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*Sistema di distribuzione punti


Lusianl
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Sistema di distribuzione punti


Autore


Niel 17


Descrizione


Un menù per distribuire i punti e aumentare le abilità


Screen


http://i258.photobucket.com/albums/hh257/atoa/Img-10.png


Istruzioni


Chiamare lo script:

cena = $ Scene_Distribuct.new

Aggiungere punti al singolo

$ game_actors [iD ]. point_add (X)

Aggiungere punti al gruppo:

game_party.actors
actor.point_add (X)
final para o ator em $

 

Script:


Script principale

 

 

 

#==============================================================================
# Distribuilçao de Pontos
# por Pedro HCDO
# Modificado por Atoa
#==============================================================================
=begin
Este script permite adicionar um sistema de distribuir pontos.

Você pode configurar o script para adicionar pontos automáticamente
quando o personagem subir de nível, ou adicionar manualmente
atravez de eventos.
Basta usar o comando "Chamar Script" e adicionar uma das seguintes linhas:

Para aumentar a quantidade de pontos individualmente:

$game_actors[iD].point_add(X)

onde:
ID = ID do personagem
	X = total de pontos ganhos
	
	Para aumentar a quantidade de pontos de todos membros do grupo:
		
		for actor in $game_party.actors
			actor.point_add(X)
		end
		
		onde:
		X = total de pontos ganhos
		
		Para abrir a tela de distribuição de pontos atravéz de um evento
		Use o comando "Chamar Script" e adicione a linha:
		$scene = Scene_Distribuct.new
		
		
		Modificações feitas por Atoa:
		- Adicionadas Várias constantes de configuração para aumentar o
		nível de customização do sistema
			- Melhorias no script que adiciona a opção de distribuir pontos
			no menu
			=end
			
			module Point
				
				#Se true, ignora o aumento de atributo ganho por level up.
				#Esse sistema pode ser incompatível com alguns
				#outros sistemas que alteram o ganho de atributos
				#esta é apenas uma forma de facilitar a edição do sistema
				#uma vez que isso pode ser feito via database, bastando alterar
				#a curva de atributos de uma forma que não haja ganho.
				NEGATE_LVLUP = false
				
				#Definir se os pontos serão ganhos ao subir de nível
				ADD_POINT_POR_LV = true
				
				#Se escolher adicionar pontos por nível, defina aqui quantos
				#pontos serão ganhos.
				#Deixe = nil para ganhar pontos aleatórios
				ADD_POINT_POR_LV_P = 20
				
				#Maximo de pontos
				MAX_POINT = 999
				
				#Modificar Mostrador de pontos totais
				#Se true, mostra os pontos totais ganhos, se false mostra
				#o valor máximo de pontos.
				SHOW_TOTAL_POINT = true
				
				#Quanto cada atributo gastara e adcionara ao personagem
				#ex:HP_GAST = [a,b]
				# a == pontos gastos para aumentar o atributo
				# b == valor aumentado no atributo
				HP_GAST = [2,25]
				SP_GAST = [1,15]
				STR_GAST = [3,2]
				DEX_GAST = [2,3]
				AGI_GAST = [2,2]
				INT_GAST = [2,3]
				
				#Animação ao passar a janela
				# 0 == normal
				# 1 == anda para o lado
				# 2 == zoom_out
				MOVE_TYP = 1
				
				#Velocidade a fazer animação
				SPEDD_ANIMATION_MOVE_TYP = 20
				
				#Desenhar o Battler do personagem? se true deixe o DRAW_FACE = false
				DRAW_BATTLER = true
				#Desenhar Face do personagem? se true deixe o DRAW_BATTLER = false
				#Só use se você usar o sistema de suporte para faces
				DRAW_FACE = false
				
				#Defina como os nomes dos atributos serão mostrados
				ATRIB_HP = "HP"
				ATRIB_SP = "MP"
				ATRIB_STR = "FOR"
				ATRIB_DEX = "DEF"
				ATRIB_AGI = "AGI"
				ATRIB_INT = "INT"
				
				#Atributos Máximos
				#Valores adicionados para tornar o sistema compatível com sistemas
				#de modificação dos valores máximos dos atributos.
				MAX_HP = 9999
				MAX_SP = 9999
				MAX_STR = 999
				MAX_DEX = 999
				MAX_AGI = 999
				MAX_INT = 999
				
				# Conguração Limite Máximo de atributos e level.
				MAX_LEVEL = [] #Não altere esta linha
				
				# Limite Padrão de Level
				MAX_LEVEL_DEFAUT = 99
				PARAM_CALC = "(param[99] - param[98]) * (level - 99)"
				
				# Limite individual de Level
				# MAX_LEVEL[iD] = X, onde ID é a ID do personagem, e X o level máximo
				# Caso queira que todo personagens tenham o mesmo limite de level, apagues estas linhas
				MAX_LEVEL[1] = 99
				MAX_LEVEL[2] = 99
				MAX_LEVEL[3] = 99
				MAX_LEVEL[4] = 99
				
