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 Météo Améliorée

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Météo Améliorée Empty
MessageSujet: Météo Améliorée   Météo Améliorée EmptyMar 03 Juil 2007, 10:33

Ce script permet d'employer beaucoup plus d'effets de météo que ceux par défaut.
C'est un bon script, idéal pour faire un jeu réaliste.

- Auteur : ccoa

- Screen :

Météo Améliorée Screen10

Météo Améliorée Sreen_11

- Installation :

Au dessus de "Game_Temp", crééez un script "Weather" et collez ce code :

Code:
# -- Code provenant de RTGames, ne l'enregistrez pas, faîtes un copier/coller direct.
#===========================

# ccoa's weather script

# with ideas by scriptKitty and Mr.DJ

#===========================

# Weather Types:

# 1 - rain

# 2 - storm

# 3 - snow

# 4 - hail

# 5 - rain with thunder and lightning

# 6 - falling leaves (autumn)

# 7 - blowing leaves (autumn)

# 8 - swirling leaves (autumn)

# 9 - falling leaves (green)

# 10 - cherry blossom (sakura) petals

# 11 - rose petals

# 12 - feathers

# 13 - blood rain

# 14 - sparkles

# 15 - user defined

#

# Weather Power:

# An integer from 0-40. 0 = no weather, 40 = 400 sprites

#

# Usage:

# Create a call script with the following:

# $game_screen.weather(type, power, hue)

#

# Usage of user-defined weather:

# Look at the following globals:



$WEATHER_UPDATE = false # the $WEATHER_IMAGES array has changed, please update

$WEATHER_IMAGES = [] # the array of picture names to use

$WEATHER_X = 0 # the number of pixels the image should move horizontally (positive = right, negative = left)

$WEATHER_Y = 0 # the number of pizels the image should move vertically (positive = down, negative = up)

$WEATHER_FADE = 0 # how much the image should fade each update (0 = no fade, 255 = fade instantly)

$WEATHER_ANIMATED = false # whether or not the image should cycle through all the images



module RPG

class Weather

def initialize(viewport = nil)

@type = 0

@max = 0

@ox = 0

@oy = 0

@count = 0

@current_pose = []

@info = []

@countarray = []



make_bitmaps



# **** ccoa ****

for i in 1..500

sprite = Sprite.new(viewport)

sprite.z = 1000

sprite.visible = false

sprite.opacity = 0

@sprites.push(sprite)

@current_pose.push(0)

@info.push(rand(50))

@countarray.push(rand(15))

end

end



def dispose

for sprite in @sprites

sprite.dispose

end

@rain_bitmap.dispose

@storm_bitmap.dispose

@snow_bitmap.dispose

@hail_bitmap.dispose

@petal_bitmap.dispose

@blood_rain_bitmap.dispose

for image in @autumn_leaf_bitmaps

image.dispose

end

for image in @green_leaf_bitmaps

image.dispose

end

for image in @rose_bitmaps

image.dispose

end

for image in @feather_bitmaps

image.dispose

end

for image in @sparkle_bitmaps

image.dispose

end

for image in @user_bitmaps

image.dispose

end

$WEATHER_UPDATE = true

end



def type=(type)

return if @type == type

@type = type

case @type

when 1 # rain

bitmap = @rain_bitmap

when 2 # storm

bitmap = @storm_bitmap

when 3 # snow

bitmap = @snow_bitmap

when 4 # hail

bitmap = @hail_bitmap

when 5 # rain w/ thunder and lightning

bitmap = @rain_bitmap

@thunder = true

when 6 # falling autumn leaves

bitmap = @autumn_leaf_bitmaps[0]

when 7 # blowing autumn leaves

bitmap = @autumn_leaf_bitmaps[0]

when 8 # swirling autumn leaves

bitmap = @autumn_leaf_bitmaps[0]

when 9 # falling green leaves

bitmap = @green_leaf_bitmaps[0]

when 10 # sakura petals

bitmap = @petal_bitmap

when 11 # rose petals

bitmap = @rose_bitmaps[0]

