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Dream

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Posts posted by Dream

  1. Posso provare, ma non assicuro nulla, comunque bisognerà attendere che abbia abbastanza tempo a disposizione (all'incirca verso sabato-domenica o anche dopo)

     

    Inviato da mTalk col mio Lumia 550

    Ok... proverò a resistere T_T

    Però non so adesso se posso continuare il gioco ç.ç Grazie comunque aspetto tue notizie

  2. Il problema è che l'Equip di Yanfly cerca le categorie separate, quindi altamente incompatibile dal momento che le fai diventare una sola (a parte le skill, tutto è considerato item dal tool) e se non hanno più la differenza tra oggetti, armi, armature e oggetti chiave, non funzioneranno mai insieme

     

    Inviato da mTalk col mio Lumia 550

    E non c'è modo di modificare lo script di Yanfly in modo da cercare nell'inventario unitario?

  3. Sisi ho già a sistemarli in diversi ordini, ma nulla...

     

    Questo è lo script che toglie le categorie e unifica l'inventario:

     

     

    ####### INVENTARIO UNI-CATEGORIA #######
    class Window_ItemList < Window_Selectable
      
      def initialize(x, y, width, height)
        super
        @category = :none
        @data = []
        refresh
        self.oy = 0
      end
      
      def include?(item)
        return true if item
      end
    end
    
    class Scene_Item < Scene_ItemBase
      def start
        super
        create_help_window
        create_item_window
      end
      
      def create_item_window
        wy = @help_window.y + @help_window.height
        wh = Graphics.height - wy
        @item_window = Window_ItemList.new(0, wy, Graphics.width, wh)
        @item_window.viewport = @viewport
        @item_window.help_window = @help_window
        @item_window.set_handler(:ok,     method(:on_item_ok))
        @item_window.set_handler(:cancel, method(:on_item_cancel))
        @item_window.select_last
        @item_window.activate
      end
      
      def on_item_cancel
        return_scene
      end
    end 

     

     

     

     

     

     

    YEA-AceEquipEngine:

     

     

     

    #==============================================================================
    # 
    # ▼ Yanfly Engine Ace - Ace Equip Engine v1.06
    # -- Last Updated: 2014.05.01
    # -- Level: Normal, Hard
    # -- Requires: n/a
    # 
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YEA-AceEquipEngine"] = true
    