			end
			
			#==============================================================================
			# Game_Battler (Parte 1)
			#==============================================================================
			class Game_Battler
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				def maxhp
					n = [[base_maxhp + @maxhp_plus, 1].max, 99999999].min
					for i in @states
						n *= $data_states[i].maxhp_rate / 100.0
					end
					n = [[integer(n), 1].max, 99999999].min
					return n
				end
				#--------------------------------------------------------------------------
				def maxsp
					n = [[base_maxsp + @maxsp_plus, 0].max, 999999].min
					for i in @states
						n *= $data_states[i].maxsp_rate / 100.0
					end
					n = [[integer(n), 0].max, 999999].min
					return n
				end
				#--------------------------------------------------------------------------
				def str
					n = [[base_str + @str_plus, 1].max, MAX_STR].min
					for i in @states
						n *= $data_states[i].str_rate / 100.0
					end
					n = [[integer(n), 1].max, MAX_STR].min
					return n
				end
				#--------------------------------------------------------------------------
				def dex
					n = [[base_dex + @dex_plus, 1].max, MAX_DEX].min
					for i in @states
						n *= $data_states[i].dex_rate / 100.0
					end
					n = [[integer(n), 1].max, MAX_DEX].min
					return n
				end
				#--------------------------------------------------------------------------
				def agi
					n = [[base_agi + @agi_plus, 1].max, MAX_AGI].min
					for i in @states
						n *= $data_states[i].agi_rate / 100.0
					end
					n = [[integer(n), 1].max, MAX_AGI].min
					return n
				end
				#--------------------------------------------------------------------------
				def int
					n = [[base_int + @int_plus, 1].max, MAX_INT].min
					for i in @states
						n *= $data_states[i].int_rate / 100.0
					end
					n = [[integer(n), 1].max, MAX_INT].min
					return n
				end
				#--------------------------------------------------------------------------
				def maxhp=(maxhp)
					@maxhp_plus += maxhp - self.maxhp
					@maxhp_plus = [[@maxhp_plus, -MAX_HP].max, MAX_HP].min
					@hp = [@hp, self.maxhp].min
				end
				#--------------------------------------------------------------------------
				def maxsp=(maxsp)
					@maxsp_plus += maxsp - self.maxsp
					@maxsp_plus = [[@maxsp_plus, -MAX_SP].max, MAX_SP].min
					@sp = [@sp, self.maxsp].min
				end
				#--------------------------------------------------------------------------
				def str=(str)
					@str_plus += str - self.str
					@str_plus = [[@str_plus, -MAX_STR].max, MAX_STR].min
				end
				#--------------------------------------------------------------------------
				def dex=(dex)
					@dex_plus += dex - self.dex
					@dex_plus = [[@dex_plus, -MAX_DEX].max, MAX_DEX].min
				end
				#--------------------------------------------------------------------------
				def agi=(agi)
					@agi_plus += agi - self.agi
					@agi_plus = [[@agi_plus, -MAX_AGI].max, MAX_AGI].min
				end
				#--------------------------------------------------------------------------
				def int=(int)
					@int_plus += int - self.int
					@int_plus = [[@int_plus, -MAX_INT].max, MAX_INT].min
				end
			end
			
