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*Tipo di Equipaggiamento diverso


Lusianl
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Un equipaggiamento personalizzato

Autore:

Landreau10

Decrizione
Un nuovo tipo di equipaggiamento con molte più slot dello standard

Screen:


http://i42.servimg.com/u/f42/13/12/87/37/lim10.png




Script

 

#=================================
#Window_Base Modification
#=================================
class Window_Base <Window
	def draw_item_name(item, x, y)
		if item == nil
			return
		end
		bitmap = RPG::Cache.icon(item.icon_name)
		self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
		self.contents.font.color = normal_color
		ya=item.name.dup
		ya.delete!("0")
		ya.delete!("1")
		ya.delete!("2")
		ya.delete!("3")
		ya.delete!("4")
		ya.delete!("5")
		ya.delete!("6")
		ya.delete!("7")
		ya.delete!("8")
		
		self.contents.draw_text(x + 28, y, 212, 32, ya)
	end
end
#=================================
#Window_Base Ends
#=================================

#=================================
#Window_ShopBuy modification
#=================================
class Window_ShopBuy <Window_Selectable
	def draw_item(index)
		item = @data[index]
		# ???????????
		case item
		when RPG::Item
			number = $game_party.item_number(item.id)
		when RPG::Weapon
			number = $game_party.weapon_number(item.id)
		when RPG::Armor
			number = $game_party.armor_number(item.id)
		end
		# ??????????????? 99 ????????????
		# ???????????????
		if item.price <= $game_party.gold and number < 99
			self.contents.font.color = normal_color
		else
			self.contents.font.color = disabled_color
		end
		x = 4
		y = index * 32
		rect = Rect.new(x, y, self.width - 32, 32)
		self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
		bitmap = RPG::Cache.icon(item.icon_name)
		opacity = self.contents.font.color == normal_color ? 255 : 128
		self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
		ya=item.name.dup
		ya.delete!("0")
		ya.delete!("1")
		ya.delete!("2")
		ya.delete!("3")
		ya.delete!("4")
		ya.delete!("5")
		ya.delete!("6")
		ya.delete!("7")
		ya.delete!("8")
		self.contents.draw_text(x + 28, y, 212, 32, ya, 0)
		self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
	end
end
#=================================
#Window_ShopBuy Ends
#=================================

#=================================
#Window_ShopSell Modifications
#=================================
class Window_ShopSell
	def draw_item(index)
		item = @data[index]
		case item
		when RPG::Item
			number = $game_party.item_number(item.id)
		when RPG::Weapon
			number = $game_party.weapon_number(item.id)
		when RPG::Armor
			number = $game_party.armor_number(item.id)
		end
		# ????????????????????????????
		if item.price > 0
			self.contents.font.color = normal_color
		else
			self.contents.font.color = disabled_color
		end
		x = 4 + index % 2 * (288 + 32)
		y = index / 2 * 32
		rect = Rect.new(x, y, self.width / @column_max - 32, 32)
		self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
		bitmap = RPG::Cache.icon(item.icon_name)
		opacity = self.contents.font.color == normal_color ? 255 : 128
		self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
		ya=item.name.dup
		ya.delete!("0")
		ya.delete!("1")
		ya.delete!("2")
		ya.delete!("3")
		ya.delete!("4")
		ya.delete!("5")
		ya.delete!("6")
		ya.delete!("7")
		ya.delete!("8")
		self.contents.draw_text(x + 28, y, 212, 32, ya, 0)
		self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
		self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
	end
end
#=================================
#Window_ShopSell Ends
#=================================
#=================================
#Scene_Equip
#=================================

