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 États élémentaux directement dans le menu

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États élémentaux  directement dans le menu Empty
MessageSujet: États élémentaux directement dans le menu   États élémentaux  directement dans le menu EmptyLun 02 Juil 2007, 18:48

Auteur du script : MogHunter

Fonction: Ce script permet d'avoir un aperçut des résistances de votre personnages sur les éléments directement à partir du menu en pressant la touche "C"

Voici la screen:
États élémentaux  directement dans le menu Min_ph10

Créer un nouveau script au dessus de main et nommer ce dernier :
MOG_Element LV System V1.4

Et vous devez mettre ses deux images dans le dossier pictures de votre jeux
États élémentaux  directement dans le menu Min-297198-ELV_Back
États élémentaux  directement dans le menu Min-297199-ELV_Meter
Je trouvait que ce script était assez simpas

Code:
#_________________________________________________
# MOG_Element LV System V1.4         
#_________________________________________________
# By Moghunter 
#_________________________________________________
# Sistema de Level para o atributos de elementos.
# Quanto maior o level do elemento maior será o seu
# poder.
# Para usar o sistema de level basta atribuir os
# elementos as skills desejadas.
#
# O sistema permite também que as skill causem
# dano crítico, para isso basta criar um atributo
# com o nome de "Critical" e atribu-a a skill
# desejada.
#_________________________________________________
module MOG
#Definição do limite maximo de level.
MAXELLV = 99
#Tipo de calculo para ganhar exp.
# 0 = Experiência é baseada na diferença do level do
#    do personagem em relação ao level do elemento.
# 1 = Experiência ganha é baseada no valor definido
#
EXP_TYPE = 0
# Definição do valor de experiência ganha(Calculo tipo 1)
EL_EXP = 10
#Defina os nomes dos atributo dos elementos, eles devem
#ser iguais a do Database.
# Nome do Elemento 1
EL_NAME1 = "Fire"
# Nome do Elemento 2
EL_NAME2 = "Ice"
# Nome do Elemento 3
EL_NAME3 = "Thunder"
# Nome do Elemento 4
EL_NAME4 = "Water"
# Nome do Elemento 5
EL_NAME5 = "Earth"
# Nome do Elemento 6
EL_NAME6 = "Wind"
# Nome do Elemento 7
EL_NAME7 = "Light"
# Nome do Elemento 8
EL_NAME8 = "Darkness"
#Definição do som ao fazer Level UP.
ELE_LVSE = "056-Right02"
#Definição da ID da animação ao fazer LVUP.
EL_LVANIME = 63
end
$mogscript = {} if $mogscript == nil
$mogscript["elementlv"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
include MOG
attr_accessor  :element1_exp
attr_accessor  :element2_exp
attr_accessor  :element3_exp
attr_accessor  :element4_exp
attr_accessor  :element5_exp
attr_accessor  :element6_exp
attr_accessor  :element7_exp
attr_accessor  :element8_exp
attr_accessor  :element1_lv
attr_accessor  :element2_lv
attr_accessor  :element3_lv
attr_accessor  :element4_lv
attr_accessor  :element5_lv
attr_accessor  :element6_lv
attr_accessor  :element7_lv
attr_accessor  :element8_lv
alias mog30_setup setup
def setup(actor_id)
@element1_exp = 0
@element2_exp = 0
@element3_exp = 0
@element4_exp = 0
@element5_exp = 0
@element6_exp = 0
@element7_exp = 0
@element8_exp = 0
@element1_lv = 1
@element2_lv = 1
@element3_lv = 1
@element4_lv = 1
@element5_lv = 1
@element6_lv = 1
@element7_lv = 1
@element8_lv = 1
mog30_setup(actor_id)
end
def element1_exp
n = [[@element1_exp, 0].max, 100].min
return n
end
def element2_exp
n = [[@element2_exp, 0].max, 100].min
return n
end
def element3_exp
n = [[@element3_exp, 0].max, 100].min
return n
end
def element4_exp
n = [[@element4_exp, 0].max, 100].min
return n
end
def element5_exp
n = [[@element5_exp, 0].max, 100].min
return n
end
def element6_exp
n = [[@element6_exp, 0].max, 100].min
return n
end
def element7_exp
n = [[@element7_exp, 0].max, 100].min
return n
end
def element8_exp
n = [[@element8_exp, 0].max, 100].min
return n
end
def element1_lv
n = [[@element1_lv, 1].max, MAXELLV].min 
return n
end
def element2_lv
n = [[@element2_lv, 1].max, MAXELLV].min 
return n
end
def element3_lv
n = [[@element3_lv, 1].max, MAXELLV].min 
return n
end
def element4_lv
n = [[@element4_lv, 1].max, MAXELLV].min 
return n
end
def element5_lv
n = [[@element5_lv, 1].max, MAXELLV].min 
return n
end
def element6_lv
n = [[@element6_lv, 1].max, MAXELLV].min 
return n
end
def element7_lv
n = [[@element7_lv, 1].max, MAXELLV].min 
return n
end
def element8_lv
n = [[@element8_lv, 1].max, MAXELLV].min 
return n
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_elementlv(actor, x, y,type)
self.contents.font.color = normal_color
back = RPG::Cache.picture("ELV_Back") 
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch) 
self.contents.blt(x + 77, y - ch , back, src_rect)
meter = RPG::Cache.picture("ELV_Meter") 
case type
when 0
cw = meter.width * actor.element1_exp / 100
when 1
cw = meter.width * actor.element2_exp / 100
when 2
cw = meter.width * actor.element3_exp / 100
when 3
cw = meter.width * actor.element4_exp / 100
when 4
cw = meter.width * actor.element5_exp / 100
when 5
cw = meter.width * actor.element6_exp / 100
when 6
cw = meter.width * actor.element7_exp / 100
when 7
cw = meter.width * actor.element8_exp / 100
end
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 80, y - ch - 8, meter, src_rect)
self.contents.font.name = "Georgia"
case type
when 0
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element1_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element1_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME1.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element1_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element1_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME1.to_s)
when 1
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element2_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element2_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME2.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element2_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element2_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME2.to_s)
when 2
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element3_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element3_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME3.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element3_exp.to_s + "%",1)
 
