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Posts posted by Omega Ciccio
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Characters stile RTP dei protagonisti di KH^^
L'autore è Waller.
Sora
http://img227.imageshack.us/img227/2986/sorachara21fs.png
Riku
http://img215.imageshack.us/img215/4402/rikuchara22is.png
http://img216.imageshack.us/img216/5020/rikunew3xe.png
Kairi
http://img468.imageshack.us/img468/6430/kairi5zz.png
http://img398.imageshack.us/img398/2013/kairinew5fj.png
Pippo
http://img216.imageshack.us/img216/1483/pippochara2hv.png
Paperino
http://img49.imageshack.us/img49/7619/donaldduckchara8df.png
Cloud
http://img59.imageshack.us/img59/1908/cloudchara3vh.png
EDIT: aggiungo anche Roxas e un'altra versione di Sora. L'autore del primo è Atakino, mentre quello di Sora è GreenRaven °ç°
Roxas
http://i11.photobucket.com/albums/a177/Zane_alton/54copy.png
Sora
http://img124.imageshack.us/img124/281/9s536bygreenraven2m5m2duo5.png
Ciauz!
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Bob Sinclair - Rock This Party
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Guardate questi due fantastici giochi su KH fatti con rmxp:
Kingdom Hearts The Keyblades War
O.O ç_ç
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Ecco qui un utilissimo programmino ke permette di kreare gli script in linguaggio ruby x rmxp senza usare lo script editor del prog. in questione. Creato da Near Fantastica's.
Near Fantastica's RGSS Scripter
Enjoy!
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Volevo segnalare un ottimo sito dove reperire song di GdR:
PS: se scaricare le song è illegale, ditemelo che tolgo il link ;).
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Thanks Marigno :happy: .
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Gulp... sorry... non lo sapevo, altrimenti, non l'avrei postato^^.
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Kingdom Hearts Menu
Descrizione
Menù con layout stile Kingdom Hearts
Autore
Leon Blade
Allegati
Demo
KH Menu
Demo_For_Kingdom_Hearts_Menu.zip
Screens
http://i20.photobucket.com/albums/b213/Leo...yMom/khmenu.jpg
http://i20.photobucket.com/albums/b213/Leo...Mom/journal.jpg
http://i20.photobucket.com/albums/b213/Leo...MyMom/paper.jpgIstruzioni per l'uso
Dal topic originale:
Okay now I will explain to you how everything works... First off there is the two different items scenes, Item and Item2.
Item one displays only regular items. Item two displays only synthesis items, which are defined by a new attribute in the systems tab, ID 17 called Synth. Items.
After you do all of that there is the party command. You may not see it yet so turn on Switch[1] and you will get the command.
Now the last thing to discuss took me about 23 min to make. Its the journal scene. To use this press LEFT or RIGHT to flip between 3 pages. This works by using variables and switches.
Variable[1] is called Page Number. When Variable[1] = 0 you are on page 1, Var[1] = 1 your on page 2.
This keeps going on like this. The maximum page is set in Scene_Journal. It will say
if $game_variables[1] = 3
change the 3 to the maximum page number.
The switches are for when you do certain things a switch activates and it gets writen in your Journal. The journal writing is well explained in Window_Journal. But ill explain it again.
The writing goes onto the paper. The lines increse 32 Y cordinates every line and 42 every small break. Switches activate the journal entrys and variables determine what page your on so if you see a
if $game_variables[1] == 0
that means the writing following this if command are on page 1 untill the if statment ends. Then it will most likly change to variables[1] == 1, then the following would be page 2 writing.
Thats all that you need to know to use this menu. The only trouble I had was making the different Item sections because I couldn't fine the code for armor element. But I found it and you can now use it.
-Leon Blade-
!REMEMBER GIVE ME CREDIT!