class Scene_Equip
	#--------------------------------------------------------------------------
	# ? ?????????
	# actor_index : ??????????
	# equip_index : ????????
	#--------------------------------------------------------------------------
	def initialize(actor_index = 0, equip_index = 0)
		@actor_index = actor_index
		@equip_index = equip_index
	end
	#--------------------------------------------------------------------------
	# ? ?????
	#--------------------------------------------------------------------------
	def main
		# ???????
		@actor = $game_party.actors[@actor_index]
		# ????????
		@help_window = Window_Help.new
		@left_window = Window_EquipLeft.new(@actor)
		@right_window = Window_EquipRight.new(@actor)
		@item_window1 = Window_EquipItem.new(@actor, 0)#Helmet
		@item_window2 = Window_EquipItem.new(@actor, 1)#Earrings
		@item_window3 = Window_EquipItem.new(@actor, 2)#Necklace
		@item_window4 = Window_EquipItem.new(@actor, 3)#Weapon
		@item_window5 = Window_EquipItem.new(@actor, 4)#Cover Armor
		@item_window6 = Window_EquipItem.new(@actor, 5)#Arm pads
		@item_window7 = Window_EquipItem.new(@actor, 6)#under armor
		@item_window8 = Window_EquipItem.new(@actor, 7)#shield
		@item_window9 = Window_EquipItem.new(@actor, 8)#leg pads
		@item_window10 = Window_EquipItem.new(@actor, 9)#shoes
		# ?????????????
		@right_window.help_window = @help_window
		@item_window1.help_window = @help_window
		@item_window2.help_window = @help_window
		@item_window3.help_window = @help_window
		@item_window4.help_window = @help_window
		@item_window5.help_window = @help_window
		@item_window6.help_window = @help_window
		@item_window7.help_window = @help_window
		@item_window8.help_window = @help_window
		@item_window9.help_window = @help_window
		@item_window10.help_window = @help_window
		# ?????????
		@right_window.index = @equip_index
		refresh
		# ?????????
		Graphics.transition
		# ??????
		loop do
			# ????????
			Graphics.update
			# ???????
			Input.update
			# ??????
			update
			# ????????????????
			if $scene != self
				break
			end
		end
		# ?????????
		Graphics.freeze
		# ????????
		@help_window.dispose
		@left_window.dispose
		@right_window.dispose
		@item_window1.dispose
		@item_window2.dispose
		@item_window3.dispose
		@item_window4.dispose
		@item_window5.dispose
		@item_window6.dispose
		@item_window7.dispose
		@item_window8.dispose
		@item_window9.dispose
		@item_window10.dispose
	end
	#--------------------------------------------------------------------------
	# ? ??????
	#--------------------------------------------------------------------------
	def refresh
		# ????????????????
		@item_window1.visible = (@right_window.index == 0)
		@item_window2.visible = (@right_window.index == 1)
		@item_window3.visible = (@right_window.index == 2)
		@item_window4.visible = (@right_window.index == 3)
		@item_window5.visible = (@right_window.index == 4)
		@item_window6.visible = (@right_window.index == 6)
		@item_window7.visible = (@right_window.index == 5)
		@item_window8.visible = (@right_window.index == 7)
		@item_window9.visible = (@right_window.index == 8)
		@item_window10.visible = (@right_window.index == 9)
		# ?????????????
		item1 = @right_window.item
		# ????????????? @item_window ???
		case @right_window.index
		when 0
			@item_window = @item_window1
		when 1
			@item_window = @item_window2
		when 2
			@item_window = @item_window3
		when 3
			@item_window = @item_window4
		when 4
			@item_window = @item_window5
		when 6
			@item_window = @item_window6
		when 5
			@item_window = @item_window7
		when 7
			@item_window = @item_window8
		when 8
			@item_window = @item_window9
		when 9
			@item_window = @item_window10
		end
		# ?????????????????
		if @right_window.active
			# ??????????????
			@left_window.set_new_parameters(nil, nil, nil,nil,nil,nil,nil)
		end
		# ??????????????????
		if @item_window.active
			# ?????????????
			item2 = @item_window.item
			# ?????
			last_hp = @actor.hp
			last_sp = @actor.sp
			@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
			# ??????????????
			new_atk = @actor.atk
			new_pdef = @actor.pdef
			new_mdef = @actor.mdef
			new_str = @actor.str
			new_dex = @actor.dex
			new_agi = @actor.agi
			new_int = @actor.int
			# ?????
			@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
			@actor.hp = last_hp
			@actor.sp = last_sp
			# ???????????
			@left_window.set_new_parameters(new_atk, new_pdef, new_mdef,new_str,new_dex,new_agi,new_int)
		end
	end
	#--------------------------------------------------------------------------
	# ? ??????
	#--------------------------------------------------------------------------
	def update
		# ????????
		@left_window.update
		@right_window.update
		@item_window.update
		refresh
		# ?????????????????: update_right ???
		if @right_window.active
			update_right
			return
		end
		# ??????????????????: update_item ???
		if @item_window.active
			update_item
			return
		end
	end
	#--------------------------------------------------------------------------
	# ? ?????? (?????????????????)
	#--------------------------------------------------------------------------
	def update_right
		# B ??????????
		if Input.trigger?(Input::B)
			# ????? SE ???
			$bit.dispose
			$game_system.se_play($data_system.cancel_se)
			# ???????????
			$scene = Scene_Menu.new(2)
			return
		end
		if Input.trigger?(Input::A)
			$adjust+=160
			$adjust %=320
			@left_window.refresh
		end
		# C ??????????
		if Input.trigger?(Input::C)
			# ???????
			if @actor.equip_fix?(@right_window.index)
				# ??? SE ???
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			# ?? SE ???
			$game_system.se_play($data_system.decision_se)
			# ????????????????
			@right_window.active = false
			@item_window.active = true
			@item_window.index = 0
			return
		end
		# R ??????????
		if Input.trigger?(Input::R)
			# ???? SE ???
			$game_system.se_play($data_system.cursor_se)
			# ???????
			@actor_index += 1
			@actor_index %= $game_party.actors.size
			# ???????????
			$scene = Scene_Equip.new(@actor_index, @right_window.index)
			return
		end
		# L ??????????
		if Input.trigger?(Input::L)
			# ???? SE ???
			$game_system.se_play($data_system.cursor_se)
			# ???????
			@actor_index += $game_party.actors.size - 1
			@actor_index %= $game_party.actors.size
			# ???????????
			$scene = Scene_Equip.new(@actor_index, @right_window.index)
			return
		end
	end
	#--------------------------------------------------------------------------
	# ? ?????? (??????????????????)
	#--------------------------------------------------------------------------
	def update_item
		if Input.trigger?(Input::A)
			$adjust+=160
			$adjust %=320
			@left_window.refresh
		end
		# B ??????????
		if Input.trigger?(Input::B)
			# ????? SE ???
			$game_system.se_play($data_system.cancel_se)
			# ???????????????
			@right_window.active = true
			@item_window.active = false
			@item_window.index = -1
			return
		end
		# C ??????????
		if Input.trigger?(Input::C)
			# ?? SE ???
			$game_system.se_play($data_system.equip_se)
			# ?????????????????????????
			item = @item_window.item
			# ?????
			@actor.equip(@right_window.index, item == nil ? 0 : item.id)
			# ???????????????
			@right_window.active = true
			@item_window.active = false
			@item_window.index = -1
			# ?????????????????????????
			@right_window.refresh
			@item_window.refresh
			return
		end
	end
end
#=================================
#Scene_Equip Ends
#=================================

