Peru Posted May 13, 2011 Share Posted May 13, 2011 allora,nel mio progetto sto utilizzando un bs frontale modificato (lo ziifee)va tutto alla perfezione,se non che quando un personaggio va in level up un messaggio dierrore mi dice "Error Gamer_Actor string 557"ora,io sono andato nella riga non funzionante,ma per me l'rgss2 (come qualsiasi altro) è araboal 100%.qualcuno mi illumina? T_T WELCOME TO THE DARK SIDE e così ricopro la mia nuda perfidia con espressione a me estranea rubata ai sacri testi e sembro un santo quando faccio la parte del diavolo.[V per Vendetta]http://www.lusogamer.com/live/teknoplayer_v1_red/gamercard_default/obsidiam.png Link to comment Share on other sites More sharing options...
0 luxor_ska Posted May 13, 2011 Share Posted May 13, 2011 (edited) allora,nel mio progetto sto utilizzando un bs frontale modificato (lo ziifee)va tutto alla perfezione,se non che quando un personaggio va in level up un messaggio dierrore mi dice "Error Gamer_Actor string 557"ora,io sono andato nella riga non funzionante,ma per me l'rgss2 (come qualsiasi altro) è araboal 100%.qualcuno mi illumina? T_T Posso provarci maaaaa.... se non leggo quella riga come faccio??? uppa lo script.... ps: immagine ottima LOL Edited May 13, 2011 by luxor_ska Un regalo di mazushttp://img37.imageshack.us/img37/4869/catturarc.jpg E un regalo di SeraphAndrew : http://imageshack.us/photo/my-images/508/8896537.jpg/ E ultimo in ordine cronologico il GENIALE regalo di dark http://imageshack.us/photo/my-images/845/fiatlux.jpg/ _________________________________________________________________Lo slappatore della chat:-Guardian Of Irael ( Il primo... che emozione)-Dragon7 (Anche se sei mod per caso XD)-ProGM (Slappando lui mi è venuta l' idea)-Mazus (Anche se non lo sei più T.T)-Flame (Poteva mancare lui?? certo che no XD)-SeraphAndrew (Chissà quante volte XD)-Testament (Si arrabbiò XD)-Soul (Solo una volta l' ho visto in chat... fiuu per 1 pelo)-TIO (Che onore...)-BaldoSsj2 (Mi da la caccia per lo slap XD nascondetemi XD)...-HAVANA24 (Non ci speravo... invece è tornato... e io l' ho slappato muahahhaah) ______________________________________________________________________________La mia collezione di pinguini: http://i263.photobucket.com/albums/ii140/f...ar_pinguini.gifhttp://3.bp.blogspot.com/_qBtIQFAbHT4/SR2I...00/pinguino.gifhttp://images1.wikia.nocookie.net/__cb2007...no_malefico.jpghttp://www.myallinclusive.it/pinguino.gifhttp://www.gifanimategratis.eu/img/animali...king_md_wht.gifhttp://www.gifmania.it/uccelli/pinguino-li...ring_md_wht.gifhttp://community.girlpower.it/gallery/data/500/pinguino.gifhttp://i1141.photobucket.com/albums/n597/RazakGik/psytux.gifhttp://cmt.lugcix.org/wp-content/uploads/2007/10/tux_gif.gif A KOGGIMA PIACCIONO......... <HashakGik> Lo scopo degli esseri umani è quello di tramandare ciò che credono importante ad almeno un'altra persona... Link to comment Share on other sites More sharing options...