Script
#============================================================================== # Kingdom Hearts Menu # -Scripted by: Leon Blade- #------------------------------------------------------------------------------ # This menu was scripted by Leon Blade for FinalXemnas # Created after Kingdom Hearts Menu #============================================================================== #================================ # Windows #================================ #---------------------------------------------------------------- # Window Base Add On(Used for displaying battlers) #---------------------------------------------------------------- class Window_Base < Window def draw_actor_battler_graphic(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end end #---------------------------------------------------------------- # Extra Window(Contains Playtime and Step Counter) #---------------------------------------------------------------- class Window_Extra < Window_Base #-------------------------------------------------------------------------- # ? Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 104) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Play Time" window font self.contents.font.size = $defaultfontsize refresh end #-------------------------------------------------------------------------- # ? Displays #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Play Time") self.contents.draw_text(300, 0, 120, 32, "Number of Steps") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("d:d:d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) self.contents.draw_text(300, 32, 120, 32, $game_party.steps.to_s, 2) end #-------------------------------------------------------------------------- # ? Update #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end #---------------------------------------------------------------- # Gold(Displays your curency and how much) #---------------------------------------------------------------- class Window_Gold < Window_Base #-------------------------------------------------------------------------- # ? Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 168) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Gold" window font self.contents.font.size = $defaultfontsize refresh end #-------------------------------------------------------------------------- # ? Display #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end end #---------------------------------------------------------------- # Map(Lets $map_infos = @map_id) #---------------------------------------------------------------- class Game_Map def name $map_infos[@map_id] end end #---------------------------------------------------------------- # Title(Checks your map in data files) #---------------------------------------------------------------- class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end #---------------------------------------------------------------- # Mapname(Displays current location) #---------------------------------------------------------------- class Window_Mapname < Window_Base #-------------------------------------------------------------------------- # Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 56) self.contents = Bitmap.new(width - 52, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize refresh end #-------------------------------------------------------------------------- # Display #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color new_name = $game_map.name.tr("/*","") self.contents.draw_text(500, -5, 320, 32, new_name.to_s) self.contents.draw_text(5, -5, 320, 32, "Location") end end #---------------------------------------------------------------- # Menu Status 1(Displays stats for hero in slot 1) #---------------------------------------------------------------- class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ? Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 320) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ? Display #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size if @item_max > 0 actor = $game_party.actors[0] draw_actor_battler_graphic(actor, 55, 190) draw_actor_name(actor, 40, -8) draw_actor_level(actor, 0, 190) draw_actor_hp(actor, 0, 212) draw_actor_sp(actor, 0, 234) draw_actor_state(actor, 0, 256) end end #-------------------------------------------------------------------------- # ? Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #---------------------------------------------------------------- # Menu Status 2(Displays stats for hero in slot 2) #---------------------------------------------------------------- class Window_MenuStatus2 < Window_Selectable #-------------------------------------------------------------------------- # ? Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 320) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ? Display #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size if @item_max > 1 actor = $game_party.actors[1] draw_actor_battler_graphic(actor, 55, 190) draw_actor_name(actor, 40, -8) draw_actor_level(actor, 0, 190) draw_actor_hp(actor, 0, 212) draw_actor_sp(actor, 0, 234) draw_actor_state(actor, 0, 256) end end #-------------------------------------------------------------------------- # ? Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #---------------------------------------------------------------- # Menu Status 3(Displays stats for hero in slot 3) #---------------------------------------------------------------- class Window_MenuStatus3 < Window_Selectable #-------------------------------------------------------------------------- # ? Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 320) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ? Display #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size if @item_max > 2 actor = $game_party.actors[2] draw_actor_battler_graphic(actor, 60, 190) draw_actor_name(actor, 40, -8) draw_actor_level(actor, 0, 190) draw_actor_hp(actor, 0, 212) draw_actor_sp(actor, 0, 234) draw_actor_state(actor, 0, 256) end end #-------------------------------------------------------------------------- # ? Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #---------------------------------------------------------------- # Item(Item window to not display items of synthesis) # # To make an item synthesis make a new attribute in the # systems tab ID: 17 and select it to all synthesis items. #---------------------------------------------------------------- class Window_Item < Window_Selectable def initialize super(0, 64, 640, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize @column_max = 2 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end def item return @data[self.index] end def refresh(item_kind = 0) if self.contents != nil self.contents.dispose self.contents = nil end @data = [] case item_kind when 0 for i in 1...$data_items.size if $game_party.item_number(i) > 0 and not $data_items[i].element_set.include?