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Girovagando in internet ho trovato questo script per un diario quest

Autore: Leon (Tradotto da me)

Istruzioni: all'interno

per richiamare lo script usare questa stringa : $scene = Scene_MissionMenu.new

 

#===================================
# Leon's Mission Script v2.0
#----------------------------------------------------------------------
# 2006-09-22
#===================================
=begin
Description:
Script per creare un diario Missioni.

Caratteristiche:

1. Le missioni completate saranno visualizzate in verde.
2. Le missioni sono numerate per ordinarle come meglio si crede

Istruzioni:
Inserire sopra il main

Per attivare una missione usare questa stringa

$game_party.mission[mission_id] = x

Sostituire Mission_id con il numero della missione da attivare

sostituire la X con:
1 = la missione è conosciuta ma non appare nella lista
2 = la missione è conosciuta e appare sulla lista
3 = la missione è completa.

Ho me delle missioni defaud come esempio
=end
#==================================
# ** Mission_Menu
#==================================
module Mission_Menu
	#--------------------------------------------------------------------
	#
	# ~ mission_id => "nome missione"
	#--------------------------------------------------------------------
	Mission_Name = {
	0 => "Lost Cat",
	1 => "Old Blade",
	2 => "Seize Sentries",
	3 => "Hidden Heirloom",
	4 => "A Gooey Mess.",
	5 => "Hidden Horror"
	}
	#--------------------------------------------------------------------
	#
	# ~ mission_id => ["nome dell perosnaggio", hue, nome del personaggio, luogo, ricompensa]
	#--------------------------------------------------------------------
	Mission_Sprite = {
	0 => ["113-Civilian13", 330, "Amy", "Logres", "Potion x 3"],
	1 => ["005-Fighter05", 0, "L'eric", "Logres", "Rusty Sword"],
	2 => ["002-Fighter02", 0, "Wallace", "Resistance H.Q.", "500 Gold"],
	3 => ["122-Civilian22", 30, "Old Woman", "Cyris Home", "Sound Effect"],
	4 => ["011-Lancer03", 0, "Soldier", "Cyris Barracks", "Kite Shield"],
	5 => ["006-Fighter06", 0, "Lady", "Cyris", "Lion's Head Earring"]
	}
	#--------------------------------------------------------------------
	# * descrizione missione, non superare i caretteri della missione 4 ho nn entrerà nella finestra,
	# ~ mission_id => "linea 1"
	#--------------------------------------------------------------------
	Mission_L1 = {
	0 => "Amy has lost her cat and needs help",
	1 => "Somebody said they saw L'eric's blade",
	2 => "Head north toward enemy territory, and",
	3 => "Seek out the caverns south of Cyris. There",
	4 => "A monster to the west of the town every",
	5 => "Somewhere in the Belin Caverns, there is a"
	}
	#--------------------------------------------------------------------
	# * di seguito alla 1
	# ~ mission_id => "linea 2"
	#--------------------------------------------------------------------
	Mission_L2 = {
	0 => "finding him. He likes to play in the",
	1 => "just south of here by the river. He ",
	2 => "capture two sentry towers. Be careful ",
	3 => "you will find a blue chest. Retrieve its",
	4 => "now and then terrorizes the caravans.",
	5 => "creature holding an item the lady in"
	}
	#--------------------------------------------------------------------
	# ~ mission_id => "Linea 3"
	#--------------------------------------------------------------------
	Mission_L3 = {
	0 => " North East side of Tiberian Plains.",
	1 => "wants Will to confirm the story, and",
	2 => "and don't get caught. Return to Wallace",
	3 => "contents and bring it back to the old",
	4 => "A soldier in the barracks has asked you",
	5 => "Cyris is looking for. She said the monster"
	}
	#--------------------------------------------------------------------
	# * Same as the above one.
	# ~ mission_id => "Linea 4"
	#--------------------------------------------------------------------
	Mission_L4 = {
	1 => "if it is true, bring back the sword.",
	2 => "once this job is complete.",
	3 => "woman.",
	4 => "to exterminate it.",
	5 => "would be hiding."
	}
	#--------------------------------------------------------------------
	# * Same as the above one.
	# ~ mission_id => "Linea 5"
	#--------------------------------------------------------------------
	Mission_L5 = {
	}
	#--------------------------------------------------------------------
	# * Same as the above one.
	# ~ mission_id => "Linea 6"
	#--------------------------------------------------------------------
	Mission_L6 = {
	}
	#--------------------------------------------------------------------
	# * Same as the above one.
	# ~ mission_id => "Linea 7"
	#--------------------------------------------------------------------
	Mission_L7 = {
	}
	#--------------------------------------------------------------------
	# * Same as the above one.
	# ~ mission_id => "Linea 8"
	#--------------------------------------------------------------------
	Mission_L8 = {
	}
	#--------------------------------------------------------------------
	# * Mission Set-up
	#--------------------------------------------------------------------
	Mission_Setup = true
end

