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 Script brouillard de guerre

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MessageSujet: Script brouillard de guerre   Mer 30 Juil - 19:48

Auteur: Wachunga

Fonction: Ce script permet d'installer un brouillard de guerre, comme dans les Age Of Empires.

Ressources:
http://www.servimg.com/image_preview.php?i=943&u=11374042

Screen:
http://www.servimg.com/image_preview.php?i=944&u=11374042


Ensuite, ouvrez l'éditeur de script (F11), et créez au dessus de "Main" un nouveau script et appellez-le "Fog_Of_War" et collez le script suivant:
Code:

#==============================================================================
# ** Fog of War
#------------------------------------------------------------------------------
# Version 2.0, 2005-11-21
# by Wachunga
#==============================================================================
=begin
0.8 - original release
0.85
- added colour parameter to map names
- fixed bug where map grids overlapped
0.9
- switched over to a tilemap (from a sprite)
- now more compatible with minimap scripts (but they'll have to take
extra tilemap into account)
1.0
- switched over to an autotile instead of using a custom tileset
* edges looks nicer, but gradual fading had to be removed
* colour parameter no longer possible (set by autotile)
- move event (including jumping and speed changes) bug fixed
- teleportation bug fixed
- some optimization
- made compatible with Cogwheel's Pixel Movement script
(see http://www.rmxp.net/forums/index.php?showtopic=24716 for details)
1.01
- fixed bug when teleporting from map without fow to a map with fow
2.0
- now two independent types of fog of war:
* static, which never returns (i.e. typical RTS "terrain" fog)
* dynamic, which returns once out of visual range and can optionally
hide map events (i.e. typical RTS "unit" fog)
- now using a compact version of Near's Dynamic Maps script
- fog of war is now above weather and normal fog
- added support for much larger visual ranges (0 - 9)
- added support for option to set up fog of war from a call script event
command
- optimization

A map specified as having "fog of war" (fow) has tiles that are (fully or
partially) obscured until the player gets within visual range. The amount of
fow to disappear as the player moves depends on the visual range specified.
Gamers with experience playing Real Time Strategy games like Warcraft, Age of
Empires, etc. should be quite familiar with the concept.

This script supports two kinds of fog of war: static and dynamic.

Static fow is the kind that typically hides terrain in RTS games. It covers
the entire map until the player explores the area, discovering the underlying
terrain. Once static fow disappears from an area of the map, it stays gone
indefinitely (even if loading a saved game, leaving the map and returning
later, going to the menu, etc).

Dynamic fow is identical to the static kind except that it doesn't stay gone
forever: as soon as the player leaves visual range of an explored tile,
dynamic fow covers it again. This kind of fow is typically used to hide enemy
units in RTS games.

SETUP:

There's no need to add the autotile via the database. Just place the
file in the autotile folder, import it, and change the FOW_AT_NAME constant
to the appropriate filename. To change the colour of the fog of war you must
create a new autotile. (However, opacity is customizable by constants below.)

To indicate a map is to have either (or both) of these kinds of fog of war,
include >fow<in> 0 or range <9>[A-Za-z0-9_.,]+</)
if not tags.empty? and tags[0].upcase == ('>FOW<')
tags.shift # remove FOW tag
@fow = true
if @fow_grid == nil # only if not already defined
@fow_grid = Table.new(@map.width, @map.height, 2)
for i in 0...@fow_grid.xsize
for j in 0...@fow_grid.ysize
@fow_grid[i,j,1] = @fow_grid[i,j,0] = FOW
end
end
end
# check if types of fog of war specified
while not tags.empty?
case tags[0].upcase
when '>S<'
@fow_static = true
when '>D<'
@fow_dynamic = true
else
x = tags[0].delete('><').to_i
@fow_range = x if x <0>= 9
end
tags.shift
end
# if >FOW< tag found but neither static nor dynamic specified, assume both
if @fow and not @fow_static and not @fow_dynamic
@fow_static = true
@fow_dynamic = true
end
# if no range specified, set to default
if @fow_range == nil
@fow_range = FOW_RANGE_DEFAULT
end
@fow_revealed = @fow_last_revealed = [] if @fow_dynamic
end
end