(17) @data.push($data_items[i]) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and not $data_weapons[i].element_set.include?(17) @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and not $data_armors[i].guard_element_set.include?(17) @data.push($data_armors[i]) end end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #---------------------------------------------------------------- # Item2(Item window to display items of synthesis) # # To make an item synthesis make a new attribute in the # systems tab ID: 17 and select it to all synthesis items. #---------------------------------------------------------------- class Window_Item2 < Window_Selectable def initialize super(0, 64, 640, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize @column_max = 2 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end def item return @data[self.index] end def refresh(item_kind = 0) if self.contents != nil self.contents.dispose self.contents = nil end @data = [] case item_kind when 0 for i in 1...$data_items.size if $game_party.item_number(i) > 0 and $data_items[i].element_set.include?(17) @data.push($data_items[i]) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and $data_weapons[i].element_set.include?(17) @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and $data_armors[i].guard_element_set.include?(17) @data.push($data_armors[i]) end end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) self.contents.font.name = $defaultfonttype # "Main" window font self.contents.font.size = $defaultfontsize item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #---------------------------------------------------------------- # Journal(Used in displaying things that happen) #---------------------------------------------------------------- class Window_Journal < Window_Base #-------------------------------------------------------------------------- # Set up #-------------------------------------------------------------------------- def initialize super(55, 55, 640, 640) self.contents = Bitmap.new(width - 52, height - 52) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize refresh end #-------------------------------------------------------------------------- # Draws info on screen #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color if $game_variables[1] == 0 # Page 1 if $game_switches[3] == true self.contents.draw_text(4, -9, 320, 32, "This is just an example of the journal and how cool it") self.contents.draw_text(4, 23, 320, 32, "it can be. To make it work or to add messages first") self.contents.draw_text(4, 55, 320, 32, "you need to make a switch that activates this in the") self.contents.draw_text(4, 87, 320, 32, "journal so you may view it. Then in Window_Journal") self.contents.draw_text(4, 119, 320, 32, "write in ''if $game_switches[?] == true'' after font color.") self.contents.draw_text(4, 151, 320, 32, "The ? stands for the switch follow this example to make") self.contents.draw_text(4, 183, 320, 32, "Your own entrys. The cordinates are as follows. Every") self.contents.draw_text(4, 215, 320, 32, "line you add on 32 to the last one so the first line is -9") self.contents.draw_text(4, 247, 320, 32, "you would add 32 to that and get 23. To skip a line or") self.contents.draw_text(4, 279, 320, 32, "make a small space add on 42 instead of 32 this will") self.contents.draw_text(4, 311, 320, 32, "seperate different entrys. Learn more view Window_Journal.") self.contents.draw_text(4, 353, 320, 32, "-Leon Blade-") end end if $game_variables[1] == 1 # Page 2 self.contents.draw_text(4, -9, 320, 32, "Just testing the page 2") end # Okay now that your here, here is how you make new pages. Okay first make a new variable # in this case its [1]. The pages will work as such. Variable 1 will control page number. # When its at 0 the page is 1, when its at 1 the page is 2. Here is a chart... # # Ammount - Page # 0 1 # 1 2 # 2 3 # 3 4 # 4 5 # 5 6 # # You get the idea. Now to control the pages start with if $game_variables[1] == 0 then that # means if page 1 is open... then you use switches to control journal entrys. Now lets say you want # a new page. After the first page's end from the first if variable, make another one only it should # say if $game_variables[1] == 1 which means, if Page 2 open... then display that page. Look at # Scene_Journal to see how you control viewing the pages. end end #================================ # Scenes #================================ #---------------------------------------------------------------- # Item 1(Used for regular items) #---------------------------------------------------------------- class Scene_Item #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def main # ????????????????????? @help_window = Window_Help.new @item_window = Window_Item.new # ????????????? @item_window.help_window = @help_window # ????????????? (???·?????????) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # ????????? Graphics.transition # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ????????? Graphics.freeze # ???????? @help_window.dispose @item_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ???????? @help_window.update @item_window.update @target_window.update # ??????????????????: update_item ??? if @item_window.active update_item return end # ???????????????????: update_target ??? if @target_window.active update_target return end end #-------------------------------------------------------------------------- # ? ?????? (??????????????????) #-------------------------------------------------------------------------- def update_item # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ??????????? $game_switches[2] = false $scene = Scene_Menu.new(0) return end # C ?????????? if Input.trigger?(Input::C) # ????????????????????????? @item = @item_window.item # ???????????? unless @item.is_a?(RPG::Item) # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ???????? unless $game_party.item_can_use?(@item.id) # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ?? SE ??? $game_system.se_play($data_system.decision_se) # ?????????? if @item.scope >= 3 # ????????????????? @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # ???? (??/??) ????????????? if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end # ???????????? else # ??????? ID ?????? if @item.common_event_id > 0 # ????????????? $game_temp.common_event_id = @item.common_event_id # ???????? SE ??? $game_system.se_play(@item.menu_se) # ?????? if @item.consumable # ????????? 1 ??? $game_party.lose_item(@item.id, 1) # ???????????????? @item_window.draw_item(@item_window.index) end # ?????????? $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # ? ?????? (???????????????????) #-------------------------------------------------------------------------- def update_target # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ???????????????????? unless $game_party.item_can_use?