when 12 # feathers

bitmap = @feather_bitmaps[0]

when 13 # blood rain

bitmap = @blood_rain_bitmap

when 14 # sparkles

bitmap = @sparkle_bitmaps[0]

when 15 # user-defined

bitmap = @user_bitmaps[rand(@user_bitmaps.size)]

else

bitmap = nil

end

if @type != 5

@thunder = false

end

# **** ccoa ****

for i in 1..500

sprite = @sprites[i]

if sprite != nil

sprite.visible = (i >= @max)

sprite.bitmap = bitmap

end

end

end



def ox=(ox)

return if @ox == ox;

@ox = ox

for sprite in @sprites

sprite.ox = @ox

end

end



def oy=(oy)

return if @oy == oy;

@oy = oy

for sprite in @sprites

sprite.oy = @oy

end

end



def max=(max)

return if @max == max;

# **** ccoa ****

@max = [[max, 0].max, 500].min

for i in 1..500

sprite = @sprites[i]

if sprite != nil

sprite.visible = (i >= @max)

end

end

end



def update

return if @type == 0

for i in 1..@max

sprite = @sprites[i]

if sprite == nil

break

end

if @type == 1 or @type == 5 or @type == 13 # rain

sprite.x -= 2

sprite.y += 16

sprite.opacity -= 8

if @thunder and (rand(8000 - @max) == 0)

$game_screen.start_flash(Color.new(255, 255, 255, 255), 5)

Audio.se_play("Audio/SE/061-Thunderclap01")

end

end

if @type == 2 # storm

sprite.x -= 8

sprite.y += 16

sprite.opacity -= 12

end

if @type == 3 # snow

sprite.x -= 2

sprite.y += 8

sprite.opacity -= 8

end

if @type == 4 # hail

sprite.x -= 1

sprite.y += 18

sprite.opacity -= 15

end

if @type == 6 # falling autumn leaves

@count = rand(20)

if @count == 0

sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]

@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size

end

sprite.x -= 1

sprite.y += 1

end

if @type == 7 # blowing autumn leaves

@count = rand(20)

if @count == 0

sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]

@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size

end

sprite.x -= 10

sprite.y += (rand(4) - 2)

end

if @type == 8 # swirling autumn leaves

@count = rand(20)

if @count == 0

sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]

@current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size

end

if @info[i] != 0

if @info[i] <= 1 and @info[i] >= 10

sprite.x -= 3

sprite.y -= 1

elsif @info[i] <= 11 and @info[i] >= 16

sprite.x -= 1

sprite.y -= 2

elsif @info[i] <= 17 and @info[i] >= 20

sprite.y -= 3

elsif @info[i] <= 21 and @info[i] >= 30

sprite.y -= 2

sprite.x += 1

elsif @info[i] <= 31 and @info[i] >= 36

sprite.y -= 1

sprite.x += 3

elsif @info[i] <= 37 and @info[i] >= 40

sprite.x += 5

elsif @info[i] <= 41 and @info[i] >= 46

sprite.y += 1

sprite.x += 3

elsif @info[i] <= 47 and @info[i] >= 58

sprite.y += 2

sprite.x += 1

elsif @info[i] <= 59 and @info[i] >= 64

sprite.y += 3

elsif @info[i] <= 65 and @info[i] >= 70

sprite.x -= 1

sprite.y += 2

elsif @info[i] <= 71 and @info[i] >= 81

sprite.x -= 3

sprite.y += 1

elsif @info[i] <= 82 and @info[i] >= 87

sprite.x -= 5

end

@info[i] = (@info[i] + 1) % 88

else

if rand(200) == 0

@info[i] = 1

end

sprite.x -= 5

sprite.y += 1

end

end

if @type == 9 # falling green leaves

if @countarray[i] == 0

@current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size

sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]

