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Posts posted by Gidan90
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Non si potrebbe fare in modo che i personaggi KO non si rialzassero ad ogni azione? (almeno, con l'rtab fa così)pleaseeee è abbastanza fastidioso!

valentino eri riuscito in tutto questo tempo a risolvere il problema? ho provato le versioni successive ma non funzionano comunque con l'atb :/ l'unica che funziona è questa, ma risorgono i pg XD
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Grazie mille master! ;)
edit: sai dove posso trovarne delle altre? scusa se insisto ^^"
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dove posso trovare pictures tipo queste?
http://i462.photobucket.com/albums/qq350/ceromaru/f1t.png
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ABS v4.5 Battle System In Tempo Reale
Descrizione
Nuovo battle system in tempo reale
Autore
Mr.Mo "Muhammet Sivri"
Allegati
SCREEN: http://img79.imageshack.us/img79/8194/17711406uf2.th.png
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Scusate se nn ho specificato....
per l'esattezza ho modificato lo script base dell' rmxp e aggiunto qualcosa.
Cmq per quanto riguarda la demo a me funge... non lo so...
Per far funzionare lo script sostituite main con questo:
#================================================================ # ■ Main #================================================================ begin # Cambia la variabile $fontface per cambiare i font $fontface = "Arial" # Cambia la variabile $fontsize per cambiare la grandezza dei font $fontsize = 24 Graphics.freeze $scene = Scene_Title.new while $scene != nil $scene.main end Graphics.transition(20) rescue Errno::ENOENT filename = $!.message.sub("No such file or directory - ", "") print("File #{filename} was not found.") endora tornate alla classe *gidan status window
e inserite un # alla linea 591 dove dice "draw_actor_face(@actor, 10, 85)"
e toglietelo alla linea 592 "draw_actor_graphic(@actor, 40, 75)"
SCREEN: http://img292.imageshack.us/img292/3447/54373385ln0.th.png
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Gidan Status Window
Descrizione
Nuova status window... non è un gran ke, ma spero vi sia utile!
Autore
Gidan90
Allegati
DEMO: link
Istruzioni per l'uso
Incolla lo script sopra la classe main.
Codice
#====================================================================== # ¦ Window_Base #------------------------------------------------------------------------------ # ????????????????????????? #============================================================================== class Window_Base2 < Window #-------------------------------------------------------------------------- # Draw Actor Battle Picture #-------------------------------------------------------------------------- def draw_battlegraphic(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 #-------------------------------------------------------------------------- # Draw Actor Face #-------------------------------------------------------------------------- def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) self.contents.blt(x - fw / 23, y - fh, face, src_rect) end #-------------------------------------------------------------------------- # ? ????????? # x : ?????? X ?? # y : ?????? Y ?? # width : ??????? # height : ???????? #-------------------------------------------------------------------------- def initialize(x, y, width, height) super() @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose # ????????????????????????? if self.contents != nil self.contents.dispose end super end #-------------------------------------------------------------------------- # ? ????? # n : ????? (0~7) #-------------------------------------------------------------------------- def text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(128, 128, 255, 255) when 2 return Color.new(255, 128, 128, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) else normal_color end end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def normal_color return Color.new(255, 255, 255, 255) end #-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def disabled_color return Color.new(255, 255, 255, 128) end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def system_color return Color.new(192, 224, 255, 255) end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def crisis_color return Color.new(255, 255, 64, 255) end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def knockout_color return Color.new(255, 64, 0) end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super # ???????????????????? if $game_system.windowskin_name != @windowskin_name @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) end end #-------------------------------------------------------------------------- # ? ????????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # ? ????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end #-------------------------------------------------------------------------- # ? ?????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end #-------------------------------------------------------------------------- # ? ?????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end #-------------------------------------------------------------------------- def draw_actor_level2(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x + 22, y, 24, 32, actor.level.to_s, 2) end #-------------------------------------------------------------------------- # ? ????????????? # actor : ???? # width : ????? # need_normal : [??] ??????? (true / false) #-------------------------------------------------------------------------- def make_battler_state_text(battler, width, need_normal) # ??????? brackets_width = self.contents.text_size("[]").width # ???????????? text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # ??????????????? "[??]" ??? if text == "" if need_normal text = "[Nessuno]" end else # ?????? text = "[" + text + "]" end # ?????????? return text end #-------------------------------------------------------------------------- def make_battler_state_text2(battler, width, need_normal) # ??????? brackets_width = self.contents.text_size("[]").width # ???????????? text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # ??????????????? "[??]" ??? if text == "" if need_normal text = "Nessuno" end else # ?????? text = "[" + text + "]" end # ?????????? return text end #-------------------------------------------------------------------------- # ? ??????