(@item.id) # ???????????????? @item_window.refresh end # ????????????? @item_window.active = true @target_window.visible = false @target_window.active = false return end # C ?????????? if Input.trigger?(Input::C) # ???????????? if $game_party.item_number(@item.id) == 0 # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ??????????? if @target_window.index == -1 # ??????????????????? used = false for i in $game_party.actors used |= i.item_effect(@item) end end # ??????????? if @target_window.index >= 0 # ??????????????????????? target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end # ?????????? if used # ???????? SE ??? $game_system.se_play(@item.menu_se) # ?????? if @item.consumable # ????????? 1 ??? $game_party.lose_item(@item.id, 1) # ???????????????? @item_window.draw_item(@item_window.index) end # ????????????????? @target_window.refresh # ????? if $game_party.all_dead? # ?????????????? $scene = Scene_Gameover.new return end # ??????? ID ?????? if @item.common_event_id > 0 # ????????????? $game_temp.common_event_id = @item.common_event_id # ?????????? $scene = Scene_Map.new return end end # ????????????? unless used # ??? SE ??? $game_system.se_play($data_system.buzzer_se) end return end end end #---------------------------------------------------------------- # Item 2(Used for Materials scene) #---------------------------------------------------------------- class Scene_Item2 #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def main # ????????????????????? @help_window = Window_Help.new @item_window = Window_Item2.new # ????????????? @item_window.help_window = @help_window # ????????????? (???·?????????) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # ????????? Graphics.transition # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ????????? Graphics.freeze # ???????? @help_window.dispose @item_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ???????? @help_window.update @item_window.update @target_window.update # ??????????????????: update_item ??? if @item_window.active update_item return end # ???????????????????: update_target ??? if @target_window.active update_target return end end #-------------------------------------------------------------------------- # ? ?????? (??????????????????) #-------------------------------------------------------------------------- def update_item # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ??????????? $game_switches[2] = false $scene = Scene_Menu.new(0) return end # C ?????????? if Input.trigger?(Input::C) # ????????????????????????? @item = @item_window.item # ???????????? unless @item.is_a?(RPG::Item) # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ???????? unless $game_party.item_can_use?(@item.id) # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ?? SE ??? $game_system.se_play($data_system.decision_se) # ?????????? if @item.scope >= 3 # ????????????????? @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # ???? (??/??) ????????????? if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end # ???????????? else # ??????? ID ?????? if @item.common_event_id > 0 # ????????????? $game_temp.common_event_id = @item.common_event_id # ???????? SE ??? $game_system.se_play(@item.menu_se) # ?????? if @item.consumable # ????????? 1 ??? $game_party.lose_item(@item.id, 1) # ???????????????? @item_window.draw_item(@item_window.index) end # ?????????? $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # ? ?????? (???????????????????) #-------------------------------------------------------------------------- def update_target # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ???????????????????? unless $game_party.item_can_use?(@item.id) # ???????????????? @item_window.refresh end # ????????????? @item_window.active = true @target_window.visible = false @target_window.active = false return end # C ?????????? if Input.trigger?(Input::C) # ???????????? if $game_party.item_number(@item.id) == 0 # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ??????????? if @target_window.index == -1 # ??????????????????? used = false for i in $game_party.actors used |= i.item_effect(@item) end end # ??????????? if @target_window.index >= 0 # ??????????????????????? target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end # ?????????? if used # ???????? SE ??? $game_system.se_play(@item.menu_se) # ?????? if @item.consumable # ????????? 1 ??? $game_party.lose_item(@item.id, 1) # ???????????????? @item_window.draw_item(@item_window.index) end # ????????????????? @target_window.refresh # ????? if $game_party.all_dead? # ?????????????? $scene = Scene_Gameover.new return end # ??????? ID ?????? if @item.common_event_id > 0 # ????????????? $game_temp.common_event_id = @item.common_event_id # ?????????? $scene = Scene_Map.new return end end # ????????????? unless used # ??? SE ??? $game_system.se_play($data_system.buzzer_se) end return end end end #---------------------------------------------------------------- # Journal(Viewing things that have happened in the game #---------------------------------------------------------------- class Scene_Journal #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def main @command_window = Window_Journal.new @command_window.opacity = 0 @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title("paper") @sprite.x = 25 Graphics.transition # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ????????? Graphics.freeze # ???????? @command_window.dispose @sprite.dispose end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ???????? @command_window.update @sprite.update if @command_window.active update_command return end end #-------------------------------------------------------------------------- # ? ?????? (??????????????????) #-------------------------------------------------------------------------- def update_command # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ?????????? $scene = Scene_Map.new return end if Input.trigger?(Input::LEFT) if $game_variables[1] <= 0 $game_system.se_play($data_system.buzzer_se) else Audio.se_play("Audio/SE/" + "046-Book01", 100, 100) $game_variables[1] -= 1 @command_window.dispose @command_window = Window_Journal.new @command_window.opacity = 0 end end if Input.trigger?