@countarray[i] = rand(15)

end

@countarray[i] = (@countarray[i] + 1) % 15

sprite.y += 1

end

if @type == 10 # sakura petals

if @info[i] > 25

sprite.x -= 1

else

sprite.x += 1

end

@info[i] = (@info[i] + 1) % 50

sprite.y += 1

end

if @type == 11 # rose petals

@count = rand(20)

if @count == 0

sprite.bitmap = @rose_bitmaps[@current_pose[i]]

@current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size

end

if @info[i] % 2 == 0

if @info[i] > 10

sprite.x -= 1

else

sprite.x += 1

end

end

sprite.y += 1

end

if @type == 12 # feathers

if @countarray[i] == 0

@current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size

sprite.bitmap = @feather_bitmaps[@current_pose[i]]

end

@countarray[i] = (@countarray[i] + 1) % 15

if rand(100) == 0

sprite.x -= 1

end

if rand(100) == 0

sprite.y -= 1

end

if @info[i] > 50

if rand(2) == 0

sprite.x -= 1

else

sprite.y -= 1

end

else

if rand(2) == 0

sprite.x += 1

else

sprite.y += 1

end

end

@info[i] = (@info[i] + 1) % 100

end

if @type == 14 # sparkles

if @countarray[i] == 0

@current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size

sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]

end

@countarray[i] = (@countarray[i] + 1) % 15

sprite.y += 1

sprite.opacity -= 1

end

if @type == 15 # user-defined

if $WEATHER_UPDATE

update_user_defined

$WEATHER_UPDATE = false

end

if $WEATHER_ANIMATED and @countarray[i] == 0

@current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size

sprite.bitmap = @user_bitmaps[@current_pose[i]]

end

@countarray[i] = (@countarray[i] + 1) % 15

sprite.x += $WEATHER_X

sprite.y += $WEATHER_Y

sprite.opacity -= $WEATHER_FADE

end



x = sprite.x - @ox

y = sprite.y - @oy

if sprite.opacity > 64 or x > -50 or x < 750 or y > -300 or y < 500

sprite.x = rand(800) - 50 + @ox

sprite.y = rand(800) - 200 + @oy

sprite.opacity = 255

end

end

end



def make_bitmaps

color1 = Color.new(255, 255, 255, 255)

color2 = Color.new(255, 255, 255, 128)

@rain_bitmap = Bitmap.new(7, 56)

for i in 0..6

@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)

end

@storm_bitmap = Bitmap.new(34, 64)

for i in 0..31

@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)

@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)

@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)

end

@snow_bitmap = Bitmap.new(6, 6)

@snow_bitmap.fill_rect(0, 1, 6, 4, color2)

@snow_bitmap.fill_rect(1, 0, 4, 6, color2)

@snow_bitmap.fill_rect(1, 2, 4, 2, color1)

@snow_bitmap.fill_rect(2, 1, 2, 4, color1)

@sprites = []



blueGrey = Color.new(215, 227, 227, 150)

grey = Color.new(214, 217, 217, 150)

lightGrey = Color.new(233, 233, 233, 250)

lightBlue = Color.new(222, 239, 243, 250)

@hail_bitmap = Bitmap.new(4, 4)

@hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)

@hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)

@hail_bitmap.fill_rect(3, 1, 1, 2, grey)

@hail_bitmap.fill_rect(1, 3, 2, 1, grey)

@hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)

@hail_bitmap.set_pixel(1, 1, lightBlue)





color3 = Color.new(255, 167, 192, 255) # light pink

color4 = Color.new(213, 106, 136, 255) # dark pink

@petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels

@petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)

@petal_bitmap.fill_rect(1, 2, 1, 1, color3)

@petal_bitmap.fill_rect(2, 1, 1, 1, color3)

@petal_bitmap.fill_rect(3, 0, 1, 1, color3)

@petal_bitmap.fill_rect(1, 3, 1, 1, color4)

@petal_bitmap.fill_rect(2, 2, 1, 1, color4)