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # width : ????? #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- def draw_actor_state2(actor, x, y, width = 120) text = make_battler_state_text2(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- # ? EXP ??? # actor : ???? # x : ??? X ?? # y : ??? Y ?? #-------------------------------------------------------------------------- def draw_actor_exp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 32, "E") self.contents.font.color = normal_color self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2) self.contents.draw_text(x + 108, y, 12, 32, "/", 1) self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #-------------------------------------------------------------------------- # ? HP ??? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # width : ????? #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) # ??? "HP" ??? self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # MaxHP ??????????????? if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # HP ??? self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # MaxHP ??? if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end #-------------------------------------------------------------------------- # ? SP ??? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # width : ????? #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) # ??? "SP" ??? self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # MaxSP ??????????????? if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # SP ??? self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # MaxSP ??? if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end #-------------------------------------------------------------------------- # ? ???????? # actor : ???? # x : ??? X ?? # y : ??? Y ?? # type : ???????? (0~6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end #-------------------------------------------------------------------------- # ? Actor Barz #-------------------------------------------------------------------------- def draw_actor_barz(actor,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 + 1, height + 3, Color.new(0, 0, 0, 255)) self.contents.fill_rect(x, y, width + 1, height + 1, Color.new(0, 0, 0, 255)) w = width * e1.to_f / e2.to_f 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 end end #-------------------------------------------------------------------------- # ? ???????? # item : ???? # x : ??? X ?? # y : ??? Y ?? #-------------------------------------------------------------------------- def draw_item_name(item, x, y) if item == nil self.contents.draw_text(x + 28, y, 212, 32, " - ") return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(x + 28, y, 212, 32, item.name) end end #============================================================================== # ¦ Window_Status #------------------------------------------------------------------------------ # ??????????????????????????????? #============================================================================== class Window_Status < Window_Base2 #-------------------------------------------------------------------------- # ? ????????? # actor : ???? #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 410, 122) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_hp(@actor, 15, 10, 172) draw_actor_sp(@actor, 15, 50, 172) self.contents.font.color = normal_color self.contents.draw_text(220, 10, 150, 32, @actor.exp_s, 2) self.contents.draw_text(220, 50, 150, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(220, 10, 80, 32, "Exp:") self.contents.draw_text(220, 50, 80, 32, "Prossimo:") end end #============================================================================== # ¦ Window_Status2 #------------------------------------------------------------------------------ # ??????????????????????????????? #============================================================================== class Window_Status2 < Window_Base2 #-------------------------------------------------------------------------- # ? ????????? # actor : ???? #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 410, 160) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 22 draw_actor_parameter(@actor, 5, 10, 0) draw_actor_parameter(@actor, 5, 40, 1) draw_actor_parameter(@actor, 5, 70, 2) draw_actor_parameter(@actor, 5, 100, 3) draw_actor_parameter(@actor, 195, 20, 4) draw_actor_parameter(@actor, 195, 50, 5) draw_actor_parameter(@actor, 195, 80, 6) draw_actor_barz(@actor, 5, 10 + 25, "horizontal", 168, 1, @actor.atk, 999, Color.new(242, 2, 6, 255), Color.new(253, 53, 56, 255)) draw_actor_barz(@actor, 5, 40 + 25, "horizontal", 168, 1, @actor.pdef, 999, Color.new(228, 253, 48, 255), Color.new(238, 254, 124, 255)) draw_actor_barz(@actor, 5, 70 + 25, "horizontal", 168, 1, @actor.mdef, 999, Color.new(229, 78, 253, 255), Color.new(237, 134, 254, 255)) draw_actor_barz(@actor, 5, 100 + 25, "horizontal", 168, 1, @actor.str, 999, Color.new(254, 209, 154, 255), Color.new(253, 163, 53, 255)) draw_actor_barz(@actor, 195, 20 + 25, "horizontal", 168, 1, @actor.dex, 999, Color.new(222, 222, 222, 255), Color.new(255, 255, 255, 255)) draw_actor_barz(@actor, 195, 50 + 25, "horizontal", 168, 1, @actor.agi, 999, Color.new(8, 160, 253, 255), Color.new(119, 203, 254, 255)) draw_actor_barz(@actor, 195, 80 + 25, "horizontal", 168, 1, @actor.int, 999, Color.new(33, 253, 86, 255), Color.new(124, 254, 155, 255)) end def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int) if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int @new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_str = new_str @new_dex = new_dex @new_agi = new_agi @new_int = new_int refresh end end end #============================================================================== # ¦ Window_Status3 #------------------------------------------------------------------------------ # ??????????????????????????????? #============================================================================== class Window_Status3 < Window_Base2 #-------------------------------------------------------------------------- # ? ????????? # actor : ???? #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 410, 200) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 24 self.contents.font.color = system_color