    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2014.05.01 - Bug Fixed: Refresh Equip Item List when change slot.
    # 2012.02.02 - Bug Fixed: Crash when changing classes to different equip slots.
    # 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces.
    # 2012.01.05 - Compatibility Update: Equip Dynamic Stats
    # 2011.12.30 - Bug Fixed: Stats didn't update.
    # 2011.12.23 - Script efficiency optimized.
    # 2011.12.18 - Script efficiency optimized.
    # 2011.12.13 - Started Script and Finished.
    # 
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # The default equipment system in RPG Maker VX is the standard equipment system
    # seen in all of the previous iterations, which consists of weapon, shield,
    # headgear, bodygear, and accessory. To break free of that norm, this script
    # allows users access to giving actors and/or classes dynamic equipment setups
    # (including having multiples of the same categories). In addition to having
    # different equip slot setups, newer equipment types can be made to allow for
    # more diversity in armour types.
    # 
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    # 
    # -----------------------------------------------------------------------------
    # Actor Notetags - These notetags go in the actors notebox in the database.
    # -----------------------------------------------------------------------------
    # <equip slots>
    #  string
    #  string
    # </equip slots>
    # This sets the actor's default slots to whatever is listed in between the two
    # notetags. An actor's custom equip slots will take priority over a class's
    # custom equip slots, which will take priority over the default equip slots.
    # Replace "string" with the proper equipment type name or when in doubt, use
    # "equip type: x" with x as the equipment type.
    # 
    # <starting gear: x>
    # <starting gear: x, x>
    # Adds armour x to the actor's list of starting gear. This is used primarily
    # for the newer pieces of gear that can't be added through the starting set of
    # equipment through the RPG Maker VX Ace editor by default. Insert multiple of
    # these notetags to add more pieces of starting gear if so desired.
    # 
    # <fixed equip: x>
    # <fixed equip: x, x>
    # This will fix the equip type x. Fixed equip slots mean that the equipment
    # already on it are unable to be exchanged in or out by the player. This tag
    # has been made so that equip types can be fixed for equip type 5 and above.
    # Use multiple of these notetags to add more fixed equipment restrictions.
    # 
    # <sealed equip: x>
    # <sealed equip: x, x>
    # This will seal the equip type x. Sealed equip slots mean that no equipment
    # can be equipped onto that equip type slot. This tag has been made so that
    # equip types can be sealed for equip type 5 and above. Use multiple of these
    # notetags to add more sealed equipment restrictions.
    # 
    # -----------------------------------------------------------------------------
    # Class Notetags - These notetags go in the class notebox in the database.
    # -----------------------------------------------------------------------------
    # <equip slots>
    #  string
    #  string
    # </equip slots>
    # This sets the class's default slots to whatever is listed in between the two
    # notetags. An actor's custom equip slots will take priority over a class's
    # custom equip slots, which will take priority over the default equip slots.
    # Replace "string" with the proper equipment type name or when in doubt, use
    # "equip type: x" with x as the equipment type.
    # 
    # <fixed equip: x>
    # <fixed equip: x, x>
    # This will fix the equip type x. Fixed equip slots mean that the equipment
    # already on it are unable to be exchanged in or out by the player. This tag
    # has been made so that equip types can be fixed for equip type 5 and above.
    # Use multiple of these notetags to add more fixed equipment restrictions.
    # 
    # <sealed equip: x>
    # <sealed equip: x, x>
    # This will seal the equip type x. Sealed equip slots mean that no equipment
    # can be equipped onto that equip type slot. This tag has been made so that
    # equip types can be sealed for equip type 5 and above. Use multiple of these
    # notetags to add more sealed equipment restrictions.
    # 
    # -----------------------------------------------------------------------------
    # Weapon Notetags - These notetags go in the weapons notebox in the database.
    # -----------------------------------------------------------------------------
    # <fixed equip: x>
    # <fixed equip: x, x>
    # This will fix the equip type x. Fixed equip slots mean that the equipment
    # already on it are unable to be exchanged in or out by the player. This tag
    # has been made so that equip types can be fixed for equip type 5 and above.
    # Use multiple of these notetags to add more fixed equipment restrictions.
    # 
    # <sealed equip: x>
    # <sealed equip: x, x>
    # This will seal the equip type x. Sealed equip slots mean that no equipment
    # can be equipped onto that equip type slot. This tag has been made so that
    # equip types can be sealed for equip type 5 and above. Use multiple of these
    # notetags to add more sealed equipment restrictions.
    # 
    # -----------------------------------------------------------------------------
    # Armour Notetags - These notetags go in the armour notebox in the database.
    # -----------------------------------------------------------------------------
    # <equip type: x>
    # <equip type: string>
    # For the newer equip types, replace x or string with the equip type ID or the
    # name of the equip type respectively. This will set that armour to that
    # particular equip type.
    # 
    # <fixed equip: x>
    # <fixed equip: x, x>
    # This will fix the equip type x. Fixed equip slots mean that the equipment
    # already on it are unable to be exchanged in or out by the player. This tag
    # has been made so that equip types can be fixed for equip type 5 and above.
    # Use multiple of these notetags to add more fixed equipment restrictions.
    # 
    # <sealed equip: x>
    # <sealed equip: x, x>
    # This will seal the equip type x. Sealed equip slots mean that no equipment
    # can be equipped onto that equip type slot. This tag has been made so that
    # equip types can be sealed for equip type 5 and above. Use multiple of these
    # notetags to add more sealed equipment restrictions.
    # 
    # -----------------------------------------------------------------------------
    # State Notetags - These notetags go in the states notebox in the database.
    # -----------------------------------------------------------------------------
    # <fixed equip: x>
    # <fixed equip: x, x>
    # This will fix the equip type x. Fixed equip slots mean that the equipment
    # already on it are unable to be exchanged in or out by the player. This tag
    # has been made so that equip types can be fixed for equip type 5 and above.
    # Use multiple of these notetags to add more fixed equipment restrictions.
    # 
    # <sealed equip: x>
    # <sealed equip: x, x>
    # This will seal the equip type x. Sealed equip slots mean that no equipment
    # can be equipped onto that equip type slot. This tag has been made so that
    # equip types can be sealed for equip type 5 and above. Use multiple of these
    # notetags to add more sealed equipment restrictions.
    # 
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    # 
    #==============================================================================
    
    module YEA
      module EQUIP
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - General Equip Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This adjusts the default equip configuration. While actors can have their
        # own unique equipment configurations, it's recommended to not change too
        # much as things get really hairy when it comes to proper eventing.
        # 
        # ID   Equip Type
        # ---  ------------
        #  0   Weapon
        #  1   Shield
        #  2   Headgear
        #  3   Bodygear
        #  4   Accessory
        # 
        # Whatever you set the below slots to, the dual wield setup will be exactly
        # identical except that the second slot will be changed to a weapon (0).
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Adjust this array to set the default slots used for all of your actors
        # and classes if they do not have a custom equipment slot setup.
        DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 7, 7, 9, 9, 4]
        
        # This hash adjusts the new equip types (past 4+). Adjust them to match
        # their names properly. You can choose to allow certain types of equipment
        # be removable or not, or whether or not optimize will affect them.
        TYPES ={
        # TypeID => ["Type Name", Removable?, Optimize?],
               0 => [   "Weapon",       true,      true],
               1 => [   "Scudo",       true,      true],
               2 => [ "Copricapo",       true,      true],
               3 => [ "Corazza",       true,      true],
               4 => ["Costume",          true,     false],
               5 => [ "Mantello",       true,      true],
               6 => [ "Collana",        true,      true],
               7 => [ "Orecchino",      true,      true],
               9 => [ "Anello",         true,      true],
               
               # SLOT CON 2 ARMI E SCUDO
                #<equip slots>
                #weapon
                #weapon
                #scudo
                #copricapo
                #corazza
                #mantello
                #collana
                #orecchino
                #orecchino
                #anello
                #anello
                #costume
                #</equip slots>
                
        } # Do not remove this.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Equip Command List -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # Here, you can adjust the order at which the commands appear (or even
        # remove commands as you see fit). Here's a list of which does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # :equip           Activates the manual equip window. Default.
        # :optimize        Optimizes equipment for the actor. Default.
        # :clear           Clears all equipment from the actor. Default
        # 
        # And that's all of the currently available commands. This list will be
        # updated as more scripts become available.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This array arranges the order of which the commands appear in the Equip
        # Command window in the Equip Scene.
        COMMAND_LIST =[
          :equip,
          :optimize,
          :clear,
        # :custom1,
        # :custom2,
        ] # Do not remove this.
        