			#==============================================================================
			# Game_Actor
			#==============================================================================
			class Game_Actor < Game_Battler
				#--------------------------------------------------------------------------
				alias points_initialize_setup setup
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				attr_accessor :total_points
				attr_accessor :compar_lv
				#--------------------------------------------------------------------------
				def batler_propets
					return [@battler_name,@battler_hue]
				end
				#--------------------------------------------------------------------------
				def setup(actor_id)
					points_initialize_setup(actor_id)
					@points = 0
					@total_points = 0
					if point_por_lv?
						@compar_lv = -1
					end
				end
				#--------------------------------------------------------------------------
				def point_por_lv?
					return ADD_POINT_POR_LV
				end
				#--------------------------------------------------------------------------
				def add_point_por_lv
					return ADD_POINT_POR_LV_P
				end
				#--------------------------------------------------------------------------
				def point
					return @points
				end
				#--------------------------------------------------------------------------
				def total_point
					return @total_points
				end
				#--------------------------------------------------------------------------
				def point_modifi(p)
					@points = p
					@total_points = p
				end
				#--------------------------------------------------------------------------
				def point_add(p)
					@points = (@points+p)
					if p > 0
						@total_points = (@total_points+p)
					end
				end
				#--------------------------------------------------------------------------
				def point_lost(p)
					point_add(-p)
				end
				#--------------------------------------------------------------------------
				def update_point
					return unless point_por_lv?
					if @compar_lv < @level
						@compar_lv += 1
						unless add_point_por_lv.nil?
							point_add(add_point_por_lv)
						else
							point = ((@level/[rand(4),1].max)+1)
							point_add(point)
						end
					end
				end
				#--------------------------------------------------------------------------
				def exp=(exp)
					@exp = [[exp, 999999999999].min, 0].max
					while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
						@level += 1
						for j in $data_classes[@class_id].learnings
							if j.level == @level
								learn_skill(j.skill_id)
							end
						end
					end
					while @exp < @exp_list[@level]
						@level -= 1
					end
					@hp = [@hp, self.maxhp].min
					@sp = [@sp, self.maxsp].min
				end
				#--------------------------------------------------------------------------
				def base_parameter(type)
					if @level >= 100
						calc_text = PARAM_CALC.dup
						calc_text.gsub!(/level/i) { "@level" }
						calc_text.gsub!(/param\[(\d+)\]/i) {
						"$data_actors[@actor_id].parameters[type, #{$1.to_i}]"
						}
						return $data_actors[@actor_id].parameters[type, 99] + eval(calc_text)
					end
					return $data_actors[@actor_id].parameters[type, @level]
				end
				#--------------------------------------------------------------------------
				def base_maxhp
					n = (Point::NEGATE_LVLUP ? $data_actors[@actor_id].parameters[0, 1] : base_parameter(0))
					return [[n, 1].max, MAX_HP].min
				end
				#--------------------------------------------------------------------------
				def maxhp
					n = [[base_maxhp + @maxhp_plus, 1].max, MAX_HP].min
					for i in @states
						n *= $data_states[i].maxhp_rate / 100.0
					end
					n = [[integer(n), 1].max, MAX_HP].min
					return n
				end
				#--------------------------------------------------------------------------
				def base_maxsp
					n = (Point::NEGATE_LVLUP ? $data_actors[@actor_id].parameters[1, 1] : base_parameter(1))
					return [[n, 1].max, MAX_SP].min
				end
				#--------------------------------------------------------------------------
				def make_exp_list
					actor = $data_actors[@actor_id]
					@exp_list[1] = 0
					pow_i = 2.4 + actor.exp_inflation / 100.0
					(2..(self.final_level + 1)).each { |i|
					if i > self.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
				#--------------------------------------------------------------------------
				def level=(level)
					level = [[level, self.final_level].min, 1].max
					self.exp = @exp_list[level]
				end
				#--------------------------------------------------------------------------
				def final_level
					return MAX_LEVEL[@actor_id] != nil ? MAX_LEVEL[@actor_id] : MAX_LEVEL_DEFAUT
				end
				#--------------------------------------------------------------------------
				def base_str
					n = (Point::NEGATE_LVLUP ? $data_actors[@actor_id].parameters[2, 1] : base_parameter(2))
					weapon = $data_weapons[@weapon_id]
					armor1 = $data_armors[@armor1_id]
					armor2 = $data_armors[@armor2_id]
					armor3 = $data_armors[@armor3_id]
					armor4 = $data_armors[@armor4_id]
					n += weapon != nil ? weapon.str_plus : 0
					n += armor1 != nil ? armor1.str_plus : 0
					n += armor2 != nil ? armor2.str_plus : 0
					n += armor3 != nil ? armor3.str_plus : 0
					n += armor4 != nil ? armor4.str_plus : 0
					return [[n, 1].max, MAX_STR].min
				end
				#--------------------------------------------------------------------------
				def base_dex
					n = (Point::NEGATE_LVLUP ? $data_actors[@actor_id].parameters[3, 1] : base_parameter(3))
					weapon = $data_weapons[@weapon_id]
					armor1 = $data_armors[@armor1_id]
					armor2 = $data_armors[@armor2_id]
					armor3 = $data_armors[@armor3_id]
					armor4 = $data_armors[@armor4_id]
					n += weapon != nil ? weapon.dex_plus : 0
					n += armor1 != nil ? armor1.dex_plus : 0
					n += armor2 != nil ? armor2.dex_plus : 0
					n += armor3 != nil ? armor3.dex_plus : 0
					n += armor4 != nil ? armor4.dex_plus : 0
					return [[n, 1].max, MAX_DEX].min
				end
				#--------------------------------------------------------------------------
				def base_agi
					n = (Point::NEGATE_LVLUP ? $data_actors[@actor_id].parameters[4, 1] : base_parameter(4))
					weapon = $data_weapons[@weapon_id]
					armor1 = $data_armors[@armor1_id]
					armor2 = $data_armors[@armor2_id]
					armor3 = $data_armors[@armor3_id]
					armor4 = $data_armors[@armor4_id]
					n += weapon != nil ? weapon.agi_plus : 0
					n += armor1 != nil ? armor1.agi_plus : 0
					n += armor2 != nil ? armor2.agi_plus : 0
					n += armor3 != nil ? armor3.agi_plus : 0
					n += armor4 != nil ? armor4.agi_plus : 0
					return [[n, 1].max, MAX_AGI].min
				end
				#--------------------------------------------------------------------------
				def base_int
					n = (Point::NEGATE_LVLUP ? $data_actors[@actor_id].parameters[5, 1] : base_parameter(5))
					weapon = $data_weapons[@weapon_id]
					armor1 = $data_armors[@armor1_id]
					armor2 = $data_armors[@armor2_id]
					armor3 = $data_armors[@armor3_id]
					armor4 = $data_armors[@armor4_id]
					n += weapon != nil ? weapon.int_plus : 0
					n += armor1 != nil ? armor1.int_plus : 0
					n += armor2 != nil ? armor2.int_plus : 0
					n += armor3 != nil ? armor3.int_plus : 0
					n += armor4 != nil ? armor4.int_plus : 0
					return [[n, 1].max, MAX_INT].min
				end
			end
			
			#==============================================================================
			# Game_Point
			#==============================================================================
			class Game_Point
				#--------------------------------------------------------------------------
				def update
					for actor in $game_party.actors
						actor.update_point
					end
				end
				#--------------------------------------------------------------------------
				def point(actor)
					unless $game_party.actors[actor].nil?
						return $game_party.actors[actor].point
					end
				end
				#--------------------------------------------------------------------------
				def modifi_point(actor,point)
					unless $game_party.actors[actor].nil?
						$game_party.actors[actor].point_modifi(point)
					end
				end
				#--------------------------------------------------------------------------
				def add_point(actor,point)
					unless $game_party.actors[actor].nil?
						$game_party.actors[actor].point_add(point)
					end
				end
				#--------------------------------------------------------------------------
				def remove_point(actor,point)
					unless $game_party.actors[actor].nil?
						$game_party.actors[actor].point_lost(point)
					end
				end
			end
			
			#==============================================================================
			# Scene_Map
			#==============================================================================
			class Scene_Map
				#--------------------------------------------------------------------------
				alias points_update_main main
				alias points_update_update update
				#--------------------------------------------------------------------------
				def main
					$game_points = Game_Point.new
					points_update_main
				end
				#--------------------------------------------------------------------------
				def update
					points_update_update
					$game_points.update
				end
			end
			
			#==============================================================================
			# Window_Command
			#==============================================================================
			class Window_Command < Window_Selectable
				#--------------------------------------------------------------------------
				alias d_disable_item disable_item
				alias d_disable_initialize initialize
				alias d_disable_refresh refresh
				#--------------------------------------------------------------------------
				def initialize(width, commands)
					d_disable_initialize(width, commands)
					@disableds_items = commands.clone
					for i in 0...@disableds_items.size
						@disableds_items[i] = false
					end
				end
				#--------------------------------------------------------------------------
				def refresh
					d_disable_refresh
					@disableds_items = @commands.clone
					for i in 0...@disableds_items.size
						@disableds_items[i] = false
					end
				end
				#--------------------------------------------------------------------------
				def disable_item(index)
					d_disable_item(index)
					@disableds_items[index] = true
				end
				#--------------------------------------------------------------------------
				def disabled?(index)
					return @disableds_items[index]
				end
			end
			