@petal_bitmap.fill_rect(3, 1, 1, 1, color4)





brightOrange = Color.new(248, 88, 0, 255)

orangeBrown = Color.new(144, 80, 56, 255)

burntRed = Color.new(152, 0, 0, 255)

paleOrange = Color.new(232, 160, 128, 255)

darkBrown = Color.new(72, 40, 0, 255)

@autumn_leaf_bitmaps = []

@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))

# draw the first of the leaf1 bitmaps

@autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)

@autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)

@autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)

@autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)

@autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)

@autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)

@autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)

@autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)

@autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)

@autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)

@autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)

@autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)

@autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)

@autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)

@autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)

@autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)

@autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)



# draw the 2nd of the leaf1 bitmaps

@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))

@autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)

@autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)

@autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)

@autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)

@autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)

@autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)

@autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)

@autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)

@autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)

@autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)

@autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)

@autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)

@autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)

@autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)

@autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)

@autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)

@autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)

@autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)

@autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)



# draw the 3rd of the leaf1 bitmaps

@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))

@autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)

@autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)

@autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)

@autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)

@autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)

@autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)

@autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)

@autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)

@autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)

@autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)

@autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)

@autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)

@autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)

@autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)

@autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)

@autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)

@autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)



# draw the 4th of the leaf1 bitmaps

@autumn_leaf_bitmaps.push(Bitmap.new(8, 8))

@autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)

@autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)

@autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)

Edit de Pseudo : "Bug" dû à la découpe du script corrigé par Hareck.
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Anonymous



Météo Améliorée Empty
MessageSujet: Re: Météo Améliorée   Météo Améliorée EmptyMar 03 Juil 2007, 10:37

suite:
Code:
@autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)

@autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)

@autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)

@autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)

@autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)

@autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)

@autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)

@autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)

@autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)

@autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)

@autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)

@autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)

@autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)

@autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)

@autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)

@autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)

@autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)



@green_leaf_bitmaps = []

darkGreen = Color.new(62, 76, 31, 255)

midGreen = Color.new(76, 91, 43, 255)

khaki = Color.new(105, 114, 66, 255)

lightGreen = Color.new(128, 136, 88, 255)

mint = Color.new(146, 154, 106, 255)



# 1st leaf bitmap

@green_leaf_bitmaps[0] = Bitmap.new(8, 8)

@green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)

@green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)

@green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)

@green_leaf_bitmaps[0].set_pixel(2, 2, khaki)

@green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)

@green_leaf_bitmaps[0].set_pixel(4, 2, khaki)

@green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)

@green_leaf_bitmaps[0].set_pixel(5, 3, khaki)

@green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)

@green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)

@green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[0].set_pixel(6, 4, khaki)

@green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)

@green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)

@green_leaf_bitmaps[0].set_pixel(5, 5, khaki)

@green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)

@green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)

@green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)

@green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)

@green_leaf_bitmaps[0].set_pixel(6, 7, khaki)



# 2nd leaf bitmap

@green_leaf_bitmaps[1] = Bitmap.new(8, 8)

@green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)

@green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)

@green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)

@green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)

@green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)

@green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)

@green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)

@green_leaf_bitmaps[1].set_pixel(4, 4, khaki)

@green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)

@green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)

@green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)

@green_leaf_bitmaps[1].set_pixel(5, 5, khaki)

@green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)

@green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)

@green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)



# 3rd leaf bitmap

@green_leaf_bitmaps[2] = Bitmap.new(8, 8)

@green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)

@green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)

@green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)

@green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)

@green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)

@green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)

@green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)

@green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)

@green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)

@green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)

@green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)

@green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)

@green_leaf_bitmaps[2].set_pixel(6, 7, khaki)



# 4th leaf bitmap

@green_leaf_bitmaps[3] = Bitmap.new(8, 8)

@green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)

@green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)

@green_leaf_bitmaps[3].set_pixel(2, 4, khaki)