0 Peru Posted May 13, 2011 Author Share Posted May 13, 2011 #==============================================================================# ** Game_Actor#------------------------------------------------------------------------------# This class handles actors. It's used within the Game_Actors class# ($game_actors) and referenced by the Game_Party class ($game_party).#============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :name # name attr_reader :character_name # character graphic filename attr_reader :character_index # character graphic index attr_reader :face_name # face graphic filename attr_reader :face_index # face graphic index attr_reader :class_id # class ID attr_reader :weapon_id # weapon ID attr_reader :armor1_id # shield ID attr_reader :armor2_id # helmet ID attr_reader :armor3_id # body armor ID attr_reader :armor4_id # accessory ID attr_reader :level # level attr_reader :exp # experience attr_accessor :last_skill_id # for cursor memory: Skill #-------------------------------------------------------------------------- # * Object Initialization # actor_id : actor ID #-------------------------------------------------------------------------- def initialize(actor_id) super() setup(actor_id) @last_skill_id = 0 end #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- def setup(actor_id) actor = $data_actors[actor_id] @actor_id = actor_id @name = actor.name @character_name = actor.character_name @character_index = actor.character_index @face_name = actor.face_name @face_index = actor.face_index @class_id = actor.class_id @weapon_id = actor.weapon_id @armor1_id = actor.armor1_id @armor2_id = actor.armor2_id @armor3_id = actor.armor3_id @armor4_id = actor.armor4_id @level = actor.initial_level @exp_list = Array.new(101) make_exp_list @exp = @exp_list[@level] @skills = [] for i in self.class.learnings learn_skill(i.skill_id) if i.level <= @level end clear_extra_values recover_all end #-------------------------------------------------------------------------- # * Determine if Actor or Not #-------------------------------------------------------------------------- def actor? return true end #-------------------------------------------------------------------------- # * Get Actor ID #-------------------------------------------------------------------------- def id return @actor_id end #-------------------------------------------------------------------------- # * Get Index #-------------------------------------------------------------------------- def index return $game_party.members.index(self) end #-------------------------------------------------------------------------- # * Get Actor Object #-------------------------------------------------------------------------- def actor return $data_actors[@actor_id] end #-------------------------------------------------------------------------- # * Get Class Object #-------------------------------------------------------------------------- def class return $data_classes[@class_id] end #-------------------------------------------------------------------------- # * Get Skill Object Array #-------------------------------------------------------------------------- def skills result = [] for i in @skills result.push($data_skills[i]) end return result end #-------------------------------------------------------------------------- # * Get Weapon Object Array #-------------------------------------------------------------------------- def weapons result = [] result.push($data_weapons[@weapon_id]) if two_swords_style result.push($data_weapons[@armor1_id]) end return result end #-------------------------------------------------------------------------- # * Get Armor Object Array #-------------------------------------------------------------------------- def armors result = [] unless two_swords_style result.push($data_armors[@armor1_id]) end result.push($data_armors[@armor2_id]) result.push($data_armors[@armor3_id]) result.push($data_armors[@armor4_id]) return result end #-------------------------------------------------------------------------- # * Get Equipped Item Object Array #-------------------------------------------------------------------------- def equips return weapons + armors end #-------------------------------------------------------------------------- # * Calculate Experience #-------------------------------------------------------------------------- def make_exp_list @exp_list[1] = @exp_list[100] = 0 m = actor.exp_basis n = 0.75 + actor.exp_inflation / 200.0; for i in 2..99 @exp_list[i] = @exp_list[i-1] + Integer(m) m *= 1 + n; n *= 0.9; end end #-------------------------------------------------------------------------- # * Get Element Change Value # element_id : element ID #-------------------------------------------------------------------------- def element_rate(element_id) rank = self.class.element_ranks[element_id] result = [0,200,150,100,50,0,-100][rank] for armor in armors.compact result /= 2 if armor.element_set.include?(element_id) end for state in states result /= 2 if state.element_set.include?