			#==============================================================================
			# Window_Base
			#==============================================================================
			class Window_Base < Window
				#--------------------------------------------------------------------------
				def dispose
					return if self.disposed?
					if self.contents != nil
						self.contents.dispose
					end
					super
				end
				#--------------------------------------------------------------------------
				def draw_batler(actor,x,y)
					bn = actor.batler_propets[0]
					bh = actor.batler_propets[1]
					begin
						batler = RPG::Cache.battler(bn,bh)
						rescue
						batler = RPG::Cache.battler("",0)
					end
					cw = batler.width
					ch = batler.height
					src_rect = Rect.new(0, 0, cw, ch)
					self.contents.blt(x + 81, y - ch + 50, batler, src_rect)
				end
			end
			
			#==============================================================================
			# Window_Proprets_Dirtribuct_1
			#==============================================================================
			class Window_Proprets_Dirtribuct_1 < Window_Base
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				def initialize(actor)
					super(0, 0, 200, 64)
					self.contents = Bitmap.new(width - 32, height - 32)
					self.contents.font.name = $fontface
					self.contents.font.size = $fontsize
					@time = 10
					refresh(actor)
				end
				#--------------------------------------------------------------------------
				def refresh(actor)
					self.contents.clear
					return if $game_party.actors.size <= 0
					if Point::SHOW_TOTAL_POINT
						text = "Pontos: "+$game_party.actors[actor].point.to_s+"/"+$game_party.actors[actor].total_point.to_s
					else
						text = "Pontos: "+$game_party.actors[actor].point.to_s+"/"+MAX_POINT.to_s
					end
					cx = contents.text_size(text).width
					self.contents.font.color = normal_color
					self.contents.draw_text(4, 0, self.width - 30, 32, text, 0)
				end
				#--------------------------------------------------------------------------
				def update(actor)
					if @time > 0
						@time -= 1
					else
						@time = 10
						refresh(actor)
					end
				end
			end
			
			#==============================================================================
			# Window_Proprets_Dirtribuct_2
			#==============================================================================
			class Window_Proprets_Dirtribuct_2 < Window_Base
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				def initialize
					super(0, 0, 200, 192)
					self.contents = Bitmap.new(width - 32, height - 32)
					self.contents.font.name = $fontface
					self.contents.font.size = $fontsize
					@time = 10
					refresh
				end
				#--------------------------------------------------------------------------
				def refresh
					self.contents.clear
					text1 = "Distribuir Pontos"
					sublinha = "________________"
					self.contents.draw_text(4, 0, self.width - 30, 32, text1, 0)
					self.contents.draw_text(4, 6, self.width - 30, 32, sublinha, 0)
					if $game_party.actors.size > 1
						text2 = "← Q ● W →"
						self.contents.draw_text(4, 54, self.width - 30, 32, text2, 0)
						text3 = "C >Escolher<"
						self.contents.draw_text(4, 84, self.width - 30, 32, text3, 0)
						text4 = "ESC >Sair<"
						self.contents.draw_text(4, 114, self.width - 30, 32, text4, 0)
					else
						text3 = "C >Escolher<"
						self.contents.draw_text(4, 54, self.width - 30, 32, text3, 0)
						text4 = "ESC >Sair<"
						self.contents.draw_text(4, 84, self.width - 30, 32, text4, 0)
					end
				end
			end
			
			#==============================================================================
			# Window_Proprets_Dirtribuct_3
			#==============================================================================
			
			class Window_Proprets_Dirtribuct_3 < Window_Base
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				def initialize(actor,x_zoom=440,y_zoom=480)
					super(0, 0, x_zoom, y_zoom)
					self.contents = Bitmap.new(width - 32, height - 32)
					self.contents.font.name = $fontface
					self.contents.font.size = $fontsize
					@actor_id = actor
					refresh(actor)
				end
				#--------------------------------------------------------------------------
				def refresh(actor)
					self.contents.clear
					return if $game_party.actors.size <= 0
					@actor = $game_party.actors[actor]
					draw_batler(@actor,-45,120) if Point::DRAW_BATTLER
					draw_actor_face(@actor,0,120) if Point::DRAW_FACE
					draw_actor_graphic(@actor, 180, 170)
					draw_actor_name(@actor, 200,0)
					draw_actor_class(@actor, 230, 40)
					draw_actor_level(@actor, 230, 70)
					draw_actor_exp(@actor, 230, 90)
					draw_actor_state(@actor, 230, 120)
					draw_actor_hp(@actor, 230, 150)
					draw_actor_sp(@actor, 230, 170)
					draw_actor_parameter(@actor, 230, 220, 0)
					draw_actor_parameter(@actor, 230, 240, 1)
					draw_actor_parameter(@actor, 230, 260, 2)
					draw_actor_parameter(@actor, 230, 280, 3)
					draw_actor_parameter(@actor, 230, 300, 4)
					draw_actor_parameter(@actor, 230, 320, 5)
					draw_actor_parameter(@actor, 230, 340, 6)
				end
				#--------------------------------------------------------------------------
				def no_actor
					self.contents.clear
					self.contents.font.color = system_color
					text = "Não há Personagens no grupo."
					self.contents.draw_text(80, 200, self.width - 40, 32, text, 0)
				end
				#--------------------------------------------------------------------------
				def actor_in_memory
					return @actor_id
				end
			end
			