#=================================
#Window_Item modifications
#=================================
class Window_Item < Window_Selectable
	def draw_item(index)
		item = @data[index]
		case item
		when RPG::Item
			number = $game_party.item_number(item.id)
		when RPG::Weapon
			number = $game_party.weapon_number(item.id)
		when RPG::Armor
			number = $game_party.armor_number(item.id)
		end
		if item.is_a?(RPG::Item) and
			$game_party.item_can_use?(item.id)
			self.contents.font.color = normal_color
		else
			self.contents.font.color = disabled_color
		end
		x = 4 + index % 2 * (288 + 32)
		y = index / 2 * 32
		rect = Rect.new(x, y, self.width / @column_max - 32, 32)
		self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
		bitmap = RPG::Cache.icon(item.icon_name)
		opacity = self.contents.font.color == normal_color ? 255 : 128
		self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
		ya=item.name.dup
		ya.delete!("0")
		ya.delete!("1")
		ya.delete!("2")
		ya.delete!("3")
		ya.delete!("4")
		ya.delete!("5")
		ya.delete!("6")
		ya.delete!("7")
		ya.delete!("8")
		self.contents.draw_text(x + 28, y, 212, 32, ya, 0)
		self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
		self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
	end
end
#=================================
#Window_Item Ends
#=================================

#=================================
#Window_Selectable2
#=================================

