ProGM Posted March 3, 2007 Share Posted March 3, 2007 (edited) Module CraftDescrizionepermette di fondere tra loro più oggettiAutorePrexusAllegatiDemoIstruzioni per l'uso per impostare gli oggetti da unire #=============================================================================== # Module Craft by Prexus # - Version 2.0 (12.31.06) #------------------------------------------------------------------------------- # This is the primary module of the PrexCraft script. Be sure to read the # instructions to learn how to create new recipes. Do not change any of the # constants in the DO NOT TOUCH section. #=============================================================================== module Craft #============================================================================= # CONSTANTS :: DO NOT TOUCH #============================================================================= ITEM = 0; ARMOR = 1; WEAPON = 2 NOT_CONSUMED = false; CONSUMED = true; #============================================================================= # CONSTANTS :: PLEASE TOUCH THESE.. BABY! #============================================================================= USE_LEVELS = true # Use Levels for skills. SHOW_COLORS = true # Use colorcoding (only for Levels) SHOW_LEVELS = true # Show recipe level display SHOW_LEVEL_UP = true # Show level up window SHOW_LIST_ICONS = true # Show icons in recipe list SHOW_RESULT_ICON = true # Show icons in result window SHOW_COMPONENT_ICONS = true # Show icons in component window #============================================================================= # TRADE :: OFFSET LEVEL RANGE (edit with caution) (For use with levels only) #============================================================================= TRADE_LEVEL_OFFSET = 10 #============================================================================= # COLORS :: EDIT WITH CAUTION (For use with Levels only) #============================================================================= TRIVIAL = Color.new( 64, 64, 64, 255) LOW = Color.new( 0, 255, 0, 255) MID = Color.new(255, 255, 0, 255) HIGH = Color.new(255, 128, 0, 255) IMPOSSIBLE = Color.new(255, 0, 0, 255) #============================================================================= # RECIPES :: Follow Instructions #----------------------------------------------------------------------------- # FORMAT : # {'NAME' => 'RECIPE NAME AS STRING', # 'TYPE' => 'RECIPE TYPE AS STRING', # 'LEVEL' => LEVEL_AS_INTEGER, << Not Necessary with USE_LEVELS set to False # 'RESULT' => [TYPE, ID, VALUE], # 'COMPONENTS' => [ # [TYPE, ID, VALUE, CONSUMED?], # [TYPE, ID, VALUE, CONSUMED?], # ... # ] # } #----------------------------------------------------------------------------- # To setup a recipe, follow the example below: #----------------------------------------------------------------------------- # {'NAME' => 'Cold Iron Sword', # 'TYPE' => 'Blacksmith', # 'LEVEL' => 10, # 'RESULT' => [WEAPON, 1, 1], # 'COMPONENTS' => [ # [ITEM, 1, 1, CONSUMED], # [ITEM, 2, 1, CONSUMED], # [WEAPON, 3, 1, NOT_CONSUMED] # ] # } # End Recipe [WEAPON, 1, 1] #============================================================================= RECIPES = [ {'NAME' => 'Cold Sword', 'TYPE' => 'Blacksmith', 'LEVEL' => 1, 'RESULT' => [WEAPON, 33, 1], 'COMPONENTS' => [ [ITEM, 33, 1, CONSUMED], [WEAPON, 1, 1, CONSUMED] ] }, {'NAME' => 'Tempered Sword', 'TYPE' => 'Blacksmith', 'LEVEL' => 20, 'RESULT' => [WEAPON, 34, 1], 'COMPONENTS' => [ [ITEM, 38, 1, NOT_CONSUMED], [WEAPON, 1, 1, CONSUMED] ] }, {'NAME' => 'Apple Pie', 'TYPE' => 'Cook', 'LEVEL' => 1, 'RESULT' => [ITEM, 36, 1], 'COMPONENTS' => [ [ITEM, 34, 1, NOT_CONSUMED], [ITEM, 35, 3, CONSUMED] ] } ] #============================================================================= # Craft Methods #----------------------------------------------------------------------------- # valid_recipe? : name # Checks if the recipe name given exists in the recipe data store. #============================================================================= def self.valid_recipe?(name) for recipe in RECIPES return true if name == recipe['NAME'] end return false end #============================================================================= # Craft Methods #----------------------------------------------------------------------------- # can_make? : name # Checks if the recipe is possible to make. First finds if the recipe given is # valid, then checks if there are enough components in your inventory. #============================================================================= def self.can_make?(name) return false unless self.valid_recipe?(name) for r in RECIPES next unless name == r['NAME'] recipe = r end return false unless recipe for component in recipe['COMPONENTS'] case component[0] when 0 # ITEM return false unless $game_party.item_number(component[1]) >= component[2] when 1 # ARMOR return false unless $game_party.armor_number(component[1]) >= component[2] when 2 # WEAPON return false unless $game_party.weapon_number(component[1]) >= component[2] end end return true end #============================================================================= # Craft Methods #----------------------------------------------------------------------------- # get_recipe : name # Returns the hash object containing the data information for the recipe if # the recipe is valid. Else returns nil. #============================================================================= def self.get_recipe(name) return nil unless self.valid_recipe?