#----------------------------------------------------------------------
# * Game_Party
#----------------------------------------------------------------------
class Game_Party
	#--------------------------------------------------------------------
	# * Attributes
	#--------------------------------------------------------------------
	attr_accessor :mission
	#--------------------------------------------------------------------
	# * Alias Listings
	#--------------------------------------------------------------------
	alias leon_gp_mission_initialize initialize
	#--------------------------------------------------------------------
	# * Object initialization
	#--------------------------------------------------------------------
	# usare queste opsione se si vuole far apparire alcune missione subito senza attivarle tramite call script
	# [mission_id, 1]
	#--------------------------------------------------------------------
	def initialize
		leon_gp_mission_initialize
		@mission = {
		0 => 1,
		1 => 2,
		2 => 3,
		3 => 2
		}
	end
end
#--------------------------------------------------------------------
# * Ends Game_Party
#--------------------------------------------------------------------

#----------------------------------------------------------------------
# * Window_Missionhelp
#----------------------------------------------------------------------
class Window_Missionhelp < Window_Base
	#--------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------
	def initialize
		super(0, 0, 400, 60)
		self.contents = Bitmap.new(width - 32, height - 32)
	end
	#--------------------------------------------------------------------
	# * Update
	#--------------------------------------------------------------------
	def update(help_text)
		self.contents.clear
		self.contents.draw_text(0, 0, 440, 32, help_text)
	end
	
end
#----------------------------------------------------------------------
# * End Window_Missionhelp
#----------------------------------------------------------------------

#----------------------------------------------------------------------
# Window_MissionNum
#----------------------------------------------------------------------
class Window_MissionNum < Window_Base
	#--------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------
	def initialize
		super(400, 0, 240, 64)
		self.contents = Bitmap.new(width - 32, height - 32)
		refresh
	end
	
	#--------------------------------------------------------------------
	# * Refresh
	#--------------------------------------------------------------------
	def refresh
		self.contents.clear
		mis = Mission_Menu
		self.contents.font.color = system_color
		self.contents.draw_text(0, 0, 120, 32, "Missions:")
		self.contents.font.color = normal_color
		@mission_comp = []
		@mission_know = []
		#Calls Mission number of completed missions
		for i in 0...$game_party.mission.keys.size
			if $game_party.mission[$game_party.mission.keys[i]] == 3
				@mission_comp.push(i)
			end
		end
		#Calls Mission number of missions
		for j in 0...$game_party.mission.keys.size
			if $game_party.mission[$game_party.mission.keys[j]] > 1
				@mission_know.push(j)
			end
		end
		#if Mission_Setup is false...
		if mis::Mission_Setup == false
			if @mission_comp.size == $game_party.mission.size
				self.contents.font.color = Color.new(40, 250, 40, 255)
				self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +
				"/" + $game_party.mission.size.to_s, 2)
				self.contents.font.color = normal_color
			else
				self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +
				"/" + $game_party.mission.size.to_s, 2)
			end
			#if Mission_Setup is true...
		elsif mis::Mission_Setup == true
			if @mission_comp.size == @mission_know.size
				self.contents.font.color = Color.new(40, 250, 40, 255)
				self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +
				"/" + @mission_know.size.to_s, 2)
				self.contents.font.color = normal_color
			else
				self.contents.draw_text(0, 0, 208, 32, @mission_comp.size.to_s +
				"/" + @mission_know.size.to_s, 2)
			end
		end
	end
end
#----------------------------------------------------------------------
# * End Window_Missionnum
#----------------------------------------------------------------------


#----------------------------------------------------------------------
# Window_Missionlist
#----------------------------------------------------------------------
class Window_Missionlist < Window_Selectable
	#--------------------------------------------------------------------
	# * Attribute listings
	#--------------------------------------------------------------------
	attr_accessor :mission
	#--------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------
	def initialize
		super(0, 60, 260, 420)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.index = 0
		refresh
	end
	#--------------------------------------------------------------------
	# * Mission
	#--------------------------------------------------------------------
	def mission
		return @data[self.index]
	end
	#--------------------------------------------------------------------
	# * Refresh
	#--------------------------------------------------------------------
	def refresh
		if self.contents != nil
			self.contents.dispose
			self.contents = nil
		end
		mis = Mission_Menu
		@data = []
		for i in 0...$game_party.mission.keys.size
			if $game_party.mission[$game_party.mission.keys[i]] > 1
				@data.push($game_party.mission.keys[i])
			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
	#--------------------------------------------------------------------
	# * Draw_Item
	#--------------------------------------------------------------------
	def draw_item(index)
		mis = Mission_Menu
		mission_name = @data[index]
		x = 4
		y = index * 32
		rect = Rect.new(x, y, self.width - 32, 32)
		self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
		if $game_party.mission[mission_name] == 3
			self.contents.font.color = Color.new(40, 250, 40, 255)
			self.contents.draw_text(x, y, 228, 32, mis::Mission_Name[mission_name])
		else
			self.contents.font.color = normal_color
			self.contents.draw_text(x, y, 228, 32, mis::Mission_Name[mission_name])
		end
	end
	
end
#----------------------------------------------------------------------
# * End Window_Missionlist
#----------------------------------------------------------------------