class Window_Selectable2 < Window_Base
	#--------------------------------------------------------------------------
	# ? ??????????
	#--------------------------------------------------------------------------
	attr_reader :index # ??????
	attr_reader :help_window # ????????
	#--------------------------------------------------------------------------
	# ? ?????????
	# x : ?????? X ??
	# y : ?????? Y ??
	# width : ???????
	# height : ????????
	#--------------------------------------------------------------------------
	def initialize(x, y, width, height)
		super(x, y, width, height)
		@item_max = 1
		@column_max = 1
		@index = -1
	end
	#--------------------------------------------------------------------------
	# ? ?????????
	# index : ?????????
	#--------------------------------------------------------------------------
	def index=(index)
		@index = index
		# ?????????? (update_help ??????????)
		if self.active and @help_window != nil
			update_help
		end
		# ??????????
		update_cursor_rect
	end
	#--------------------------------------------------------------------------
	# ? ?????
	#--------------------------------------------------------------------------
	def row_max
		# ?????????????
		return (@item_max + @column_max - 1) / @column_max
	end
	#--------------------------------------------------------------------------
	# ? ???????
	#--------------------------------------------------------------------------
	def top_row
		# ??????????? Y ????1 ???? 32 ???
		return self.oy / 32
	end
	#--------------------------------------------------------------------------
	# ? ???????
	# row : ????????
	#--------------------------------------------------------------------------
	def top_row=(row)
		# row ? 0 ?????? 0 ???
		if row < 0
			row = 0
		end
		# row ? row_max - 1 ????? row_max - 1 ???
		if row > row_max - 1
			row = row_max - 1
		end
		# row ? 1 ???? 32 ??????????????? Y ?????
		self.oy = row * 32
	end
	#--------------------------------------------------------------------------
	# ? 1 ??????????????
	#--------------------------------------------------------------------------
	def page_row_max
		# ?????????????????? 32 ????1 ???? 32 ???
		return (self.height - 32) / 32
	end
	#--------------------------------------------------------------------------
	# ? 1 ???????????????
	#--------------------------------------------------------------------------
	def page_item_max
		# ?? page_row_max ? ?? @column_max ????
		return page_row_max * @column_max
	end
	#--------------------------------------------------------------------------
	# ? ???????????
	# help_window : ???????????
	#--------------------------------------------------------------------------
	def help_window=(help_window)
		@help_window = help_window
		# ?????????? (update_help ??????????)
		if self.active and @help_window != nil
			update_help
		end
	end
	#--------------------------------------------------------------------------
	# ? ?????????
	#--------------------------------------------------------------------------
	def update_cursor_rect
		# ??????? 0 ?????
		if @index < 0
			self.cursor_rect.empty
			return
		end
		# ???????
		row = @index / @column_max
		# ???????????????????????
		if row < self.top_row
			# ??????????????????
			self.top_row = row
		end
		# ?????????????????????????
		if row > self.top_row + (self.page_row_max - 1)
			# ???????????????????
			self.top_row = row - (self.page_row_max - 1)
		end
		# ?????????
		cursor_width = self.width / @column_max - 32
		# ??????????
		x = @index % @column_max * (cursor_width + 32)
		y = @index / @column_max * 32 - self.oy
		# ??????????
		self.cursor_rect.set(x, y, cursor_width, 32)
	end
	#--------------------------------------------------------------------------
	# ? ??????
	#--------------------------------------------------------------------------
	def update
		super
		# ????????????????
		if self.active
			# ??????????????
			if Input.repeat?(Input::DOWN)
				@index = (@index + 1) % 10
			end
			# ??????????????
			if Input.repeat?(Input::UP)
				@index = (@index - 1) % 10
			end
			# ??????????????
			if Input.repeat?(Input::RIGHT)
				@index = (@index + 1) % 10
			end
			# ??????????????
			if Input.repeat?(Input::LEFT)
				@index = (@index - 1) % 10
			end
			# R ??????????
			if Input.repeat?(Input::R)
				# ??????????????????????????????
				if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
					# ????? 1 ????????
					$game_system.se_play($data_system.cursor_se)
					@index = [@index + self.page_item_max, @item_max - 1].min
					self.top_row += self.page_row_max
				end
			end
			# L ??????????
			if Input.repeat?(Input::L)
				# ???????????? 0 ???????
				if self.top_row > 0
					# ????? 1 ???????
					$game_system.se_play($data_system.cursor_se)
					@index = [@index - self.page_item_max, 0].max
					self.top_row -= self.page_row_max
				end
			end
		end
		# ?????????? (update_help ??????????)
		if self.active and @help_window != nil
			update_help
		end
		# ??????????
		update_cursor_rect
		refresh
	end
end
#=================================
#Window_Selectable2 Ends
#=================================

#=================================
#Window_EquipLeft replacement
#=================================

class Window_EquipLeft < Window_Base
	#--------------------------------------------------------------------------
	# ? ?????????
	# actor : ????
	#--------------------------------------------------------------------------
	def initialize(actor)
		super(0, 64, 272, 192)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.contents.font.name = $defaultfonttype
		self.contents.font.size = $defaultfontsize
		@actor = actor
		refresh
	end
	#--------------------------------------------------------------------------
	# ? ??????
	#--------------------------------------------------------------------------
	def refresh
		self.contents.clear
		bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
		cw = bitmap.width / 4
		ch = bitmap.height / 4
		src_rect = Rect.new(0, 0, cw, ch)
		$adjust=0 if $adjust==nil
		self.contents.blt(120 - cw / 2, 48 - ch-$adjust, bitmap, src_rect)
		draw_actor_name(@actor, 4, 0-$adjust)
		draw_actor_name(@actor, 4, 160-$adjust)
		draw_actor_level(@actor, 4, 32-$adjust)
		draw_actor_parameter(@actor, 4, 64-$adjust, 0)
		draw_actor_parameter(@actor, 4, 96-$adjust, 1)
		draw_actor_parameter(@actor, 4, 128-$adjust, 2)
		draw_actor_parameter(@actor, 4, 160+32-$adjust, 3)
		draw_actor_parameter(@actor, 4, 192+32-$adjust, 4)
		draw_actor_parameter(@actor, 4, 224+32-$adjust, 5)
		draw_actor_parameter(@actor, 4, 256+32-$adjust, 6)
		
		if @new_atk != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 64-$adjust, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 64-$adjust, 36, 32, @new_atk.to_s, 2)
			if @new_atk>@actor.atk
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 32+42-$adjust, bitmap, src_rect)
			elsif @new_atk<@actor.atk
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 32+42-$adjust, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 32+42-$adjust, bitmap, src_rect)
			end
		end
		
