Valentino Posted September 19, 2010 Share Posted September 19, 2010 (edited) Valentino's Scene Shop DescrizionePersonalizzazione della Scene Shop. Completamente animata.EDIT: Implementata la possibilità di equipaggiare gli oggetti direttamente dal negozio. AutoreAvon Valentino (Io) AllegatiScreenshots:Spoiler http://img268.imageshack.us/img268/1742/shop6.pnghttp://img530.imageshack.us/img530/3757/shop1.pnghttp://img214.imageshack.us/img214/2347/shop2i.pnghttp://img714.imageshack.us/img714/5816/shop3.pnghttp://img545.imageshack.us/img545/4261/shop4.pnghttp://img522.imageshack.us/img522/5562/shop5.pngDemo Link:http://www.mediafire.com/download.php?guf5fsnk4c13p67Script: #---------------------------Valentino's Scene Shop---------------------------##Script creato da Valentino Avon, se lo usate creditatemi ;)#---------------------------CONFIGURAZIONE------------------------SFONDO = "Sfondo" #title di sfondo Da inserire in Graphics/TitlesMOV_X = 1#movimento X sfondoMOV_Y = 1#movimento Y sfondo#-----------------------------------------------------------------class Window_ShopCommand < Window_Selectable def initialize super(16, -184, 160, 128) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 3 @column_max = 1 @commands = ["Compra", "Vendi", "Esci"] self.z = 120 refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end def draw_item(index) y = 0 + index * 32 self.contents.draw_text(4, y, 128, 32, @commands[index]) endend class Window_ShopNumber < Window_Base def refresh self.contents.clear draw_item_name(@item, 4, 6) self.contents.font.color = normal_color self.contents.draw_text(222, 6, 32, 32, "×") self.contents.draw_text(258, 6, 24, 32, @number.to_s, 2) self.cursor_rect.set(254, 6, 32, 32) # Draw total price and currency units domination = $data_system.words.gold cx = contents.text_size(domination).width total_price = @price * @number self.contents.font.color = normal_color self.contents.draw_text(-50, 64, 328-cx-2, 32, total_price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(282-cx, 64, cx, 32, domination, 2) endend class Window_StatusS < Window_Selectable def initialize super(368, 128, 272, 352) self.contents = Bitmap.new(width - 32, height - 32) @column_max = 1 @item_max = $game_party.actors.size self.index = -3 @item = nil self.active = false refresh end def refresh self.contents.clear if @item == nil return end if @item.is_a?(RPG::Item) return end # Equipment adding information for i in 0...$game_party.actors.size # Get actor actor = $game_party.actors[i] draw_actor_graphic(actor,15,49+96*i) # If equippable, then set to normal text color. If not, set to # invalid text color. if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end # Draw actor's name self.contents.draw_text(35, 17+96* i, 120, 32, actor.name) # Get current equipment if @item.is_a?(RPG::Weapon) item1 = $data_weapons[actor.weapon_id] elsif @item.kind == 0 item1 = $data_armors[actor.armor1_id] elsif @item.kind == 1 item1 = $data_armors[actor.armor2_id] elsif @item.kind == 2 item1 = $data_armors[actor.armor3_id] else item1 = $data_armors[actor.armor4_id] end # If equippable if actor.equippable?(@item) if @item.is_a?(RPG::Weapon) atk1 = item1 != nil ? item1.atk : 0 atk2 = @item != nil ? @item.atk : 0 str1 = item1 != nil ? item1.str_plus : 0 str2 = @item != nil ? @item.str_plus : 0 change = atk2 - atk1 change2 = str2 - str1 self.contents.draw_text(130, 17+96 * i, 112, 32,"ATK", 2) self.contents.draw_text(130, 49+96 * i, 112, 32,"STR", 2) end if @item.is_a?(RPG::Armor) pdef1 = item1 != nil ? item1.pdef : 0 mdef1 = item1 != nil ? item1.mdef : 0 pdef2 = @item != nil ? @item.pdef : 0 mdef2 = @item != nil ? @item.mdef : 0 change = pdef2 - pdef1 change2 = mdef2 - mdef1 self.contents.draw_text(130, 17+96 * i, 112, 32,"PDEF", 2) self.contents.draw_text(130, 49+96 * i, 112, 32,"MDEF", 2) end self.contents.draw_text(174, 17+96 * i, 112, 32, sprintf("%+d", change), 2) self.contents.draw_text(174, 49+96 * i, 112, 32, sprintf("%+d", change2), 2) end if item1 != nil x = 4 y = 96 * i + 49 bitmap = RPG::Cache.icon(item1.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item1.name) end end end def item=(item) if @item != item @item = item refresh end end def update_cursor_rect if @index <= -2 self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96) elsif @index == -1 self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20) else self.cursor_rect.set(0, @index * 96, self.width - 32, 96) end endend class Window_Numeri < Window_Base def initialize super(-420, 64, 154, 64) self.contents = Bitmap.new(width - 32, height - 32) @item = nil self.z = 200 refresh end def refresh self.contents.clear case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end self.contents.font.color = normal_color self.contents.draw_text(4, 0, 200, 32, "Posseduti:") cx = contents.text_size("Posseduti").width self.contents.draw_text(2+cx, 0, 32, 32, number.to_s, 2) end def item=(item) if @item != item @item = item refresh end endend class Window_Scritta < Window_Base def initialize super(80, 304, 480, 64) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 refresh end def refresh self.contents.clear if $game_temp.message_text != nil cx = contents.text_size($game_temp.message_text).width self.width = cx + 32 self.x = (640-cx-32)/2 self.contents = Bitmap.new(width - 32, height - 32) self.contents.draw_text(0,0,480,32,$game_temp.message_text) end endend class Window_ShopBuy < Window_Selectable def draw_item(index) item = @data[index] # Get items in possession case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.price <= $game_party.gold and number < 99 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end 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)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2) endend class Window_Equip < Window_Selectable def initialize super(230, 150, 64, 96) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 2 @column_max = 1 @commands = ["Sì","No"] self.index = 0 self.visible = false self.active = false self.z = 700 refresh end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end def draw_item(index) y = 0 + index * 32 self.contents.draw_text(4, y, 128, 32, @commands[index]) endendParte 2, da inserire sotto la parte 1.class Scene_Shop def main $premuto = false @fase = 0 @win = nil @equip = Window_Equip.new @dummy_window = Window_Base.new(0, 128, 640, 352) @dummy_window.opacity = 0 @help_window = Window_Help.new @help_window.x = 0 @help_window.y = -340 @help_window.z = 300 @command_window = Window_ShopCommand.new @gold_window = Window_Gold.new @gold_window.x = -406 @gold_window.y = 64 @gold_window.z = 180 @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.help_window = @help_window @buy_window.y = 668 @buy_window.width = 314 @buy_window.height = 352 @buy_window.contents = Bitmap.new(314 - 32, 352 - 32) @buy_window.refresh @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.help_window = @help_window @sell_window.y = 668 @number_window = Window_ShopNumber.new @number_window.active = false @number_window.y = 656 @number_window.width = 314 @number_window.height = 352 @number_window.contents = Bitmap.new(314 - 32, 352 - 32) @number_window.z = 500 @number_window.refresh @numeri = Window_Numeri.new @status_window = Window_StatusS.new @status_window.x = 714 @status_window.y = 64 @status_window.width = 326 @status_window.height = 416 @status_window.contents = Bitmap.new(326 - 32, 416 - 32) @status_window.refresh @message = Window_Scritta.new @message.x = 80 @message.y = 208 @message.visible = false @sfondo = Plane.new @sfondo.bitmap = RPG::Cache.title(SFONDO) Graphics.transition for i in 0..20 if @command_window.y != 16 @command_window.y += 20 @sfondo.ox += MOV_X @sfondo.oy += MOV_Y Graphics.update end end loop do @sfondo.ox += MOV_X unless $premuto @sfondo.oy += MOV_Y unless $premuto Graphics.update Input.update case @fase when 0 update when 1 update_messaggio end if $scene != self break end end Graphics.freeze @help_window.dispose @command_window.dispose @gold_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose @numeri.dispose @message.dispose @sfondo.dispose @equip.dispose end def update_messaggio @message.visible = true if @buy_window.active @win = 0 @buy_window.active = false end if @sell_window.active @win = 1 @sell_window.active = false end if Input.trigger?(Input::C) @fase = 0 @buy_window.active = true if @win == 0 @sell_window.active = true if @win == 1 @message.visible = false end end alias shop_update update def update @message.update @numeri.update @equip.update if @equip.active update_equip return end if @status_window.active @status_window.update update_chara return end shop_update end def muovi_window(tastoc = false, tastob = false) $premuto = true if tastoc grigio = 0 for i in 0..20 if @command_window.y != 464 @command_window.y -= 20 Graphics.update end end for i in 1..20 grigio += 12.75 @sfondo.tone.set(0,0,0,grigio) Graphics.update end for i in 0..20 if @command_window.y != 464 Graphics.update end if @status_window.x != 314 and @command_window.index == 0 @status_window.x -= 20 end if @buy_window.y != 128 and @command_window.index == 0 @buy_window.y -= 27 end if @numeri.x != 0 and @command_window.index == 0 @numeri.x += 20 end if @gold_window.x != -6 and @command_window.index == 0 @gold_window.x += 20 end if @gold_window.x != 0 and @command_window.index == 1 @gold_window.x += 20 end if @sell_window.y != 128 and @command_window.index == 1 @sell_window.y -= 27 end if @help_window.y != 0 and @command_window.index != 2 @help_window.y += 20 end end for i in 0..20 if @gold_window.x != 154 and @command_window.index == 0 @gold_window.x += 20 Graphics.update end end end if tastob @sfondo.tone.set(0,0,0,255) for i in 0..20 if @gold_window.x != -6 and @command_window.index == 0 @gold_window.x -= 20 Graphics.update end end for i in 0..20 if @command_window.y != 16 @command_window.y += 20 Graphics.update end if @buy_window.y != 668 and @command_window.index == 0 @buy_window.y += 27 end if @numeri.x != -420 and @command_window.index == 0 @numeri.x -= 20 end if @sell_window.y != 668 and @command_window.index == 1 @sell_window.y += 27 end if @help_window.y != -340 @help_window.y -= 20 end if @status_window.x != 714 and @command_window.index == 0 @status_window.x += 20 end if @gold_window.x != -200 @gold_window.x -= 20 end end if @gold_window.x < -180 @gold_window.x = -406 end grigio = 255 @sfondo.tone.set(0,0,0,255) for i in 0..10 grigio -= 25 @sfondo.tone.set(0,0,0,grigio) Graphics.update end if grigio <= 0 $premuto = false grigio = 0 end endend alias shop_command update_command def update_command shop_command if Input.trigger?(Input::B) for i in 0..20 if @command_window.y != 464 @command_window.y -= 20 Graphics.update end end $game_temp.message_text = nil end if Input.trigger?(Input::C) @numeri.item = @buy_window.item if @command_window.index == 0 @buy_window.update_help if @command_window.index == 0 @sell_window.update_help if @command_window.index == 1 @sell_window.refresh @buy_window.refresh muovi_window(true,false) case @command_window.index when 0 @numeri.visible = true when 1 # sell @gold_window.x = 0 when 2 $game_temp.message_text = nil end return end end def update_buy @status_window.item = @buy_window.item @numeri.item = @buy_window.item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) muovi_window(false,true) @command_window.active = true @buy_window.active = false @numeri.item = nil return end if Input.trigger?(Input::C) @item = @buy_window.item if @item == nil or @item.price > $game_party.gold $game_system.se_play($data_system.buzzer_se) @fase = 1 @win = 0 $game_temp.message_text = "Non hai abbastanza soldi!" @message.refresh for i in 0..2 Graphics.update end return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end if number == 99 $game_system.se_play($data_system.buzzer_se) @fase = 1 @win = 0 $game_temp.message_text = "Di questi ne hai troppi..." @message.refresh for i in 0..2 Graphics.update end return end $game_system.se_play($data_system.decision_se) max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min @buy_window.active = false @number_window.set(@item, max, @item.price) @number_window.active = true for i in 0..10 if @number_window.y != 96 @number_window.y -= 28 Graphics.update end end end end def update_sell if Input.trigger?(Input::B) @number_window.x = 0 $game_system.se_play($data_system.cancel_se) muovi_window(false,true) @command_window.active = true @sell_window.active = false @numeri.item = nil return end if Input.trigger?(Input::C) @number_window.x = (640-@number_window.width-32)/2 @item = @sell_window.item @numeri.item = @item @status_window.item = @sell_window.item if @item == nil or @item.price == 0 $game_system.se_play($data_system.buzzer_se) @fase = 1 @win = 1 $game_temp.message_text = "Non compro queste cose!" if @item != nil and @item.price == 0 $game_temp.message_text = "Eh? Mi stai prendendo in giro?" if @item == nil @message.refresh for i in 0..2 Graphics.update end return end $game_system.se_play($data_system.decision_se) case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end max = number @sell_window.active = false @number_window.set(@item, max, @item.price / 2) for i in 0..10 if @number_window.y != 96 @number_window.y -= 28 Graphics.update end end @number_window.active = true end end def update_number if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false for i in 0..10 if @number_window.y != 656 @number_window.y += 28 Graphics.update end end case @command_window.index when 0 # buy @buy_window.active = true when 1 # sell @sell_window.active = true end return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @number_window.active = false @oggetto = false case @command_window.index when 0 # buy $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item @oggetto = true $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end @gold_window.refresh @buy_window.refresh @status_window.refresh @numeri.refresh for i in 0..10 if @number_window.y != 656 @number_window.y += 28 Graphics.update end end unless @oggetto @equip.index = 0 $game_temp.message_text = "Equipaggiare adesso?" @message.refresh @message.visible = true cx = @message.contents.text_size($game_temp.message_text).width @equip.x = (640-cx-17) @equip.y = @message.y @equip.active = true @equip.visible = true returnelse @buy_window.active = true end when 1 # sell $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end @gold_window.refresh @sell_window.refresh @status_window.refresh @numeri.refresh for i in 0..10 if @number_window.y != 656 @number_window.y += 28 Graphics.update end end @sell_window.active = true end end end def update_equip if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se)@buy_window.active = true @message.visible = false $game_temp.message_text = nil @equip.active = false @equip.visible = false return end if Input.trigger?