def map_name
return load_data('Data/MapInfos.rxdata')[@map_id].name
end

=begin
Updates the map's grid which keeps track of one or both of the following
(depending on what is enabled for the current map):
1) which tiles have been "discovered" (i.e. no static fog of war) based on
where the player has already explored
2) which tiles are currently not covered by dynamic fog of war (i.e. not in
visual range)
=end
def update_fow_grid
px = $game_player.x
py = $game_player.y
x = px - @fow_range
start_y = py
y = start_y
count = 1
mod = 1
# loop through all tiles in visible range
until x == (px + @fow_range+1)
i = count
while i < 0
if valid?(x,y)
if @fow_static
@fow_grid[x,y,1] |= REVEALED
end
if @fow_dynamic
@fow_grid[x,y,0] = REVEALED if @fow_grid[x,y,0] == FOW
@fow_revealed.push([x,y])
end
end
y -= 1
i -= 1
end
if x == px
mod = -1
end
x += 1
start_y += 1*mod
y = start_y
count += 2*mod
end
if @fow_dynamic
if @fow_last_revealed != []
# make dynamic fog return once out of visual range
for t in @fow_last_revealed - @fow_revealed
@fow_grid[t[0],t[1],0] = FOW
end
end
@fow_last_revealed = @fow_revealed
@fow_revealed = []
end
end

end

#------------------------------------------------------------------------------

class Spriteset_Map

attr_reader :fow_tilemap

alias wachunga_fow_ssm_initialize initialize
def initialize
initialize_fow if $game_map.fow
wachunga_fow_ssm_initialize
end

=begin
Initializes fog of war.
=end
def initialize_fow
@fow_tilemap = Tilemap.new
@fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
@fow_tilemap.priorities = Table.new(144)
@fow_autotiles = Hash.new(0)
j = 48 # starting autotile index
for i in Autotile_Keys
@fow_autotiles[i] = j
j += 1
end
# add duplicates
for i in Duplicate_Keys.keys
@fow_autotiles[i] = @fow_autotiles[Duplicate_Keys[i]]
end
if $game_map.fow_static
for m in 0...$game_map.fow_grid.xsize
for n in 0...$game_map.fow_grid.ysize
# reset SKIP flag
$game_map.fow_grid[m,n,1] &= ~SKIP
end
end
at = Bitmap.new(96,128)
at.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_STATIC_OPACITY)
@fow_tilemap.autotiles[0] = at
# set everything to fog
for x in 0...$game_map.width
for y in 0...$game_map.height
@fow_tilemap.map_data[x,y,2] = 48 # fog
end
end
# set to highest priority
for i in 48...96
@fow_tilemap.priorities[i] = 5
end
end
if $game_map.fow_dynamic
bm = Bitmap.new(96,128)
bm.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_DYNAMIC_OPACITY)
@fow_tilemap.autotiles[1] = bm
# unlike tilemap for static, set everything to clear
for x in 0...$game_map.width
for y in 0...$game_map.height
@fow_tilemap.map_data[x,y,1] = 0
end
end
# set to highest priority
for i in 96...144
@fow_tilemap.priorities[i] = 5
end
end
$game_map.update_fow_grid
update_fow_tilemap
update_event_transparency if $game_map.fow_dynamic
end
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 19:49

Code:
=begin
Updates the (static and/or dynamic) fog of war tilemap based on the map's
underlying grid.
=end
def update_fow_tilemap
if $game_map.fow_static
checked = Table.new($game_map.width,$game_map.height)
for j in 0...$game_map.width
for k in 0...$game_map.height
checked[j,k] = 0
end
end
end
dx = ($game_map.display_x/128).round
dy = ($game_map.display_y/128).round
# to increase performance, only process fow currently on the screen
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# check boundaries
if not $game_map.valid?(x,y) then next end
if $game_map.fow_dynamic
if $game_map.fow_grid[x,y,0] == REVEALED
@fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
else
@fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
end
end
if $game_map.fow_static
if $game_map.fow_grid[x,y,1] == REVEALED # (but not SKIP)
others = false;
@fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
for i in x-1 .. x+1
for j in y-1 .. y+1
# check new boundaries
if not $game_map.valid?(i,j) then next end
if $game_map.fow_grid[i,j,1] == FOW
others = true # can't flag as SKIP because there's nearby fog
if checked[i,j] == 0
checked[i,j] = 1
# only fill if not already revealed
if @fow_tilemap.map_data[i,j,2] != 0
adj = check_adjacent(i,j,1,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[i,j,2] =
eval '@fow_autotiles[adj.to_i]'
end
end
end
end
end
end
if not others
# no adjacent static fog found, so flag tile to avoid reprocessing
$game_map.fow_grid[x,y,1] |= SKIP
end
end
end # fow_static
end # for
end # for
if $game_map.fow_dynamic
if $game_map.fow_static
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# erase dynamic fow if static fow is above it anyway
if @fow_tilemap.map_data[x,y,2] == 48
@fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
end
end
end
end
# calculate autotiles for dynamic fow (around player)
px = $game_player.x
py = $game_player.y
tiles = []
x = px - ($game_map.fow_range+1)
y_top = py
mod_top = -1
y_bot = py
mod_bot = 1
until x == px + ($game_map.fow_range+2)
tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
if x == px
mod_top = 1
mod_bot = -1
x+=1
next
end
y_top+=1*mod_top
y_bot+=1*mod_bot
tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
x+=1
end
tiles.uniq.each do |t|
adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[t[0],t[1],1] =
(eval '@fow_autotiles[adj.to_i]') + 48
end
end
end
end

