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18/07/2018 18:03:47

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CE HUD script (RMXP)

kasbak

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kasbak
  • Messages : 23

CE HUD script (RMXP)


dim. 18 janv. 2015 - 14h54

Je post mon script sur le system actuel que je fais (je sais pas si c'est la bonne rubrique mais bon^^),ça pourra peu etre servir un jour à quelqu'un d'autres (ou si je le perds)en plus c'est facilement modifiable.

Le script affiche donc 4 jauges,sommeil,Faim,Hygiène et WC.

Le script originel de la jauge à été fait par "AcedentProne".

Image:

"Screen"



"Script"


#CE HUD by Kasbak#
#use system Gradient Bars #By AcedentProne



class Window_Base
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
#pour changer la couleur d'interieur
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,255,0,255), c2 = Color.new(255,255,255,255))#couelru 2 verti
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(252, 220, 18, 255)) # contour
self.contents.fill_rect(x, y, width, height + 1, Color.new(155, 155, 100, 255))#couleur du fond
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))

end
end
end
end
class Scene_Progress

#---------------------------------------------------------------------------------
def initialize
end
#---------------------------------------------------------------------------------

def main
@window1 = Window_Progress.new
@window1.x =160#160
@window1.y =200#200
@window1.height =100 #100
@window1.width = 341#341
#@window1.z = 200
opacity = 0


Graphics.transition
loop do
Graphics.update
Input.update
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)
$scene = Scene_Menu.new
end
#update
if $scene != self
break
end
end

Graphics.freeze
@window1.dispose

end
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
def update
end
#---------------------------------------------------------------------------------

end


class Window_Progress < Window_Base

#---------------------------------------------------------------------------------
def initialize
super(380, 411, 500,100)#(0, 0, 341,100)
self.contents = Bitmap.new(width - 50, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 24
self.contents.font.color = text_color(0)
self.contents.draw_text(-80, 22, 33, 33, "")#(20, 0, 33, 33, "Prog")
self.contents.draw_text(-45, 0, 33, 33, "")#(55, 0, 33, 33, "ress")
self.contents.draw_text(88, 0, 33, 33, " ")   #(88, 0, 33, 33, " ")
self.contents.draw_text(-10, 0, 33, 33, "") #(110, 0, 33, 33, "% ")
draw_actor_barz(0,20,35, "horizontal", 81, 11,$game_variables[1],100)
#draw_actor_barz(0,20,35, "horizontal", 255, 28,$game_variables[1],100)
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)

    # Definir Windowskin    
self.windowskin = RPG::Cache.windowskin("")
    # Definir Windowskin


end
#---------------------------------------------------------------------------------

end

class Window_jauge2 < Window_Base
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))#couelru 2 hori
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))#
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
#pour changer la couleur d'interieur  C2 = ligne du haut
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,255,255,255), c2 = Color.new(223, 115, 255,255))#couelru 2 verti
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(182, 102, 210, 255)) #contour  !
self.contents.fill_rect(x, y, width, height + 1, Color.new(100, 100, 120, 255))#couleur du fond
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 100 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))#
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))

end
end
end
end
class Scene_Progress2 < Scene_Map

#---------------------------------------------------------------------------------
def initialize
end
#---------------------------------------------------------------------------------

def main
@window2 = Window_Progress2.new
@window2.x =160#160
@window2.y =200#200
@window2.height =100 #100
@window2.width = 341#341
#@window1.z = 200
opacity = 0

@window2.update ###add

Graphics.transition
loop do
Graphics.update
Input.update

 
   
   

if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)
$scene = Scene_Menu.new
end
#update
if $scene != self
break
end
end

Graphics.freeze
@window2.dispose

end
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
def update
end
#---------------------------------------------------------------------------------

end


class Window_Progress2 < Window_jauge2

#---------------------------------------------------------------------------------
def initialize
super(-1, 411, 500,100)#(0, 0, 341,100)
self.contents = Bitmap.new(width - 50, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 24
self.contents.font.color = text_color(0)
self.contents.draw_text(-80, 22, 33, 33, "")#(20, 0, 33, 33, "Prog")
self.contents.draw_text(-45, 0, 33, 33, "")#(55, 0, 33, 33, "ress")
self.contents.draw_text(88, 0, 33, 33, " ")   #(88, 0, 33, 33, " ")
self.contents.draw_text(-10, 0, 33, 33, "") #(110, 0, 33, 33, "% ")
draw_actor_barz(0,20,35, "horizontal", 81, 11,$game_variables[2],100)
#draw_actor_barz(0,20,35, "horizontal", 255 longueur bar, 28largeur,$game_variables[1],100)
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)

    # Definir Windowskin    
self.windowskin = RPG::Cache.windowskin("")
    # Definir Windowskin


end
#---------------------------------------------------------------------------------

end
#######################


#alias
#def main
#@window2 = Window_Progress2.new
#@window2 .update
#@window2 .dispose


#end


class Window_jauge3 < Window_Base
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))#couelru 2 hori
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))#
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
#pour changer la couleur d'interieur
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(0,255,255,255), c2 = Color.new(0,0,255,255))#couelru 2 verti
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(15, 157, 232, 255)) #contour  !
self.contents.fill_rect(x, y, width, height + 1, Color.new(100, 120, 155, 255))#couleur du fond
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 255 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))#
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))

end
end
end
end
class Scene_Progress3 < Scene_Map

#---------------------------------------------------------------------------------
def initialize
end
#---------------------------------------------------------------------------------

def main
@window3 = Window_Progress3.new
@window3.x =160#160
@window3.y =200#200
@window3.height =100 #100
@window3.width = 341#341
#@window1.z = 200
opacity = 0