(Input::C) case @equip.index when 0 $game_system.se_play($data_system.decision_se) @message.visible = false $game_temp.message_text = nil @equip.visible = false @equip.active = false @status_window.active = true @status_window.index = 0 @numero = @number_window.number when 1 $game_system.se_play($data_system.cancel_se) @buy_window.active = true @message.visible = false $game_temp.message_text = nil @equip.active = false @equip.visible = false return end end end def update_chara if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @status_window.index = -3 @status_window.refresh @buy_window.active = true @status_window.active = false return end if Input.trigger?(Input::C) actor = $game_party.actors[@status_window.index] if actor.equippable?(@item) case @item when RPG::Weapon if actor.weapon_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(0,@item.id) end when RPG::Armor @mess = false if @item.kind == 0 and actor.armor1_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(1,@item.id) @mess = true elsif @item.kind == 1 and actor.armor2_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(2,@item.id) @mess = true elsif @item.kind == 2 and actor.armor3_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(3,@item.id) @mess = true elsif @item.kind == 3 and actor.armor4_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(4,@item.id) @mess = true end end if @mess == false $game_system.se_play($data_system.buzzer_se) return end @status_window.refresh @numero -= 1 if @numero == 0 @status_window.index = -3 @buy_window.active = true @status_window.active = false end else $game_system.se_play($data_system.buzzer_se) return end end endendIstruzioni per l'usoNon c'e niente da dire XD, se usate lo script creditatemi per favore Bugs e Conflitti NotiN/A Edited September 19, 2010 by Valentino Targhette Rpg2s:http://img14.imageshack.us/img14/5421/contestsecondo.png Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: DREAMS http://img16.imageshack.us/img16/2121/dreamstitle2.png SKY's CRY!http://www.rpg2s.net...showtopic=12557 Lista di script creati da me: Support System FF9 Multiscope System Advanced Armor System Protection System Trance System FF2 Development System Scene Vittoria Animato Aperion System Elemosina System Valentino's Scene Shop Item Plus System Panorama Acceleration System Conversione da VX a XP, Vehicle System Sentinel System Scene Zoolab Valentino's Random System Oggetti Riutilizzabili Break Pictures Limit Gameover Animato Valentino's Gun Mode Valentino's Ally System Link to comment Share on other sites More sharing options...
Guardian of Irael Posted September 19, 2010 Share Posted September 19, 2010 Risulterebbe difficile, tanto per personalizzare lo script, aggiungere quella funzione che ti permette di equipaggiare il pezzo appena comprato? :D^ ^ (\_/)(^ ^) <----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) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"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:3Ricorda...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.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: 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 interneLevaitanSpada a due mani elsa lungaGuanti 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$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
Valentino Posted September 19, 2010 Author Share Posted September 19, 2010 A dire il vero ci avevo pensato però credevo che sarebbe stato noioso dire ogni votla "si o no" XD Comunque non credo sarebbe un problema nono. Dopo provo a farlo! Targhette Rpg2s:http://img14.imageshack.us/img14/5421/contestsecondo.png Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: DREAMS http://img16.imageshack.us/img16/2121/dreamstitle2.png SKY's CRY!http://www.rpg2s.net...showtopic=12557 Lista di script creati da me: Support System FF9 Multiscope System Advanced Armor System Protection System Trance System FF2 Development System Scene Vittoria Animato Aperion System Elemosina System Valentino's Scene Shop Item Plus System Panorama Acceleration System Conversione da VX a XP, Vehicle System Sentinel System Scene Zoolab Valentino's Random System Oggetti Riutilizzabili Break Pictures Limit Gameover Animato Valentino's Gun Mode Valentino's Ally System Link to comment Share on other sites More sharing options...
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