        #--------------------------------------------------------------------------
        # - Equip Custom Commands -
        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        # For those who use scripts to that may produce unique effects for
        # equipping, use this hash to manage the custom commands for the Equip
        # Command Window. You can disable certain commands or prevent them from
        # appearing by using switches. If you don't wish to bind them to a switch,
        # set the proper switch to 0 for it to have no impact.
        #--------------------------------------------------------------------------
        CUSTOM_EQUIP_COMMANDS ={
        # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
          :custom1 => [ "Custom Name",            0,          0, :command_name1],
          :custom2 => [ "Custom Text",           13,          0, :command_name2],
        } # Do not remove this.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Misc Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts the minor visuals that you see inside of the newly
        # organized Equip Scene. Adjust the settings as you see fit.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This sets the font size used for the status window in the lower right
        # corner of the screen (which shows stats and comparisons).
        STATUS_FONT_SIZE = 20
        
        # This sets the remove equip command in the item window.
        REMOVE_EQUIP_ICON = 4711
        REMOVE_EQUIP_TEXT = "Togli Equip"
        
        # This sets the no-equipment text in the slot window.
        NOTHING_ICON = 4399
        NOTHING_TEXT = "Vuoto"
        
      end # EQUIP
    end # YEA
    
    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================
    
    module YEA
      module REGEXP
      module BASEITEM
        
        EQUIP_SLOTS_ON  = /<(?:EQUIP_SLOTS|equip slots)>/i
        EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i
        
        EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i
        EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i
        
        STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i
        
        FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i
        SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i
        
      end # BASEITEM
      end # REGEXP
    end # YEA
    
    #==============================================================================
    # ■ Vocab
    #==============================================================================
    
    module Vocab
      
      #--------------------------------------------------------------------------
      # overwrite method: self.etype
      #--------------------------------------------------------------------------
      def self.etype(etype)
        return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype)
        return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype)
        return ""
      end
      
    end # Vocab
    
    #==============================================================================
    # ■ Icon
    #==============================================================================
    
    module Icon
      
      #--------------------------------------------------------------------------
      # self.remove_equip
      #--------------------------------------------------------------------------
      def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end
      
      #--------------------------------------------------------------------------
      # self.nothing_equip
      #--------------------------------------------------------------------------
      def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end
        
    end # Icon
    
    #==============================================================================
    # ■ Numeric
    #==============================================================================
    
    class Numeric
      
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      unless $imported["YEA-CoreEngine"]
      def group; return self.to_s; end
      end # $imported["YEA-CoreEngine"]
        
    end # Numeric
    
    #==============================================================================
    # ■ DataManager
    #==============================================================================
    
    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_aee load_database; end
      def self.load_database
        load_database_aee
        load_notetags_aee
      end
      
      #--------------------------------------------------------------------------
      # new method: load_notetags_aee
      #--------------------------------------------------------------------------
      def self.load_notetags_aee
        groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
          $data_states]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_aee
          end
        end
      end
      
    end # DataManager
    
    #==============================================================================
    # ■ RPG::BaseItem
    #==============================================================================
    
    class RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :base_equip_slots
      attr_accessor :fixed_equip_type
      attr_accessor :sealed_equip_type
      attr_accessor :extra_starting_equips
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_aee
      #--------------------------------------------------------------------------
      def load_notetags_aee
        @base_equip_slots = []
        @equip_slots_on = false
        @fixed_equip_type = []
        @sealed_equip_type = []
        @extra_starting_equips = []
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON
            next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)
            @equip_slots_on = true
          when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF
            next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)
            @equip_slots_on = false
          #---
          when YEA::REGEXP::BASEITEM::STARTING_GEAR
            next unless self.is_a?(RPG::Actor)
            $1.scan(/\d+/).each { |num| 
            @extra_starting_equips.push(num.to_i) if num.to_i > 0 }
          when YEA::REGEXP::BASEITEM::FIXED_EQUIP
            $1.scan(/\d+/).each { |num| 
            @fixed_equip_type.push(num.to_i) if num.to_i > 0 }
          when YEA::REGEXP::BASEITEM::SEALED_EQUIP
            $1.scan(/\d+/).each { |num| 
            @sealed_equip_type.push(num.to_i) if num.to_i > 0 }
          #---
          when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT
            next unless self.is_a?(RPG::Armor)
            @etype_id = [1, $1.to_i].max
          when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR
            next unless self.is_a?(RPG::Armor)
            for key in YEA::EQUIP::TYPES
              id = key[0]
              next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase
              @etype_id = [1, id].max
              break
            end
          #---
          else
            if @equip_slots_on
              case line.upcase
              when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i
                id = $1.to_i
                @base_equip_slots.push(id) if [0,1,2,3,4].include?(id)
                @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id)
              when /WEAPON/i
                @base_equip_slots.push(0)
              when /SHIELD/i
                @base_equip_slots.push(1)
              when /HEAD/i
                @base_equip_slots.push(2)
              when /BODY/i, /ARMOR/i, /ARMOUR/i
                @base_equip_slots.push(3)
              when /ETC/i, /OTHER/i, /ACCESSOR/i
                @base_equip_slots.push(4)
              else
                text = line.upcase.delete(" ")
                for key in YEA::EQUIP::TYPES
                  id = key[0]
                  next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text
                  @base_equip_slots.push(id)
                  break
                end
              end
            end
          end
        } # self.note.split
        #---
        return unless self.is_a?(RPG::Class)
        if @base_equip_slots.empty?
          @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone
        end
      end
      