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Anonymous



États élémentaux  directement dans le menu Empty
MessageSujet: Re: États élémentaux directement dans le menu   États élémentaux  directement dans le menu EmptyLun 02 Juil 2007, 18:48

et voici la fin du code à ajouter à la suite :

Code:
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element3_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME3.to_s)
when 3
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element4_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element4_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME4.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element4_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element4_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME4.to_s)
when 4
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element5_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element5_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME5.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element5_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element5_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME5.to_s)
when 5
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element6_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element6_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME6.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element6_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element6_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME6.to_s)
when 6
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element7_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element7_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME7.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element7_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element7_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME7.to_s)
when 7
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element8_exp.to_s + "%",1)
self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element8_lv.to_s)
self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME8.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element8_exp.to_s + "%",1)
self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element8_lv.to_s)
self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME8.to_s)
end
end
end
########################
# Window_Element_Level #
########################
class Window_Element_Level < Window_Base
def initialize(actor)
super(100, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 9999
@actor = actor
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 50, y - 5 , 200, 50, "ELEMENT DATA")
self.contents.draw_text(x + 50, y + 411 , 200, 50, "Press C to Status")
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 51, y - 4 , 200, 50, "ELEMENT DATA")
self.contents.draw_text(x + 51, y + 410 , 200, 50, "Press C to Status")
draw_elementlv(@actor, 40, 70,0)
draw_elementlv(@actor, 40, 120,1)
draw_elementlv(@actor, 40, 170,2)
draw_elementlv(@actor, 40, 220,3)
draw_elementlv(@actor, 40, 270,4)
draw_elementlv(@actor, 40, 320,5)
draw_elementlv(@actor, 40, 370,6)
draw_elementlv(@actor, 40, 420,7)
end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
alias mog30_refresh refresh
def refresh
mog30_refresh
self.contents.font.name = "Georgia"
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 200, y + 416 , 250, 50, "Press C to Elemental Data")
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 201, y + 415 , 250, 50, "Press C to Elemental Data")
end
end
################
# Scene_Status #
################
class Scene_Status
alias mog30_main main
def main
@actor = $game_party.actors[@actor_index]
@element_window = Window_Element_Level.new(@actor)
@element_window.y = -550
@element_window.visible = false
mog30_main
@element_window.dispose
end
alias mog30_update update
def update
mog30_update
if @element_window.y < 0
@element_window.y += 20
elsif @element_window.y >= 0
@element_window.y = 0
@element_window.contents_opacity = 255
end
if @element_window.visible == true
if Input.trigger?(Input::B) or Input.trigger?(Input::L) or
Input.trigger?(Input::R)
for i in 1..30
@element_window.y -= 25
Graphics.update
end
end
end
if Input.trigger?(Input::C) and @element_window.visible == true
$game_system.se_play($data_system.decision_se)
@element_window.visible = false
elsif Input.trigger?(Input::C) and @element_window.visible == false
$game_system.se_play($data_system.decision_se)
@element_window.visible = true
@element_window.y = -550
end
end
end
################
# Game_Battler #
################
class Game_Battler
include MOG
def skill_effect(user, skill)
self.critical = false
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
return false
end
effective = false
effective |= skill.common_event_id > 0
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
effective |= hit < 100
if hit_result == true
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
if skill.element_set.include?($data_system.elements.index(EL_NAME1)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element1_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element1_lv