(element_id) end return result end #-------------------------------------------------------------------------- # * Get Added State Success Rate # state_id : state ID #-------------------------------------------------------------------------- def state_probability(state_id) if $data_states[state_id].nonresistance return 100 else rank = self.class.state_ranks[state_id] return [0,100,80,60,40,20,0][rank] end end #-------------------------------------------------------------------------- # * Determine if State is Resisted # state_id : state ID #-------------------------------------------------------------------------- def state_resist?(state_id) for armor in armors.compact return true if armor.state_set.include?(state_id) end return false end #-------------------------------------------------------------------------- # * Get Normal Attack Element #-------------------------------------------------------------------------- def element_set result = [] if weapons.compact == [] return [1] # Unarmed: melee attribute end for weapon in weapons.compact result |= weapon == nil ? [] : weapon.element_set end return result end #-------------------------------------------------------------------------- # * Get Additional Effect of Normal Attack (state change) #-------------------------------------------------------------------------- def plus_state_set result = [] for weapon in weapons.compact result |= weapon == nil ? [] : weapon.state_set end return result end #-------------------------------------------------------------------------- # * Get Maximum HP Limit #-------------------------------------------------------------------------- def maxhp_limit return 9999 end #-------------------------------------------------------------------------- # * Get Basic Maximum HP #-------------------------------------------------------------------------- def base_maxhp return actor.parameters[0, @level] end #-------------------------------------------------------------------------- # * Get basic Maximum MP #-------------------------------------------------------------------------- def base_maxmp return actor.parameters[1, @level] end #-------------------------------------------------------------------------- # * Get Basic Attack #-------------------------------------------------------------------------- def base_atk n = actor.parameters[2, @level] for item in equips.compact do n += item.atk end return n end #-------------------------------------------------------------------------- # * Get Basic Defense #-------------------------------------------------------------------------- def base_def n = actor.parameters[3, @level] for item in equips.compact do n += item.def end return n end #-------------------------------------------------------------------------- # * Get Basic Spirit #-------------------------------------------------------------------------- def base_spi n = actor.parameters[4, @level] for item in equips.compact do n += item.spi end return n end #-------------------------------------------------------------------------- # * Get Basic Agility #-------------------------------------------------------------------------- def base_agi n = actor.parameters[5, @level] for item in equips.compact do n += item.agi end return n end #-------------------------------------------------------------------------- # * Get Hit Rate #-------------------------------------------------------------------------- def hit if two_swords_style n1 = weapons[0] == nil ? 95 : weapons[0].hit n2 = weapons[1] == nil ? 95 : weapons[1].hit n = [n1, n2].min else n = weapons[0] == nil ? 95 : weapons[0].hit end return n end #-------------------------------------------------------------------------- # * Get Evasion Rate #-------------------------------------------------------------------------- def eva n = 5 for item in armors.compact do n += item.eva end return n end #-------------------------------------------------------------------------- # * Get Critical Ratio #-------------------------------------------------------------------------- def cri n = 4 n += 4 if actor.critical_bonus for weapon in weapons.compact n += 4 if weapon.critical_bonus end return n end #-------------------------------------------------------------------------- # * Get Ease of Hitting #-------------------------------------------------------------------------- def odds return 4 - self.class.position end #-------------------------------------------------------------------------- # * Get [Dual Wield] Option #-------------------------------------------------------------------------- def two_swords_style return actor.two_swords_style end #-------------------------------------------------------------------------- # * Get [Fixed Equipment] Option #-------------------------------------------------------------------------- def fix_equipment return actor.fix_equipment end #-------------------------------------------------------------------------- # * Get [Automatic Battle] Option #-------------------------------------------------------------------------- def auto_battle return actor.auto_battle end #-------------------------------------------------------------------------- # * Get [Super Guard] Option #-------------------------------------------------------------------------- def super_guard return actor.super_guard end #-------------------------------------------------------------------------- # * Get [Pharmocology] Option #-------------------------------------------------------------------------- def pharmacology return actor.pharmacology end #-------------------------------------------------------------------------- # * Get [First attack within turn] weapon option #-------------------------------------------------------------------------- def fast_attack for weapon in weapons.compact return true if weapon.fast_attack end return false end #-------------------------------------------------------------------------- # * Get [Chain attack] weapon option #-------------------------------------------------------------------------- def dual_attack for weapon in weapons.compact return true if weapon.dual_attack end return false end #-------------------------------------------------------------------------- # * Get [Prevent critical] armor option #-------------------------------------------------------------------------- def prevent_critical for armor in armors.compact return true if armor.prevent_critical end return false end #-------------------------------------------------------------------------- # * Get [half MP cost] armor option #-------------------------------------------------------------------------- def half_mp_cost for armor in armors.compact return true if armor.half_mp_cost end return false end #-------------------------------------------------------------------------- # * Get [Double Experience] Armor Option #-------------------------------------------------------------------------- def double_exp_gain for armor in armors.compact return true if armor.double_exp_gain end return false end #-------------------------------------------------------------------------- # * Get [Auto HP Recovery] Armor Option #-------------------------------------------------------------------------- def auto_hp_recover for armor in armors.compact return true if armor.auto_hp_recover end return false end #-------------------------------------------------------------------------- # * Get Normal Attack Animation ID #-------------------------------------------------------------------------- def atk_animation_id if two_swords_style return weapons[0].animation_id if weapons[0] != nil return weapons[1] == nil ? 1 : 0 else return weapons[0] == nil ? 1 : weapons[0].animation_id end end #-------------------------------------------------------------------------- # * Get Normal Attack Animation ID (Dual Wield: Weapon 2) #-------------------------------------------------------------------------- def atk_animation_id2 if two_swords_style return weapons[1] == nil ? 0 : weapons[1].animation_id else return 0 end end #-------------------------------------------------------------------------- # * Get Experience String #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp : "-------" end #-------------------------------------------------------------------------- # * Get String for Next Level Experience #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------" end #-------------------------------------------------------------------------- # * Get String for Experience to Next Level #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : "-------" end #-------------------------------------------------------------------------- # * Change Equipment (designate ID) # equip_type : Equip region (0..4) # item_id : Weapon ID or armor ID # test : Test flag (for battle test or temporary equipment) # Used by event commands or battle test preparation. #-------------------------------------------------------------------------- def change_equip_by_id(equip_type, item_id, test = false) if equip_type == 0 or (equip_type == 1 and two_swords_style) change_equip(equip_type, $data_weapons[item_id], test) else change_equip(equip_type, $data_armors[item_id], test) end end #-------------------------------------------------------------------------- # * Change Equipment (designate object) # equip_type : Equip region (0..4) # item : Weapon or armor (nil is used to unequip) # test : Test flag (for battle test or temporary equipment) #-------------------------------------------------------------------------- def change_equip(equip_type, item, test = false) last_item = equips[equip_type] unless test return if $game_party.item_number(item) == 0 if item != nil $game_party.gain_item(last_item, 1) $game_party.lose_item(item, 1) end item_id = item == nil ? 0 : item.id case equip_type when 0 # Weapon @weapon_id = item_id unless two_hands_legal? # If two hands is not allowed change_equip(1, nil, test) # Unequip from other hand end when 1 # Shield @armor1_id = item_id unless two_hands_legal? # If two hands is not allowed change_equip(0, nil, test) # Unequip from other hand end when 2 # Head @armor2_id = item_id when 3 # Body @armor3_id = item_id when 4 # Accessory @armor4_id = item_id end end #-------------------------------------------------------------------------- # * Discard Equipment # item : Weapon or armor to be discarded. # Used when the "Include Equipment" option is enabled. #-------------------------------------------------------------------------- def discard_equip(item) if item.is_a?