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LEZIKO

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  1. ouaip en tout cas je te remercie de ton aide
  2. Yes enfaite c'est bon j'ai quelqu'un qui m'a montré j'ai testé et ça fonctionne il m'a fait faire ça set {Lg.While} to now while {Lg.While} is set: wait a second if {cupidon.statue} is false: if {voyante.statue} is false: if {loup.statue} is false: if {docteur.statue} is false: if {sorciere.statue} is false: delete {Lg.While} set {night.statue} to false lg_jour()
  3. ça ne fonctionne pas simplement car si y'a pas la sorcière dans la partie dcp ça ne change rien
  4. Salut merci de ta réponse enfaite je l'ai enlevé mais ceci pose un autre problème c'est que les deux fonctions lg_jeu() et lg_jour() se lancent en même temps dcp je te montre ça en piece jointe en gros lg_jour() envoi l'éléction du maire est ouverte et lg_jeu() réveille les loups garous Merci pour ton aide
  5. Version de Minecraft : 1.16.5 Version de Skript : 25-alpha5 Addons utilisés: skript-gui, skbee Type du skript : Ceci est un skript de Loups-Garous Description du script : Skript Loup-Garou de thiercelieux Bonjour/bonsoir, Je fais appel à votre aide aujourd'hui car je bloque sur mes fonctions enfaite je lance ma première fonction donc lg_jeu() puis je voudrais que quand elle soit fini la fonction lg_jour() se lance je vous met le code ci dessous set {night.statue} to true wait 5 seconds lg_jeu() stop lg_jour() function lg_jeu(): if {lg.players::*} contains {lg::roles::cupidon}: lg_cupidon() stop if {lg.players::*} contains {lg::roles::voyante}: lg_voyante() stop if {lg.players::*} contains {lg::roles::loupun} or {lg::roles::loupdeux}: lg_loups() stop if {lg.players::*} contains {lg::roles::docteur}: lg_docteur() stop if {lg.players::*} contains {lg::roles::sorciere}: lg_sorciere() stop Voila je suis vraiment bloqué en espérant que vous pourrez m'aider Merci d'avance, LEZIKO
  6. Salut je ne sais pas si c'est le plus opti mais je peux te proposer de test ça on command "/spawn": set slot 2 of player to air named " " set slot 3 of player to air named " " set slot 4 of player to air named " " set slot 6 of player to air named " " set slot 8 of player to air named " "
  7. Très content que ça fonctionne, n'hésite pas si jamais y'avait un autre problème
  8. Bon bah c'est cool content que ça fonctionne
  9. Salut, je pense que tu pourrais essayer de faire différement comme ceci On inventory click: if clicked item is nomitem: make player execute command "/settings" #par exemple Voila tu peux mettre le nom des objets en anglais ça fonctionne mieux que les id En espérant pouvoir t'aider LEZIKO
  10. Ah alors sinon tu peux faire autrement par exemple tu laisses le premier skript que t'as mis donc celui la on mine: if lore of player's tool contains "&7H3x3": if player's gamemode = survival: cancel event set {_x1} and {_x2} to block's x loc set {_y1} and {_y2} to block's y loc set {_z1} and {_z2} to block's z loc if player's pitch is between -50 and 50: if player's horizontal facing is west or east: add 1 to {_y1} and {_z1} remove 1 from {_y2} and {_z2} else if player's horizontal facing is north or south: add 1 to {_x1} and {_y1} remove 1 from {_x2} and {_y2} else: add 1 to {_x1} and {_z1} remove 1 from {_x2} and {_z2} loop blocks within location at {_x1}, {_y1}, {_z1} in player's world and location at {_x2}, {_y2}, {_z2} in player's world: if loop-value != bedrock or air or obsidian or dirt or grass block or water or lava or oak wood or oak planks or spruce wood or spruce planks or jungle wood or birch wood or glass or gravel: if player can build at loop-value: break loop-value using player's tool damage player's tool by 1 if player's tool's durability = player's tool's max durability: clear player's