#----------------------------------------------------------------------
# Window_Missioncomp
#----------------------------------------------------------------------
class Window_Missioncomp < Window_Base
	#--------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------
	def initialize(mission)
		super(260, 365, 380, 115)
		self.contents = Bitmap.new(width - 32, height - 32)
		refresh(mission)
	end
	#--------------------------------------------------------------------
	# * Refresh
	#--------------------------------------------------------------------
	def refresh(mission)
		self.contents.clear
		self.contents.font.color = system_color
		self.contents.draw_text(0, 52, 440, 32, "Status:")
		self.contents.draw_text(170, 52, 440, 32, "Reward:")
		self.contents.font.color = normal_color
		#person place status reward
		mis = Mission_Menu
		if mis::Mission_Sprite.has_key?(mission)
			if $game_party.mission[mission] > 1
				self.contents.draw_text(36, 6, 440, 32,
				mis::Mission_Sprite[mission][2] + ", " + mis::Mission_Sprite[mission][3])
				case $game_party.mission[mission]
				when 1
					self.contents.draw_text(62, 52, 400, 32, "")
				when 2
					self.contents.draw_text(62, 52, 400, 32, "Incomplete")
					self.contents.draw_text(242, 52, 138, 32, "Unknown")
				when 3
					self.contents.font.color = Color.new(40, 250, 40, 255)
					self.contents.draw_text(62, 52, 400, 32, "Complete")
					self.contents.draw_text(242, 52, 138, 32, mis::Mission_Sprite[mission][4])
				end
				bitmap = RPG::Cache.character(mis::Mission_Sprite[mission][0],
				mis::Mission_Sprite[mission][1])
				cw = bitmap.width / 4
				ch = bitmap.height / 4
				facing = 0
				src_rect = Rect.new(0, facing * ch, cw, ch)
				self.contents.blt(0, 0, bitmap, src_rect)
			end
		end
	end
	
	def clear
		self.contents.clear
	end
	
end
#--------------------------------------------------------------------
# * Ends Window_Missioncomp
#--------------------------------------------------------------------


#----------------------------------------------------------------------
# Window_Missiondesc
#----------------------------------------------------------------------
class Window_Missiondesc < Window_Base
	#--------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------
	def initialize(mission)
		super(260, 60, 380, 305)
		self.contents = Bitmap.new(width - 32, height - 32)
	end
	#--------------------------------------------------------------------
	# * Refresh
	#--------------------------------------------------------------------
	def refresh(mission)
		self.contents.clear
		mis = Mission_Menu
		self.contents.draw_text(0, 0, 348, 32, mis::Mission_L1[mission].to_s)
		self.contents.draw_text(0, 32, 348, 32, mis::Mission_L2[mission].to_s)
		self.contents.draw_text(0, 64, 348, 32, mis::Mission_L3[mission].to_s)
		self.contents.draw_text(0, 96, 348, 32, mis::Mission_L4[mission].to_s)
		self.contents.draw_text(0, 128, 348, 32, mis::Mission_L5[mission].to_s)
		self.contents.draw_text(0, 160, 348, 32, mis::Mission_L6[mission].to_s)
		self.contents.draw_text(0, 192, 348, 32, mis::Mission_L7[mission].to_s)
		self.contents.draw_text(0, 224, 348, 32, mis::Mission_L8[mission].to_s)
	end
end
#--------------------------------------------------------------------
# * Ends Window_Missiondesc
#--------------------------------------------------------------------


#====================================
# Scene_MissionMenu
#====================================
class Scene_MissionMenu
	#--------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------
	def initialize(menu_index = 0)
		@menu_index = menu_index
	end
	#--------------------------------------------------------------------
	# * Main
	#--------------------------------------------------------------------
	def main
		
		@missionhelp_window = Window_Missionhelp.new
		@missionlist_window = Window_Missionlist.new
		@missionnum_window = Window_MissionNum.new
		@missioncomp_window = Window_Missioncomp.new(@missionlist_window.mission)
		@missiondesc_window = Window_Missiondesc.new(@missionlist_window.mission)
		@mission = @missionlist_window.mission
		
		@missiondesc_window.refresh(@missionlist_window.mission)
		@missioncomp_window.refresh(@missionlist_window.mission)
		
		Graphics.transition
		loop do
			Graphics.update
			Input.update
			update
			if $scene != self
				break
			end
		end
		Graphics.freeze
		@missionhelp_window.dispose
		@missiondesc_window.dispose
		@missioncomp_window.dispose
		@missionlist_window.dispose
		@missionnum_window.dispose
	end
	#--------------------------------------------------------------------
	# * Update
	#--------------------------------------------------------------------
	def update
		mis = Mission_Menu
		@missionlist_window.update
		@missionnum_window.update
		@missionhelp_window.update("Select a mission to see details.")
		if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::DOWN) or Input.repeat?(Input::UP)
			@missiondesc_window.refresh(@missionlist_window.mission)
			@missioncomp_window.refresh(@missionlist_window.mission)
		end
		if Input.trigger?(Input::B)
			$game_system.se_play($data_system.cancel_se)
			$scene = Scene_Map.new
		end
	end
	
end
#--------------------------------------------------------------------
# * Ends Scene_Missionmenu
#--------------------------------------------------------------------

 



Demo: http://www.mediafire.com/?kyhmnbmulkj

Bug e conflitti noti: NA

Edited by Dilos
Applicato tag code.