(Input::RIGHT) if $game_variables[1] >= 2 $game_system.se_play($data_system.buzzer_se) else Audio.se_play("Audio/SE/" + "046-Book01", 100, 100) $game_variables[1] += 1 @command_window.dispose @command_window = Window_Journal.new @command_window.opacity = 0 end end return end end #---------------------------------------------------------------- # Menu #---------------------------------------------------------------- class Scene_Menu #-------------------------------------------------------------------------- # ? Initialize the menus # menu_index : The index of the initial selected item on the command menu # (0 = the first item on the menu, with the number increasing # by one for each command below the top command) #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # ? Set up the menu, processes the user's actions in the main loop, # and then disposes of the objects #-------------------------------------------------------------------------- def main # Set up command window if $game_switches[1] == true s1 = "Items" s2 = "Skills" s3 = "Equip" s4 = "Status" s5 = "Materials" s6 = "Journal" s7 = "Party" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.y = 56 @command_window.index = @menu_index else s1 = "Items" s2 = "Skills" s3 = "Equip" s4 = "Status" s5 = "Materials" s6 = "Journal" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.y = 56 @command_window.index = @menu_index end if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # Set up play mapname window @map_window = Window_Mapname.new @map_window.x = 0 @map_window.y = 0 # Set up extra window @extra_window = Window_Extra.new @extra_window.x = 160 @extra_window.y = 376 # Set up gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 312 # Set up status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 56 # Set up status window 2 @status_window2 = Window_MenuStatus2.new @status_window2.x = 320 @status_window2.y = 56 # Set up status window 2 @status_window3 = Window_MenuStatus3.new @status_window3.x = 480 @status_window3.y = 56 # Set up status @window_status = Window_MenuStatus4.new @window_status.x = 160 @window_status.y = 56 @window_status.opacity = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze # Clean up @command_window.dispose @map_window.dispose @gold_window.dispose @status_window.dispose @status_window2.dispose @status_window3.dispose @window_status.dispose @extra_window.dispose end #-------------------------------------------------------------------------- # ? Update the contents of all five windows on the main menu #-------------------------------------------------------------------------- def update @command_window.update @gold_window.update @status_window.update @map_window.update @status_window2.update @status_window3.update @extra_window.update @window_status.update if @command_window.active update_command return end if @window_status.active update_status return end end #-------------------------------------------------------------------------- # ? Update the command menu window in response to user input #-------------------------------------------------------------------------- def update_command # Cancel key is pressed if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end # Decision key is pressed if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 # Item selected $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 # Skill selected $game_system.se_play($data_system.decision_se) @command_window.active = false @window_status.active = true @window_status.index = 0 when 2 # Equipment selected $game_system.se_play($data_system.decision_se) @command_window.active = false @window_status.active = true @window_status.index = 0 when 3 # Status selected $game_system.se_play($data_system.decision_se) @command_window.active = false @window_status.active = true @window_status.index = 0 when 4 # Materials selected $game_system.se_play($data_system.decision_se) $scene = Scene_Item2.new when 5 # Journal selected $game_system.se_play($data_system.decision_se) $scene = Scene_Journal.new when 6 # Party selected $game_system.se_play($data_system.decision_se) $scene = Scene_Switch.new(false, 1, 3) end return end end #-------------------------------------------------------------------------- # ? Update the status of a menu opened through the main menu #-------------------------------------------------------------------------- def update_status # Cancel key pressed if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @window_status.active = false @window_status.index = -1 return end # Make a decision if Input.trigger?(Input::C) case @command_window.index when 1 # Skill Window if $game_party.actors[@window_status.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@window_status.index) when 2 # Equipment Window $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@window_status.index) when 3 # Staus Window $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@window_status.index) end return end end end
Party Command#============================================================================== # Window_SwitchStatus class definition #------------------------------------------------------------------------------ # A window that displays the status of a character being selected. # # By exseiken, October 06, 2004 (v. 1.01) #============================================================================== class Window_SwitchStatus < Window_Base #---------------------------------------------------------------------------- # Construct the window: create the contents bitmap. #---------------------------------------------------------------------------- def initialize # create the window and initialize its contents super(256, 0, 384, 128) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end #---------------------------------------------------------------------------- # Draw the status on an actor on the window's contents. # # Parameters: # actor: The actor to put on the screen #---------------------------------------------------------------------------- def draw_actor_status(actor) # clear the contents of the bitmap self.contents.clear # if the actor to draw is nil, leave the window empty if actor == nil return end # draw the actor's graphic draw_actor_graphic(actor, 12, 88) # draw the actor's name, level draw_actor_name(actor, 94, 0) draw_actor_level(actor, 288, 0) draw_actor_hp(actor, 94, 32) draw_actor_sp(actor, 94, 64) end end #============================================================================== # Window_SwitchReserve class definition #------------------------------------------------------------------------------ # A window that displays all characters available to pick in the party. Offers # a cursor to select them # # By exseiken, October 06, 2004 (v. 1.01) #============================================================================== class Window_SwitchReserve < Window_Selectable #---------------------------------------------------------------------------- # Window constructor. Create the contents bitmap and fill it with all # characters that are not into the party, but that are loaded in the data # member of the Game_Actors global object. # # Parameters: # max_size: The maximum of characters that can fit into that # window #---------------------------------------------------------------------------- def initialize(max_size) # initialize the window and its contents super(256, 128, 384, 352) self.contents = Bitmap.new(width - 32, ((max_size & ~(0x01)) << 5) + ((max_size & 0x01) << 6)) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize # initialize the list for the first time @actor_list = $game_actors.data.clone # remove currently active party members $game_party.actors.each do |actor| @actor_list[actor.actor_id] = nil end # remove all actors that are unavailable $game_actors.data.each do |actor| if actor != nil and actor.unavailable @actor_list[actor.actor_id] = nil end end # remove all holes in the list @actor_list.compact! # set the maximum of characters the list can contain @item_max = max_size # 2 columns @column_max = 2 # select the first item @index = 0 # default: unactive self.active = false # draw the window's contents refresh # draw the cursor rectangle update_cursor_rect end #---------------------------------------------------------------------------- # Update the contents of the window: clear the contents bitmap, then rebuild # it. #---------------------------------------------------------------------------- def refresh # clear the contents of the bitmap self.contents.clear # display all actors for i in 0..