(RPG::Weapon) if @weapon_id == item.id @weapon_id = 0 elsif two_swords_style and @armor1_id == item.id @armor1_id = 0 end elsif item.is_a?(RPG::Armor) if not two_swords_style and @armor1_id == item.id @armor1_id = 0 elsif @armor2_id == item.id @armor2_id = 0 elsif @armor3_id == item.id @armor3_id = 0 elsif @armor4_id == item.id @armor4_id = 0 end end end #-------------------------------------------------------------------------- # * Determine if Two handed Equipment #-------------------------------------------------------------------------- def two_hands_legal? if weapons[0] != nil and weapons[0].two_handed return false if @armor1_id != 0 end if weapons[1] != nil and weapons[1].two_handed return false if @weapon_id != 0 end return true end #-------------------------------------------------------------------------- # * Determine if Equippable # item : item #-------------------------------------------------------------------------- def equippable?(item) if item.is_a?(RPG::Weapon) return self.class.weapon_set.include?(item.id) elsif item.is_a?(RPG::Armor) return false if two_swords_style and item.kind == 0 return self.class.armor_set.include?(item.id) end return false end #-------------------------------------------------------------------------- # * Change Experience # exp : New experience # show : Level up display flag #-------------------------------------------------------------------------- def change_exp(exp, show) last_level = @level last_skills = skills @exp = [[exp, 9999999].min, 0].max while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 level_up end while @exp < @exp_list[@level] level_down end @hp = [@hp, maxhp].min @mp = [@mp, maxmp].min if show and @level > last_level display_level_up(skills - last_skills) end end #-------------------------------------------------------------------------- # * Level Up #-------------------------------------------------------------------------- def level_up @level += 1 for learning in self.class.learnings learn_skill(learning.skill_id) if learning.level == @level end end #-------------------------------------------------------------------------- # * Level Down #-------------------------------------------------------------------------- def level_down @level -= 1 end #-------------------------------------------------------------------------- # * Show Level Up Message # new_skills : Array of newly learned skills #-------------------------------------------------------------------------- def display_level_up(new_skills) $game_message.new_page text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level) $game_message.texts.push(text) for skill in new_skills text = sprintf(Vocab::ObtainSkill, skill.name) $game_message.texts.push(text) end end #-------------------------------------------------------------------------- # * Get Experience (for the double experience point option) # exp : Amount to increase experience. # show : Level up display flag #-------------------------------------------------------------------------- def gain_exp(exp, show) if double_exp_gain change_exp(@exp + exp * 2, show) else change_exp(@exp + exp, show) end end #-------------------------------------------------------------------------- # * Change Level # level : new level # show : Level up display flag #-------------------------------------------------------------------------- def change_level(level, show) level = [[level, 99].min, 1].max change_exp(@exp_list[level], show) end #-------------------------------------------------------------------------- # * Learn Skill # skill_id : skill ID #-------------------------------------------------------------------------- def learn_skill(skill_id) unless skill_learn?($data_skills[skill_id]) @skills.push(skill_id) @skills.sort! end end #-------------------------------------------------------------------------- # * Forget Skill # skill_id : skill ID #-------------------------------------------------------------------------- def forget_skill(skill_id) @skills.delete(skill_id) end #-------------------------------------------------------------------------- # * Determine if Finished Learning Skill # skill : skill #-------------------------------------------------------------------------- def skill_learn?(skill) return @skills.include?(skill.id) end #-------------------------------------------------------------------------- # * Determine Usable Skills # skill : skill #-------------------------------------------------------------------------- def skill_can_use?(skill) return false unless skill_learn?(skill) return super end #-------------------------------------------------------------------------- # * Change Name # name : new name #-------------------------------------------------------------------------- def name=(name) @name = name end #-------------------------------------------------------------------------- # * Change Class ID # class_id : New class ID #-------------------------------------------------------------------------- def class_id=(class_id) @class_id = class_id for i in 0..4 # Remove unequippable items change_equip(i, nil) unless equippable?