    end # RPG::BaseItem
    
    #==============================================================================
    # ■ Game_Temp
    #==============================================================================
    
    class Game_Temp
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :eds_actor
      attr_accessor :scene_equip_index
      attr_accessor :scene_equip_oy
      
    end # Game_Temp
    
    #==============================================================================
    # ■ Game_BaseItem
    #==============================================================================
    
    class Game_BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :item_id
      
    end # Game_BaseItem
    
    #==============================================================================
    # ■ Game_BattlerBase
    #==============================================================================
    
    class Game_BattlerBase
      
      #--------------------------------------------------------------------------
      # alias method: equip_type_fixed?
      #--------------------------------------------------------------------------
      alias game_battlerbase_equip_type_fixed_aee equip_type_fixed?
      def equip_type_fixed?(etype_id)
        return true if fixed_etypes.include?(etype_id) if actor?
        return game_battlerbase_equip_type_fixed_aee(etype_id)
      end
      
      #--------------------------------------------------------------------------
      # alias method: equip_type_sealed?
      #--------------------------------------------------------------------------
      alias game_battlerbase_equip_type_sealed_aee equip_type_sealed?
      def equip_type_sealed?(etype_id)
        return true if sealed_etypes.include?(etype_id) if actor?
        return game_battlerbase_equip_type_sealed_aee(etype_id)
      end
      
    end # Game_BattlerBase
    
    #==============================================================================
    # ■ Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
      
      #--------------------------------------------------------------------------
      # alias method: init_equips
      #--------------------------------------------------------------------------
      alias game_actor_init_equips_aee init_equips
      def init_equips(equips)
        game_actor_init_equips_aee(equips)
        equip_extra_starting_equips
      end
      
      #--------------------------------------------------------------------------
      # new method: equip_extra_starting_equips
      #--------------------------------------------------------------------------
      def equip_extra_starting_equips
        for equip_id in actor.extra_starting_equips
          armour = $data_armors[equip_id]
          next if armour.nil?
          etype_id = armour.etype_id
          next unless equip_slots.include?(etype_id)
          slot_id = empty_slot(etype_id)
          @equips[slot_id].set_equip(etype_id == 0, armour.id)
        end
        refresh
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: equip_slots
      #--------------------------------------------------------------------------
      def equip_slots
        return equip_slots_dual if dual_wield?
        return equip_slots_normal
      end
      
      #--------------------------------------------------------------------------
      # new method: equip_slots_normal
      #--------------------------------------------------------------------------
      def equip_slots_normal
        return self.actor.base_equip_slots if self.actor.base_equip_slots != []
        return self.class.base_equip_slots
      end
      
      #--------------------------------------------------------------------------
      # new method: equip_slots_dual
      #--------------------------------------------------------------------------
      def equip_slots_dual
        array = equip_slots_normal.clone
        array[1] = 0 if array.size >= 2
        return array
      end
      
      #--------------------------------------------------------------------------
      # new method: fixed_etypes
      #--------------------------------------------------------------------------
      def fixed_etypes
        array = []
        array |= self.actor.fixed_equip_type
        array |= self.class.fixed_equip_type
        for equip in equips
          next if equip.nil?
          array |= equip.fixed_equip_type
        end
        for state in states
          next if state.nil?
          array |= state.fixed_equip_type
        end
        return array
      end
      
      #--------------------------------------------------------------------------
      # new method: sealed_etypes
      #--------------------------------------------------------------------------
      def sealed_etypes
        array = []
        array |= self.actor.sealed_equip_type
        array |= self.class.sealed_equip_type
        for equip in equips
          next if equip.nil?
          array |= equip.sealed_equip_type
        end
        for state in states
          next if state.nil?
          array |= state.sealed_equip_type
        end
        return array
      end
      
      #--------------------------------------------------------------------------
      # alias method: change_equip
      #--------------------------------------------------------------------------
      alias game_actor_change_equip_aee change_equip
      def change_equip(slot_id, item)
        if item.nil? && !@optimize_clear
          etype_id = equip_slots[slot_id]
          return unless YEA::EQUIP::TYPES[etype_id][1]
        elsif item.nil? && @optimize_clear
          etype_id = equip_slots[slot_id]
          return unless YEA::EQUIP::TYPES[etype_id][2]
        end
        @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil?
        game_actor_change_equip_aee(slot_id, item)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: optimize_equipments
      #--------------------------------------------------------------------------
      def optimize_equipments
        $game_temp.eds_actor = self
        @optimize_clear = true
        clear_equipments
        @optimize_clear = false
        equip_slots.size.times do |i|
          next if !equip_change_ok?(i)
          next unless can_optimize?(i)
          items = $game_party.equip_items.select do |item|
            item.etype_id == equip_slots[i] &&
            equippable?(item) && item.performance >= 0
          end
          change_equip(i, items.max_by {|item| item.performance })
        end
        $game_temp.eds_actor = nil
      end
      