			#==============================================================================
			# Window_Proprets_Dirtribuct_4
			#==============================================================================
			class Window_Proprets_Dirtribuct_4 < Window_Base
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				def initialize(index)
					super(0, 0, 200, 104)
					self.contents = Bitmap.new(width - 32, height - 32)
					self.contents.font.name = $fontface
					self.contents.font.size = $fontsize
					@time = 10
					refresh(index)
				end
				#--------------------------------------------------------------------------
				def refresh(index)
					self.contents.clear
					if index == "no_index"
						text1 = ""
						text2 = "Sem Comando"
						text3 = ""
						text4 = ""
						text5 = ""
					else
						text2 = "Pontos"
						text3 = "Aumenta"
						case index
						when 0
							text1 = "Aumentar " + Point::ATRIB_HP
							text4 = HP_GAST[0].to_s
							text5 = "+" + HP_GAST[1].to_s + " " + Point::ATRIB_HP
						when 1
							text1 = "Aumentar " + Point::ATRIB_SP
							text4 = SP_GAST[0].to_s
							text5 = "+" + SP_GAST[1].to_s + " " + Point::ATRIB_SP
						when 2
							text1 = "Aumentar " + Point::ATRIB_STR
							text4 = STR_GAST[0].to_s
							text5 = "+" + STR_GAST[1].to_s + " " + Point::ATRIB_STR
						when 3
							text1 = "Aumentar " + Point::ATRIB_DEX
							text4 = DEX_GAST[0].to_s
							text5 = "+" + DEX_GAST[1].to_s + " " + Point::ATRIB_DEX
						when 4
							text1 = "Aumentar " + Point::ATRIB_AGI
							text4 = AGI_GAST[0].to_s
							text5 = "+" + AGI_GAST[1].to_s + " " + Point::ATRIB_AGI
						when 5
							text1 = "Aumentar " + Point::ATRIB_INT
							text4 = INT_GAST[0].to_s
							text5 = "+" + INT_GAST[1].to_s + " " + Point::ATRIB_INT
						end
					end
					self.contents.draw_text(4, 0, self.width - 30, 32, text1, 0)
					self.contents.draw_text(4, 20, self.width - 30, 32, text2, 0)
					self.contents.draw_text(4, 40, self.width - 30, 32, text3, 0)
					self.contents.draw_text(88, 20, self.width - 30, 32, text4, 0)
					self.contents.draw_text(72, 40, self.width - 30, 32, text5, 0)
					self.contents.draw_text(72, 20, self.width - 30, 32, ":", 0)
				end
				#--------------------------------------------------------------------------
				def update(index)
					if @time > 0
						@time -= 1
					else
						@time = 10
						refresh(index)
					end
				end
			end
			
			#==============================================================================
			# Window_Proprets_Dirtribuct_5
			#==============================================================================
			class Window_Proprets_Dirtribuct_5 < Window_Base
				#--------------------------------------------------------------------------
				def initialize
					super(0, 0, 200, 224)
				end
				#--------------------------------------------------------------------------
				def index
					return "no_index"
				end
			end
			
