????????
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 3) % 4
@savefile_windows[@file_index].selected = true
return
end
end
@wait = 3 if @wait == nil or @wait == 0
@charset_index = 0 if @charset_index == nil or @charset_index == 6
@wait -= 1
return if @wait > 0
@charset_index += 1
for i in 0..@savefile_windows.size-1
@savefile_windows.charset_index(@charset_index)
next
end
end
#--------------------------------------------------------------------------
# ? ????????
# file_index : ?????????????? (0~3)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.sav"
end
end
class Scene_NewLoad < Scene_NewLoadFile
def initialize
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..3
filename = make_filename(i)
if FileTest.exist?(filename)
file = File.open(filename, "rb")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Load from which file")
end
def on_new(file)
$game_map.setup($data_system.start_map_id)
$game_system.newgame_switch = true
$game_temp.name_fileproc = file
$game_temp.name_calling = true
$game_temp.name_actor_id = 1
$game_temp.name_max_char = 8
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def on_decision(filename)
unless FileTest.exist?(filename)
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ??? SE ???
$game_system.se_play($data_system.load_se)
# ???????????
file = File.open(filename, "rb")
read_save_data(file, $game_system.newgame_switch)
file.close
Audio.bgm_stop
$game_system.bgm_play($game_system.playing_bgm) if !$game_system.newgame_switch
$game_system.bgs_play($game_system.playing_bgs) if !$game_system.newgame_switch
$game_map.autoplay
# ?????? (????????)
$game_map.update
$game_party.remove_actor(1) if $game_system.newgame_switch
# ?????????
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def on_cancel
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ???????????
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# ? ???????????
# file : ??????????????? (??????)
#--------------------------------------------------------------------------
def read_save_data(file, newgame)
if !newgame
Audio.bgm_stop
# ?????????????????????????
time = Marshal.load(file)
characters = Marshal.load(file)
# ??????????????????????
Graphics.frame_count = Marshal.load(file)
# ????????????????
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_party = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
$game_player.refresh
end
else
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
characters.push([actor.character_name, actor.character_hue])
end
time = Time.new
# ??????????????????????
Graphics.frame_count = 0
# ????????????????
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_party = Game_Party.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
end
# ???????????????????
# (?????????????????)
# ???????????????
$game_party.refresh
end
end[/spoiler]
Lorsque j'ai fait une première sauvegarde je ne peu plus la reprendre et le message suivant s'affiche:
http://img202.imageshack.us/img202/5238/capturetq0.jpg (http://img202.imageshack.us/img202/5238/capturetq0.jpg)
Voilà la ligne avec l'erreur:
[spoiler] name = @game_party.actors[0].name if @file_exist[/spoiler]
pas bien d'utiliser un script sans le comprendre. -_-
Oui je devrait me taire je fais la même chose. :mrgreen:
Apparemment, il n'aime pas le "Name"
Avec mes faibles connaissance en Ruby, j'imagine qu'il ne comprend pas la commande ou ne trouve pas le nom.
Après, j'y connais pas grand chose. :rolleyes: Mais as-tu modifié le script, et ou l'as tu pris, à moins que ce soit toi qui l'a fait.
Je pense que tu as dû l'utiliser aussi parce que c'est le Script New/Load Game de Project Zelda Engine.
En ce qui concerne les Script je ne les comprendrai jamais a vrai dire. Car retenir tous ces codes c'est un casse tête. :blink:
non, un langage de programmation. :P
Moi, je maitrise juste le ti basic et un peu ce c, mais bon OSEF. :ninja:
Oui je l'ai utilisé enfin je l'ai même pas regarder pour l'instant et j'ai jamais eu de problème. :mrgreen:
L'as-tu modifié?
Non je ne l'ai jamais modifier sauf pour changer les texte "New Game" en "Nouvelle partie" sinon je n'ai rien modifier.
PS: j'étudie le Python mais je n'y comprend rien... :ninja:
Justement sa peut venir de là, enfin je crois. :unsure:
Normalement pour changé ça il faut changer les images. Je pense que tu as modifié une instruction en un truc qu'il connait pas. :huh:
Enfin, je pense que c'est ça.
RPG Maker, c'est en Ruby :rolleyes:.
Oui, et ...
Citation de: Hollow974 le 30 Novembre 2010 à 18:59
PS: j'étudie le Python mais je n'y comprend rien... :ninja:
;)
Ben, je vois pas le rapport. :mellow:
Edit: ah ok. Nan, il me disait juste qu'il apprend le Python, il a jamais dit que c'était le langage de RPG maker.
Quand j'ai utilisé le Script pour la première j'avais déjà ce problème à chaque fois que j'avais une sauvegarde et je n'avais jamais toucher/modifier le Script.
ben, j'ai pas ça, essaye peut-être de le retélécharger ou d'en trouver un autre. :unsure:
Tiens c'est marrant je ne m'étais jamais trop intéressé au ruby mais avec un peu de recul et "d'expérience" on voit ça vraiment différemment ^^
Avant toute chose je ne m'y connais pas en ruby et je n'ai absolument aucune idée du fonctionnement de l'ensemble, mais on peut essayer des petites choses autour de cette ligne erronée.
En supposant que @machin soit un attribut de la classe du bloc d'appel, essaie :
if @file_exist name = @game_party.actors[0].name
à la place de la ligne "erronée"
Tu as plus d'info sur l'erreur ?
PS: met ton code dans une balise code ( [ code ] )
Je n'ai pas plus d'informations concernant ce Script. Je ne trouve pas le Problème.
Si j'arrive à avoir plus d'infos je vous le dirai.
PS: Ton Code m'affiche un nouveau message:
[spoiler](http://img52.imageshack.us/img52/2008/screenshot002qv.png)[/spoiler]
Et t'as essayé de re-copier/coller le script que t'as chopé sur le net ?
Ca, on n'y peux malheureusement rien, Yoshi a tenté un truc mais ne fais pas de RUBY pour autant alors l'erreur de syntaxe on pouvait s'y attendre :p.
Il ne me semble pas qu'il y ai des membres qui font du RUBY ici, donc je ne sais pas trop quoi te dire à part de réitérer ta demande sur d'autres endroits où tu auras peut-être plus de chance de trouver je t'aurais bien conseillé RMXP Factory mais il me semble que c'est plus ou moin mort).
Bref, j'espère que tu pourra trouver :).
D'accord, merci quand même de votre aide. :)
Si tu as le courage, tu peux essayer d'aller sur Oniro.
http://www.rpg-maker.fr/