Lusianl Posted July 15, 2011 Share Posted July 15, 2011 Un equipaggiamento personalizzatoAutore:Landreau10DecrizioneUn nuovo tipo di equipaggiamento con molte più slot dello standardScreen:http://i42.servimg.com/u/f42/13/12/87/37/lim10.pngScript #================================= #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 #-------------------------------------------- http://www.freankexpo.net/signature/1129.pngPremi 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 Link to comment Share on other sites More sharing options...
Macha Posted July 15, 2011 Share Posted July 15, 2011 Non ci sono istruzioni per questo script? :o Ad ogni errore di grammatica una gazzella in Africa si sveglia e si overbuffa per ucciderti. http://i48.tinypic.com/n41av.pnghttp://img802.imageshack.us/img802/8754/rpg2sofficialchatuser.png http://img846.imageshack.us/img846/9296/fcp1.png http://img21.imageshack.us/img21/1892/fcp2.png http://img846.imageshack.us/img846/9296/fcp1.png http://www.rpg2s.net/cover_contest/icons/cc_special.pnghttp://img9.imageshack.us/img9/2034/jhsupport.png Link to comment Share on other sites More sharing options...
Guardian of Irael Posted July 15, 2011 Share Posted July 15, 2011 Anche qui vi era uno script simile, ma diverso da questo XDLu il tag code col ruby, mi raccomando :3Buon 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) ^ ^ 🖤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...
Lusianl Posted July 15, 2011 Author Share Posted July 15, 2011 Va bene cosi modificato lo script? http://www.freankexpo.net/signature/1129.pngPremi 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 Link to comment Share on other sites More sharing options...
Guardian of Irael Posted July 15, 2011 Share Posted July 15, 2011 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) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
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