@actor_list.size # get the concerned actor actor = @actor_list[i] # if the actor is non-nil, draw it if actor != nil # get the coordinates x = (i & 0x01) == 1 ? self.width / @column_max : 0 y = (i >> 0x01) * 64 # draw the actor's sprite draw_actor_graphic(actor, x + 24, y + 48) # draw the actor's name draw_actor_name(actor, x + 64, y + 2) end end end #---------------------------------------------------------------------------- # Update the position rectangle of the cursor. #---------------------------------------------------------------------------- def update_cursor_rect # if the screen is not active, or the cursor is invalid, don't display the # cursor if not active or @index < 0 # set an empty cursor self.cursor_rect.empty # stop return end # get the row of the item row = @index / @column_max # if the cursor went over the window, scroll up if row < self.top_row # set the top row as the current row self.top_row = row end # if the cursor went farther than the bottom of the window, scroll down if row > self.top_row + (self.page_row_max - 1) # set the bottom row as the current row self.top_row = row - (self.page_row_max - 1) end # set the width of the cursor cursor_width = self.width / @column_max - 32 # get the upper-left coordinates of the window x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 64 - self.oy # set the cursor rectangle self.cursor_rect.set(x, y, cursor_width, 64) end #---------------------------------------------------------------------------- # Takes a character, put in into the list at the selected position, and # returns the character that was presently there. If there was no # character, returns nil. # # Parameters: # actor_to_switch: The character to put at the selected position #---------------------------------------------------------------------------- def swap_characters(actor_to_switch) # store the old actor (needed for swapping) old_actor = @actor_list[@index] # put the new actor at the place @actor_list[@index] = actor_to_switch # redraw the window refresh # return the old actor return old_actor end #---------------------------------------------------------------------------- # Update the help window. (Here, the help window is really the actor status # window.) #---------------------------------------------------------------------------- def update_help # draw the selected actor's name, level, status conditions and stats @help_window.draw_actor_status(@actor_list[@index]) end #-------------------------------------------------------------------------- # Return the index of the top row, that is, the first row that is displayed # on the window. #-------------------------------------------------------------------------- def top_row # divide the coordinate of the top of the bitmap by the cursor's height, # 64, returning the index of the top row return self.oy / 64 end #-------------------------------------------------------------------------- # Validate, and set the top row to a new value. The validation makes sure # that the new row is not off-limits. # # Parameters: # row : the index of the row to be set as the new top row #-------------------------------------------------------------------------- def top_row=(row) # forces the new row to be positive if row < 0 row = 0 end # forces the new row to be less or equal to the maximum if row > row_max - 1 row = row_max - 1 end # return the top of the window by multiplying it by the height of the # cursor window: 64. self.oy = row * 64 end #-------------------------------------------------------------------------- # Return the maximum amount of rows that can #-------------------------------------------------------------------------- def page_row_max # return the maximum of rows fitting in a page by dividing the # height of the bitmap by the height of a window, 64 return (self.height - 32) / 64 end end #============================================================================== # Window_SwitchParty class definition #------------------------------------------------------------------------------ # A window that displays all 4 character slots in the party, and offers a # cursor to modify it. # # By exseiken, October 04, 2004 #============================================================================== class Window_SwitchParty < Window_Selectable #---------------------------------------------------------------------------- # Create public access variables #---------------------------------------------------------------------------- attr_reader :new_party # The party shown in the window [R-O] #---------------------------------------------------------------------------- # Window's constructor. Create the window's contents, makes a copy of the # current party, then stocks it into member variable new_party, for later # use. #---------------------------------------------------------------------------- def initialize() # create the window and its contents super(0, 0, 256, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize # copy the party @new_party = $game_party.actors.clone # always 4 party members @item_max = 3 # select the first character if @new_party.size > 0 @index = @new_party.index(@new_party.first ) else @index = 0 end # draw the window's contents refresh # update the cursor rectangle update_cursor_rect end #---------------------------------------------------------------------------- # Return the actor currently selected. #---------------------------------------------------------------------------- def actor # return the selected actor, or nil if none @new_party[@index] end #---------------------------------------------------------------------------- # Update the contents of the window: clear the contents bitmap, then rebuild # it. #---------------------------------------------------------------------------- def refresh # clear the contents of the bitmap self.contents.clear # draw each non-null party member for i in 0..