@green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)

@green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)

@green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)

@green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)

@green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)

@green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)

@green_leaf_bitmaps[3].set_pixel(4, 5, mint)

@green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)

@green_leaf_bitmaps[3].set_pixel(6, 5, khaki)

@green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)

@green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)

@green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)

@green_leaf_bitmaps[3].set_pixel(5, 6, khaki)

@green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)



# 5th leaf bitmap

@green_leaf_bitmaps[4] = Bitmap.new(8, 8)

@green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)

@green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)

@green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)

@green_leaf_bitmaps[4].set_pixel(6, 3, khaki)

@green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)

@green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)

@green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[4].set_pixel(6, 4, khaki)

@green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)

@green_leaf_bitmaps[4].set_pixel(2, 5, khaki)

@green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)

@green_leaf_bitmaps[4].set_pixel(4, 5, mint)

@green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)

@green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)

@green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)



# 6th leaf bitmap

@green_leaf_bitmaps[5] = Bitmap.new(8, 8)

@green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)

@green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)

@green_leaf_bitmaps[5].set_pixel(6, 3, khaki)

@green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)

@green_leaf_bitmaps[5].set_pixel(4, 4, khaki)

@green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[5].set_pixel(6, 4, mint)

@green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)

@green_leaf_bitmaps[5].set_pixel(2, 5, khaki)

@green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)

@green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)

@green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)

@green_leaf_bitmaps[5].set_pixel(3, 6, khaki)

@green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)



# 7th leaf bitmap

@green_leaf_bitmaps[6] = Bitmap.new(8, 8)

@green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)

@green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)

@green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)

@green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)

@green_leaf_bitmaps[6].set_pixel(5, 3, khaki)

@green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)

@green_leaf_bitmaps[6].set_pixel(3, 4, khaki)

@green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)

@green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)

@green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)

@green_leaf_bitmaps[6].set_pixel(2, 5, khaki)

@green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)

@green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)

@green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)



# 8th leaf bitmap

@green_leaf_bitmaps[7] = Bitmap.new(8, 8)

@green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)

@green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)

@green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)

@green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)

@green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)

@green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)

@green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)

@green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)

@green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)

@green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)

@green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)



# 9th leaf bitmap

@green_leaf_bitmaps[8] = Bitmap.new(8, 8)

@green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)

@green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)

@green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)

@green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)

@green_leaf_bitmaps[8].set_pixel(5, 3, khaki)

@green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)

@green_leaf_bitmaps[8].set_pixel(3, 4, khaki)

@green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)

@green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)

@green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)

@green_leaf_bitmaps[8].set_pixel(2, 5, khaki)

@green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)

@green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)

@green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)



# 10th leaf bitmap

@green_leaf_bitmaps[9] = Bitmap.new(8, 8)

@green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)

@green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)

@green_leaf_bitmaps[9].set_pixel(6, 3, khaki)

@green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)

@green_leaf_bitmaps[9].set_pixel(4, 4, khaki)

@green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[9].set_pixel(6, 4, mint)

@green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)

@green_leaf_bitmaps[9].set_pixel(2, 5, khaki)

@green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)

@green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)

@green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)

@green_leaf_bitmaps[9].set_pixel(3, 6, khaki)

@green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)



# 11th leaf bitmap

@green_leaf_bitmaps[10] = Bitmap.new(8, 8)

@green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)

@green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)

@green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)

@green_leaf_bitmaps[10].set_pixel(6, 3, khaki)

@green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)

@green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)

@green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[10].set_pixel(6, 4, khaki)

@green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)

@green_leaf_bitmaps[10].set_pixel(2, 5, khaki)

@green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)

@green_leaf_bitmaps[10].set_pixel(4, 5, mint)

@green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)

@green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)

@green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)







# 12th leaf bitmap

@green_leaf_bitmaps[11] = Bitmap.new(8, 8)

@green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)

@green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)

@green_leaf_bitmaps[11].set_pixel(2, 4, khaki)