user.element1_exp += 1 + valor
else
user.element1_exp += EL_EXP
end
if user.element1_exp > 99 and user.element1_lv < MAXELLV
user.element1_exp = 0
user.element1_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME2)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element2_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element2_lv
user.element2_exp += 1 + valor
else
user.element2_exp += EL_EXP
end
if user.element2_exp > 99 and user.element2_lv < MAXELLV
user.element2_exp = 0
user.element2_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME3)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element3_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element3_lv
user.element3_exp += 1 + valor
else
user.element3_exp += EL_EXP
end
if user.element3_exp > 99 and user.element3_lv < MAXELLV
user.element3_exp = 0
user.element3_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME4)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element4_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element4_lv
user.element4_exp += 1 + valor
else
user.element4_exp += EL_EXP
end
if user.element4_exp > 99 and user.element4_lv < MAXELLV
user.element4_exp = 0
user.element4_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME5)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element5_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element5_lv
user.element5_exp += 1 + valor
else
user.element5_exp += EL_EXP
end
if user.element5_exp > 99 and user.element5_lv < MAXELLV
user.element5_exp = 0
user.element5_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME6)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element6_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element6_lv
user.element6_exp += 1 + valor
else
user.element6_exp += EL_EXP
end
if user.element6_exp > 99 and user.element6_lv < MAXELLV 
user.element6_exp = 0
user.element6_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME7)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element7_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element7_lv
user.element7_exp += 1 + valor
else
user.element7_exp += EL_EXP
end
if user.element7_exp > 99 and user.element7_lv < MAXELLV 
user.element7_exp = 0
user.element7_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
elsif skill.element_set.include?($data_system.elements.index(EL_NAME8)) and user.is_a?(Game_Actor)
dmg_lv = power * 100 / 20 * user.element8_lv / MAXELLV 
self.damage = dmg_lv + power * rate / 20
if EXP_TYPE == 0
valor = user.level - user.element8_lv
user.element8_exp += 1 + valor
else
user.element8_exp += EL_EXP
end
if user.element8_exp > 99 and user.element8_lv < MAXELLV 
user.element8_exp = 0
user.element8_lv += 1
Audio.se_play("Audio/SE/" + ELE_LVSE)
user.animation_id = EL_LVANIME
$game_player.animation_id = EL_LVANIME
end
else
self.damage = power * rate / 20
end
self.damage *= elements_correct(skill.element_set)
self.damage /= 100
if self.damage > 0
if rand(100) < 4 * user.dex / self.agi and skill.element_set.include?($data_system.elements.index("Critical"))
self.damage *= 2
self.critical = true
end   
if self.guarding?
self.damage /= 2
end
end
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
effective |= hit < 100
end
if hit_result == true
if skill.power != 0 and skill.atk_f > 0
remove_states_shock
effective = true
end
last_hp = self.hp
self.hp -= self.damage
effective |= self.hp != last_hp
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
if skill.power == 0
self.damage = ""
unless @state_changed
self.damage = "Miss"
end
end
else
self.damage = "Miss"
end
unless $game_temp.in_battle
self.damage = nil
end
return effective
end
end
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Don Estebahn
Maître du Savoir
Maître du Savoir
Don Estebahn


Masculin
Nombre de messages : 2145
Age : 33
Jeux Préférés : Soul Reaver, Morrowind, Way of the Samurai
Date d'inscription : 18/02/2007

États élémentaux  directement dans le menu Empty
MessageSujet: Re: États élémentaux directement dans le menu   États élémentaux  directement dans le menu EmptyDim 08 Juil 2007, 15:27

En effet, ce script a l'air plutôt sympa ^^ et mieux encore, il est loin d'être un des scripts modifiant le menu le plus connu, apparemment (jveux dire par là que je ne me souviens pas particulièrement l'avoir croisé quelquepart, contrairement aux scripts de menus numérotés qu'on trouve un peu partout [Don hypocrite]).

Bref, je remarque surtout que ce script a été posté dans les règles de l'art!
Bien illustré et expliqué en début de post, il ne manquait que l'auteur (j'ai édité).
Merci à toi pour ton apport de qualité à la section, je t'ajoute 1 PA.
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États élémentaux  directement dans le menu Empty
MessageSujet: Re: États élémentaux directement dans le menu   États élémentaux  directement dans le menu Empty

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États élémentaux directement dans le menu
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