=begin
Update event transparency based on dynamic fog.

Note that if a specific character is passed as a parameter then only
its transparency is updated; otherwise, all events are processed.
=end
def update_event_transparency(pChar = nil)
return if not FOW_DYNAMIC_HIDES_EVENTS
if pChar == nil
# check them all
for i in $game_map.events.keys
event = $game_map.events[i]
if $game_map.fow_grid[event.x,event.y,0] == FOW
event.transparent = true
else
event.transparent = false
end
end
else
# just check the one
pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==FOW) ?true:false
end
end

# create a list of tiles adjacent to a specific tile that don't match a flag
# (used for calculating tiles within an autotile)
def check_adjacent(i,j,k,grid,flag)
return if not $game_map.valid?(i,j) or grid == nil or flag == nil
adj = ''
if (i == 0)
adj >> '147'
else
if (j == 0) then adj >> '1'
else
if (grid[i-1,j-1,k] != flag) then adj >> '1' end
end
if (grid[i-1,j,k] != flag) then adj >> '4' end
if (j == $game_map.height-1) then adj >> '7'
else
if (grid[i-1,j+1,k] != flag) then adj >> '7' end
end
end
if (i == $game_map.width-1)
adj >> '369'
else
if (j == 0) then adj >> '3'
else
if (grid[i+1,j-1,k] != flag) then adj >> '3' end
end
if (grid[i+1,j,k] != flag) then adj >> '6' end
if (j == $game_map.height-1) then adj >> '9'
else
if (grid[i+1,j+1,k] != flag) then adj >> '9' end
end
end
if (j == 0)
adj >> '2'
else
if (grid[i,j-1,k] != flag) then adj >> '2' end
end
if (j == $game_map.height-1)
adj >> '8'
else
if (grid[i,j+1,k] != flag) then adj >> '8' end
end
# if no adjacent fog, set it as 0
if (adj == '') then adj = '0' end
# convert to an array, sort, and then back to a string
return adj.split(//).sort.join
end

alias wachunga_fow_ssm_dispose dispose
def dispose
@fow_tilemap.dispose if @fow_tilemap != nil
wachunga_fow_ssm_dispose
end

alias wachunga_fow_ssm_update update
def update
if $game_map.fow
@fow_tilemap.ox = $game_map.display_x / 4
@fow_tilemap.oy = $game_map.display_y / 4
@fow_tilemap.update
end
wachunga_fow_ssm_update
end
end

#------------------------------------------------------------------------------

class Game_Character
alias wachunga_fow_gch_initialize initialize
def initialize
wachunga_fow_gch_initialize
@last_x = @x
@last_y = @y
end

alias wachunga_fow_gch_update_move update_move
def update_move
wachunga_fow_gch_update_move
if $game_map.fow
if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
and self != $game_player
# check if character entered/left player's visual range
$scene.spriteset.update_event_transparency(self)
end
end
@last_x = @x
@last_y = @y
end
end

#------------------------------------------------------------------------------

class Game_Player

def update_jump
super
# only update when about to land, not revealing anything jumped over
if $game_map.fow and @jump_count == 0
$game_map.update_fow_grid
$scene.spriteset.update_event_transparency if $game_map.fow_dynamic
$scene.spriteset.update_fow_tilemap
end
end

def update_move
if $game_map.fow and (@x != @last_x or @y != @last_y)
unless jumping?
$game_map.update_fow_grid
$scene.spriteset.update_event_transparency if $game_map.fow_dynamic
$scene.spriteset.update_fow_tilemap
end
end
super
end

end

#------------------------------------------------------------------------------

class Scene_Map
attr_reader :spriteset
end

=begin
Autotile in column 2:

row\col| 1 2 3 4 5 6 7 8
---------------------------
1 | 48 49 50 51 52 53 54 55
2 | 56 57 58 59 60 61 62 63
3 | 64 65 66 67 68 69 70 71
4 | 72 73 74 75 76 77 78 79
5 | 80 81 82 83 84 85 86 87
6 | 88 89 90 91 92 93 94 95

The function to return the index of a single tile within an autotile
(given by at_index) is (at_index-1)*48 + col-1 + (row-1)*8
(where row, col, and at_index are again NOT zero-indexed)
=end

=begin
The following array lists systematic keys which are based on adjacent
walls (where 'W' is the wall itself):
1 2 3
4 W 6
7 8 9
e.g. 268 is the key that will be used to refer to the autotile
which has adjacent walls north, east, and south. For the Castle Prison
tileset (autotile #1), this is 67.