@new_party.size - 1 # get the actor actor = @new_party[i] # if the actor is valid, draw it on the screen if actor != nil # calculate the y coordinate y = 160 * i # draw the actor's graphic draw_actor_graphic(actor, 24, y + 80) # draw the actor's name draw_actor_name(actor, 64, y + 20) # if the actor is not available, write in red "can't select" if actor.mandatory self.contents.font.color = Color.new(255, 0, 0, 255) self.contents.draw_text_shadow(0, y, 224, 32, "Must Be In Party", 1) end end end end #---------------------------------------------------------------------------- # Update the position rectangle of the cursor. #---------------------------------------------------------------------------- def update_cursor_rect # reset the cursor rectangle self.cursor_rect.set(0, 160 * @index, width - 32, 96) end #---------------------------------------------------------------------------- # Change the actor selected for another, then redraw the entire window. # # Parameters: # actors: The actor that will replace the selected one #---------------------------------------------------------------------------- def change_selection(actor) # change the actor (can be nil to remove it) @new_party[@index] = actor # redraw the window refresh end #---------------------------------------------------------------------------- # Update the help window. (Here, the help window is really the actor status # window.) #---------------------------------------------------------------------------- def update_help # draw the selected actor's name, level, status conditions and stats @help_window.draw_actor_status(@new_party[@index]) end end #============================================================================== # Scene_Switch class definition #------------------------------------------------------------------------------ # This class represents the party switching sub-screen. It allows the player # to switch in and out characters from the party. Characters that are not in # the party but that are available are said 'in reserve'. # # Characters available are those that exist in Game_Actors::data and whose # property unavailable is set to false. In the default script, an actor is # loaded in Game_Actors::data when s/he is added for the very first time in the # party and is never deleted, unless it's done explicitly with scripts. # # This script requires you to create 2 additional attributes for the Game_Actor # class: mandatory and unavailable. Both are boolean values. # # Mandatory is a boolean variable that, when set to true, means that the actor # can't be switched out of the party. This is useful for main characters, that # are in many RPGs required most of the time, if not always. The switch screen # will display the word "Mandatory" in red above an actor that can't be put out # of the party. # # Unavailable is another boolean variable that, when set to true, means that # although the actor is defined in Game_Actors::data, won't appear in the # reserve window. This is useful when a character leaves the party in the # story, but you don't want to reset his stats and name when s/he comes back. # # Usage of this script requires the 3 other files: Window_SwitchParty, # Window_SwitchReserve and Window_SwitchStatus, as well as a few modifications # of the default scripts: # # 1 - In Game_Actor, add in the class definition (under "class Game_Actor # [...]"): # attr_reader :actor_id # attr_accessor :mandatory # attr_accessor :unavailable # # 2 - Again, in Game_Actor, add in the setup method (under "def setup"): # mandatory = false # unavailable = false # # 3 - In Game_Actors (with an "s"!) add in the class definition: # attr_accessor :data # # 4 - In Game_Party, change: # attr_reader :actors # for # attr_accessor :actors # # By exseiken, October 04, 2004 #============================================================================== class Scene_Switch #---------------------------------------------------------------------------- # Initialize the sub-screen. If it was called from the menu, it will return # to the main menu when closed, otherwise, it will return to the map. # # Parameters: # from_menu: Determines whether or not the scene was called from # the menu or not [true|false] # min_size: The minimum amount of characters that the new party # must have [1; 4] # max_size: The maximum amount of characters that the new party # must have [min_size; 4] #---------------------------------------------------------------------------- def initialize(from_menu, min_size = 1, max_size = 3) # store the data telling whether or not the scene was called from the menu @from_menu = from_menu # store the array bounds for the max_size and min_size @min_size = [[min_size, 1].max, 3].min @max_size = [[max_size, @min_size].max, 3].min end #---------------------------------------------------------------------------- # The main routine, controlling the life of the object. #---------------------------------------------------------------------------- def main # create the window containing the current party members @party_window = Window_SwitchParty.new # create the window containing all available party members @reserve_window = Window_SwitchReserve.new(10) # create the window showing information about the selected character, be it # from the party window or from the reserve window @status_window = Window_SwitchStatus.new # if the party is empty, the active window is reserve_window, otherwise # it's the party window if $game_party.actors.size == 0 @party_window.active = false else @reserve_window.active = false end # set this status window as the two other windows' help window @party_window.help_window = @status_window @reserve_window.help_window = @status_window # display the transition Graphics.transition # enter the main loop loop do # flip the screen Graphics.update # get the buttons pressed Input.update # update the sub-screen update # if the scene has changed, return if $scene != self break end end # stop drawing graphics Graphics.freeze # destroy the sub-windows @status_window.dispose @reserve_window.dispose @party_window.dispose end #---------------------------------------------------------------------------- # Method called on every frame: update the contents of the scene (the 3, # windows) and read on the keyboard. #---------------------------------------------------------------------------- def update # update all sub-windows @party_window.update @reserve_window.update @status_window.update # if the active screen is party_window, update it, else update the reserve # window if @party_window.active update_party return else update_reserve return end end #---------------------------------------------------------------------------- # Called when the focus is on the party window. Read on the keyboard and # update the state of the scene according to the buttons pressed. If the # played pressed B while this mode is on, the new party will be set and # the scene will close. #---------------------------------------------------------------------------- def update_party # if the B (back) button was pressed, return to the preceeding screen if Input.trigger?