tool exit loop après tu mets un évènement quand le skript charge donc tu ajoutes les blocs autorisés On load: add stone block to {allow.blocks::*} Et après tu rajoutes un événement comme On mine of stone block: loop {allow.blocks::*}: if {allow.blocks::*} does not contain event-block cancel event #ou alors dans ton skript de base tu le mets on mine: loop {allow.blocks::*}: if {allow.blocks::*} does not contain event-block cancel event else if lore of player's tool contains "&7H3x3": if player's gamemode = survival: cancel event set {_x1} and {_x2} to block's x loc set {_y1} and {_y2} to block's y loc set {_z1} and {_z2} to block's z loc if player's pitch is between -50 and 50: if player's horizontal facing is west or east: add 1 to {_y1} and {_z1} remove 1 from {_y2} and {_z2} else if player's horizontal facing is north or south: add 1 to {_x1} and {_y1} remove 1 from {_x2} and {_y2} else: add 1 to {_x1} and {_z1} remove 1 from {_x2} and {_z2} loop blocks within location at {_x1}, {_y1}, {_z1} in player's world and location at {_x2}, {_y2}, {_z2} in player's world: if loop-value != bedrock or air or obsidian or dirt or grass block or water or lava or oak wood or oak planks or spruce wood or spruce planks or jungle wood or birch wood or glass or gravel: if player can build at loop-value: break loop-value using player's tool damage player's tool by 1 if player's tool's durability = player's tool's max durability: clear player's tool exit loop Voila je te propose des solutions n'hésites surtout pas à me dire si ça ne fonctionne pas LEZIKO
  11. Ah oui pardon je m'excuse x) j'avais pas précisé qu'il fallait le mettre sans les autres dcp ça doit donner ça on mine: add stone block to {allow.blocks::*} if {allow.blocks::*} does not contain event-block: cancel event else if lore of player's tool contains "&7H3x3": if player's gamemode = survival: cancel event set {_x1} and {_x2} to block's x loc set {_y1} and {_y2} to block's y loc set {_z1} and {_z2} to block's z loc if player's pitch is between -50 and 50: if player's horizontal facing is west or east: add 1 to {_y1} and {_z1} remove 1 from {_y2} and {_z2} else if player's horizontal facing is north or south: add 1 to {_x1} and {_y1} remove 1 from {_x2} and {_y2} else: add 1 to {_x1} and {_z1} remove 1 from {_x2} and {_z2} loop blocks within location at {_x1}, {_y1}, {_z1} in player's world and location at {_x2}, {_y2}, {_z2} in player's world: if loop-value != bedrock or air: if player can build at loop-value: break loop-value using player's tool damage player's tool by 1 if player's tool's durability = player's tool's max durability: clear player's tool exit loop Tiens ça devrait fonctionner (faudra juste vérifier les tabulations) LEZIKO
  12. Salut, Moi j'aurais fait un truc du genre on ajoute le bloc de stone dans une variable de liste et et on met la condition si la liste ne contient pas le block alors on annule le cassage Donc pour ça ajoute le block en question dans la liste et mets la condition On mine: add stone block to {allow.blocks::*} if {allow.blocks::*} does not contain event-block: cancel event essaye de mettre ça en dessous de if player's gamemode = survival: essaie ça et redis moi si jamais j'espère que ça fonctionnera LEZIKO
  13. LEZIKO

    résolu ✔ Rôles aléatoires bug