self.contents.draw_text(110, - 50, 150, 150, "Equipaggiamento:") self.contents.font.size = 20 draw_item_name($data_weapons[@actor.weapon_id], 0 + 16, 48) draw_item_name($data_armors[@actor.armor1_id], 0 + 16, 86) draw_item_name($data_armors[@actor.armor2_id], 0 + 16, 124) draw_item_name($data_armors[@actor.armor3_id], 0 + 186, 68) draw_item_name($data_armors[@actor.armor4_id], 0 + 186, 106) end end #============================================================================== # ¦ Window_Status4 #------------------------------------------------------------------------------ # ??????????????????????????????? #============================================================================== class Window_Status4 < Window_Base2 #-------------------------------------------------------------------------- # ? ????????? # actor : ???? #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 231, 60) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 24 cx = contents.text_size($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 #============================================================================== # ¦ Window_Status5 #------------------------------------------------------------------------------ # ??????????????????????????????? #============================================================================== class Window_Status5 < Window_Base2 #-------------------------------------------------------------------------- # ? ????????? # actor : ???? #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 231, 421) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size = 24 self.contents.font.color = system_color draw_actor_face(@actor, 10, 85) # draw_actor_graphic(@actor, 40, 75) self.contents.draw_text(10, 100, 96, 32, "Nome:") self.contents.font.color = normal_color draw_actor_name(@actor, 90, 100) self.contents.font.color = system_color self.contents.draw_text(10, 130, 96, 32, "Status:") self.contents.font.color = normal_color draw_actor_state2(@actor, 90, 130) self.contents.font.color = system_color self.contents.draw_text(10, 160, 96, 32, "Livello:") self.contents.font.color = normal_color draw_actor_level2(@actor, 90, 160) draw_battlegraphic(@actor, 100, 380) end end #============================================================================== # ¦ Scene_Status #------------------------------------------------------------------------------ # ??????????????????? #============================================================================== class Scene_Status #-------------------------------------------------------------------------- # ? ????????? # actor_index : ?????????? #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # ? ????? #-------------------------------------------------------------------------- def main # ??????? @actor = $game_party.actors[@actor_index] # Sets up the 1st status window @status_window1 = Window_Status.new(@actor) @status_window1.x = 230 @status_window1.y = 0 # Sets up the 2nd status window @status_window2 = Window_Status2.new(@actor) @status_window2.x = 230 @status_window2.y = 121 # Sets up the 3rd status window @status_window3 = Window_Status3.new(@actor) @status_window3.x = 230 @status_window3.y = 280 # Sets up the 4th status window @status_window4 = Window_Status4.new(@actor) @status_window4.x = 0 @status_window4.y = 420 # Sets up the 5th status window - battler @status_window5 = Window_Status5.new(@actor) @status_window5.x = 0 @status_window5.y = 0 # ????????? Graphics.transition # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ????????? Graphics.freeze # ???????? @status_window1.dispose @status_window2.dispose @status_window3.dispose @status_window4.dispose @status_window5.dispose end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ??????????? $scene = Scene_Menu.new(3) return end # R ?????????? if Input.trigger?(Input::R) # ???? SE ??? $game_system.se_play($data_system.cursor_se) # ??????? @actor_index += 1 @actor_index %= $game_party.actors.size # ?????????????? $scene = Scene_Status.new(@actor_index) return end # L ?????????? if Input.trigger?(Input::L) # ???? SE ??? $game_system.se_play($data_system.cursor_se) # ??????? @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # ?????????????? $scene = Scene_Status.new(@actor_index) return end end end -
Ho risolto! :chirol_iei:
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trigger 0 Alla morte del nemico l'evento verrà cancellato.
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trigger 1 1
1 = Switch
Il numero 1 indica l' Id della switch che verrà attivata alla morte del nemico.
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trigger 2 1 4
2 = Variabile
Il numero 1 indica l' Id della variabile.
4 indica il valore che la variabile acquisirà alla morte del nemico.
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trigger 3 1
3 = Switch Locale
1=A
2=B
3=C
4=D
Il numero 1 è inteso per A, il 2 per B ecc... Indica il valore della switch locale che acquisirà alla morte del nemico.
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Si ho provato, ma non cambia niente...
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Non riesco a far funzionare i trigger.
Ho messo nel commento: " Trigger 3 [A] ", per la switch locale, ma non succede niente(ne tanto meno con le switch e le variabili). Qualcuno mi può aiutare?
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Grazie DarkSchneider!! :chirol_iei2:
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allora...
la mappa è divisa in tante "regioni" vorrei che per ognuna di esse ci fosse un mostro diverso.
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Vorrei sapere se esiste uno script che permette di creare diverse zone di combattimento nella stessa mappa.
ad esempio: nella world map voglio che ci siano diversi mostri a seconda delle aree.
nn so se mi sono spiegato... :chirol_bak2:
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Grazie mille!! è proprio quello ke cercavo!
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ciao a tutti!
stò cercando un autotiles di una montagna da utilizzare in una worldmap.
se qualcuno ce l'ha potrebbe xfavore postarmelo? :panchi:
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:ayasi: Buono, ma pieno di bug!!

*BS Tankentai XP
in Scripts RGSS (XP)
Posted
Si rialzano se usi l'addon dell'ATB. Comunque, esistono nuove versioni di questo script, se sei interessato puoi trovare la 2.2 QUI.