DaemonHacking1010 Posted October 8, 2010 Share Posted October 8, 2010 Script semplice da mettere sotto Materials per combattere di lato in un gioco. ############################################################## ################# ## SBS -Side Battle System ## Version 1.0 ## October 3, 2010 ## By DaemonHacking1010 ############################################################################### ## SOURCE ## ## Source thread: ## ## ## Support thread: ## ############################################################################### ## REFERENCES ## ## ## Script is by DaemonHacking1010 ## ############################################################################### ## DESCRIPTION ## ## This script provides a plug-and-play Side Battle System for the default ## battle system. This is purely an asthetic script, and as such, it only ## modifies the visuals of the battle. It does not modify battle mechanics ## when used by itself. ## ## This script will: ## 1) Draw the party on the right side of the screen, facing left, during batle. ## 2) Cause actors to perform their stepping animation when they are on the ## ground, and have no state restrictions applied. ## 3) Place a shadow under the actor. ## 4) Provide a target for animations, and optionally, animations themselves. ## 5) Line up actors in a staggerd row, top to bottom, with adjustable spacing, ## recessed according to the position value of their class. ## 6) Cause actors to step forward when performing an action. ## 7) Draw actors lying down, whitened, and semi-transparent when dead. ## 8) Cause living actors to do a victory dance at the end of battle. ## 9) Provide the option to horizontally flip enemy images by enemy ID. ## ## When used with the YERD or YEZ battle scripts, you then get even more ## animation options (such as casting animations) and popups for most battle ## event messages. This SBS combine to form an amazing SBS experience! ## ############################################################################### ## COMPATIBILITY ## ## Should be compatible with most other scripts. ## ## This script overwrites 1 method: Spriteset_Battle.update_actors ## All other methods are aliased, and those aliases are called. ## The one overwrite should not cause an issue as the only functionality it ## supresses is setting the party members to the current battle sprites. The ## rest of the original method is maintained, and this script handles the ## relationship between party members and battle sprites. ############################################################################### ## REQUIREMENTS ## ## None ############################################################################### ## INSTALLATION ## ## Plug-and-play. (and this time I mean it for reals!) ## ## Insert below Materials, above other Reedo scripts. ## All Reedo scripts should be below all YERD/YEZ scripts. ############################################################################### ## RIGHTS & RESTRICTIONS ## ## As with most Reedo scripts, this script is free to re-use, as-is, ## in personal, educational, and commercial RPGVX development projects, ## providing that: this script, as well as the rpgmakervx.net forum link ## from which it was obtained, are credited in writing displayed readily ## to the user of the final compiled code assembly. ## ## Reedo and rgpmakervx.net retain all rights of intellect and ownership. ## You forego all rights of warranty by utilizing this script. ############################################################################### ## USAGE ## ## Plug and play. Suggested to use YEZ Battle Engine Zealous, and Reedo's ## Tile-Based Battle Backgrounds scripts. ## ## Some visual options can be modified below. ############################################################################### ############################################################################### ## USER OPTIONS ############################################################################### module REEDO_SBS # If desired, you can modify the default script options using the constants # below. In most cases though, you should not need to adjust these values. ############################################################################### ## This