    Bonsoir, je reviens vers vous car je pensais le problème réglé mais je crois qu'il y a un seul rôle qui n'a rien jsp pk ça fait ça j'ai tout essayé je peux remettre le nouveau code mis à jour car la je bug depuis quelques jours: #Loup garou type fantabobworld #roles: sorcière, loup-garous, Loup-Garou alpha, prêtre, villageois, chasseur, voyante, cupidon, petite fille, le maire on load: set {lg.maxplayers} to 9 set {lg.minplayers} to 3 set {lg.statue} to false options: p: &7[LG] &8&l»&r timer_before_starting: 10 start_in_message: &2La partie commence dans &6%{_time}% &2seconde%{_pluriel}%&e. command /lg [<text>]: trigger: if arg 1 is "join": if {lg.statue} is false: lg_join(player) else: send "{@p} &cLa partie est déjà en cours !" to player else if arg 1 is "leave": lg_leave(player) else if arg 1 is not set: send "&7&m----------------------------------------------" send "&2/lg &ajoin &7| Permet de rejoindre une partie" send "&2/lg &aleave &7| Permet de quitter la partie" send "&7&m----------------------------------------------" command /alg [<text>] [<integer>]: permission: admin.loupgarou permission message: &cTu n'as pas la permission de faire cette action ! trigger: if arg 1 is "setwaitlobby": set {alg.setwaitlobby} to player's location send "{@p} &aTu as ajouté le lobby du lg !" to player else if arg 1 is "delwaitlobby": delete {alg.setwaitlobby} send "{@p} &aTu as supprimé le lobby d'attente" to player else if arg 1 is "setspawnspec": set {alg.setspawnspec} to player's location send "{@p} &aTu as ajouté le spawn de spectateur" to player else if arg 1 is "delspawnspec": delete {alg.setspawnspec} send "{@p} &aTu as supprimé le spawn des spectateurs" to player else if arg 1 is "addspawn": if arg 2 is set: add player's location to {locations::*} send "{@p} &aSpawn &b%arg 2% &aajouté" to player else if arg 1 is "resetspawn": clear {locations::*} send "{@p} &aSpawns supprimés" to player else if arg 1 is "debug": clear {lg.players::*} lg_reset() send "{@p} &adebug" to player else: send "&7&m----------------------------------------------" send "&2/alg &asetwaitlobby &7| Permet de set une salle d'attente" send "&2/alg &asetspawnspec &7| Permet de set le spawn de spectateur" send "&2/alg &asetspawn &7| Permet de set le spawn des joueurs" send "&2/alg &aresetspawn &7| Permet de reset tous les spawns" send "&2/alg &adelwaitlobby &7| Permet de supprimer la salle d'attente" send "&2/alg &adelspawnspec &7| Permet de supprimer le spawn des spectateurs" send "&2/alg &adebug &7| Permet de debug" send "&7&m----------------------------------------------" function lg_join(p: player): lg_load() if {lg.statue} is false: if {lg.maxplayers} > size of {lg.players::*}: if {lg.players::*} does not contain {_p}: add {_p} to {lg.players::*} send "{@p} &a%{_p}% &ea rejoint la partie ! &7(&e%size of {lg.players::*}%&7/&6%{lg.maxplayers}%&7)" to {lg.players::*} teleport {_p} to {alg.setwaitlobby} clear {_p}'s inventory set {_p}'s flight mode to false set {_p}'s gamemode to adventure set slot 8 of {_p} to barrier named "&cQuitter la partie &7(Clique-droit)" if size of {lg.players::*} = {lg.minplayers}: set {_time} to {@timer_before_starting} while size of {lg.players::*} >= {lg.minplayers}: if {_time} = 30, 15, 10, 5, 4, 3, 2 or 1: play sound "dragons" with volume 20 and pitch 2 at {lg.players::*} set {_pluriel} to "s" if {_time} = 1: play sound "entity.experience_orb.pickup" with volume 20 and pitch 1 at {lg.players::*} set {_pluriel} to "" send "{@p} {@start_in_message}" to {lg.players::*} if {_time} = 10, 5, 4, 3, 2 or 1: send title "&c%{_time}%" with subtitle "&6seconde%{_pluriel}%" to {lg.players::*} for 1 second if {_time} = 0: lg_load() clear inventory of {lg.players::*} heal {lg.players::*} apply blindness 255 to {lg.players::*} for 999 days apply jump boost 250 to {lg.players::*} for 999 days apply slowness 255 to {lg.players::*} for 999 days wait 10 ticks set {_lg.locations::*} to {locations::*} loop {lg.players::*}: set {_spawn} to a random element out of {_lg.locations::*} teleport loop-value to {_spawn} remove {_spawn} from {_lg.locations::*} set {lg.statue} to true lg_StartGame() stop else: remove 1 from {_time} wait 1 second send "{@p} &cIl n'y a pas assez de joueurs." to {lg.players::*} else: send "{@p} &cVous êtes déjà