      #--------------------------------------------------------------------------
      # new method: can_optimize?
      #--------------------------------------------------------------------------
      def can_optimize?(slot_id)
        etype_id = equip_slots[slot_id]
        return YEA::EQUIP::TYPES[etype_id][2]
      end
      
      #--------------------------------------------------------------------------
      # alias method: force_change_equip
      #--------------------------------------------------------------------------
      alias game_actor_force_change_equip_aee force_change_equip
      def force_change_equip(slot_id, item)
        @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil?
        game_actor_force_change_equip_aee(slot_id, item)
      end
      
      #--------------------------------------------------------------------------
      # alias method: weapons
      #--------------------------------------------------------------------------
      alias game_actor_weapons_aee weapons
      def weapons
        anti_crash_equips
        return game_actor_weapons_aee
      end
      
      #--------------------------------------------------------------------------
      # alias method: armors
      #--------------------------------------------------------------------------
      alias game_actor_armors_aee armors
      def armors
        anti_crash_equips
        return game_actor_armors_aee
      end
      
      #--------------------------------------------------------------------------
      # alias method: equips
      #--------------------------------------------------------------------------
      alias game_actor_equips_aee equips
      def equips
        anti_crash_equips
        return game_actor_equips_aee
      end
      
      #--------------------------------------------------------------------------
      # new method: equips
      #--------------------------------------------------------------------------
      def anti_crash_equips
        for i in 0...@equips.size
          next unless @equips[i].nil?
          @equips[i] = Game_BaseItem.new
        end
      end
      
    end # Game_Actor
    
    #==============================================================================
    # ■ Game_Interpreter
    #==============================================================================
    
    class Game_Interpreter
      
      #--------------------------------------------------------------------------
      # overwrite method: change equip
      #--------------------------------------------------------------------------
      def command_319
        actor = $game_actors[@params[0]]
        return if actor.nil?
        if @params[1] == 0 && @params[2] != 0
          item = $data_weapons[@params[2]]
          return unless actor.equip_slots.include?(0)
          slot_id = actor.empty_slot(0)
        elsif @params[2] != 0
          item = $data_armors[@params[2]]
          return unless actor.equip_slots.include?(item.etype_id)
          slot_id = actor.empty_slot(item.etype_id)
        else
          slot_id = @params[1]
        end
        actor.change_equip_by_id(slot_id, @params[2])
      end
      
    end # Game_Interpreter
    
    #==============================================================================
    # ■ Window_EquipStatus
    #==============================================================================
    
    class Window_EquipStatus < Window_Base
      
      #--------------------------------------------------------------------------
      # overwrite method: initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy)
        super(dx, dy, window_width, Graphics.height - dy)
        @actor = nil
        @temp_actor = nil
        refresh
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: window_width
      #--------------------------------------------------------------------------
      def window_width; return Graphics.width * 2 / 5; end
      
      #--------------------------------------------------------------------------
      # overwrite method: refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        8.times {|i| draw_item(0, line_height * i, i) }
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_item
      #--------------------------------------------------------------------------
      def draw_item(dx, dy, param_id)
        draw_background_colour(dx, dy)
        draw_param_name(dx + 4, dy, param_id)
        draw_current_param(dx + 4, dy, param_id) if @actor
        drx = (contents.width + 22) / 2
        draw_right_arrow(drx, dy)
        draw_new_param(drx + 22, dy, param_id) if @temp_actor
        reset_font_settings
      end
      
      #--------------------------------------------------------------------------
      # new method: draw_background_colour
      #--------------------------------------------------------------------------
      def draw_background_colour(dx, dy)
        colour = Color.new(0, 0, 0, translucent_alpha/2)
        rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)
        contents.fill_rect(rect, colour)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_param_name
      #--------------------------------------------------------------------------
      def draw_param_name(dx, dy, param_id)
        contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE
        change_color(system_color)
        draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_current_param
      #--------------------------------------------------------------------------
      def draw_current_param(dx, dy, param_id)
        change_color(normal_color)
        dw = (contents.width + 22) / 2
        draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)
        reset_font_settings
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_new_param
      #--------------------------------------------------------------------------
      def draw_new_param(dx, dy, param_id)
        contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE
        new_value = @temp_actor.param(param_id)
        change_color(param_change_color(new_value - @actor.param(param_id)))
        draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
        reset_font_settings
      end
      
    end # Window_EquipStatus
    
    #==============================================================================
    # ■ Window_EquipCommand
    #==============================================================================
    
    class Window_EquipCommand < Window_HorzCommand
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        for command in YEA::EQUIP::COMMAND_LIST
          case command
          when :equip
            add_command(Vocab::equip2, :equip)
          when :optimize
            add_command(Vocab::optimize, :optimize)
          when :clear
            add_command(Vocab::clear, :clear)
          else
            process_custom_command(command)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # process_ok
      #--------------------------------------------------------------------------
      def process_ok
        $game_temp.scene_equip_index = index
        $game_temp.scene_equip_oy = self.oy
        super
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_command
      #--------------------------------------------------------------------------
      def process_custom_command(command)
        return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)
        show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2]
        continue = show <= 0 ? true : $game_switches[show]
        return unless continue
        text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0]
        switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1]
        enabled = switch <= 0 ? true : $game_switches[switch]
        add_command(text, command, enabled)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: window_width
      #--------------------------------------------------------------------------
      def window_width; return 160; end
      