		if @new_pdef != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 96-$adjust, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 96-$adjust, 36, 32, @new_pdef.to_s, 2)
			if @new_pdef>@actor.pdef
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 64+42-$adjust, bitmap, src_rect)
			elsif @new_pdef<@actor.pdef
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 64+42-$adjust, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 64+42-$adjust, bitmap, src_rect)
			end
		end
		
		if @new_mdef != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 128-$adjust, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 128-$adjust, 36, 32, @new_mdef.to_s, 2)
			if @new_mdef>@actor.mdef
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 96+42-$adjust, bitmap, src_rect)
			elsif @new_mdef<@actor.mdef
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 96+42-$adjust, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 96+42-$adjust, bitmap, src_rect)
			end
		end
		
		if @new_str != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 128+32-$adjust+32, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 128+32-$adjust+32, 36, 32, @new_str.to_s, 2)
			if @new_str>@actor.str
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 96+42+32-$adjust+32, bitmap, src_rect)
			elsif @new_str<@actor.str
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 96+42+32-$adjust+32, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 96+42+32-$adjust+32, bitmap, src_rect)
			end
		end
		
		if @new_dex != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 128+64-$adjust+32, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 128+64-$adjust+32, 36, 32, @new_dex.to_s, 2)
			if @new_dex>@actor.dex
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 96+42+64-$adjust+32, bitmap, src_rect)
			elsif @new_dex<@actor.dex
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 96+42+64-$adjust+32, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 96+42+64-$adjust+32, bitmap, src_rect)
			end
		end
		
		if @new_agi != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 128+96-$adjust+32, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 128+96-$adjust+32, 36, 32, @new_agi.to_s, 2)
			if @new_agi>@actor.agi
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 96+96+42-$adjust+32, bitmap, src_rect)
			elsif @new_agi<@actor.agi
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 96+96+42-$adjust+32, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 96+96+42-$adjust+32, bitmap, src_rect)
			end
		end
		
		if @new_int != nil
			self.contents.font.color = system_color
			self.contents.draw_text(160, 128+128-$adjust+32, 40, 32, "?", 1)
			self.contents.font.color = normal_color
			self.contents.draw_text(200, 128+128-$adjust+32, 36, 32, @new_int.to_s, 2)
			if @new_int>@actor.int
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0, cw, ch-1)
				self.contents.blt(180, 96+128+42-$adjust+32, bitmap, src_rect)
			elsif @new_int<@actor.int
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0+cw, 0, cw, ch-1)
				self.contents.blt(180, 96+128+42-$adjust+32, bitmap, src_rect)
			else
				bitmap = RPG::Cache.picture("equip")
				cw = bitmap.width / 2
				ch = bitmap.height / 2
				src_rect = Rect.new(0, 0+ch, cw, ch-1)
				self.contents.blt(180, 96+128+42-$adjust+32, bitmap, src_rect)
			end
		end
	end
	#--------------------------------------------------------------------------
	# ? ?????????????
	# new_atk : ?????????
	# new_pdef : ??????????
	# new_mdef : ??????????
	#--------------------------------------------------------------------------
	def set_new_parameters(new_atk, new_pdef, new_mdef,new_str,new_dex,new_agi,new_int)
		if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex !=new_dex or @new_agi !=new_agi or @new_int !=new_int
			@new_atk = new_atk
			@new_pdef = new_pdef
			@new_mdef = new_mdef
			@new_str = new_str
			@new_dex = new_dex
			@new_agi = new_agi
			@new_int = new_int
			refresh
		end
	end
end

#=================================
#Window_EquipLeft Ends
#=================================

#=================================
#Window_EquipRight replacement
#=================================

class Window_EquipRight < Window_Selectable2
	#--------------------------------------------------------------------------
	# ? ?????????
	# actor : ????
	#--------------------------------------------------------------------------
	def initialize(actor)
		super(272, 64, 368, 192+224)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.contents.font.name = $defaultfonttype # "Equip" right side (Equiped Items) window font
		self.contents.font.size = $defaultfontsize
		@actor = actor
		$bit=Sprite.new
		$bit.bitmap=RPG::Cache.battler("001-Fighter01 kopiera", 0)
		$bit.x=400
		$bit.y=80
		$bit.z=100
		$bit.zoom_x=2
		$bit.zoom_y=2
		refresh
		self.index = 0
	end
	#--------------------------------------------------------------------------
	# ? ???????
	#--------------------------------------------------------------------------
	def item
		return @data[self.index]
	end
	#--------------------------------------------------------------------------
	# ? ??????
	#--------------------------------------------------------------------------
	def refresh
		self.contents.clear
		