dans la partie." to {_p} else: send "{@p} &cLa partie est pleine." to {_p} else: send "{@p} &cLa partie a déjà commencé." to {_p} function lg_leave(p: player): if {lg.statue} is false: if {lg.players::*} contains {_p}: remove {_p} from {lg.players::*} send "{@p} &c%{_p}% &ea quitté la partie ! &7(&e%size of {lg.players::*}%&7/&e%{lg.maxplayers}%&7)" to {lg.players::*} send "{@p} &cVous avez quitté la partie !" to {_p} make console execute command "/effect clear %{_p}%" teleport {_p} to {hub} else if {lg.statue} is true: if {lg.players::*} contains {_p}: make console execute command "/effect clear %{_p}%" teleport {_p} to {hub} remove {_p} from {lg.players::*} send "{@p} &4%{_p}% &ca quitté la partie." to {lg.players::*} if size of {lg.players::*} = 1: make console execute command "/effect clear %{lg.players::*}%" teleport {lg.players::*} to {hub} teleport {lg.spectators::*} to {hub} set {lg.players::*}'s gamemode to adventure set {lg.spectators::*}'s gamemode to adventure set {lg.statue} to false clear {lg.players::*} clear {lg.spectators::*} lg_reset() if size of {lg.players::*} = 0: make console execute command "/effect clear %{_p}%" set {lg.statue} to false set {lg.cupidon} to false clear {lg::players::*} clear {lg::roles::*} send "{@p} &cVous avez quitté la partie." to {_p} else: send "{@p} &cVous n'êtes pas dans la partie !" to {_p} function lg_reset(): clear {lgcouple::*} clear {lg.players::*} clear {lg::roles::*} clear {lg.morts::*} clear {lg.spectators::*} clear {lg.spawn.un} clear {lg.spawn.deux} clear {lg.spawn.trois} clear {lg.spawn.quatre} clear {lg.spawn.cinq} clear {lg.spawn.six} clear {lg.spawn.sept} clear {lg.spawn.huit} clear {lg.spawn.neuf} clear {lg.spawn.dix} function lg_load(): add "cupidon" to {lg::roles::*} add "voyante" to {lg::roles::*} add "loupun" to {lg::roles::*} add "loupun" to {lg::roles::*} add "petitefille" to {lg::roles::*} add "chasseur" to {lg::roles::*} add "docteur" to {lg::roles::*} add "sorciere" to {lg::roles::*} add "villageois" to {lg::roles::*} function lg_morts(p: player): if {lg.statue} is true: if {lg.morts::*} contains {_p}: strike lightning at {lg.morts::*} set {_p}'s gamemode to spectator set slot 0 of {_p}'s inventory to 1 compass named "&7Spectateur" set slot 8 of {_p}'s inventory to 1 barrier named "&cQuitter la partie &7(Clique-droit)" remove {_p} from {lg.players::*} loop all players: if {lg.morts::*} contains loop-player: if distance between loop-player and {alg.setspawnspec} > 100: teleport loop-player to {alg.setspawnspec} on quit: lg_leave(player) on rightclick on a chest: cancel event on right click with barrier: if player's world is "lg": lg_leave(player) on disconnect: lg_leave(player) on walk on gold block: if {night.statue} is true: if player's world is "lg": loop all players in radius 15 around the event-block: if loop-player is not player: send "{@p} &7Maison de &b%loop-player%" to player else: on command "/hub": lg_leave(player) on chat: if {lg.players::*}'s world is "lg": if {night.statue} is true: cancel event function lg_StartGame(): set {_roles::*} to {lg::roles::*} loop {lg.players::*}: set {_role} to a random element out of {_roles::*} set {lg::roles::%{_role}%} to loop-value remove {_role} from {_roles::*} send title "&aTu es &bCupidon" with subtitle "&6Gagne avec le village" to {lg::roles::cupidon} for 2.5 seconds set {lg.spawn.un} to {lg::roles::cupidon}'s location send title "&aTu es &5Voyante" with subtitle "&6Gagne avec le village" to {lg::roles::voyante} for 2.5 seconds set {lg.spawn.deux} to {lg::roles::voyante}'s location send title "&aTu es &cLoup-Garou" with subtitle "&4Gagne avec les Loups" to {lg::roles::loupun} for 2.5 seconds set {lg.spawn.trois} to {lg::roles::loupun}'s location send title "&aTu es &cLoup-Garou" with subtitle "&4Gagne