      #--------------------------------------------------------------------------
      # overwrite method: contents_width
      #--------------------------------------------------------------------------
      def contents_width; return width - standard_padding * 2; end
      
      #--------------------------------------------------------------------------
      # overwrite method: contents_height
      #--------------------------------------------------------------------------
      def contents_height
        ch = height - standard_padding * 2
        return [ch - ch % item_height, row_max * item_height].max
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: visible_line_number
      #--------------------------------------------------------------------------
      def visible_line_number; return 4; end
      
      #--------------------------------------------------------------------------
      # overwrite method: col_max
      #--------------------------------------------------------------------------
      def col_max; return 1; end
        
      #--------------------------------------------------------------------------
      # overwrite method: item_rect
      #--------------------------------------------------------------------------
      def item_rect(index)
        rect = Rect.new
        rect.width = item_width
        rect.height = item_height
        rect.x = index % col_max * (item_width + spacing)
        rect.y = index / col_max * item_height
        rect
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: ensure_cursor_visible
      #--------------------------------------------------------------------------
      def ensure_cursor_visible
        self.top_row = row if row < top_row
        self.bottom_row = row if row > bottom_row
      end
        
      #--------------------------------------------------------------------------
      # overwrite method: cursor_down
      #--------------------------------------------------------------------------
      def cursor_down(wrap = false)
        if index < item_max - col_max || (wrap && col_max == 1)
          select((index + col_max) % item_max)
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: cursor_up
      #--------------------------------------------------------------------------
      def cursor_up(wrap = false)
        if index >= col_max || (wrap && col_max == 1)
          select((index - col_max + item_max) % item_max)
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: process_pageup
      #--------------------------------------------------------------------------
      def process_pageup
        Sound.play_cursor
        Input.update
        deactivate
        call_handler(:pageup)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: process_pagedown
      #--------------------------------------------------------------------------
      def process_pagedown
        Sound.play_cursor
        Input.update
        deactivate
        call_handler(:pagedown)
      end
      
    end # Window_EquipCommand
    
    #==============================================================================
    # ■ Window_EquipSlot
    #==============================================================================
    
    class Window_EquipSlot < Window_Selectable
      
      #--------------------------------------------------------------------------
      # overwrite method: initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy, dw)
        super(dx, dy, dw, Graphics.height - dy)
        @actor = nil
        refresh
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: window_height
      #--------------------------------------------------------------------------
      def window_height; return self.height; end
      
      #--------------------------------------------------------------------------
      # overwrite method: visible_line_number
      #--------------------------------------------------------------------------
      def visible_line_number; return item_max; end
      
      #--------------------------------------------------------------------------
      # overwrite method: refresh
      #--------------------------------------------------------------------------
      def refresh
        create_contents
        super
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        return unless @actor
        rect = item_rect_for_text(index)
        change_color(system_color, enable?(index))
        draw_text(rect.x, rect.y, 92, line_height, slot_name(index))
        item = @actor.equips[index]
        dx = rect.x + 92
        dw = contents.width - dx - 24
        if item.nil?
          draw_nothing_equip(dx, rect.y, false, dw)
        else
          draw_item_name(item, dx, rect.y, enable?(index), dw)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: draw_nothing_equip
      #--------------------------------------------------------------------------
      def draw_nothing_equip(dx, dy, enabled, dw)
        change_color(normal_color, enabled)
        draw_icon(Icon.nothing_equip, dx, dy, enabled)
        text = YEA::EQUIP::NOTHING_TEXT
        draw_text(dx + 24, dy, dw - 24, line_height, text)
      end
      
    end # Window_EquipSlot
    
    #==============================================================================
    # ■ Window_EquipItem
    #==============================================================================
    
    class Window_EquipItem < Window_ItemList
      
      #--------------------------------------------------------------------------
      # overwrite method: col_max
      #--------------------------------------------------------------------------
      def col_max; return 1; end
      
      #--------------------------------------------------------------------------
      # overwrite method: slot_id=
      #--------------------------------------------------------------------------
      def slot_id=(slot_id)
        return if @slot_id == slot_id
        @slot_id = slot_id
        @last_item = nil
        self.oy = 0
        refresh
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: draw_item
      #--------------------------------------------------------------------------
      def draw_item(index)
        item = @data[index]
        rect = item_rect(index)
        rect.width -= 4
        if item.nil?
          draw_remove_equip(rect)
          return
        end
        dw = contents.width - rect.x - 24
        draw_item_name(item, rect.x, rect.y, enable?(item), dw)
        draw_item_number(rect, item)
      end
      