			#==============================================================================
			# Scene_Distribuct
			#==============================================================================
			class Scene_Distribuct
				#--------------------------------------------------------------------------
				include Point
				#--------------------------------------------------------------------------
				def initialize(actor_index = 0)
					@actor_index = actor_index
				end
				#--------------------------------------------------------------------------
				def main
					s1 = $data_system.words.hp + " Máximo"
					s2 = $data_system.words.sp + " Máximo"
					s3 = $data_system.words.str
					s4 = $data_system.words.dex
					s5 = $data_system.words.agi
					s6 = $data_system.words.int
					s = [s1,s2,s3,s4,s5,s6]
					if $game_party.actors.size > 0
						@command = Window_Command.new(200,s)
					else
						@command = Window_Proprets_Dirtribuct_5.new
					end
					@command.y = 192
					update_commands
					@janela1 = Window_Proprets_Dirtribuct_1.new(@actor_index)
					@janela1.y = 416
					@janela2 = Window_Proprets_Dirtribuct_2.new
					@janela3 = Window_Proprets_Dirtribuct_3.new(@actor_index)
					@janela3.x = 200
					@janela3.z = 0
					@janela4 = Window_Proprets_Dirtribuct_4.new(@command.index)
					if $game_party.actors.size <= 0
						@janela4.y = 240
					else
						@janela4.x = 204
						@janela4.y = 200
					end
					Graphics.transition
					loop do
						Graphics.update
						Input.update
						update
						if $scene != self
							break
						end
					end
					Graphics.freeze
					@command.dispose
					@janela1.dispose
					@janela2.dispose
					@janela3.dispose
					@janela4.dispose
					unless @janela_ex.nil?
						unless @janela_ex.disposed?
							@janela_ex.dispose
						end
					end
				end
				#--------------------------------------------------------------------------
				def update
					if @processing
						update_process
						return
					end
					if $game_party.actors.size > 0
						@command.update
						@janela1.update(@actor_index)
						@janela4.update(@command.index)
						case @command.index
						when 0; @janela4.y = 200
						when 1; @janela4.y = 231
						when 2; @janela4.y = 264
						when 3; @janela4.y = 292
						when 4; @janela4.y = 328
						when 5; @janela4.y = 360
						end
						case Input.dir4
						when 2 ; @janela4.refresh(@command.index)
						when 4 ; @janela4.refresh(@command.index)
						when 6 ; @janela4.refresh(@command.index)
						when 8 ; @janela4.refresh(@command.index)
						end
					else
						@janela3.no_actor
					end
					as = $game_party.actors.size
					if Input.trigger?(Input::C) and as > 0
						unless @command.disabled?(@command.index)
							$game_system.se_play($data_system.decision_se)
							modified_atribut(@command.index)
						else
							$game_system.se_play($data_system.buzzer_se)
						end
						update_commands
						@janela1.refresh(@actor_index)
						@janela3.refresh(@actor_index)
					elsif Input.trigger?(Input::B)
						$game_system.se_play($data_system.cancel_se)
						if $using_menu
							$using_menu = false
							$scene = Scene_Menu.new(3)
						else
							$scene = Scene_Map.new
						end
					elsif Input.trigger?(Input::L) and as > 1
						$game_system.se_play($data_system.cursor_se)
						@actor_index += 1
						@actor_index %= $game_party.actors.size
						update_commands
						if MOVE_TYP == 0
							@janela3.refresh(@actor_index)
						elsif MOVE_TYP == 1
							ativation_update_process("left")
						elsif MOVE_TYP == 2
							ativation_update_process("zoom_in")
						end
						@janela1.refresh(@actor_index)
					elsif Input.trigger?(Input::R) and as > 1
						$game_system.se_play($data_system.cursor_se)
						@actor_index += $game_party.actors.size - 1
						@actor_index %= $game_party.actors.size
						update_commands
						if MOVE_TYP == 0
							@janela3.refresh(@actor_index)
						elsif MOVE_TYP == 1
							ativation_update_process("right")
						elsif MOVE_TYP == 2
							ativation_update_process("zoom_in")
						end
						@janela1.refresh(@actor_index)
					end
				end
				#--------------------------------------------------------------------------
				def ativation_update_process(typ)
					@janela_ex = Window_Proprets_Dirtribuct_3.new(@actor_index)
					@janela_ex.z = 0
					case typ
					when "left"
						@move_process_typ = "left"
						@janela_ex.x = 640
					when "right"
						@move_process_typ = "right"
						@janela_ex.x = (200-@janela_ex.width)
					when "zoom_in"
						@move_process_typ = "zoom_in"
						@janela_ex.dispose
						@janela_ex = nil
						@x_zoom = 440
						@y_zoom = 480
						@pos_x = 200
						@pos_y = 0
						@zoom_in = true
					end
					@processing = true
				end
				#--------------------------------------------------------------------------
				def update_process
					if @move_process_typ == "left"
						if @janela3.x > -@janela3.width
							@janela3.x -= SPEDD_ANIMATION_MOVE_TYP
						end
						if @janela_ex.x > 200
							@janela_ex.x -= SPEDD_ANIMATION_MOVE_TYP
						end
						if @janela3.x <= -@janela3.width and @janela_ex.x <= 200
							unless @janela_ex.disposed?
								@janela_ex.dispose
							end
							@janela_ex = nil
							@janela3.refresh(@actor_index)
							@janela3.x = 200
							@processing = false
						end
					elsif @move_process_typ == "right"
						if @janela3.x < 640
							@janela3.x += SPEDD_ANIMATION_MOVE_TYP
						end
						if @janela_ex.x < 200
							@janela_ex.x += SPEDD_ANIMATION_MOVE_TYP
						end
						if @janela3.x >= 640 and @janela_ex.x >= 200
							unless @janela_ex.disposed?
								@janela_ex.dispose
							end
							@janela_ex = nil
							@janela3.refresh(@actor_index)
							@janela3.x = 200
							@processing = false
						end
					elsif @move_process_typ == "zoom_in"
						if @x_zoom > 32 or @y_zoom > 32 and @zoom_in
							actor = @janela3.actor_in_memory
							unless @janela3.disposed?
								@janela3.dispose
							end
							@janela3 = Window_Proprets_Dirtribuct_3.new(actor,@x_zoom,@y_zoom)
							@janela3.z = 0
							@janela3.x = @pos_x
							@janela3.y = @pos_y
							@x_zoom -= SPEDD_ANIMATION_MOVE_TYP
							@y_zoom -= SPEDD_ANIMATION_MOVE_TYP
							@x_zoom = [@x_zoom,40].max
							@y_zoom = [@y_zoom,40].max
							if @x_zoom <= 40 and @y_zoom <= 40
								@zoom_in = false
							end
						else
							unless @janela3.disposed?
								@janela3.dispose
							end
							@x_zoom += SPEDD_ANIMATION_MOVE_TYP
							@y_zoom += SPEDD_ANIMATION_MOVE_TYP
							@x_zoom = [@x_zoom,440].min
							@y_zoom = [@y_zoom,480].min
							@janela3 = Window_Proprets_Dirtribuct_3.new(@actor_index,@x_zoom,@y_zoom)
							@janela3.z = 0
							@janela3.x = @pos_x
							@janela3.y = @pos_y
							if @x_zoom >= 440 and @y_zoom >= 480
								@processing = false
							end
						end
					end
				end
				#--------------------------------------------------------------------------
				def modified_atribut(index)
					case index
					when 0
						$game_party.actors[@actor_index].maxhp += hp_atribuct[1]
						$game_party.actors[@actor_index].hp += hp_atribuct[1]
						lost_point(hp_atribuct[0])
					when 1
						$game_party.actors[@actor_index].maxsp += sp_atribuct[1]
						$game_party.actors[@actor_index].sp += sp_atribuct[1]
						lost_point(sp_atribuct[0])
					when 2
						$game_party.actors[@actor_index].str += str_atribuct[1]
						lost_point(str_atribuct[0])
					when 3
						$game_party.actors[@actor_index].dex += dex_atribuct[1]
						lost_point(dex_atribuct[0])
					when 4
						$game_party.actors[@actor_index].agi += agi_atribuct[1]
						lost_point(agi_atribuct[0])
					when 5
						$game_party.actors[@actor_index].int += int_atribuct[1]
						lost_point(int_atribuct[0])
					end
				end
				#--------------------------------------------------------------------------
				def update_commands
					return if $game_party.actors.size <= 0
					if $game_party.actors[@actor_index].nil?
						return
					end
					if $game_party.actors[@actor_index].hp <= (Point::MAX_HP - 1) or
						$game_party.actors[@actor_index].sp <= (Point::MAX_SP - 1) or
						$game_party.actors[@actor_index].str <= (Point::MAX_STR - 1) or
						$game_party.actors[@actor_index].dex <= (Point::MAX_DEX - 1) or
						$game_party.actors[@actor_index].agi <= (Point::MAX_AGI - 1) or
						$game_party.actors[@actor_index].int <= (Point::MAX_INT - 1)
						@command.refresh
					end
					if $game_party.actors[@actor_index].hp >= Point::MAX_HP or
						point < hp_atribuct[0]
						@command.disable_item(0)
					end
					if $game_party.actors[@actor_index].sp >= Point::MAX_SP or
						point < sp_atribuct[0]
						@command.disable_item(1)
					end
					if $game_party.actors[@actor_index].str >= Point::MAX_STR or
						point < str_atribuct[0]
						@command.disable_item(2)
					end
					if $game_party.actors[@actor_index].dex >= Point::MAX_DEX or
						point < dex_atribuct[0]
						@command.disable_item(3)
					end
					if $game_party.actors[@actor_index].agi >= Point::MAX_AGI or
						point < agi_atribuct[0]
						@command.disable_item(4)
					end
					if $game_party.actors[@actor_index].int >= Point::MAX_INT or
						point < int_atribuct[0]
						@command.disable_item(5)
					end
					if point <= 0
						for i in 0...6
							@command.disable_item(i)
						end
					end
				end
				#--------------------------------------------------------------------------
				def point
					return $game_party.actors[@actor_index].point
				end
				#--------------------------------------------------------------------------
				def lost_point(point)
					$game_party.actors[@actor_index].point_lost(point)
				end
				#--------------------------------------------------------------------------
				def hp_atribuct
					return HP_GAST
				end
				#--------------------------------------------------------------------------
				def sp_atribuct
					return SP_GAST
				end
				#--------------------------------------------------------------------------
				def str_atribuct
					return STR_GAST
				end
				#--------------------------------------------------------------------------
				def dex_atribuct
					return DEX_GAST
				end
				#--------------------------------------------------------------------------
				def agi_atribuct
					return AGI_GAST
				end
				#--------------------------------------------------------------------------
				def int_atribuct
					return INT_GAST
				end
			end