SE LA MEMORIA NON MI INGANNA, E MI INGANNA SPESSO...

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  • 2 months later...

Grazie! è utilissimo!! :smile: :sisi:

Solo che servirebbero un paio di spiegazioni in più sul funzionamento...

Edited by stefa168
http://img14.imageshack.us/img14/9595/obbiettivogiocaconnoi.png
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Cosa non ti è chiaro? Non ho scaricato la demo, ma nello script vedo abbastanza istruzioni, ci sono anche esempi

=begin

Description:

Script per creare un diario Missioni.

 

Caratteristiche:

 

1. Le missioni completate saranno visualizzate in verde.

2. Le missioni sono numerate per ordinarle come meglio si crede

 

Istruzioni:

Inserire sopra il main

 

Per attivare una missione usare questa stringa

 

$game_party.mission[mission_id] = x

 

Sostituire Mission_id con il numero della missione da attivare

 

sostituire la X con:

1 = la missione è conosciuta ma non appare nella lista

2 = la missione è conosciuta e appare sulla lista

3 = la missione è completa.

 

Ho me delle missioni defaud come esempio

^ ^

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^

http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"


http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^
http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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Mi da errore sulla linea 343 de tipo 'TypeError'

cannot convert nil into String

a me funziona benissimo

SE LA MEMORIA NON MI INGANNA, E MI INGANNA SPESSO...

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Non ho provato, ma credo che per far apparire la finestra delle missioni devi richiamare lo script in questo modo (dal comando evento script, l' ultimo dei comandi evnto):

per richiamare lo script usare questa stringa : $scene = Scene_MissionMenu.new

^ ^

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^

http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"


http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^
http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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Ho bisogno di un aiuto... Ho fatto in modo che usando un libro dal inventario si accede al diario delle missioni. Faccio un test e quasi tutto va bene, ossia lo script in se per se sembra funzionare ma le scritte non ci sono. (Infatti lo script non specifica l'utilizzo di nessuna font) Allora cosa ho fatto, ho aggiunto una font io dato che è una cosa che penso mi riesca il risultato alla fine è che se metto:

 

self.contents.font.name = "Monotype Corsiva"

 

nelle rispettive parti testuali tranne che nella seguente parte:

 

#--------------------------------------------------------------------# * Refresh#--------------------------------------------------------------------def refresh(mission)self.contents.clearmis = Mission_Menuself.contents.draw_text(0, 0, 348, 32, mis::Mission_L1[mission].to_s)self.contents.draw_text(0, 32, 348, 32, mis::Mission_L2[mission].to_s)self.contents.draw_text(0, 64, 348, 32, mis::Mission_L3[mission].to_s)self.contents.draw_text(0, 96, 348, 32, mis::Mission_L4[mission].to_s)self.contents.draw_text(0, 128, 348, 32, mis::Mission_L5[mission].to_s)self.contents.draw_text(0, 160, 348, 32, mis::Mission_L6[mission].to_s)self.contents.draw_text(0, 192, 348, 32, mis::Mission_L7[mission].to_s)self.contents.draw_text(0, 224, 348, 32, mis::Mission_L8[mission].to_s)endend

 

provando quindi SENZA il codice riguardante la font funziona tutto tranne che le line che descrivono la quest non si vedono proprio perché non ho messo la font. Se pero provo a mettere la font Anche li o crasha tutto subito oppure crasha dopo aver cambiato per la seconda volta la quest selezionata.

 

Come posso fare? lo provate tutte :'(

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scusa ma te hai scaricato la demo ma non ti si vedono comunque le scritte?

 

io mi chiedo invece come fare per togliere del tutto le quest completate, senza farle diventare verdi o cose del genere

Edited by Aidan
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Sia che nella demo sia che nel gioco le scritte non si vedono tranne che io metta le mani sul codice inserendo self.contents.font.name = "Monotype Corsiva". Pero come ho detto prima se metto questa riga nella parte che interessa le scritte della descrizione il gioco crasha con un errore non inerente al codice.
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Questo script permette di avere un sistema locanda,ma permette anche di aggiornare tutte le classi presenti e di

adattare la libreria RGSS a tutti i giochi,Dark herat,sicuramente ti sarà successo di non trovare font in giochi in cui avevi cambiato libreria,ora basta solo incollare questo script per risolvere questi problemi,io lo uso sempre e essendo un makeratore a livelli discreti io ne ho fatto uso per ben due anni.