      #--------------------------------------------------------------------------
      # new method: draw_remove_equip
      #--------------------------------------------------------------------------
      def draw_remove_equip(rect)
        draw_icon(Icon.remove_equip, rect.x, rect.y)
        text = YEA::EQUIP::REMOVE_EQUIP_TEXT
        rect.x += 24
        rect.width -= 24
        draw_text(rect, text)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: include?
      #--------------------------------------------------------------------------
      def include?(item)
        if item.nil? && !@actor.nil?
          etype_id = @actor.equip_slots[@slot_id]
          return YEA::EQUIP::TYPES[etype_id][1]
        end
        return true if item.nil?
        return false unless item.is_a?(RPG::EquipItem)
        return false if @slot_id < 0
        return false if item.etype_id != @actor.equip_slots[@slot_id]
        return @actor.equippable?(item)
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: enable?
      #--------------------------------------------------------------------------
      def enable?(item)
        if item.nil? && !@actor.nil?
          etype_id = @actor.equip_slots[@slot_id]
          return YEA::EQUIP::TYPES[etype_id][1]
        end
        return @actor.equippable?(item)
      end
      
      #--------------------------------------------------------------------------
      # new method: show
      #--------------------------------------------------------------------------
      def show
        @last_item = 0
        update_help
        super
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: update_help
      #--------------------------------------------------------------------------
      def update_help
        super
        return if @actor.nil?
        return if @status_window.nil?
        return if @last_item == item
        @last_item = item
        temp_actor = Marshal.load(Marshal.dump(@actor))
        temp_actor.force_change_equip(@slot_id, item)
        @status_window.set_temp_actor(temp_actor)
      end
      
    end # Window_EquipItem
    
    #==============================================================================
    # ■ Window_EquipActor
    #==============================================================================
    
    class Window_EquipActor < Window_Base
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy)
        super(dx, dy, window_width, fitting_height(4))
        @actor = nil
      end
      
      #--------------------------------------------------------------------------
      # window_width
      #--------------------------------------------------------------------------
      def window_width; return Graphics.width - 160; end
      
      #--------------------------------------------------------------------------
      # actor=
      #--------------------------------------------------------------------------
      def actor=(actor)
        return if @actor == actor
        @actor = actor
        refresh
      end
      
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        return unless @actor
        draw_actor_face(@actor, 0, 0)
        draw_actor_simple_status(@actor, 108, line_height / 2)
      end
      
    end # Window_EquipActor
    
    #==============================================================================
    # ■ Scene_Equip
    #==============================================================================
    
    class Scene_Equip < Scene_MenuBase
      
      #--------------------------------------------------------------------------
      # overwrite method: create_status_window
      #--------------------------------------------------------------------------
      def create_status_window
        wx = Graphics.width - (Graphics.width * 2 / 5)
        wy = @help_window.height + 120
        @status_window = Window_EquipStatus.new(wx, wy)
        @status_window.viewport = @viewport
        @status_window.actor = @actor
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: create_command_window
      #--------------------------------------------------------------------------
      def create_command_window
        wx = 0
        wy = @help_window.height
        ww = 160
        @command_window = Window_EquipCommand.new(wx, wy, ww)
        @command_window.viewport = @viewport
        @command_window.help_window = @help_window
        if !$game_temp.scene_equip_index.nil?
          @command_window.select($game_temp.scene_equip_index)
          @command_window.oy = $game_temp.scene_equip_oy
        end
        $game_temp.scene_equip_index = nil
        $game_temp.scene_equip_oy = nil
        @command_window.set_handler(:equip,    method(:command_equip))
        @command_window.set_handler(:optimize, method(:command_optimize))
        @command_window.set_handler(:clear,    method(:command_clear))
        @command_window.set_handler(:cancel,   method(:return_scene))
        @command_window.set_handler(:pagedown, method(:next_actor))
        @command_window.set_handler(:pageup,   method(:prev_actor))
        process_custom_equip_commands
        create_actor_window
      end
      
      #--------------------------------------------------------------------------
      # new method: create_actor_window
      #--------------------------------------------------------------------------
      def create_actor_window
        wy = @help_window.height
        @actor_window = Window_EquipActor.new(@command_window.width, wy)
        @actor_window.viewport = @viewport
        @actor_window.actor = @actor
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_equip_commands
      #--------------------------------------------------------------------------
      def process_custom_equip_commands
        for command in YEA::EQUIP::COMMAND_LIST
          next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)
          called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3]
          @command_window.set_handler(command, method(called_method))
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: create_slot_window
      #--------------------------------------------------------------------------
      def create_slot_window
        wx = 0
        wy = @command_window.y + @command_window.height
        ww = Graphics.width - @status_window.width
        @slot_window = Window_EquipSlot.new(wx, wy, ww)
        @slot_window.viewport = @viewport
        @slot_window.help_window = @help_window
        @slot_window.status_window = @status_window
        @slot_window.actor = @actor
        @slot_window.set_handler(:ok,       method(:on_slot_ok))
        @slot_window.set_handler(:cancel,   method(:on_slot_cancel))
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: create_item_window
      #--------------------------------------------------------------------------
      def create_item_window
        wx = @slot_window.x
        wy = @slot_window.y
        ww = @slot_window.width
        wh = @slot_window.height
        @item_window = Window_EquipItem.new(wx, wy, ww, wh)
        @item_window.viewport = @viewport
        @item_window.help_window = @help_window
        @item_window.status_window = @status_window
        @item_window.actor = @actor
        @item_window.set_handler(:ok,     method(:on_item_ok))
        @item_window.set_handler(:cancel, method(:on_item_cancel))
        @slot_window.item_window = @item_window
        @item_window.hide
      end
      