section controls the battle animations provided by this script ############################################################################### # This controls whether or not this script will provide animations during # battle. Set to 'true' when using this script without any other battle scene # enhancements. Set to 'false' when using battle scene enhancements such # as YEZ/YERD. Default is 'false'. SBS_ACTION_ANIMES = false # If this script is providing animations, then you can specify which # animations to use a default. SBS_DEFAULT_ATTACK_ANIME = 19 # Skill and item animations will use the animation assigned to the skill or # item, if any. If none is assigned, then the default will be used. Specify # a value of 0 if you do not want a default animation. These values have no # effect if SBS_ACTION_ANIMES is set to 'false'. SBS_DEFAULT_SKILL_ANIME = 1 SBS_DEFAULT_ITEM_ANIME = 1 ############################################################################### ## This section adjusts the actors positions on screen ############################################################################### ACTOR_START_LINE = 432 # The left-most position of the first actor ACTOR_START_TOP = 80 # The top-most position of the first actor ACTOR_STAGGER_HORZ = 8 # The amount to recess each actor to the right ACTOR_STAGGER_VERT = 16 # The vertical spacing between characters ACTOR_CLASS_POS_STAGGER = 16 # The extra distance to the right for class position ACTOR_STEP_IN_DISTANCE = 64 # The distance an actor steps in during an action ACTOR_STEP_IN_RATE = 8 # The rate at which the actor covers the distance ############################################################################### ## This section controls when an actor displays their stepping animation ############################################################################### # If an actor has a state applied which has a restriction value listed in # the following array, the actor will not display their stepping animation # until the state is removed. NO_STEP_RESTRICTIONS = [4, 5] # Has the same effect as above, but halts the stepping animation based on # the state's ID, without regard to the state's restriction. NO_STEP_STATES = [] ############################################################################### ## This section adjusts the appearance of an actor when dead ############################################################################### ACTOR_DEATH_OPACITY = 175 # The tranparency of dead actors ACTOR_DEATH_ANGLE = 270 # The angle to rotate the body ACTOR_DEATH_TONE = [128, 128, 128, 0] # A color tone to apply to the image ACTOR_DEATH_OFFSET_X = -8 # A horizontal offset to move the body by ACTOR_DEATH_OFFSET_Y = -8 # A vertical offset to move the body by ############################################################################### ## This section adjusts the actor's shadow ############################################################################### ACTOR_SHADOW_IMAGE = "Shadow" # The name of the system image to use ACTOR_SHADOW_CUSTOM_PICTURE = nil # The name of a resource picture to use instead; nil to use system image ACTOR_SHADOW_OFFSET_X = 0 # The horizontal offset to the actor's position ACTOR_SHADOW_OFFSET_Y = 8 # The vertical offset to the actor's position ACTOR_DEATH_SHADOW_OFFSET_X = 8 # Additional X offset added when dead ACTOR_DEATH_SHADOW_OFFSET_Y = 2 # Additional Y offset added when dead ############################################################################### ## This section adjusts the victory dance ############################################################################### VICTORY_DANCE_JUMP_HEIGHT = 16 # The height of the jump VICTORY_DANCE_JUMP_INCREMENT = 2 # The rate of jump movement VICTORY_DANCE_JUMP_HOVER = 4 # The number of frames to wait in the air VICTORY_DANCE_JUMP_WAIT = 70 # The number of frames before jumping again VICTORY_DANCE_JUMP_TWIST = true # True to twirl when jumping; false to face forward ############################################################################### ## This section adjusts the battle floor location ############################################################################### BATTLE_FLOOR_TOP = 128 # Allows you to set the top of the battle floor ############################################################################### ## This section adjusts enemy images ############################################################################### # Specify the ID of enemies who should have their image flipped in battle FLIP_ENEMY = [ 2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19, 21, 22, 23, 25, 28, 29, ] end ############################################################################### ## MAIN SCRIPT ############################################################################### ## EDITS BEYOND THIS POINT ARE AT YOUR OWN RISK!!! ############################################################################### class Game_Battler alias reedo_sbs_gb_add_state add_state def add_state(state_id) reedo_sbs_gb_add_state(state_id) if self.is_a?(Game_Actor) and $scene.is_a?(Scene_Battle) bs = $scene.reedo_get_battle_sprite(reedo_battle_sprite_id) return if bs == nil bs.reedo_bc_sprite.character.step_anime = reedo_check_step_anime reedo_update_life_state end end alias reedo_sbs_gb_remove_state remove_state def remove_state(state_id) reedo_sbs_gb_remove_state(state_id) if self.is_a?(Game_Actor) and $scene.is_a?(Scene_Battle) bs = $scene.reedo_get_battle_sprite(reedo_battle_sprite_id) return if bs == nil bs.reedo_bc_sprite.character.step_anime = reedo_check_step_anime reedo_update_life_state end end def reedo_check_step_anime return false if dead? for state in states return false if REEDO_SBS::NO_STEP_STATES.include?(state.id) return false if REEDO_SBS::NO_STEP_RESTRICTIONS.include?(state.restriction) end return true end def reedo_update_life_state(battle_sprite = nil) if dead? if !@reedo_dead_set reedo_set_dead_state(battle_sprite) @reedo_dead_set = true end else if @reedo_dead_set reedo_set_live_state(battle_sprite) @reedo_dead_set = false end end end def reedo_reset_dead_set @reedo_dead_set = false end def reedo_set_dead_state(battle_sprite = nil) if battle_sprite == nil bs = $scene.reedo_get_battle_sprite(reedo_battle_sprite_id) else bs = battle_sprite end return if bs == nil return if bs.reedo_bc_sprite.is_dead bs.reedo_bc_sprite.angle = REEDO_SBS::ACTOR_DEATH_ANGLE tone = REEDO_SBS::ACTOR_DEATH_TONE bs.reedo_bc_sprite.tone.set(tone[0], tone[1], tone[2], tone[3]) bs.reedo_bc_sprite.character.opacity = REEDO_SBS::ACTOR_DEATH_OPACITY bs.reedo_bc_sprite.character.screen_x += REEDO_SBS::ACTOR_DEATH_OFFSET_X bs.reedo_bc_sprite.character.screen_y += REEDO_SBS::ACTOR_DEATH_OFFSET_Y bs.reedo_bc_sprite.shadow_sprite.x += REEDO_SBS::ACTOR_DEATH_SHADOW_OFFSET_X bs.reedo_bc_sprite.shadow_sprite.y += REEDO_SBS::ACTOR_DEATH_SHADOW_OFFSET_Y bs.reedo_bc_sprite.is_dead = true end def reedo_set_live_state(battle_sprite = nil) if battle_sprite == nil bs = $scene.reedo_get_battle_sprite(reedo_battle_sprite_id) else bs = battle_sprite end return if bs == nil return if bs.reedo_bc_sprite.is_dead != true bs.reedo_bc_sprite.angle = 0 bs.reedo_bc_sprite.tone.set(0, 0, 0, 0) bs.reedo_bc_sprite.character.opacity = 255 bs.reedo_bc_sprite.character.screen_x -= REEDO_SBS::ACTOR_DEATH_OFFSET_X bs.reedo_bc_sprite.character.screen_y -= REEDO_SBS::ACTOR_DEATH_OFFSET_Y bs.reedo_bc_sprite.shadow_sprite.x -= REEDO_SBS::ACTOR_DEATH_SHADOW_OFFSET_X bs.reedo_bc_sprite.shadow_sprite.y -= REEDO_SBS::ACTOR_DEATH_SHADOW_OFFSET_Y bs.reedo_bc_sprite.is_dead = false end end class Game_Actor attr_accessor :reedo_battle_sprite_id attr_accessor :screen_x attr_accessor :screen_y end class Game_Actors def members return @data end end class Game_Troop def troop_id return @troop_id end end class Game_Character alias reedo_sbs_gc_screen_x screen_x def screen_x if $scene.is_a?(Scene_Battle) return @battle_screen_x else return reedo_sbs_gc_screen_x end end alias reedo_sbs_gc_screen_y screen_y def screen_y if $scene.is_a?