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*Valentino's Scene Shop


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Valentino's Scene Shop


Descrizione

Personalizzazione della Scene Shop. Completamente animata.

EDIT: Implementata la possibilità di equipaggiare gli oggetti direttamente dal negozio.



Autore

Avon Valentino (Io)



Allegati

Screenshots:

Spoiler

http://img268.imageshack.us/img268/1742/shop6.png
http://img530.imageshack.us/img530/3757/shop1.png
http://img214.imageshack.us/img214/2347/shop2i.png
http://img714.imageshack.us/img714/5816/shop3.png
http://img545.imageshack.us/img545/4261/shop4.png
http://img522.imageshack.us/img522/5562/shop5.png



Demo Link:
http://www.mediafire.com/download.php?guf5fsnk4c13p67

Script:

#---------------------------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])  endend



Parte 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  endend



Istruzioni per l'uso

Non c'e niente da dire XD, se usate lo script creditatemi per favore
:wink:



Bugs e Conflitti Noti

N/A

Edited by Valentino
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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) ^ ^

 

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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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!
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