@green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)

@green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)

@green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)

@green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)

@green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)

@green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)

@green_leaf_bitmaps[11].set_pixel(4, 5, mint)

@green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)

@green_leaf_bitmaps[11].set_pixel(6, 5, khaki)

@green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)

@green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)

@green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)

@green_leaf_bitmaps[11].set_pixel(5, 6, khaki)

@green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)



# 13th leaf bitmap

@green_leaf_bitmaps[12] = Bitmap.new(8, 8)

@green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)

@green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)

@green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)

@green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)

@green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)

@green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)

@green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)

@green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)

@green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)

@green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)

@green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)

@green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)

@green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)

@green_leaf_bitmaps[12].set_pixel(6, 7, khaki)



@rose_bitmaps = []

brightRed = Color.new(255, 0, 0, 255)

midRed = Color.new(179, 17, 17, 255)

darkRed = Color.new(141, 9, 9, 255)



# 1st rose petal bitmap

@rose_bitmaps[0] = Bitmap.new(3, 3)

@rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)

@rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)

@rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)

@rose_bitmaps[0].set_pixel(2, 2, darkRed)


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Anonymous



Météo Améliorée Empty
MessageSujet: Re: Météo Améliorée   Météo Améliorée EmptyMar 03 Juil 2007, 10:37

Suite et fin du code :

Code:

# 2nd rose petal bitmap

@rose_bitmaps[1] = Bitmap.new(3, 3)

@rose_bitmaps[1].set_pixel(0, 1, midRed)

@rose_bitmaps[1].set_pixel(1, 1, brightRed)

@rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)



@feather_bitmaps = []

white = Color.new(255, 255, 255, 255)



# 1st feather bitmap

@feather_bitmaps[0] = Bitmap.new(3, 3)

@feather_bitmaps[0].set_pixel(0, 2, white)

@feather_bitmaps[0].set_pixel(1, 2, grey)

@feather_bitmaps[0].set_pixel(2, 1, grey)



# 2nd feather bitmap

@feather_bitmaps[0] = Bitmap.new(3, 3)

@feather_bitmaps[0].set_pixel(0, 0, white)

@feather_bitmaps[0].set_pixel(0, 1, grey)

@feather_bitmaps[0].set_pixel(1, 2, grey)



# 3rd feather bitmap

@feather_bitmaps[0] = Bitmap.new(3, 3)

@feather_bitmaps[0].set_pixel(2, 0, white)

@feather_bitmaps[0].set_pixel(1, 0, grey)

@feather_bitmaps[0].set_pixel(0, 1, grey)



# 4th feather bitmap

@feather_bitmaps[0] = Bitmap.new(3, 3)

@feather_bitmaps[0].set_pixel(2, 2, white)

@feather_bitmaps[0].set_pixel(2, 1, grey)

@feather_bitmaps[0].set_pixel(1, 0, grey)



@blood_rain_bitmap = Bitmap.new(7, 56)

for i in 0..6

@blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)

end



@sparkle_bitmaps = []



lightBlue = Color.new(181, 244, 255, 255)

midBlue = Color.new(126, 197, 235, 255)

darkBlue = Color.new(77, 136, 225, 255)



# 1st sparkle bitmap

@sparkle_bitmaps[0] = Bitmap.new(7, 7)

@sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)



# 2nd sparkle bitmap

@sparkle_bitmaps[1] = Bitmap.new(7, 7)

@sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)

@sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)

@sparkle_bitmaps[1].set_pixel(3, 3, midBlue)



# 3rd sparkle bitmap

@sparkle_bitmaps[2] = Bitmap.new(7, 7)

@sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)

@sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)

@sparkle_bitmaps[2].set_pixel(2, 2, midBlue)

@sparkle_bitmaps[2].set_pixel(4, 2, midBlue)

@sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)

@sparkle_bitmaps[2].set_pixel(2, 4, midBlue)

@sparkle_bitmaps[2].set_pixel(4, 4, midBlue)

@sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)

@sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)



# 4th sparkle bitmap

@sparkle_bitmaps[3] = Bitmap.new(7, 7)

@sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)

@sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)

@sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)

@sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)

@sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)



# 5th sparkle bitmap

@sparkle_bitmaps[4] = Bitmap.new(7, 7)

@sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)

@sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)

@sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)

@sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)

@sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)

@sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)

@sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)

@sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)



# 6th sparkle bitmap

@sparkle_bitmaps[5] = Bitmap.new(7, 7)

@sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)

@sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)

@sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)

@sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)

@sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)

@sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)

@sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)

@sparkle_bitmaps[5].set_pixel(3, 3, white)



# 7th sparkle bitmap

@sparkle_bitmaps[6] = Bitmap.new(7, 7)

@sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)

@sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)

@sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)

@sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)

@sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)

@sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)

@sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)

@sparkle_bitmaps[6].set_pixel(3, 3, white)



@user_bitmaps = []

update_user_defined

end



def update_user_defined

for image in @user_bitmaps

image.dispose

end



#user-defined bitmaps

for name in $WEATHER_IMAGES

@user_bitmaps.push(RPG::Cache.picture(name))

end

for sprite in @sprites

sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]

end

end



attr_reader :type

attr_reader :max

attr_reader :ox

attr_reader :oy

end

end

- Utilisation :

Ensuite faites un event ou vous insérez ce script :

Code:
$game_screen.weather(11, 50, 0)

Maintenant je vous explique comment configurer tout ça :

Le "50" c'est l'intensité ;

le "11" c'est l'effet météologique : voici tous les effets :

1 - Pluie
2 - Tempête
3 - Neige
4 - Grêle
5 - Pluie avec éclairs
6 - Feuilles qui tombent
7 - Feuilles qui se déplacent horizontalement
8 - Feuilles qui tourbillonent
9 - Feuilles vertes qui tombent
10 - Pétales de cerisier qui tombent
11 - Pétales de rose qui tombent
12 - Plumes qui tombent
13 - Pluie de sang
14 - Etoiles qui tombent

Bon tout ça c'est déjà écrit au début du script mais c'était en anglais.

Ne touchez pas au "0", ca pourrait faire planter votre jeu.
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deadcell
Trouvère Follet
Trouvère Follet
deadcell


Masculin
Nombre de messages : 625
Age : 35
Niveau Rpg Maker : Excellent Niveau
Jeux Préférés : Final Fantasy, Resident evil...
Date d'inscription : 21/03/2007

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MessageSujet: Re: Météo Améliorée   Météo Améliorée EmptyLun 09 Juil 2007, 22:08

ça donne ça:

Météo Améliorée Screen10

Météo Améliorée Sreen_11
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maxon44
Acrobate
Acrobate
maxon44


Masculin
Nombre de messages : 121
Age : 31
Projet(s) en cours : Evren
Niveau Rpg Maker : amateur
Jeux Préférés : Métal gear soldid(1,2,3) jeux de stratégies Médiéval+ Secret of Mana(vieux jeu)
Date d'inscription : 04/08/2007

Météo Améliorée Empty
MessageSujet: Re: Météo Améliorée   Météo Améliorée EmptyMar 07 Aoû 2007, 12:23

tkt j'ai compris merci^^
bon script bravo a celui qui l'a fait
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MessageSujet: Re: Météo Améliorée   Météo Améliorée EmptyDim 19 Aoû 2007, 21:26

humm moi jai placer le script comme indiquer mais aussitot rendu sur le lieu tout plante et ca marque ( undifined local variable or method 'af_bitmaps¯ ligne 992
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MessageSujet: Re: Météo Améliorée   Météo Améliorée EmptyLun 03 Sep 2007, 12:44

Moi sa bug je pige pas j'ai fé copier collé le scrip j'ai été dans evenement commun j'ai copier collé $game_screen.weather(11, 50, 0) mais sa me met comme mark ... comment faire?
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