 



Script del menù

 

 

 

#==============================================================================
Scene_Menu #
#==============================================================================

Scene_Menu classe
def principais
	s1 = $ data_system.words.item
	s2 = $ data_system.words.skill
	s3 = $ data_system.words.equip
	s4 = " Pontos "
	s5 = "Status"
	s6 = $ $ $ "Pontos" "Salvar"
	s7 = " Fim de Jogo "
	command_window Window_Command.new @ = (160, [ s1, S2, S3 , S4, S5 , S6, S7 ])
	command_window.index = @ @ menu_index
	$ game_party.actors.size if = = "Fim Jogo" = [s1, S2, S3, S4, S5, S6, S7]) = if = = 0 @ command_window.disable_item
	(0) @ command_window.disable_item
	(1) @ command_window.disable_item
	(2) @ command_window.disable_item
	(3) @ command_window.disable_item
	(4)
end if $
game_system.save_disabled
command_window.disable_item @ (5) = 0 if $
final
playtime_window @ = Window_PlayTime.new @
playtime_window.x = 0 = 256 @
playtime_window.y
steps_window @ = Window_Steps.new @
steps_window.x = 0 = 336 @
steps_window.y
gold_window @ = Window_Gold.new @
gold_window.x = 0
@ = = 0 = 256 = = 0 = 336 = = 0 gold_window.y = 416
status_window Window_MenuStatus.new @ = @ = 160
status_window.x
status_window.y @ = 0
Graphics.transition loop do
	Graphics.update
	Input.update
	atualização se $
	cena! = auto
	break end
	
end
Graphics.freeze
@ command_window . 416 160 0
loop do se $ command_window. dispor @
	playtime_window.dispose @
	steps_window.dispose @
	gold_window.dispose
	@ status_window.dispose
	final
	#------------------------------- -------------------------------------------
	def update_command
		se Input.trigger ? Input.trigger? (Input :: B) $
		game_system.se_play ($ data_system.cancel_se )
		= $ cena Scene_Map.new
		retorno
		final se Input.trigger ? (Input ::
		C)
		se game_party.actors.size $ == 0 and@command_window.index (Input:: B) data_system.cancel_se) Input.trigger? (Input:: == 0 <5 $ game_system.se_play ($ data_system.buzzer_se )
		retorno
		final
		case@command_window.index quando 0 $ game_system.se_play ( data_system.decision_se $ ) $
		= Scene_Item.new cena
		
		quando um
		
		
		game_system.se_play $ ($ data_system.decision_se )
		@ data_system.buzzer_se) 0 (data_system.decision_se $) data_system.decision_se) command_window.active = false @ status_window.active = true status_window.index @ = 0 quando 2 $
		game_system.se_play ($ data_system.decision_se ) = false
		command_window.active @ @
		
		status_window.active = true
		
		status_window.index @ = 0 quando 3
		$ = false = true = 0
		quando 2 data_system.decision_se) = false = true = 0
		quando 3 game_system.se_play ($ data_system.decision_se )
		using_menu = true $ $
		
		
		
		= Scene_Distribuct.new cena quando 4
		$ game_system.se_play ($ data_system.decision_se ) = false command_window.active @ @ status_window.active = true status_window.index @ = 0
		
		quando data_system.decision_se) true 4 data_system.decision_se) false true 0 5 if $
		game_system.save_disabled game_system.se_play $ ($ data_system.buzzer_se )
		retorno
		final $ game_system.se_play ($ data_system.decision_se ) = $ cena
		Scene_Save.new
		quando seis $
		
		
		game_system.se_play ($ data_system.decision_se )
		= $ cena Scene_End if data_system.buzzer_se) data_system.decision_se) data_system.decision_se) . novo final
		retorno final
		
		
		final
		#------------------------------------------- -------------------------------
		update_status def
		se Input.trigger ? (Input :: B)
		game_system.se_play $ ($ Input.trigger? (Input:: B) data_system.cancel_se ) @
		command_window.active = true @
		status_window.active = false
		status_window.index @ = -1
		retorno
		final
		
		se Input.trigger ? (Input :: C)
		case@command_window.index
		quando uma se $ game_party.actors [@ data_system.cancel_se) = true = false = -1 Input.trigger? (Input:: $ ] status_window.index . > restrição = 2 $ game_system.se_play ($ data_system.buzzer_se )
		retorno
		final $ game_system.se_play
		