 

#======================================================================

# ** The Complete Windowskin Color, Faceset & Inn System

#-------------------------------------------------------------------------------

# by DerVVulfman

# Version 2

# 01-17-06

#------------------------------------------------------------------------------

# ** Script Modules Added:

# Module RPG(Bitmap) .. Editable: For default Font & Font Size

#

# ** Script Pages Modified:

# Game_Temp .. Editable: For all custom systems

# Window_Base .. added draw_actor_portrait & edited draw_class

# modified get_text_color 'n etc. for windowskin system

# Window_Selectable .. added draw_actor_portrait for Window_Message

# Window_MenuStatus .. edited refresh to include facesets

# Window_Status .. edited refresh to include facesets

# Window_SaveFile .. edited initialize & refresh to include facesets

# Window_NameEdit .. edited refresh to include facesets

# Window_Message .. edited refresh & reset_window for faceset system

# Scene_File .. edited main and update for faceset system

# Scene_Save .. edited write_save_data to include facesets

# Scene_Load .. edited read_save_data to include facesets

#

# ** Script Pages Added:

# Faceset .. called routine to display facesets in messages & inn

# Scene_Inn .. called routine to recreate the RM2K inn

# Window_Inn .. window screens for the inn system

#

#------------------------------------------------------------------------------

#

# * WINDOWSKIN COLORS *

#

# By using my script, and a suitably modified windowskin, you can have sixteen

# preset colors in your game. You can also SWITCH between your color schemes

# by switching windowskins.

#

# Because the system now allows for 16 colors, so too does the message system.

# Instead of /c being a range of 0-7, it now allows values from 0-15!

#

# NOTE: While I designed the system, I did adapt a couple of color value defs

# so my windowskins system is compatable with RPG Advocate's Advanced

# Equipment, Cursed Items, etc. systems.

#

# Though, making a couple of specifically named defs that return colors

# isn't hard at all. I just like the way he made those systems. :)

#

# Let us review, using my base windowskin's colorset - made w/ default colors:

#

# Colors 0 to 7

# #1) ( /c[0]) White (Normal)

# #2) ( /c[1]) Bluish

# #3) ( /c[2]) Pinkish

# #4) ( /c[3]) SeaGreen

# #5) ( /c[4]) SkyBlue

# #6) ( /c[5]) Lavender

# #7) ( /c[6]) Off-White Gold

# #8) ( /c[7]) Light Gray

# Colors 8 to 15 (not originally available in the message system)

# #9) ( /c[8]) Cloud Gray (System)

# #10) ( /c[9]) Yellow (Distress)

# #11) (/c[10]) Red (Knockout)

# #12) (/c[11]) Gold/Orange (Required)

# #13) (/c[12]) Purple (Cursed)

# #14) (/c[13]) Green (Attr. Up)

# #15) (/c[14]) Dark Gray (Attr. Down & Disabled)

# #16) (/c[15]) Black

#

#------------------------------------------------------------------------------

#

# * FACESET *

#

# This script allows you to display facesets in message boxes in roughly the

# same manner as in RM2K / RM2K3. You do so by calling a script:

#

# Script: FaceSet.new(filename,index)

# filename = bmp, jpg, or png filename in pictures directory holding images

# index = index number of image in file

#

# EXAMPLE: Faceset.new("portrait",6)

#

# This command actually does a number of things:

# 1) It checks and makes sure that a graphic image named "Portrait" is in the

# Graphics\Pictures directory

# 2) It saves that filename into the value "message_box_image" in Game_Temp

# 3) It saves that you, the scripter, has chosen image #6 in the image file.

#

# After that, when you make a message box, the box will display the 6th image

# from the "portrait" file. It will widen to accept both the image AND the

# accompanying text. IF there is no "portrait" file, IF there is no 6th image,

# or IF you run the command...

#

# Faceset.new()

#

# ... then, you erase the Faceset from memory, and the message box returns to

# it's normal default size.

#

# NOTE: The faceset images must be exactly 96 x 96 in size. That is exactly

# double the size of the old RM2K faceset size. It does NOT matter if

# the image stores them in in a single row of five, two rows of 20, or

# ten rows of 20! It counts how many rows and how many columns. Your

# faceset image can be any size!

#

# NOTE: This system is being designed for Faceset Styled Menus (like RM2K),

# with the idea of utilizing a default faceset. In it, the first hero's

# image will be index #1, the second's will be #2, etc.

#

#------------------------------------------------------------------------------

#

# * INN SYSTEM *

#

# This script allows you to bring up inns in almost the same manner as those

# in RM2K / RM2K3. You do so by calling a script:

#

# Script: $scene = Scene_Inn.new()

#

# But, it also relies on values stored in Game_Temp in order to operate:

# (inn_message1 to inn_message7, inn_price, inn_music AND inn_switch)

#

# Descriptions: inn_message1: The welcoming message when first turned on.

# inn_message2: A text string showing how much it costs.

# inn_message3: This holds the "Not enough money!" string

# inn_message4: Here, you taunt the customer to staying.

# inn_message5: The ever popular "Have a pleasant stay."

# inn_message6: Your character can say "Sure, why not?"

# inn_message7: Here, your character refuses to stay.

# inn_price: This is the value taken from the party.

# inn_music: A light ME (music effect) file for staying.

# inn_switch: You can specify a switch here, so you can

# make a decision if the hero stayed at an inn.

#

# NOTE: This system ALSO works with the FACESET system, so you can utilize

# facesets with it, or not!

#

# NOTE: In order to make line breaks (multiple lines) in the inn_messages,

# the special RMXP code "\n" is the key. As an example:

#

# $game_temp.inn_message4 = "You gotta be kidding!/nYou wanna stay, right?"

#

# would display.

#

# You gotta be kidding!

# You wanna stay, right?

#

#==============================================================================

 