(equips[i]) end end #-------------------------------------------------------------------------- # * Change Graphics # character_name : new character graphic filename # character_index : new character graphic index # face_name : new face graphic filename # face_index : new face graphic index #-------------------------------------------------------------------------- def set_graphic(character_name, character_index, face_name, face_index) @character_name = character_name @character_index = character_index @face_name = face_name @face_index = face_index end #-------------------------------------------------------------------------- # * Use Sprites? #-------------------------------------------------------------------------- def use_sprite? return false end #-------------------------------------------------------------------------- # * Perform Collapse #-------------------------------------------------------------------------- def perform_collapse if $game_temp.in_battle and dead? @collapse = true Sound.play_actor_collapse end end #-------------------------------------------------------------------------- # * Perform Automatic Recovery (called at end of turn) #-------------------------------------------------------------------------- def do_auto_recovery if auto_hp_recover and not dead? self.hp += maxhp / 20 end end #-------------------------------------------------------------------------- # * Create Battle Action (for automatic battle) #-------------------------------------------------------------------------- def make_action @action.clear return unless movable? action_list = [] action = Game_BattleAction.new(self) action.set_attack action.evaluate action_list.push(action) for skill in skills action = Game_BattleAction.new(self) action.set_skill(skill.id) action.evaluate action_list.push(action) end max_value = 0 for action in action_list if action.value > max_value @action = action max_value = action.value end end endendquesto è lo script,mentre l'errore esatto è:" Script 'Game_Actor' Line 557: ArgumentError Occurred.malformed format string - %N" WELCOME TO THE DARK SIDE e così ricopro la mia nuda perfidia con espressione a me estranea rubata ai sacri testi e sembro un santo quando faccio la parte del diavolo.[V per Vendetta]http://www.lusogamer.com/live/teknoplayer_v1_red/gamercard_default/obsidiam.png Link to comment Share on other sites More sharing options...
0 Guest gino Posted May 13, 2011 Share Posted May 13, 2011 Ma questo è l'originale. Lo script che usi qual è? Link to comment Share on other sites More sharing options...
0 Peru Posted May 14, 2011 Author Share Posted May 14, 2011 (edited) Ma è questo lo script che mi da errore O.o comunque,intendi lo script del bs? perché sono 6 script EDIT:problema risolto,ho spostato tutti i file.data e gli script su un'altro pregetto ed ora sembra funzionare :Dscusate il disturbo Edited May 14, 2011 by Peru WELCOME TO THE DARK SIDE e così ricopro la mia nuda perfidia con espressione a me estranea rubata ai sacri testi e sembro un santo quando faccio la parte del diavolo.[V per Vendetta]http://www.lusogamer.com/live/teknoplayer_v1_red/gamercard_default/obsidiam.png Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted May 14, 2011 Share Posted May 14, 2011 @Peru: comunque...1. quando apri un topic dagli un nome indicativo del problema interno, non aiuto od aiutino, così se uno ha lo stesso problema cerca e trova senza aprire 50 topic identici.2. posta sempre un link o lo script nuovo che hai inserito, così uno non è costretto ad andarlo a cercare in giro ed è più disposto ad aiutarti.3. quando applichi il tag code non usare txt, ma la parola ruby se ti riferisci agli script così viene tutto più colorato :D (e facile da leggere XD)^ ^Presta attenzione e sugui i regolamenti!^ ^ (\_/)(^ ^) <----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...
0 Peru Posted May 14, 2011 Author Share Posted May 14, 2011 oh,ok scusate :rovatfl: WELCOME TO THE DARK SIDE e così ricopro la mia nuda perfidia con espressione a me estranea rubata ai sacri testi e sembro un santo quando faccio la parte del diavolo.[V per Vendetta]http://www.lusogamer.com/live/teknoplayer_v1_red/gamercard_default/obsidiam.png Link to comment Share on other sites More sharing options...
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Peru
allora,nel mio progetto sto utilizzando un bs frontale modificato (lo ziifee)
va tutto alla perfezione,se non che quando un personaggio va in level up un messaggio di
errore mi dice "Error Gamer_Actor string 557"
ora,io sono andato nella riga non funzionante,ma per me l'rgss2 (come qualsiasi altro) è arabo
al 100%.
qualcuno mi illumina? T_T
e così ricopro la mia nuda perfidia con espressione a me estranea rubata ai sacri testi e sembro un santo quando faccio la parte del diavolo.
[V per Vendetta]
http://www.lusogamer.com/live/teknoplayer_v1_red/gamercard_default/obsidiam.png
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