(Scene_Battle) return @battle_screen_y else return reedo_sbs_gc_screen_y end end def opacity=(value) @opacity = value end def screen_x=(value) @battle_screen_x = value end def screen_y=(value) @battle_screen_y = value end def step_anime return @step_anime end def step_anime=(value) @step_anime = value end end class Sprite_Base attr_accessor :reedo_victory_wait end class Sprite_Character attr_accessor :shadow_sprite attr_accessor :is_dead alias reedo_sbs_sc_dispose dispose def dispose @shadow_sprite.dispose if @shadow_sprite != nil reedo_sbs_sc_dispose end def create_shadow_sprite @shadow_sprite = Sprite_Base.new(self.viewport) bmp = Cache.picture(REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE) if REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE != nil bmp = Cache.system(REEDO_SBS::ACTOR_SHADOW_IMAGE) if bmp == nil @shadow_sprite.bitmap = bmp @shadow_sprite.src_rect = Rect.new(0, 0, bmp.width, bmp.height) @shadow_sprite.x = self.x - self.ox + REEDO_SBS::ACTOR_SHADOW_OFFSET_X @shadow_sprite.y = self.y - self.oy + REEDO_SBS::ACTOR_SHADOW_OFFSET_Y @shadow_sprite.z = self.z - 1 end alias reedo_sbs_sc_update update def update reedo_sbs_sc_update @shadow_sprite.update if @shadow_sprite != nil end end class Sprite_Battler attr_accessor :reedo_bc_sprite alias reedo_sbs_sb_dispose dispose def dispose @reedo_bc_sprite.dispose if @reedo_bc_sprite != nil reedo_sbs_sb_dispose end alias reedo_sbs_sb_update update def update reedo_sbs_sb_update @reedo_bc_sprite.update if @reedo_bc_sprite != nil end end class Spriteset_Battle alias reedo_sbs_ssb_create_battlefloor create_battlefloor def create_battlefloor reedo_sbs_ssb_create_battlefloor @battlefloor_sprite.y = REEDO_SBS::BATTLE_FLOOR_TOP end alias reedo_sbs_ssb_create_actors create_actors def create_actors if @actor_sprites != nil dispose_actors end reedo_sbs_ssb_create_actors @reedo_start_points = {} @actor_sprites = [] i = 1 for actor in $game_party.members actor.reedo_battle_sprite_id = i - 1 gc = Game_Character.new gc.set_graphic(actor.character_name, actor.character_index) gc.set_direction(4) gc.screen_x = 0; gc.screen_y = 0 bc = Sprite_Character.new(@viewport1, gc) gc.screen_x = REEDO_SBS::ACTOR_START_LINE + ($data_classes[actor.class_id].position * REEDO_SBS::ACTOR_CLASS_POS_STAGGER) + ((i - 1) * REEDO_SBS::ACTOR_STAGGER_HORZ) gc.screen_y = REEDO_SBS::ACTOR_START_TOP + ((bc.height * i) + (REEDO_SBS::ACTOR_STAGGER_VERT * i)) actor.screen_x = gc.screen_x; actor.screen_y = gc.screen_y sb = Sprite_Battler.new(@viewport1, actor) sb.reedo_victory_wait = REEDO_SBS::VICTORY_DANCE_JUMP_HOVER sb.reedo_bc_sprite = bc gc.step_anime = actor.reedo_check_step_anime @reedo_start_points[sb] = [gc.screen_x, gc.screen_y] @actor_sprites.push(sb) bc.update bc.create_shadow_sprite actor.reedo_reset_dead_set actor.reedo_update_life_state(sb) i += 1 end end alias reedo_sbs_ssb_create_enemies create_enemies def create_enemies reedo_sbs_ssb_create_enemies for sprite in @enemy_sprites if REEDO_SBS::FLIP_ENEMY.include?(sprite.battler.enemy_id) sprite.mirror = true end end end def update_actors if $scene.is_a?(Scene_Battle) if $scene.victory_dance_time reedo_update_victory_dance end end for sprite in @actor_sprites sprite.reedo_bc_sprite.character.update sprite.update end end def reedo_get_battle_sprite(sprite_id) return nil if !sprite_id.is_a?(Fixnum) return nil if sprite_id < 0 return nil if sprite_id >= @actor_sprites.length return @actor_sprites[sprite_id] end def reedo_update_victory_dance if @victory_delta == nil @victory_delta = -REEDO_SBS::VICTORY_DANCE_JUMP_INCREMENT for sp in @actor_sprites sp.reedo_bc_sprite.character.step_anime = false end end for sp in @actor_sprites next if sp.battler.reedo_check_step_anime == false stpt = @reedo_start_points[sp] if sp.reedo_bc_sprite.character.screen_y < stpt[1] - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT if sp.reedo_victory_wait <= 0 @victory_delta = REEDO_SBS::VICTORY_DANCE_JUMP_INCREMENT sp.reedo_victory_wait = REEDO_SBS::VICTORY_DANCE_JUMP_WAIT else @victory_delta = 0 sp.reedo_victory_wait -= 1 end end if sp.reedo_bc_sprite.character.screen_y > stpt[1] if sp.reedo_victory_wait <= 0 @victory_delta = -REEDO_SBS::VICTORY_DANCE_JUMP_INCREMENT sp.reedo_victory_wait = REEDO_SBS::VICTORY_DANCE_JUMP_HOVER sp.reedo_bc_sprite.character.step_anime = false else @victory_delta = 0 sp.reedo_victory_wait -= 1 sp.reedo_bc_sprite.character.step_anime = true if !sp.reedo_bc_sprite.character.step_anime end end if REEDO_SBS::VICTORY_DANCE_JUMP_TWIST