@window3.update ###add

Graphics.transition
loop do
Graphics.update
Input.update

 
   
   

if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)
$scene = Scene_Menu.new
end
#update
if $scene != self
break
end
end

Graphics.freeze
@window3.dispose

end
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
def update
end
#---------------------------------------------------------------------------------

end


class Window_Progress3 < Window_jauge3

#---------------------------------------------------------------------------------
def initialize
super(253, 411, 500,100)#(0, 0, 341,100)
self.contents = Bitmap.new(width - 50, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 24
self.contents.font.color = text_color(0)
self.contents.draw_text(-80, 22, 33, 33, "")#(20, 0, 33, 33, "Prog")
self.contents.draw_text(-45, 0, 33, 33, "")#(55, 0, 33, 33, "ress")
self.contents.draw_text(88, 0, 33, 33, " ")   #(88, 0, 33, 33, " ")
self.contents.draw_text(-10, 0, 33, 33, "") #(110, 0, 33, 33, "% ")
draw_actor_barz(0,20,35, "horizontal", 81, 11,$game_variables[3],100)
#draw_actor_barz(0,20,35, "horizontal", 121 longueur bar, 28largeur,$game_variables[1],100)
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)

    # Definir Windowskin    
self.windowskin = RPG::Cache.windowskin("")
    # Definir Windowskin


end
#---------------------------------------------------------------------------------

end
#######################


#alias
#def main
#@window2 = Window_Progress2.new
#@window2 .update
#@window2 .dispose


#end

class Window_jauge4 < Window_Base
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))#couelru 2 hori
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))#
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255,255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0,255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
#pour changer la couleur d'interieur
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(237, 127, 16,255), c2 = Color.new(255, 200, 100,255))#couelru 2 verti retirer noir
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(237, 127, 16, 255)) #contour  !
self.contents.fill_rect(x, y, width, height + 1, Color.new(137, 127, 106, 255))#couleur du fond
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))#
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))

end
end
end
end

class Scene_Progress4 < Scene_Map

#---------------------------------------------------------------------------------
def initialize
end
#---------------------------------------------------------------------------------

def main
@window4 = Window_Progress4.new
@window4.x =160#160
@window4.y =124#200
@window4.height =100 #100
@window4.width = 124#341
#@window1.z = 200
opacity = 0

@window4.update ###add

Graphics.transition
loop do
Graphics.update
Input.update

 
   
   

if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)
$scene = Scene_Menu.new
end
#update
if $scene != self
break
end
end

Graphics.freeze
@window4.dispose

end
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
def update
end
#---------------------------------------------------------------------------------

end


class Window_Progress4 < Window_jauge4

#---------------------------------------------------------------------------------
def initialize
super(126, 411, 500,100)#(0, 0, 341,100) H V
self.contents = Bitmap.new(width - 50, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 24
self.contents.font.color = text_color(0)
self.contents.draw_text(-80, 22, 33, 33, "")#(20, 0, 33, 33, "Prog")
self.contents.draw_text(-45, 0, 33, 33, "")#(55, 0, 33, 33, "ress")
self.contents.draw_text(88, 0, 33, 33, " ")   #(88, 0, 33, 33, " ")
self.contents.draw_text(-10, 0, 33, 33, "") #(110, 0, 33, 33, "% ")
draw_actor_barz(0,20,35, "horizontal", 81, 11,$game_variables[4],100)
#draw_actor_barz(0,20,35, "horizontal", 255 longueur bar, 28largeur,$game_variables[1],100)
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.panorama("", 0)

    # Definir Windowskin    
self.windowskin = RPG::Cache.windowskin("")
    # Definir Windowskin


end
#---------------------------------------------------------------------------------

end




Le script prend en compte la variable 1,2,3 et 4.La variable est sur 100 au dela vous sortiraient du décor.

variable 1 WC
variable 2 sommeil
variable 3 jauge eau
variable 4 jauge faim

Ensuite pour modifié les jauges faites,soit en event modifier variable ou en script avec ce code:
Exemple:
$game_variables[2] += 13


pour actualiser les jauge sur la map faire insérer script

Window_Progress.new
Window_Progress2.new
Window_Progress3.new
Window_Progress4.new
@img_fond = Sprite.new
@img_fond.bitmap = RPG::Cache.picture("HUD6")


En changeant l'image "HUD6" vous pouvez du coup changer l'interface graphique de la HUD si besoin.

Et pour finir l'image à placer dans pictures,nommer la HUD6

"Image HUD6"



Suffit juste de changer les icone de l'image pour faire des jauges d'autres choses...

Voila,j'espère ça vous plaira


Ssozi

Expert
Ssozi
  • Messages : 1166

CE HUD script (RMXP)


jeu. 29 janv. 2015 - 09h34

Si j'ai bien compris, c'est un script complet? Tu as posté dans la section entraide, donc on aurait pu croire que tu avais un problème dessus mais apparemment, non.
Faudrait que quelqu'un te le déplace au bon endroit ou que tu l'ajoutes toi même dans la bibliothèque du site! Ça se passe ici pour le faire!
Merci du partage en tout cas