(It's a bit unwieldy, but it works.)
=end

Autotile_Keys = [
12346789,
2346789,
1246789,
246789,
1234678,
234678,
124678,
24678,

1234689,
234689,
124689,
24689,
123468,
23468,
12468,
2468,

23689,
2689,
2368,
268,
46789,
4678,
4689,
468,

12478,
1248,
2478,
248,
12346,
2346,
1246,
246,

28,
46,
689,
68,
478,
48,
124,
24,

236,
26,
8,
6,
2,
4,
0 ]

# many autotiles handle multiple situations
# this hash keeps track of which keys are identical
# to ones already defined above
Duplicate_Keys = {
123689 =< 23689,
236789 =< 23689,
1236789 =< 23689,
34689 =< 4689,
14689 =< 4689,
134689 =< 4689,
14678 =< 4678,
34678 =< 4678,
134678 =< 4678,
146789 =< 46789,
346789 =< 46789,
1346789 =< 46789,
23467 =< 2346,
23469 =< 2346,
234679 =< 2346,
123467 =< 12346,
123469 =< 12346,
1234679 =< 12346,
12467 =< 1246,
12469 =< 1246,
124679 =< 1246,
124789 =< 12478,
123478 =< 12478,
1234789 =< 12478,
146 =< 46,
346 =< 46,
467 =< 46,
469 =< 46,
1346 =< 46,
1467 =< 46,
1469 =< 46,
3467 =< 46,
3469 =< 46,
4679 =< 46,
13467 =< 46,
13469 =< 46,
14679 =< 46,
34679 =< 46,
134679 =< 46,
128 =< 28,
238 =< 28,
278 =< 28,
289 =< 28,
1238 =< 28,
1278 =< 28,
1289 =< 28,
2378 =< 28,
2389 =< 28,
2789 =< 28,
12378 =< 28,
12389 =< 28,
12789 =< 28,
23789 =< 28,
123789 =< 28,

1247 =< 124,
2369 =< 236,
147 =< 4,
247 =< 24,
14 =< 4,
47 =< 4,
1478 =< 478,
3478 =< 478,
4789 =< 478,
134789 =< 478,
14789 =< 478,
13478 =< 478,
34789 =< 478,
1234 =< 124,
1247 =< 124,
1249 =< 124,
12347 =< 124,
12349 =< 124,
12479 =< 124,
123479 =< 124,
1236 =< 236,
2367 =< 236,
2369 =< 236,
12367 =< 236,
12369 =< 236,
23679 =< 236,
123679 =< 236,
12368 =< 2368,
23678 =< 2368,
123678 =< 2368,
12348 =< 1248,
12489 =< 1248,
123489 =< 1248,
1689 =< 689,
3689 =< 689,
6789 =< 689,
13689 =< 689,
16789 =< 689,
36789 =< 689,
136789 =< 689,
12689 =< 2689,
26789 =< 2689,
126789 =< 2689,
23478 =< 2478,
24789 =< 2478,
234789 =< 2478,

12 =< 2,
23 =< 2,
27 =< 2,
29 =< 2,
123 =< 2,
127 =< 2,
129 =< 2,
237 =< 2,
239 =< 2,
279 =< 2,
1237 =< 2,
1239 =< 2,
1279 =< 2,
2379 =< 2,
12379 =< 2,


14 =< 4,
47 =< 4,
34 =< 4,
49 =< 4,
147 =< 4,
134 =< 4,
347 =< 4,
349 =< 4,
149 =< 4,
479 =< 4,
1347 =< 4,
1479 =< 4,
1349 =< 4,
3479 =< 4,
13479 =< 4,

16 =< 6,
36 =< 6,
67 =< 6,
69 =< 6,
136 =< 6,
167 =< 6,
169 =< 6,
367 =< 6,
369 =< 6,
679 =< 6,
1369 =< 6,
3679 =< 6,
1367 =< 6,
1679 =< 6,
13679 =< 6,