if sp.reedo_bc_sprite.character.screen_y <= stpt[1] if (sp.reedo_bc_sprite.character.screen_y - stpt[1]) % (REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT / 4) == 0 case sp.reedo_bc_sprite.character.direction when 4; sp.reedo_bc_sprite.character.set_direction(2) when 2; sp.reedo_bc_sprite.character.set_direction(6) when 6; sp.reedo_bc_sprite.character.set_direction(8) when 8; sp.reedo_bc_sprite.character.set_direction(4) end end else sp.reedo_bc_sprite.character.set_direction(4) if sp.reedo_bc_sprite.character.direction != 4 end end sp.reedo_bc_sprite.character.screen_y += @victory_delta sp.battler.screen_y += @victory_delta end end end class Scene_Battle attr_reader :victory_dance_time alias reedo_sbs_sb_start start def start reedo_sbs_sb_start @current_party = $game_party.members end alias reedo_sbs_sb_terminate terminate def terminate reedo_teardown_actors reedo_sbs_sb_terminate end alias reedo_sbs_sb_update update def update if @current_party != $game_party.members @spriteset.create_actors @current_party = $game_party.members end reedo_sbs_sb_update end alias reedo_sbs_sb_execute_action_attack execute_action_attack def execute_action_attack reedo_do_execute_action("attack") end alias reedo_sbs_sb_execute_action_skill execute_action_skill def execute_action_skill reedo_do_execute_action("skill") end alias reedo_sbs_sb_execute_action_item execute_action_item def execute_action_item reedo_do_execute_action("item") end alias reedo_sbs_sb_process_victory process_victory def process_victory @victory_dance_time = true reedo_sbs_sb_process_victory end def reedo_get_battle_sprite(sprite_id) return @spriteset.reedo_get_battle_sprite(sprite_id) end def reedo_teardown_actors for actor in $game_actors.members actor.reedo_battle_sprite_id = nil if actor != nil end end def reedo_do_execute_action(action_method) targets = @active_battler.action.make_targets if @active_battler.is_a?(Game_Actor) reedo_actor_step_in if REEDO_SBS::SBS_ACTION_ANIMES targets.each do |t| if t.is_a?(Game_Actor) bs = reedo_get_battle_sprite(t.reedo_battle_sprite_id) bs.reedo_bc_sprite.character.animation_id = eval("reedo_get_" + action_method + "_animation") if bs != nil end end end eval("reedo_sbs_sb_execute_action_" + action_method) reedo_actor_step_back else if REEDO_SBS::SBS_ACTION_ANIMES targets.each do |t| if t.is_a?(Game_Actor) bs = reedo_get_battle_sprite(t.reedo_battle_sprite_id) bs.reedo_bc_sprite.character.animation_id = eval("reedo_get_" + action_method + "_animation") if bs != nil end end end eval("reedo_sbs_sb_execute_action_" + action_method) end end def reedo_get_attack_animation return REEDO_SBS::SBS_DEFAULT_ATTACK_ANIME end def reedo_get_skill_animation skill = $data_skills[@active_battler.action.skill_id] aid = REEDO_SBS::SBS_DEFAULT_SKILL_ANIME aid = skill.animation_id if skill.animation_id > 0 return aid end def reedo_get_item_animation item = $data_items[@active_battler.action.item_id] aid = REEDO_SBS::SBS_DEFAULT_ITEM_ANIME aid = item.animation_id if item.animation_id > 0 return aid end def reedo_actor_step_in delta = 0 dr = REEDO_SBS::ACTOR_STEP_IN_RATE while delta < REEDO_SBS::ACTOR_STEP_IN_DISTANCE bs = reedo_get_battle_sprite(@active_battler.reedo_battle_sprite_id) return if bs == nil bs.reedo_bc_sprite.shadow_sprite.x -= dr bs.reedo_bc_sprite.character.screen_x -= dr bs.battler.screen_x -= dr Graphics.update @spriteset.update delta += dr end end def reedo_actor_step_back delta = 0 dr = REEDO_SBS::ACTOR_STEP_IN_RATE while delta < REEDO_SBS::ACTOR_STEP_IN_DISTANCE bs = reedo_get_battle_sprite(@active_battler.reedo_battle_sprite_id) return if bs == nil bs.reedo_bc_sprite.shadow_sprite.x += dr bs.reedo_bc_sprite.character.screen_x += dr bs.battler.screen_x += dr Graphics.update @spriteset.update delta += dr end end end Giochi: 1- Harry Potter X - Begin of The End (Sospeso - |||||||||| 1%) 2- Dragons Legends - I Dominatori Di Draghi (Sospeso - |||||||||| 1%) 3- Guardians Of Sulex (|||||||||| 2%) ================== ######################### ## Script Firma DH1010 ## By DH1010 ## I Giochi Sono Su! ## Love RMVX!!! ######################### Link to comment Share on other sites More sharing options...