		@data = []
		@data.push($data_armors[@actor.armor1_id])
		@data.push($data_armors[@actor.armor2_id])
		@data.push($data_armors[@actor.armor3_id])
		@data.push($data_weapons[@actor.weapon_id])
		@data.push($data_armors[@actor.armor4_id])
		@data.push($data_armors[@actor.armor5_id])
		@data.push($data_armors[@actor.armor6_id])
		@data.push($data_armors[@actor.armor7_id])
		@data.push($data_armors[@actor.armor8_id])
		@data.push($data_armors[@actor.armor9_id])
		@item_max = @data.size
		@items=["Helmet","Earrings","Necklace","Weapon","Covering Armor","Arm Pads","Underlying Armor","Shield","Leg Pads", "Shoes"]
		self.contents.font.color = system_color
		if $data_armors[@actor.armor1_id] != nil
			draw_item_name(@data[0], 32, 32 * 1)
		else
			self.contents.draw_text(32, 32 * 1, 92, 32, "Helmet")
		end
		if $data_armors[@actor.armor2_id] != nil
			draw_item_name(@data[1], 32, 32 * 2)
		else
			self.contents.draw_text(32, 32 * 2, 92, 32, "Earrings")
		end
		if $data_armors[@actor.armor3_id] != nil
			draw_item_name(@data[2], 32, 32 * 3)
		else
			self.contents.draw_text(32, 32 * 3, 92, 32, "Necklace")
		end
		if $data_armors[@actor.weapon_id] != nil
			draw_item_name(@data[3], 32, 32 * 4)
		else
			self.contents.draw_text(32, 32 * 4, 92, 32, "Weapon")
		end
		if $data_armors[@actor.armor4_id] != nil
			draw_item_name(@data[4], 32, 32 * 5)
		else
			self.contents.draw_text(32, 32 * 5, 150, 32, "Covering Armor")
		end
		if $data_armors[@actor.armor5_id] != nil
			draw_item_name(@data[5], 32, 32 * 6)
		else
			self.contents.draw_text(32, 32 * 6, 150, 32, "Underlying Armor")
		end
		if $data_armors[@actor.armor6_id] != nil
			draw_item_name(@data[6],32, 32*7)
		else
			self.contents.draw_text(32, 32*7,92, 32, "Arm Pads")
		end
		if $data_armors[@actor.armor7_id] != nil
			draw_item_name(@data[7], 32, 32 * 8)
		else
			self.contents.draw_text(32, 32 * 8, 92, 32, "Shield")
		end
		if $data_armors[@actor.armor8_id] != nil
			draw_item_name(@data[8], 32, 32 * 9)
		else
			self.contents.draw_text(32, 32 * 9, 92, 32, "Leg Pads")
		end
		if $data_armors[@actor.armor9_id] != nil
			draw_item_name(@data[9], 32, 32 * 10)
		else
			self.contents.draw_text(32, 32 * 10, 92, 32, "Shoes")
		end
		update_cursor_rect
		bitmap = RPG::Cache.picture("equip")
		cw = bitmap.width / 2
		ch = bitmap.height / 2
		src_rect = Rect.new(0+cw, 0+ch, cw, ch)
		self.contents.blt(@x2, @y2, bitmap, src_rect)
	end
	#--------------------------------------------------------------------------
	# ? ?????????
	#--------------------------------------------------------------------------
	def update_help
		@help_window.set_text(self.item == nil ? "" : self.item.description)
	end
	
	def update_cursor_rect
		case self.index
		when 0
			@x=32
			@y=32
			@x2=232
			@y2=0
		when 1
			@x=32
			@y=64
			@x2=268
			@y2=32
		when 2
			@x=32
			@y=96
			@x2=232
			@y2=64
		when 3
			@x=32
			@y=128
			@x2=132
			@y2=70
		when 4
			@x=32
			@y=160
			@x2=232
			@y2=96
		when 5
			@x=32
			@y=192
			@x2=232
			@y2=112
		when 6
			@x=32
			@y=224
			@x2=192
			@y2=112
		when 7
			@x=32
			@y=256
			@x2=288
			@y2=112
		when 8
			@x=32
			@y=288
			@x2=244
			@y2=200
		when 9
			@x=32
			@y=320
			@x2=244
			@y2=288
		else
			@x=0
			@y=-32
			@x2=0
			@y2=-32
		end
		