#==============================================================================

# ** Module RPG (Editable Portion)

#------------------------------------------------------------------------------

# This class handles the default font settings for all window screens that are

# not modified by any other code. As it begins before Game_Temp, the Fontname

# and Fontsize of the Title Screen is controlled here, as well as all of the

# unmodified menus.

#==============================================================================

 

module RPG

class Bitmap < ::Bitmap

Font.default_name = "Comic Sans MS"

Font.default_size = 24

Font.default_bold = false

Font.default_italic = false

Font.default_color = Color.new(255,255,255,255)

end

end

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

#==============================================================================

# ** Game_Temp (Script Edit / Editable Portion)

#------------------------------------------------------------------------------

# This class handles temporary data that is not included with save data.

# Refer to "$game_temp" for the instance of this class.

#------------------------------------------------------------------------------

# This edit allows the scripts to control the size & typeface of the script's

# menu screens. If other menus are added, you may wish to refer to the values

# recorded here.

#

# It also stores the values used in the faceset system.

#==============================================================================

 

class Game_Temp

 

#--------------------------------------------------------------------------

# * Public Instance Variables

#--------------------------------------------------------------------------

attr_accessor :faceset_system

attr_accessor :faceset_file

attr_accessor :message_box_image

attr_accessor :message_box_image_index

# CUSTOM: For Inn System

attr_accessor :inn_message1

attr_accessor :inn_message2

attr_accessor :inn_message3

attr_accessor :inn_message4

attr_accessor :inn_message5

attr_accessor :inn_message6

attr_accessor :inn_message7

attr_accessor :inn_price

attr_accessor :inn_music

attr_accessor :inn_switch

 

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

alias initialize_game_temp initialize

def initialize

initialize_game_temp

# Custom Screen Font (if used)

$fontname = "Comic Sans MS"

$fontsize = 24

# Faceset System

@faceset_system = true # If menus use facesets (true)

@faceset_file = "Actors" # Faceset file for heroes in menu.

@message_box_image = "" # File for non-menu windows (leave empty)

@message_box_image_index = nil # Index of image IN picture file

# Inn System

@inn_message1 = "Benvenuti nella mia locanda!."

@inn_message2 = "Il costo è di 50 Gladon."

@inn_message3 = "Non hai abbastanza Gladon."

@inn_message4 = "Sicuro?."

@inn_message5 = "Buonanotte!."

@inn_message6 = "Resto."

@inn_message7 = "Non resto."

@inn_price = 50

@inn_music = "014-Inn01"

@inn_switch = 0

end

 

#--------------------------------------------------------------------------

# * End of Class

#--------------------------------------------------------------------------

end

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

#==============================================================================

# ** FaceSet

#------------------------------------------------------------------------------

# This class allows Faceset graphics to appear in Text Boxes.

#==============================================================================

 

class FaceSet

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize (file = "", number = nil)

# Assume no faceset file being loaded

$game_temp.message_box_image = ""

# Make sure it is a valid picture (in 1 of 3 formats...)

# and load faceset from Pictures directory

if FileTest.exist?("Graphics/Pictures/" + file + ".bmp")

$game_temp.message_box_image = file

end

if FileTest.exist?("Graphics/Pictures/" + file + ".jpg")

$game_temp.message_box_image = file

end

if FileTest.exist?("Graphics/Pictures/" + file + ".png")

$game_temp.message_box_image = file

end

# if no valid number, erase loaded faceset file

if number == nil

$game_temp.message_box_image = ""

end

# Set number of faceset in image

$game_temp.message_box_image_index = number

end

 

#--------------------------------------------------------------------------

# * End of Class

#--------------------------------------------------------------------------

end

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

#==============================================================================

# ** Window_Base (Reduced Actor class text width)

#------------------------------------------------------------------------------

# This class is for all in-game windows.

#==============================================================================

 

 

#==============================================================================

# ** Window_Selectable (Added draw_actor_portrait)

#------------------------------------------------------------------------------

# This window class contains cursor movement and scroll functions.

#==============================================================================

 

class Window_Selectable < Window_Base

 

#--------------------------------------------------------------------------

# * Draw Portrait

# number : image number in file

# x : draw spot x-coordinate

# y : draw spot y-coordinate

#--------------------------------------------------------------------------

def draw_actor_portrait(number, x, y, hue=0, opacity=255)

filename = $game_temp.faceset_file

# Obtain faceset bitmap from Picture directory

bitmap = RPG::Cache.picture(filename)