(Input::cool.gif # remove all holes in the party new_party = @party_window.new_party.compact # get the number of party members n = new_party.size # if the party doesn't have an acceptable amount of party members, don't # allow quitting the sub-screen if n < @min_size or n > @max_size # play the buzzer and exit $game_system.se_play($data_system.buzzer_se) return end # play the confirm sound $game_system.se_play($data_system.decision_se) # set the new party $game_party.actors = new_party # return to the calling scene if @from_menu $scene = Scene_Menu.new(5) else $scene = Scene_Menu.new(5) end # refresh the player's sprite $game_player.refresh # skip (optimizing) return # if the C (confirm) button was pressed, switch the control to the reserve # window elsif Input.trigger?(Input::C) # if the selected character is not nil, and is unavailable, play the buzzer if(@party_window.actor != nil and @party_window.actor.mandatory) # play the buzzer $game_system.se_play($data_system.buzzer_se) else # play the decision sound $game_system.se_play($data_system.decision_se) # unactivate the party window @party_window.active = false # activate the reserve window @reserve_window.active = true end end end #---------------------------------------------------------------------------- # Called when the focus is on the reserve window. Read on the keyboard and # update the state of the scene according to the buttons pressed. #---------------------------------------------------------------------------- def update_reserve # if the B (back) button was pressed, give back the focus to the party # window if Input.trigger?(Input::cool.gif # play the cancel sound $game_system.se_play($data_system.decision_se) # unactivate the reserve window @reserve_window.active = false # activate the party window @party_window.active = true # skip return # if the C (confirm) button was pressed, switch the party member in reserve # with the one selected in the party elsif Input.trigger?(Input::C) # play the confirm sound $game_system.se_play($data_system.decision_se) # swap the 2 party members @party_window.change_selection(@reserve_window.swap_characters(@party_window.act or)) # unactivate the reserve window @reserve_window.active = false # activate the party window @party_window.active = true end end end -
Megaman Battle
Descrizione
Battle System stile MegamanAutore
dragonslayerAllegati
Screen
http://www.freewebs.com/rpgolamide/new_scr.JPG
Demo
Istruzioni per l'uso
Ricopio le istruzioni trovate nel topic originale:KEY InBattle Options A -> When bar fills open chip menu Z -> The same as A X -> Change Megaman to AI. Press Again to become Human Control C -> Shoot, while Control Player D -> The Same effect as X, but you Control Protoman Q -> Scroll Chips while in Battle to select chips W -> The same Q Note: Battle chips do no effect in battle # It will be updated in the future Note: You can only use one Person at a time ex. If Megaman is controlled by You them Protoman is AI. The same occurs vice-versa Chip Selection Options X -> Add chip to the slot C -> Remove chip from slot A -> Chip Description On Map Option X -> To open Menu Note: Only Save and Sub Chip work so far
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Ci sta provando alla grande

^^ Non è che mi dispiacerebbe diventare risorsista, e cmq, come diceva Marigno, chi ci guadagna è la community :happy: .
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Certo, sono già in corso i preparativi per le nozze XD.
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Ecco qui dei chara raffiguranti studenti orientali e il tiles della scuola, con tanto di autotile dei muri ^_^
Autotiles
http://naramura.kdn.ne.jp/game/neo_rtp/autotile/001S_kabe.png
Tileset
http://naramura.kdn.ne.jp/game/neo_rtp/tileset/001-P_School01.png
Allego invece i chracters in un arhivio Rar:
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Tileset e Autotiles del terreno RTP Grassland.
Autotiles
http://naramura.kdn.ne.jp/game/sozai/tilesets/autotiles/002-G_Shadow01.png http://naramura.kdn.ne.jp/game/sozai/tilesets/autotiles/007-G_Undulation01.png http://naramura.kdn.ne.jp/game/sozai/tilesets/autotiles/008-G_Undulation02.png
Tileset
http://naramura.kdn.ne.jp/game/sozai/tilesets/rtp/001-Grassland01.png
EDIT: Visto che ci sono, posto anche il Background 3D
Background
Normale
http://naramura.kdn.ne.jp/game/sozai/battlebacks/side/001-Grassland01.jpg
3D
http://naramura.kdn.ne.jp/game/sozai/battlebacks/front/001-Grassland01.jpg
Spero vi servino ;) .
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Ehm, vuoto :O
"Enjoy!"
xDDDDDDDDDDDDDD
Che figura di m... ehm... eppure li avevo postati *_*... mha... cmq, adesso posso dirlo: Enjoy! XD
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Qualche personaggio di Inuyasha
Ecco un esempio:
Lord Sesshomaru
http://img19.imageshack.us/img19/5151/sesshoumaruiz6yi8.png
Inuyasha_Characters_by_Omega_Ciccio.rar
Sorry, ma non conosco l'autore >_<
Enjoy!
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Ops... allora scusa^^
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Ho cambiato il titolo, inserendo il tag corretto :P.
Comunque il progetto che citavi era questo: click.
Bravu, ottime risorse, continua così. ^^
:* XD
Cmq si, era quello il game che intendevo

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Non per essere pignolo, ma il gioco si chiama White Ties.
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Visto che qualcuno aveva in mente di fare un gioco su Hogwarts (non ricordo chi >_<), ho pensato che gli avrebbero fatto comodo questi characters e tilesets di harry potter, direttamente dal vecchio RPG Shrine^^. L'archivio contiene 12 personaggi + 2 tiles. Spero siano utili^_^.
L'autore dei tilesets è Zanyzora, mentre i chracters sono ad opera di Minlawc
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Corretto. ^^
Grazie per la segnalazione Omega :*.
^^
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Volevo aggiornare questo topic con un pacchetto di characters(sempre di star wars), ma con delle aggiunte ;)
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http://www.rpg-maker.fr/ressources/characters/dbz/005-Sangohan05-par-Ranger%20Gandalf.png
E per forza lo stesso, questo ghoan è identico a quello postato da te ;)
Ranger Gandalf
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Ne avevo visti alcuni simili, e l'autore era Ranger Gandalf (xò non so se sia lo stesso ç.ç )

*[Characters] Final Fantasy
in Donazione risorse grafiche XP
Posted · Edited by Omega Ciccio
Pacco contenenti vari personaggi di Final Fantasy. L'autore è Sithjester.
Final_Fantasy_Characters_Pack_by_Omega_Ciccio.rar