Neko Fondateur
Messages : 184 Date d'inscription : 14/07/2013 Age : 25 Localisation : Ici, la plupart du temps.
| Sujet: XP - Advanced Equipment Screen version 1.0, More stats +stuff(release) Mar 30 Juil - 6:40 | |
| Auteur : Nark the Jester Certains modes pour le système d'origine. Scene_Equip - Code:
-
#============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs equipment screen processing. #==============================================================================
class Scene_Equip #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index # equip_index : equipment index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index @sprite = Sprite.new @char = Sprite.new @ITYPE = Sprite.new @sprite.bitmap = RPG::Cache.picture("Menu-Back-Inventory.png")
end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index]
# Make windows @left_window = Window_EquipLeft.new(@actor) @right_window = Window_EquipRight.new(@actor) @item_window1 = Window_EquipItem.new(@actor, 0) @item_window2 = Window_EquipItem.new(@actor, 1) @item_window3 = Window_EquipItem.new(@actor, 2) @item_window4 = Window_EquipItem.new(@actor, 3) @item_window5 = Window_EquipItem.new(@actor, 4) # Associate help window @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window # Set cursor position @right_window.index = @equip_index refresh # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @ITYPE.bitmap.dispose @char.bitmap.dispose # @armor.bitmap.dispose # @shield.bitmap.dispose # @implant.bitmap.dispose # @belt.bitmap.dispose end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Set item window to visible @char.bitmap = RPG::Cache.picture("Characters/" + "C"+@actor.id.to_s) @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) # Get currently equipped item item1 = @right_window.item # Set current item window to @item_window case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end # If right window is active if @right_window.active # Erase parameters for after equipment change @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil) end # If item window is active if @item_window.active # Get currently selected item item2 = @item_window.item # Change equipment last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) # Get parameters for after equipment change new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int # Return equipment @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp # Draw in left window @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @left_window.update @right_window.update @item_window.update refresh # If right window is active: call update_right if @right_window.active update_right return end # If item window is active: call update_item if @item_window.active update_item return end end #-------------------------------------------------------------------------- # * Frame Update (when right window is active) #-------------------------------------------------------------------------- def update_right if @right_window.index == 0 @ITYPE.bitmap = RPG::Cache.picture("R-hand.png") end if @right_window.index == 1 @ITYPE.bitmap = RPG::Cache.picture("L-hand.png") end if @right_window.index == 2 @ITYPE.bitmap = RPG::Cache.picture("head.png") end if @right_window.index == 3 @ITYPE.bitmap = RPG::Cache.picture("Body.png") end if @right_window.index == 4 @ITYPE.bitmap = RPG::Cache.picture("Implant.png") end # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen @sprite.bitmap.dispose @ITYPE.bitmap.dispose @char.bitmap.dispose # @armor.bitmap.dispose # @shield.bitmap.dispose # @implant.bitmap.dispose # @belt.bitmap.dispose $scene = Scene_Menu.new(2) return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed if @actor.equip_fix?(@right_window.index) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Activate item window @right_window.active = false @item_window.active = true @item_window.index = 0 return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @item_window.item # Change equipment @actor.equip(@right_window.index, item == nil ? 0 : item.id) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 # Remake right window and item window contents @right_window.refresh @item_window.refresh return end end end Window_EquipLeft - Code:
-
#============================================================================== # ** Window_EquipLeft #------------------------------------------------------------------------------ # This window displays actor parameter changes on the equipment screen. #==============================================================================