avec les Loups" to {lg::roles::loupdeux} for 2.5 seconds set {lg.spawn.quatre} to {lg::roles::loupdeux}'s location send title "&aTu es &3Petite fille" with subtitle "&6Gagne avec le village" to {lg::roles::petitefille} for 2.5 seconds set {lg.spawn.cinq} to {lg::roles::petitefille}'s location send title "&aTu es &2Chasseur" with subtitle "&6Gagne avec le village" to {lg::roles::chasseur} for 2.5 seconds set {lg.spawn.six} to {lg::roles::chasseur}'s location send title "&aTu es &9Docteur" with subtitle "&6Gagne avec le village" to {lg::roles::docteur} for 2.5 seconds set {lg.spawn.sept} to {lg::roles::docteur}'s location send title "&aTu es &eSorcière" with subtitle "&6Gagne avec le village" to {lg::roles::sorciere} for 2.5 seconds set {lg.spawn.huit} to {lg::roles::sorcière}'s location send title "&aTu es &6Villageois" with subtitle "&6Gagne avec le village" to {lg::roles::villageois} for 2.5 seconds set {lg.spawn.neuf} to {lg::roles::villageois}'s location set {night.statue} to true play sound "ambient.weather.lightning.impact" at volume 10 at pitch 1 to {lg.players::*} wait 10 seconds lg_cupidon() wait 20 seconds lg_voyante() wait 20 seconds lg_loups() lg_petitefille() wait 20 seconds on world change: if player's world is "lg": if {night.statue} is true: set time of the world "lg" to 02:00 else if {night.statue} is false: set time of the world "lg" to 12:00 function lg_cupidon(): set {cupidon.statue} to true if {lg.statue} is true: if {cupidon.statue} is true: send "{@p} &aC'est au tour de &bCupidon &aqui va choisir deux amants" to {lg.players::*} make console execute command "/effect clear %{lg::roles::cupidon}%" send "{@p} &aTu as &c1:30 minutes &apour jouer ton tour" to {lg::roles::cupidon} wait 89 seconds apply blindness 250 to {lg::roles::cupidon} for 999 days apply jump boost 250 to {lg::roles::cupidon} for 999 days apply slowness 250 to {lg::roles::cupidon} for 999 days wait 1 second teleport {lg::roles::cupidon} to {lg.spawn.un} send "{@p} &aTon tour est &cterminé" to {lg::roles::cupidon} set {cupidon.statue} to false function lg_voyante(): set {cupidon.statue} to true if {lg.statue} is true: if {voyante.statue} is true: send "{@p} &aC'est au tour de la &5Voyante &aqui va regarder la personnalité d'un joueur" to {lg.players::*} make console execute command "/effect clear %{lg::roles::voyante}%" send "{@p} &aTu as &c1:30 minutes &apour jouer ton tour" to {lg::roles::voyante} wait 89 seconds apply blindness 250 to {lg::roles::voyante} for 999 days apply jump boost 250 to {lg::roles::voyante} for 999 days apply slowness 250 to {lg::roles::voyante} for 999 days wait 10 ticks teleport {lg::roles::voyante} to {lg.spawn.deux} send "{@p} &aTon tour est &cterminé" to {lg::roles::voyante} set {voyante.statue} to false function lg_loups(): if {lg.statue} is true: if {loup.statue} is true: send "{@p} &aC'est au tour des &cLoups-Garous &aqui vont faire une &cvictime &ace soir" to {lg.players::*} make console execute command "/effect clear %{lg::roles::loupun}%" make console execute command "/effect clear %{lg::roles::loupdeux}%" send "{@p} &aTu as &c1:30 minutes &apour faire une &cvictime" to {lg::roles::loupun} send "{@p} &aTu as &c1:30 minutes &apour faire une &cvictime" to {lg::roles::loupdeux} wait 19 seconds apply blindness 250 to {lg::roles::loupun} for 999 days apply jump boost 250 to {lg::roles::loupun} for 999 days apply slowness 250 to {lg::roles::loupun} for 999 days apply blindness 250 to {lg::roles::loupdeux} for 999 days apply jump boost 250 to {lg::roles::loupdeux} for 999 days apply slowness 250 to {lg::roles::loupdeux} for 999 days wait 1 second teleport {lg::roles::loupun} to {lg.spawn.trois} teleport {lg::roles::loupdeux} to {lg.spawn.quatre} send "{@p} &aVotre tour est &cterminé" to {lg::roles::loupun} send "{@p} &aVotre tour est &cterminé" to {lg::roles::loupdeux} set {loup.statue} to false function lg_petitefille(): if {lg.statue} is true: if {loup.statue} is true: if {petitefille.statue} is true: make console execute command "/effect clear %{lg::roles::petitefille}%" if {loup.statue} is false: apply blindness 250 to {lg::roles::petitefille} for 999 days apply jump boost 250 to {lg::roles::petitefille} for 999 days apply slowness 250 to {lg::roles::petitefille} for 999 days teleport {lg::roles::petitefille} to {lg.spawn.cinq} send "{@p} &aTon tour est &cterminé" to {lg::roles::petitefille} function lg_chasseur(p: player): if {lg.statue} is true: if {chasseur.statue} is true: if {lg.morts::*} contains {lg::roles::chasseur}: send "{@p} &aLe chasseur possède une dernière &cballe" to {lg.players::*} set slot 1 of {lg::roles::chasseur}'s inventory to 1 crossbow named "&bFusil" on right click with crossbow: if player's world is "lg": if {lg::roles::chasseur} contains player: loop {lg.players::*}: set {_slot} to 0 set {_p} to loop-value open chest with 5 rows named "&eVillageois" to player format slot {_slot} of player with {_p}'s skull named "&a%loop-value%" to close then run [execute console command "/kill %player%"] add 1 to {_slot} function lg_villageois(): if {lg.statue} is true: if {villageois.statue} is true: if {night.statue} is false: make console execute command "/effect clear %{lg::roles::villageois}%" function lg_sorciere(): on right click on player: if {lg.statue} is true: if {cupidon.statue} is true: if {lg::roles::cupidon} contains player: if {lgcouple::*} does not contain clicked entity: if size of {lgcouple::*} < 2: add clicked entity to {lgcouple::*} send "{@p} &aTu as séléctioné &b%clicked entity%" to {lg::roles::cupidon} if size of {lgcouple::*} = 2: send "{@p} &aVous êtes en couple avec &b%1st element out of {lgcouple::*}%" to 1st element out of {lgcouple::*} send "{@p} &aVous êtes en couple avec &b%2nd element out of {lgcouple::*}%" to 1st element out of {lgcouple::*} else: send "{@p} &cTu as déjà séléctioné ce joueur" to {lg::roles::cupidon} else: send "{@p} &cTu ne peux plus mettre de joueurs en couple" to {lg::roles::cupidon} else if {voyante.statue} is true: if {lg::roles::cupidon} contains clicked entity: send "{@p} &6Le joueur &b%clicked entity% &6est &bCupidon" to {lg::roles::voyante} else if {lg::roles::loupun} contains clicked entity: send "{@p} &6Le joueur &b%clicked entity% &6est &cLoup-Garou" to {lg::roles::voyante} else if {lg::roles::loupdeux} contains clicked entity: send "{@p} &6Le joueur &b%clicked entity% &6est &cLoup-Garou" to {lg::roles::voyante} else if {lg::roles::petitefille} contains clicked entity: send "{@p} &6Le joueur &b%clicked entity% &6est &3Petite Fille" to {lg::roles::voyante} else if {lg::roles::chasseur} contains clicked entity: send "{@p} &6Le joueur &b%clicked entity% &6est &2Chasseur" to {lg::roles::voyante} else if {lg::roles::docteur} contains clicked entity: send "{@p} &6Le joueur &b%clicked entity% &6est &9Docteur" to {lg::roles::voyante} voila en espérant que vous arriverez à m'aider, Merci, LEZIKO
  14. LEZIKO

    résolu ✔ Rôles aléatoires bug

    effectivement mais ça reste gâce à ton premier message sur ton hypothèse que ce soit le nombre de joueurs en tout cas je ne serais comment te remercier mais merci énormément LEZIKO
  15. LEZIKO

    résolu ✔ Rôles aléatoires bug

    Alors j'ai test plusieurs fois enfaite j'ai remplacé {lg.maxplayer} par 8 comme ça comme y'a que 8 rôles ça devrait mieux fonctionner donc j'ai suivi ce que t'as dit et pour l'instant plus de problème donc je pense que c'est réglé après faudra continuer mais j'ai test une dizaine de fois et j'ai toujours eu un rôle aléatoire Merci beaucoup
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