      #--------------------------------------------------------------------------
      # alias method: command_optimize
      #--------------------------------------------------------------------------
      alias scene_equip_command_optimize_aee command_optimize
      def command_optimize
        scene_equip_command_optimize_aee
        @actor_window.refresh
      end
      
      #--------------------------------------------------------------------------
      # alias method: command_clear
      #--------------------------------------------------------------------------
      alias scene_equip_command_clear_aee command_clear
      def command_clear
        scene_equip_command_clear_aee
        @actor_window.refresh
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_slot_ok
      #--------------------------------------------------------------------------
      alias scene_equip_on_slot_ok_aee on_slot_ok
      def on_slot_ok
        scene_equip_on_slot_ok_aee
        @slot_window.hide
        @item_window.refresh
        @item_window.show
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_item_ok
      #--------------------------------------------------------------------------
      alias scene_equip_on_item_ok_aee on_item_ok
      def on_item_ok
        scene_equip_on_item_ok_aee
        @actor_window.refresh
        @slot_window.show
        @item_window.hide
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_item_cancel
      #--------------------------------------------------------------------------
      alias scene_equip_on_item_cancel_aee on_item_cancel
      def on_item_cancel
        scene_equip_on_item_cancel_aee
        @slot_window.show
        @item_window.hide
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_change
      #--------------------------------------------------------------------------
      alias scene_equip_on_actor_change_aee on_actor_change
      def on_actor_change
        scene_equip_on_actor_change_aee
        @actor_window.actor = @actor
      end
      
      #--------------------------------------------------------------------------
      # new method: command_name1
      #--------------------------------------------------------------------------
      def command_name1
        # Do nothing.
      end
      
      #--------------------------------------------------------------------------
      # new method: command_name2
      #--------------------------------------------------------------------------
      def command_name2
        # Do nothing.
      end
      
    end # Scene_Equip
    
    #==============================================================================
    # 
    # ▼ End of File
    # SLOT CON 2 ARMI E SCUDO
    #<equip slots>
    #weapon
    #weapon
    #scudo
    #copricapo
    #corazza
    #mantello
    #collana
    #orecchino
    #orecchino
    #anello
    #anello
    #costume
    #</equip slots>
    #
    #============================================================================== 

     

     

     

    Il problema avviene quando apro la schermata di equip.

  4. Hey, vedo che hai aggiornato il gioco :)
    (Download fixato?)
    Dato che la vecchia versione mi era piaciuta tanto appena ritorno lo scarico e ti dico! :D

     

    Aggiornamenti:

    Il gioco ho visto che ha i vecchi bug della versione precedente... peccato alcune volte non è possibile continuare.. e il gioco va per i cavoli suoi :\

    Sistema i bug! Il gioco merita ed è davvero divertente.

     


    Inviato dal mio iPhone utilizzando Tapatalk

  5. Buon ritorno sul forum!

    Ho dato uno sguardo al topic del tuo progetto, sembra interessante (peccato per la scelta del VX, preferisco il 2k/2k3).

     

    Ritorna a lavorarci su, aspettiamo nuovi aggiornamenti (e soprattutto qualche screen).

     

    Grazie mille!!

    Potresti spiegarmi perchè secondo te il 2k/2k3 è meglio? :3

     

     

    Inviato dal mio iPhone utilizzando Tapatalk

  6. Re-Salve a tutti, alcuni di voi mi conoscono gia... non sono nuovo ma

    credo che sia passato quasi o piu di un anno dall'ultima mia visita sul forum, sono ritornato in Sicilia dopo 1 anno e mi sento pronto di ritornare sul forum!

    Ho lasciato molte cose in sospeso e

    me ne scuso con tutti! Soprattutto posso continuare il mio progetto.

    Tranqui Guardian ho salvato tutto! :|

     

    Eh niente ritornerò a casa credo mercoledì e mi rimetterò a lavoro sul mio progetto!! Ciauuu

     

     

    Inviato dal mio iPhone utilizzando Tapatalk

  7. Perchè Lady Gaga cattiva... ti do un voto negativo solo per questo :angry:

    ( Si... mi piace LG ed è la mia preferita, ora potete bannarmi )

     

    EDIT

    (sono arrivato fino a Kesha perchè poi è andata via la luce -.- )

    Ho provato la demo2, diciamo che ci sono un po di cose da sistemare per esempio:

    • I tile, in alcuni puoi passarci sopra D:
    • diminuire leggermente gli incontri casuali nelle mappe.
    • Puoi entrare nella mappa di Kesha anche prima di iniziare la missione.
    • La prima missione ti dice di killare 5 Gaga monster ma a volte al primo colpo ti completa la quest.
    • Kesha dopo essere stata sconfitta continua a rimanere la e puoi continuarla a sfidare e farmare un casino di soldi e livelli.
    • Shakira dice che tiene a bada i suoi lupi, ma poi i lupi ti continuano ad attaccare, non sarebbe più logico dopo averla sconfitta disabilitare gli incontri casuali?.

     

    Per ora ricordo questo... xD

     

    Tralasciando tutto, mi stava piacendo giocare alla demo.. ottima idea!

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