78 =< 8,
89 =< 8,
18 =< 8,
38 =< 8,
138 =< 8,
789 =< 8,
178 =< 8,
189 =< 8,
378 =< 8,
389 =< 8,
1789 =< 8,
3789 =< 8,
1378 =< 8,
1389 =< 8,
13789 =< 8,

1468 =< 468,
3468 =< 468,
13468 =< 468,

2467 =< 246,
2469 =< 246,
24679 =< 246,

2348 =< 248,
2489 =< 248,
23489 =< 248,

1268 =< 268,
2678 =< 268,
12678 =< 268,

148 =< 48,
348 =< 48,
489 =< 48,
1348 =< 48,
1489 =< 48,
3489 =< 48,
13489 =< 48,

168 =< 68,
368 =< 68,
678 =< 68,
1368 =< 68,
1678 =< 68,
3678 =< 68,
13678 =< 68,

234 =< 24,
247 =< 24,
249 =< 24,
2347 =< 24,
2349 =< 24,
2479 =< 24,
23479 =< 24,

126 =< 26,
267 =< 26,
269 =< 26,
1267 =< 26,
1269 =< 26,
2679 =< 26,
12679 =< 26,
}
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 19:50

Puis créez encore un nouveau script, au dessus de "Main" et nommez-le "Dynamic_Maps" et collez le script ci-dessous:

Code:
Code:
#================================
# ■ Dynamic Maps
#================================
#  By: Near Fantastica
# Date: 05.09.05
# Version: 1
#================================

# updated 2005-11-07 by Wachunga
# generalized to work for modified versions of Game_Map,
# e.g. even if more instance variables are added

module Map
#--------------------------------------------------------------
@map_data = {}
#--------------------------------------------------------------------------
def Map.set_map(map, map_id)
@map_data[map_id] = map
end
#--------------------------------------------------------------------------
def Map.data(map_id)
return @map_data[map_id]
end
end

class Game_Map
#--------------------------------------------------------------
alias dm_orig_setup setup
def setup(map_id)
save_map(@map_id)
if Map.data(map_id) == nil
dm_orig_setup(map_id)
else
load_map(map_id)
end
end
#-----------------------------------------------------------
def load_map(map_id)
$game_map = Map.data(map_id)
end
#--------------------------------------------------------------
def save_map(map_id)
return if map_id == 0
Map.set_map(self.dup, map_id)
end
end


/!\ lisez ce qui suit:

Dans propriété de la map (carte), mettez pour mettre le brouillard (ex : Map0001 )
Mettez pour avoir ne pas avoir le brouillard mais toujours un champ de vision.
Mettez <fow><s> pour n'avoir que le brouillard.
Mettez <fow>

Vous pouvez combiner <d> , <s> et <ID> ensemble (ex : Map0001 <fow><d><3> ou Map0001 <fow><s><7> ou <fow><s><d> .... etc .... )

Pour faire disparaître complètement le brouillard, faites un évènement et insérer un script où dedans il y aura :

Code:
fog_of_war(false,false)

Pour le remettre, mettez :

Code:
fog_of_war(true,true)
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Luzert
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 20:04

Je suis à peu près certain qu'il peut être raccourci de moitié...

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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 21:01

hého,age of empire c'est pas une reference ^^
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 21:10

Surtout dans un RPG, je vois pas l'utilité. Ou alors Age of Empire, une seule unitée

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Shikamaru
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 22:28

Pas mal du tout

Surtout avec l'auteur dino
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 22:41

Pas tres utile,sauf pour un jeu de suspense,genre survival horror,peut etre..[/u]
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MessageSujet: Re: Script brouillard de guerre   Mer 30 Juil - 22:58

bibix4ever> lol
Je n'ai rien d'autre à dire.

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MessageSujet: Re: Script brouillard de guerre   Jeu 31 Juil - 16:36

Vous n'avez pas encore saisie l'utilité du script? Vous êtes bêtes alors? Se script sert à faire un effet de brouillard dans un jeu de guerre! Que sa soit un jeu de guerre de 1940 ou de 1918.
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MessageSujet: Re: Script brouillard de guerre   Jeu 31 Juil - 17:05

A mon avis c'est toi qui comprends rien..HS...
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MessageSujet: Re: Script brouillard de guerre   Jeu 31 Juil - 17:08

Non ben laisse tomber, sinon sa va revenir au flood
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MessageSujet: Re: Script brouillard de guerre   Jeu 31 Juil - 18:16

Les règles du forum les amis.

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