		($ data_system.decision_se )
		= $ cena Scene_Skill.new (@ status_window.index )
		quando dois
		$ game_system.se_play ( status_window.index.> 2 data_system.buzzer_se) data_system.decision_se) status_window.index) data_system.decision_se $ ) $ = cena
		Scene_Equip.new (@ status_window.index ) quando 4 $
		game_system.se_play ($ data_system.decision_se )
		= $ cena Scene_Status.new (@ status_window.index ) final
		retorno final final
		
		
		
		final
		# === $) status_window.index)
		
		quando 4 data_system.decision_se) status_window.index) ================================================== =========================
		# Scene_Status
		#====================== ================================================== ======
		classe Scene_Status
		#----------------------------------------- ---------------------------------
		atualização def
		se Input.trigger ? (Input :: B)
		$ game_system.se_play Input.trigger? (Input:: B) ($ data_system.cancel_se )
		
		
		= $ cena Scene_Menu.new (4)
		retorno
		final
		se? (Entrada : R) Input.trigger
		$ game_system.se_play ($ data_system.cursor_se ) + actor_index @ = 1 % actor_index @ = $ game_party . data_system.cancel_se) (Entrada: data_system.cursor_se) 1 game_party. actors.size $
		cena
		= Scene_Status.new (@ actor_index )
		retorno
		final
		se Input.trigger ? (Input :: L)
		$ game_system.se_play ($ data_system.cursor_se ) + actor_index @ = $ game_party.actors.size - 1
		actor_index @ actor_index) Input.trigger? (Input:: data_system.cursor_se) - 1 % = $ game_party.actors.size
		$ cena = Scene_Status.new (@ actor_index )
		retorno final final
		
		
		final
		
		#=========================== % actor_index) ================================================== =
		Scene_Save #
		#============================================== ================================
		classe Scene_Save < Scene_File
		#------------- <Scene_File -------------------------------------------------- -----------
		def on_cancel
			game_system.se_play $ ($ data_system.cancel_se ) se $ game_temp.save_calling $
			
			game_temp.save_calling = false $ cena =
			Scene_Map.new
			retorno
			final
			= $ cena Scene_Menu.new (5 ($ data_system.cancel_se) se false ) end
			
		end
		
		#============================================== ================================
		# Scene_End
		#=============== ================================================== =============
		classe Scene_End
		#---------------------------------- ----------------------------------------
		atualização def
		@ command_window.update
		se Input.trigger ? (Input :: B) $
		game_system.se_play ($ data_system.cancel_se )
		= $ cena Scene_Menu.new (6)
		retorno
		final
		se Input.trigger ? (Input :: C)
		case@command_window.index quando 0
		command_to_title
		
		quando um
		command_shutdown (Input:: B) data_system.cancel_se) Input.trigger? (Input:: 0
		quando dois
		command_cancel final
		retorno final final
		
		
		
		final
		
		#========================================= =====================================
		Window_Steps #
		#========== ================================================== ==================
		classe Window_Steps < Window_Base
		#--------------------------- <Window_Base -----------------------------------------------
		def initialize
			super (0, 0 , 160, 80)
			self.conteudo Bitmap.new
			
			= (largura - 32, altura - 32) = $ self.contents.font.name fontface self.contents.font.size = $ fontsize refresh
		end
		def
			refresh
			auto (0, 0, 160, - 32, altura - $ $ . contents.clear =
			system_color self.contents.font.color self.contents.draw_text (4 , 0 , 120, 32, " Passos ")
			= self.contents.font.color normal_color
			
			self.contents.draw_text (4 , 24, (4, 0, 120, 32, "Passos") (4, 24, 120, 32, $ game_party.steps.to_s , 2) end
			
		end
		
		#================================== game_party.steps.to_s, 2) ============================================
		Window_PlayTime #
		# === ================================================== =========================
		classe Window_PlayTime < Window_Base
		#-------------------- <Window_Base -------------------------------------------------- ----
		def initialize
			super (0, 0 , 160, 80)
			self.conteudo Bitmap.new = (largura - 32, altura - 32) = $
			self.contents.font.name fontface
			self.contents.font.size = (0, 0, 160, - 32, altura - $ $ fontsize
			refresh
			final
			#--------------------------------------------- -----------------------------
			final

 

 

Edited by Dilos
Script monoriga sistemato.

http://www.freankexpo.net/signature/1129.png

2986.png

BIM_Banner3.png

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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Bug di distrazione (credo)

Richiamare lo script cena=??

......

Cospladya 2011

La mia Lightning:

 

http://img69.imageshack.us/img69/4672/43078798.png

 

........

Nissa comix 2011vincitori come miglior gruppo:

http://img521.imageshack.us/img521/668/migliorgrupponissacomix.png

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Errore di traduzione automatizzata, come la parte di script che riguarda il menù . . . (final al posto di end . . . XD)

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


Typeface & Size



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Bug di distrazione (credo)

Richiamare lo script cena=??

No, no credo sia proprio cena, se cerchi nello script ci sono diverse parole! Probabilmente è qualcosa nella sua lingua! XD

^ ^

 

Mi pare ci fosse uno script simile, ma non era lo stesso! Lu, usa il tag code con la parola ruby, adesso il bug dello spoiler è fixato!

^ ^

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