		# ??????????
		# ??????????
		cursor_width= 175
		self.cursor_rect.set(@x-32, @y, cursor_width, 32)
	end
	
	def draw_item_name(item, x, y)
		if item == nil
			return
		end
		bitmap = RPG::Cache.icon(item.icon_name)
		self.contents.blt(x-32, y + 4, bitmap, Rect.new(0, 0, 24, 24))
		self.contents.font.color = normal_color
		ya=item.name.dup
		ya.delete!("0")
		ya.delete!("1")
		ya.delete!("2")
		ya.delete!("3")
		ya.delete!("4")
		ya.delete!("5")
		ya.delete!("6")
		ya.delete!("7")
		ya.delete!("8")
		
		self.contents.draw_text(x-4, y, 114, 32, ya)
		self.contents.font.color = system_color
	end
end

#=================================
#Window_EquipRight Ends
#=================================

#=================================
#Window_EquipItem replacement
#=================================
#==============================================================================
# ¦ Window_EquipItem
#------------------------------------------------------------------------------
#  ????????????????????????????????????
#==============================================================================

class Window_EquipItem < Window_Selectable
	#--------------------------------------------------------------------------
	# ? ?????????
	# actor : ????
	# equip_type : ???? (0~3)
	#--------------------------------------------------------------------------
	def initialize(actor, equip_type)
		super(0, 256, 272, 224)
		@actor = actor
		@equip_type = equip_type
		@column_max = 1
		refresh
		self.active = false
		self.index = -1
	end
	#--------------------------------------------------------------------------
	# ? ???????
	#--------------------------------------------------------------------------
	def item
		return @data[self.index]
	end
	#--------------------------------------------------------------------------
	# ? ??????
	#--------------------------------------------------------------------------
	def refresh
		if self.contents != nil
			self.contents.dispose
			self.contents = nil
		end
		@data = []
		# ??????????
		if @equip_type == 3
			weapon_set = $data_classes[@actor.class_id].weapon_set
			for i in 1...$data_weapons.size
				if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
					@data.push($data_weapons[i])
				end
			end
		end
		# ??????????
		if @equip_type != 3
			armor_set = $data_classes[@actor.class_id].armor_set
			for i in 1...$data_armors.size
				if $game_party.armor_number(i) > 0 and armor_set.include?(i)
					
					if @equip_type >3
						ha=(@equip_type-1).to_s
						@data.push($data_armors[i]) if $data_armors[i].name.include?(ha)
					else
						ha=@equip_type.to_s
						@data.push($data_armors[i]) if $data_armors[i].name.include?(ha)
					end
				end
			end
		end
		# ?????
		@data.push(nil)
		# ?????????????????
		@item_max = @data.size
		self.contents = Bitmap.new(width - 32, row_max * 32)
		self.contents.font.name = $defaultfonttype # "Equip" bottom (Item List) window font
		self.contents.font.size = $defaultfontsize
		for i in 0...@item_max
			draw_item(i)
		end
	end
	#--------------------------------------------------------------------------
	# ? ?????
	# index : ????
	#--------------------------------------------------------------------------
	def draw_item(index)
		@item = @data[index]
		if @item != nil
			#p @item
			@yal=@item.name.dup
		end
		x = 4
		y = index * 32
		case @item
		when RPG::Weapon
			number = $game_party.weapon_number(@item.id)
		when RPG::Armor
			number = $game_party.armor_number(@item.id)
		end
		if @item==nil
			self.contents.draw_text(x + 28, y, 212, 32, "Un-Equipped", 0)
		else
			bitmap = RPG::Cache.icon(@item.icon_name)
			self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
			self.contents.font.color = normal_color
			if @equip_type<3
				ha=@equip_type.to_s
			else
				ha=(@equip_type-1).to_s
			end
			@yal.delete!(ha)
			self.contents.draw_text(x + 28, y, 212, 32, @yal, 0)
			self.contents.draw_text(x + 192, y, 16, 32, ":", 1)
			self.contents.draw_text(x + 208, y, 24, 32, number.to_s, 2)
		end
	end
	#--------------------------------------------------------------------------
	# ? ?????????
	#--------------------------------------------------------------------------
	def update_help
		@help_window.set_text(self.item == nil ? "" : self.item.description)
	end
end

#=================================
#Window_EquipItem Ends
#=================================

#=================================
#Game_Actor replacement
#=================================
#==============================================================================
# ¦ Game_Actor
#------------------------------------------------------------------------------
#  ??????????????????? Game_Actors ??? ($game_actors)
# ?????????Game_Party ??? ($game_party) ??????????
#==============================================================================