Guardian of Irael Posted October 8, 2010 Share Posted October 8, 2010 Modifica il post seguendo il template che trovi qui. Ricordati di seguire per bene le regole prima di postare.^ ^ (\_/)(^ ^) <----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...
giver Posted October 8, 2010 Share Posted October 8, 2010 (edited) Già postato . . . http://www.rpg2s.net/forum/index.php?showtopic=10783 Ed hai eliminato il link al forum originale in cui è stato postato. Che tu voglia far credere che è tuo senza che lo sia ? Edited October 16, 2010 by giver SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]http://www.rpg2s.net/forum/index.php/topic/21892-vintagevisualsrewrite-enhanced-revised-victory-screen-v-35-da-autori-vari-a-giver/ http://www.rpg2s.net/forum/index.php/topic/21868-eventing-utility-simple-last-battle-events-fix-v-30-by-giver/ http://www.rpg2s.net/forum/index.php/topic/21853-vintagerewrite-constance-menu-per-4-personaggi-da-team-constance-a-giver/ http://www.rpg2s.net/forum/index.php/topic/22126-vintagedoveroso-necroedit-dummy-title-22u-update-per-crearlo-ad-eventi-su-mappa-by-giver/ http://www.rpg2s.net/forum/index.php/topic/22127-vintagevisuals-tale-chapters-save-system-20-by-giver/ Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !! http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gifNon riesco a smettere di essere affascinato da immagini come questa . . .http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpgAlcuni wallpapers che faccio ruotare sul mio vecchio PC . . .http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpghttp://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpghttp://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpghttp://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . . BBCode TestingTypeface & Size Link to comment Share on other sites More sharing options...
Morshudiego Posted October 24, 2010 Share Posted October 24, 2010 (edited) MA PORC... Sbagliato topic dove postare. E comunque potreste chiudere qui? Altrimenti qualcuno rischia di postarci di nuovo (me compreso <.>) Edited October 24, 2010 by Morshudiego Succodipera: Il blog di Morshudiego su RPG Maker (Leggetelo, lì ci sono più aggiornamenti che sulla firma!) <AGGIORNAMENTI> (Ultima modifica: Oct 30 2014)Myth of First Star - Facendo il punto della situazioneProject Sudoku - Il multitasking non è il mio forte. XD (Spero comunque di risolvere il bug per rilasciare la 0.3 :P)Tutorial Menu Eventi - Uscita parte 2 (però è malformattata, non so se riuscirò ad editare tutto in un giorno. Abbiate pasiensa :P)<PROGETTI>Myth of First Star - Project Sudoku (*trollface*)<SCRIPTS>Zelda Map Scrolling - Switch Post Caricamento - Messaggi Istantanei - Picture Manager - Minimalist Menu<TUTORIAL>Uso corretto acqua RTP - Creare un menu ad eventi Link to comment Share on other sites More sharing options...
Guardian of Irael Posted October 24, 2010 Share Posted October 24, 2010 Sì, mi sembra il caso di chiudere!Nel post di giver il topic sullo script postato in precedenza.Chiudo.^ ^ (\_/)(^ ^) <----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...
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