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Problema script!!


Peru
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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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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

 

Posso provarci maaaaa.... se non leggo quella riga come faccio??? uppa lo script....

 

ps: immagine ottima LOL

Edited by luxor_ska

 

Un regalo di mazus

http://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:

 

 

 

 

A KOGGIMA PIACCIONO.........

 

 

<HashakGik> Lo scopo degli esseri umani è quello di tramandare ciò che credono importante ad almeno un'altra persona...

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#==============================================================================# ** 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  endend

questo è lo script,mentre l'errore esatto è:

" Script 'Game_Actor' Line 557: ArgumentError Occurred.

malformed format string - %N"

 

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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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 :D

scusate il disturbo

Edited by Peru

 

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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@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) ^ ^

 

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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oh,ok scusate :rovatfl:

 

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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