class Window_EquipLeft < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(-7, 378, 399, 110) self.contents = Bitmap.new(width - 0, height - 0) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.size = 18 self.contents.font.bold = true self.contents.draw_text(95, 0, 24, 32, @actor.level.to_s, 2) self.contents.draw_text(69, 16, 50, 32, @actor.atk.to_s, 2) self.contents.draw_text(69, 32, 50, 32, @actor.pdef.to_s, 2) self.contents.draw_text(69, 48, 50, 32, @actor.mdef.to_s, 2) self.contents.draw_text(240, 0, 50, 32, @actor.str.to_s, 2) self.contents.draw_text(240, 16, 50, 32, @actor.dex.to_s, 2) self.contents.draw_text(240, 32, 50, 32, @actor.agi.to_s, 2) self.contents.draw_text(240, 48, 50, 32, @actor.int.to_s, 2) if @new_atk != nil self.contents.font.color = normal_color self.contents.draw_text(123, 16, 40, 32, "->", 1) if @actor.atk >= @new_atk self.contents.font.color = red_color end if @actor.atk <= @new_atk self.contents.font.color = green_color end if @actor.atk == @new_atk self.contents.font.color = system_color end self.contents.draw_text(150, 16, 36, 32, @new_atk.to_s, 2) end if @new_pdef != nil self.contents.font.color = normal_color self.contents.draw_text(123, 32, 40, 32, "->", 1) if @actor.pdef >= @new_pdef self.contents.font.color = red_color end if @actor.pdef <= @new_pdef self.contents.font.color = green_color end if @actor.pdef == @new_pdef self.contents.font.color = system_color end self.contents.draw_text(150, 32, 36, 32, @new_pdef.to_s, 2) end if @new_mdef != nil self.contents.font.color = normal_color self.contents.draw_text(123, 48, 40, 32, "->", 1) if @actor.mdef >= @new_mdef self.contents.font.color = red_color end if @actor.mdef <= @new_mdef self.contents.font.color = green_color end if @actor.mdef == @new_mdef self.contents.font.color = system_color end self.contents.draw_text(150, 48, 36, 32, @new_mdef.to_s, 2) end if @new_str != nil self.contents.font.color = normal_color self.contents.draw_text(294, 0, 40, 32, "->", 1) if @actor.str >= @new_str self.contents.font.color = red_color end if @actor.str <= @new_str self.contents.font.color = green_color end if @actor.str == @new_str self.contents.font.color = system_color end self.contents.draw_text(321, 0, 36, 32, @new_str.to_s, 2) end if @new_dex != nil self.contents.font.color = normal_color self.contents.draw_text(294, 16, 40, 32, "->", 1) if @actor.dex >= @new_dex self.contents.font.color = red_color end if @actor.dex <= @new_dex self.contents.font.color = green_color end if @actor.dex == @new_dex self.contents.font.color = system_color end self.contents.draw_text(321, 16, 36, 32, @new_dex.to_s, 2) end if @new_agi != nil self.contents.font.color = normal_color self.contents.draw_text(294, 32, 40, 32, "->", 1) if @actor.agi >= @new_agi self.contents.font.color = red_color end if @actor.agi <= @new_agi self.contents.font.color = green_color end if @actor.agi == @new_agi self.contents.font.color = system_color end self.contents.draw_text(321, 32, 36, 32, @new_agi.to_s, 2) end
if @new_int != nil self.contents.font.color = normal_color self.contents.draw_text(294, 48, 40, 32, "->", 1) if @actor.int >= @new_int self.contents.font.color = red_color end if @actor.int <= @new_int self.contents.font.color = green_color end if @actor.int == @new_int self.contents.font.color = system_color end self.contents.draw_text(321, 48, 36, 32, @new_int.to_s, 2) end end #-------------------------------------------------------------------------- # * Set parameters after changing equipment # new_atk : attack power after changing equipment # new_pdef : physical defense after changing equipment # new_mdef : magic defense after changing equipment #-------------------------------------------------------------------------- def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int) if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int @new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_str = new_str @new_dex = new_dex @new_agi = new_agi @new_int = new_int refresh end end end Window_EquipRight - Code:
-
#============================================================================== # ** Window_EquipRight #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #==============================================================================
class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(250, 64, 165, 192) self.contents = Bitmap.new(width-10 , height-5) @actor = actor refresh self.index = 0 end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 16 self.contents.font.bold = true @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size draw_item_name(@data[0], -25, 32 * 0) draw_item_name(@data[1], -25, 32 * 1) draw_item_name(@data[2], -25, 32 * 2) draw_item_name(@data[3], -25, 32 * 3) draw_item_name(@data[4], -25, 32 * 4) end
end Window_EquipItem - Code:
-
#============================================================================== # ** Window_EquipItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #==============================================================================
class Window_EquipItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor # equip_type : equip region (0-3) #-------------------------------------------------------------------------- def initialize(actor, equip_type) super(0, 33, 255, 320) @actor = actor @equip_type = equip_type @column_max = 1 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end # Add equippable armor if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 y = index * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.font.size = 16 self.contents.font.bold = true self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 180, y, 16, 32, ":", 1) self.contents.draw_text(x + 185, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end Window_Base - Code:
-
#============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height) super() @windowskin_name = $game_system.windowskin_name if $ws == '0' self.windowskin = RPG::Cache.windowskin("DOT.png") else self.windowskin = RPG::Cache.windowskin("DOT_2.png") end self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose # Dispose if window contents bit map is set if self.contents != nil self.contents.dispose
end super end #-------------------------------------------------------------------------- # * Get Text Color # n : text color number (0-7) #-------------------------------------------------------------------------- def text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(255, 255, 255, 160) when 2 return Color.new(90, 100, 140, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) when 8 return Color.new(0, 0, 0, 255) else normal_color end end def red_color return Color.new(191, 0, 0, 255) end def green_color return Color.new(0, 191, 9, 255) end #-------------------------------------------------------------------------- # * Get Normal Text Color #-------------------------------------------------------------------------- def normal_color return Color.new(255, 255, 255, 255) end #-------------------------------------------------------------------------- # * Get Disabled Text Color #-------------------------------------------------------------------------- def disabled_color return Color.new(255, 255, 255, 128) end #-------------------------------------------------------------------------- # * Get System Text Color #-------------------------------------------------------------------------- def system_color return Color.new(192, 224, 255, 255) end #-------------------------------------------------------------------------- # * Get Crisis Text Color #-------------------------------------------------------------------------- def crisis_color return Color.new(255, 255, 64, 255) end #-------------------------------------------------------------------------- # * Get Knockout Text Color #-------------------------------------------------------------------------- def knockout_color return Color.new(255, 64, 0) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Reset if windowskin was changed if $game_system.windowskin_name != @windowskin_name @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) end end #-------------------------------------------------------------------------- # * Draw Graphic # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # * Draw Name # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end #-------------------------------------------------------------------------- # * Draw Class # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end #-------------------------------------------------------------------------- # * Draw Level # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lvl") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end #-------------------------------------------------------------------------- # * Make State Text String for Drawing # actor : actor # width : draw spot width # need_normal : Whether or not [normal] is needed (true / false) #-------------------------------------------------------------------------- def make_battler_state_text(battler, width, need_normal) # Get width of brackets brackets_width = self.contents.text_size("[]").width # Make text string for state names text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # If text string for state names is empty, make it [normal] if text == "" if need_normal text = "[Normal]" end else # Attach brackets text = "[" + text + "]" end # Return completed text string return text end #-------------------------------------------------------------------------- # * Draw State # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- # * Draw EXP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_exp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 32, "Exp") self.contents.font.color = normal_color self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2) self.contents.draw_text(x + 108, y, 12, 32, "/", 1) self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #-------------------------------------------------------------------------- # * Draw HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) # Draw "HP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # Draw HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # Draw MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end #-------------------------------------------------------------------------- # * Draw SP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) # Draw "SP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # Draw SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # Draw MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end #-------------------------------------------------------------------------- # * Draw Parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end #-------------------------------------------------------------------------- # * Draw Item Name # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name) end end Screen :Images Requises : Télécharger les images requises | |
|