class Game_Actor < Game_Battler
	#--------------------------------------------------------------------------
	# ? ??????????
	#--------------------------------------------------------------------------
	attr_reader :name # ??
	attr_reader :character_name # ?????? ?????
	attr_reader :character_hue # ?????? ??
	attr_reader :class_id # ??? ID
	attr_reader :weapon_id # ?? ID
	attr_reader :armor1_id # ? ID
	attr_reader :armor2_id # ??? ID
	attr_reader :armor3_id # ??? ID
	attr_reader :armor4_id # ??? ID
	attr_reader :armor5_id # ? ID
	attr_reader :armor6_id # ??? ID
	attr_reader :armor7_id # ??? ID
	attr_reader :armor8_id # ??? ID
	attr_reader :armor9_id # ??? ID
	attr_reader :level # ???
	attr_reader :exp # EXP
	attr_reader :skills # ???
	#--------------------------------------------------------------------------
	# ? ?????????
	# actor_id : ???? ID
	#--------------------------------------------------------------------------
	def initialize(actor_id)
		super()
		setup(actor_id)
	end
	#--------------------------------------------------------------------------
	# ? ??????
	# actor_id : ???? ID
	#--------------------------------------------------------------------------
	def setup(actor_id)
		actor = $data_actors[actor_id]
		@actor_id = actor_id
		@name = actor.name
		@character_name = actor.character_name
		@character_hue = actor.character_hue
		@battler_name = actor.battler_name
		@battler_hue = actor.battler_hue
		@class_id = actor.class_id
		@items=["Helmet","Earrings","Necklace","Weapon","Covering Armor","Arm Pads","Underlying Armor","Shield","Leg Pads", "Shoes"]
		@weapon_id = actor.weapon_id
		@armor1_id = actor.armor2_id
		@armor2_id = actor.armor4_id
		@armor3_id = 0
		@armor4_id = actor.armor3_id
		@armor5_id = 0
		@armor6_id = 0
		@armor7_id = actor.armor1_id
		@armor8_id = 0
		@armor9_id = 0
		@level = actor.initial_level
		@exp_list = Array.new(101)
		make_exp_list
		@exp = @exp_list[@level]
		@skills = []
		@hp = maxhp
		@sp = maxsp
		@states = []
		@states_turn = {}
		@maxhp_plus = 0
		@maxsp_plus = 0
		@str_plus = 0
		@dex_plus = 0
		@agi_plus = 0
		@int_plus = 0
		# ?????
		for i in 1..@level
			for j in $data_classes[@class_id].learnings
				if j.level == i
					learn_skill(j.skill_id)
				end
			end
		end
		# ??????????
		update_auto_state(nil, $data_armors[@armor1_id])
		update_auto_state(nil, $data_armors[@armor2_id])
		update_auto_state(nil, $data_armors[@armor3_id])
		update_auto_state(nil, $data_armors[@armor4_id])
		update_auto_state(nil, $data_armors[@armor5_id])
		update_auto_state(nil, $data_armors[@armor6_id])
		update_auto_state(nil, $data_armors[@armor7_id])
		update_auto_state(nil, $data_armors[@armor8_id])
		update_auto_state(nil, $data_armors[@armor9_id])
	end
	#--------------------------------------------------------------------------
	# ? ???? ID ??
	#--------------------------------------------------------------------------
	def id
		return @actor_id
	end
	#--------------------------------------------------------------------------
	# ? ????????
	#--------------------------------------------------------------------------
	def index
		return $game_party.actors.index(self)
	end
	#--------------------------------------------------------------------------
	# ? EXP ??
	#--------------------------------------------------------------------------
	def make_exp_list
		actor = $data_actors[@actor_id]
		@exp_list[1] = 0
		pow_i = 2.4 + actor.exp_inflation / 100.0
		for i in 2..100
			if i > actor.final_level
				@exp_list[i] = 0
			else
				n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
				@exp_list[i] = @exp_list[i-1] + Integer(n)
			end
		end
	end
	#--------------------------------------------------------------------------
	# ? ????????
	# element_id : ?? ID
	#--------------------------------------------------------------------------
	def element_rate(element_id)
		# ???????????????
		table = [0,200,150,100,50,0,-100]
		result = table[$data_classes[@class_id].element_ranks[element_id]]
		# ????????????????????
		for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id,@armor5_id,@armor6_id,@armor7_id,@armor8_id,@armor9_id]
			armor = $data_armors[i]
			if armor != nil and armor.guard_element_set.include?(element_id)
				result /= 2
			end
		end
		# ??????????????????????
		for i in @states
			if $data_states[i].guard_element_set.include?(element_id)
				result /= 2
			end
		end
		# ??????
		return result
	end
	#--------------------------------------------

 

 

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http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png

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Non ci sono istruzioni per questo script? :o
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Anche qui vi era uno script simile, ma diverso da questo :sisi: XD

Lu il tag code col ruby, mi raccomando :3

Buon lavoro, magari metti qualche istruzione tipo inserire sopra al main e come cambiare i nomi!

^ ^

(\_/)
(^ ^) <----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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Va bene cosi modificato lo script?

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Premi RpgMaker

 


http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png

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Sì, sì va bene! E' il tag code nuovo, un po' più triste del precedente come colori, ma... XDXD

^ ^

(\_/)
(^ ^) <----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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