# Obtain number of images in bitmap (96 x 96 frames)

cw = bitmap.width

ch = bitmap.height

x_pic = cw / 96

y_pic = ch / 96

# Begin Loop to obtain image location from faceset

i = 0

xpos = 0

ypos = 0

for i in 1..number

xpos = xpos + 1

if xpos > x_pic

xpos = 1

ypos = ypos + 1

if ypos > y_pic

ypos = 1

end

end

end

# Calculate pixel coordinates of image

xpos = xpos - 1

xpos = xpos * 96

ypos = ypos * 96

# Display desired image at location

src_rect = Rect.new(xpos, ypos, 96, 96)

self.contents.font.name = "Comic Sans MS"

self.contents.font.size = 24

self.contents.blt(x , y, bitmap, src_rect,opacity)

self.contents.hue_change(hue)

end

 

#--------------------------------------------------------------------------

# * End of Class

#--------------------------------------------------------------------------

end

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

 

#==============================================================================

# ** Window_Inn

#------------------------------------------------------------------------------

# This window shows the bartering message of innkeepers

#==============================================================================

 

class Window_Inn < Window_Selectable

 

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 0, 640, 160)

@face_indent = 0

self.contents = Bitmap.new(width - 192, height - 32)

if $game_temp.message_box_image != ""

@x = @face_indent = 128

end

end

 

#--------------------------------------------------------------------------

# * Set Text

# text : text string displayed in window

#

# NOTE: As each letter is drawn, it removed and erased "text" and any

# value linked to it. Strange as it seemed, I had to use another

# value @text2 and build it up, piece by piece from the dismantled

# text, and had to include any line breaks (\n) that it encountered.

#--------------------------------------------------------------------------

def set_text(text, index = 1)

# Clear window

self.contents.font.name = "Comic Sans MS"

self.contents.font.size = 24

self.contents.clear

# Save menu faceset

@tempfile = $game_temp.faceset_file

$game_temp.faceset_file = $game_temp.message_box_image

# Draw portrait

if $game_temp.message_box_image != ""

draw_actor_portrait($game_temp.message_box_image_index, 8, 16)

end

# Reset menu faceset

$game_temp.faceset_file = @tempfile

# Set empty space for temp string

@text2 = ""

# Text Position Reset

x = y = 0

# Get 1 text character in c (loop until unable to get text)

while ((c = text.slice!(/./m)) != nil)

# If new line text

if c == "\n"

# Add line break to @text2

@text2.concat("\n")

# Add 1 to y

y += 1

# Reset x to 0

x = 0

# go to next text

next

end

# Draw text

#----------------------------------------------------------------------

# * Draw text using the calculated margin

#----------------------------------------------------------------------

self.contents.font.name = "Comic Sans MS"

self.contents.font.size = 24

self.contents.draw_text(4 + x + @face_indent, 32 * y, 40, 32, c)

#----------------------------------------------------------------------

# * End

#----------------------------------------------------------------------

# Add x to drawn text width

x += self.contents.text_size©.width

# Add sliced character to @text2

@text2.concat©

end

# Show inn message window

self.visible = true

# Which message

case index

when 1

# Restore message to welcome

$game_temp.inn_message1 = @text2

when 2

# Restore message to price

$game_temp.inn_message2 = @text2

when 3

# Restore message to no sale

$game_temp.inn_message3 = @text2

when 4

# Restore message to hard sale

$game_temp.inn_message4 = @text2

when 5

# Restore message to goodnight

$game_temp.inn_message5 = @text2

end

end

 

#--------------------------------------------------------------------------

# * End of Class

#--------------------------------------------------------------------------

end

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

#----------------------------------------------------------

 

 

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

#

 

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

# -----------------------------------------------------------------------------

 

 

#==============================================================================

# ** Scene_Inn (NEW SCRIPT)

#------------------------------------------------------------------------------

# This class performs inn screen processing.

#==============================================================================

class Scene_Inn

 

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize()

# Load values stored in $Game_Temp

# That way, you can change 'em or store 'em

@welcome = $game_temp.inn_message1

@the_price = $game_temp.inn_message2

@no_rest = $game_temp.inn_message3

@hard_sale = $game_temp.inn_message4

@goodnight = $game_temp.inn_message5

@command1 = $game_temp.inn_message6

@command2 = $game_temp.inn_message7

@price = $game_temp.inn_price

@music = $game_temp.inn_music

@switch_id = $game_temp.inn_switch

end

 

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Set game switch to inn's switch id # (Turned on if inn is used, off if not)

$game_switches[@switch_id] = false

# Copy the background map

@spriteset = Spriteset_Map.new

# Make the inn window

@inn_window = Window_Inn.new

# Display the welcome text

@inn_window.set_text(@welcome, 1)

# Make a decision window (set to visible / active)

@selection= Window_Command.new(160, [@command1, @command2])

@selection.back_opacity = 0

@selection.visible = true

@selection.active = true

# Make an options window (set to invisible / inactive)

@option = Window_Command.new(160, ["Si", "No"])

@option.back_opacity = 0

@option.visible = false

@option.active = false

# Make the gold window

@money = Window_Gold.new

@money.x = 480

# Set inn window vertically

case $game_system.message_position

when 0

@inn_window.y = 0

when 1

@inn_window.y = 160

when 2

@inn_window.y = 320

end

# Set decision, options & money windows based on inn window

@selection.y = @inn_window.y + 64

@money.y = @inn_window.y

@selection.x = @inn_window.width - @selection.width

@option.y = @inn_window.y + 64

@option.x = @inn_window.width - @option.width

@option.y = @selection.y

# Execute transition

Graphics.transition

# Main loop

loop do

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

if $scene != self

break

end

end

# Refresh map

$game_map.refresh

# Prepare for transition

Graphics.freeze

# Dispose of spriteset background

@spriteset.dispose

# Dispose of windows

@inn_window.dispose

@selection.dispose

@option.dispose

@money.dispose

end

 

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# Update spriteset

@spriteset.update

# Update windows

@inn_window.update

@selection.update

@option.update

@money.update

# If selection window is active: update_selection

if @selection.active

update_selection

return

end

# If option window is active: update_options

if @option.active

update_options

return

end

end

 

#--------------------------------------------------------------------------

# * Selection Update

#--------------------------------------------------------------------------

def update_selection

# If B button is pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Pause for some time

delay(25)

# Switch to map

$scene = Scene_Map.new

return

end

# If C button is pressed

if Input.trigger?(Input::C)

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Choose based on decision

case @selection.index

# If choice is True / Yes

when 0

# Disable the selection window

@selection.visible = false

@selection.active = false

# Enable the option menu

@option.active = true

@option.visible = true

# Display the price text

@inn_window.set_text(@the_price,2)

@the_price = $game_temp.inn_message2

# If choice is False / No

when 1

# Pause for some time

delay(25)

# Switch to map

$scene = Scene_Map.new

end

end

end

 

#--------------------------------------------------------------------------

# * Options Update

#--------------------------------------------------------------------------

def update_options

# Get current gold

@value = $game_party.gold

# If B button is pressed

if Input.trigger?(Input::B)

# Play cancel SE

$game_system.se_play($data_system.cancel_se)

# Disable option menu

@option.active = false

@option.visible = false

# Enable selection menu

@selection.active = true

@selection.visible = true

# Return to inn menu

return

end

# If C button was pressed

if Input.trigger?(Input::C)

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Choose based on decision

case @option.index

# If choice is true / Yes

when 0

# If gold is not enough

if @value < @price

# Play buzzer SE

$game_system.se_play($data_system.buzzer_se)

# Display money short message

@inn_window.set_text(@no_rest,3)

@no_rest = $game_temp.inn_message3

# Pause for some time

delay(25)

# Switch to map screen

$scene = Scene_Map.new

return

end

# If gold is enough

# Pay the inn

$game_party.lose_gold(@price)

@money.refresh

# Play inn melody

Audio.me_play("Audio/ME/" + $game_temp.inn_music, 80, 80)

# Pay the inn

$game_party.lose_gold(@price)

@money.refresh

# Restore actors at the inn

for i in 0...$game_party.actors.size

@actor = $game_party.actors

@actor.hp = @actor.maxhp

@actor.sp = @actor.maxsp

end

# Pause for some time

delay(15)

# Prepare for transition

Graphics.transition(40)

# Display goodnight message

@inn_window.set_text(@goodnight, 50)

# Pause for some time

delay(25)

# Switch to map scene

$scene = Scene_Map.new

# Success: Flag the inn's switch ON

$game_switches[@switch_id] = true

# If choice is false / No

when 1

# Display hard sale message

@inn_window.set_text(@hard_sale,4)

@hard_sale = $game_temp.inn_message4

# Disable option menu

@option.active = false

@option.visible = false

# Enable selection menu

@selection.active = true

@selection.visible = true

end

end

end

 

#--------------------------------------------------------------------------

# * Delay System

#--------------------------------------------------------------------------

def delay(wait)

count = Graphics.frame_count

while wait + count >= Graphics.frame_count

Graphics.update

end

end

 

#--------------------------------------------------------------------------

# * End of Class

#--------------------------------------------------------------------------

end

 

P.S.Scusate se ho sondato il layout...

Edited by Aliuzz96

PROGETTI IN CORSO:

 

http://img88.imageshack.us/img88/8484/bannerfirmabetatester.jpg

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

In chat il mio nickname sarà Aleks o Al, mi pento ancora di essermi messo il nick tamarro di Aliuzz.ç_ç

 

http://img571.imageshack.us/img571/6659/alicei.png

membro ufficiale fondatore n4 di mrfruffolobatuffolo

http://img717.imageshack.us/img717/4789/mrfruffolobanner.jpg

 

 

Rudo:

Ti ringrazio. Ci misi tutto me stesso diversi anni fa per realizzare CrystalQuest. Sebbene la mia visione sia cambiata con il passare del tempo, ci sono molti aspetti che manterrei se dovessi (per assurdo) realizzare una nuova avventura oggi.

 

Questo non accade tutti i giorni,sono commosso.ç_ç

 

 

Orgoglioso membro del trio *o*

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