(name) for recipe in RECIPES return recipe if recipe['NAME'] == name end return nil end #============================================================================= # Craft Methods for LEVELS #----------------------------------------------------------------------------- # color_chart : diff # Returns the color suited for the recipe based on the difference between the # recipe level and your party's skill level #============================================================================= def self.color_chart(diff) if diff < 0 return IMPOSSIBLE elsif (0...TRADE_LEVEL_OFFSET).to_a.include?(diff) return HIGH elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff) return MID elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff) return LOW else return TRIVIAL end end #============================================================================= # Craft Methods for LEVELS #----------------------------------------------------------------------------- # level_skill : skill, diff # Raises the level of the skill based on the difference between the recipe # level and the party's skill level. #============================================================================= def self.level_skill(skill, diff) if (0...TRADE_LEVEL_OFFSET).to_a.include?(diff) if rand(10) >= 1 $game_party.trade_level_up(skill, 1) return true else return false end elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff) if rand(10) >= 3 $game_party.trade_level_up(skill, 1) return true else return false end elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff) if rand(10) >= 6 $game_party.trade_level_up(skill, 1) return true else return false end else return false end end end #=============================================================================== # Scene Craft #------------------------------------------------------------------------------- # This is the main interface for the crafting system. You can run it by using # the callscript command '$scene = Scene_Craft.new' or by adding it to your own # code in the same manner. #=============================================================================== class Scene_Craft def initialize(type = nil) @type = type end def main @recipe_list = Window_RecipeList.new(@type) @result_info = Window_ResultInfo.new(@recipe_list.data) @result_comp = Window_ResultComponents.new(@recipe_list.data) Graphics.transition loop do Graphics.update Input.update update break if $scene != self end Graphics.freeze @recipe_list.dispose @result_info.dispose @result_comp.dispose @level_window.dispose if @level_window end #----------------------------------------------------------------------------- def update @recipe_list.update @result_info.update(@recipe_list.data) @result_comp.update(@recipe_list.data) if @level_window @level_window.update @level_window.opacity -= 2 @level_window.contents_opacity -= 2 if @level_window.opacity == 0 @level_window.dispose @level_window = nil end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if craft(@recipe_list.data) $game_system.se_play($data_system.decision_se) else $game_system.se_play($data_system.buzzer_se) end @recipe_list.refresh @result_info.refresh @result_comp.refresh return end end #----------------------------------------------------------------------------- def craft(recipe) return false unless Craft.can_make?(recipe) recipe = Craft.get_recipe(@recipe_list.data) if Craft::USE_LEVELS skill = (recipe['TYPE'] ? recipe['TYPE'] : nil) level = (recipe['LEVEL'] ? recipe['LEVEL'] : 1) if skill return unless $game_party.trade_check?(skill, level) diff = ($game_party.trade_skills[skill] - level).abs old_level = $game_party.trade_skills[skill] if Craft.level_skill(skill, diff) if Craft::SHOW_LEVEL_UP if @level_window @level_window.dispose @level_window = nil end @level_window = Window_Base.new(0, 0, 256, 64) @level_window.contents = Bitmap.new(224, 32) @level_window.x = 320 - @level_window.width / 2 @level_window.y = 240 - @level_window.height / 2 @level_window.z = 9998 @level_window.contents.draw_text(4, 0, 224, 32, "#{skill} +#{($game_party.trade_skills[skill] - old_level).abs}", 1) end end end end for component in recipe['COMPONENTS'] case component[0] when 0 # Item $game_party.lose_item(component[1], component[2]) if component[3] when 1 # Armor $game_party.lose_armor(component[1], component[2]) if component[3] when 2 # Weapon $game_party.lose_weapon(component[1], component[2]) if component[3] end end case recipe['RESULT'][0] when 0 # Item $game_party.gain_item(recipe['RESULT'][1], recipe['RESULT'][2]) when 1 # Armor $game_party.gain_armor(recipe['RESULT'][1], recipe['RESULT'][2]) when 2 # Weapon $game_party.gain_weapon(recipe['RESULT'][1], recipe['RESULT'][2]) end return true end end #=============================================================================== # Window RecipeList #------------------------------------------------------------------------------- # This is a standard command window which shows all the recipes known by the # party. They will appear in White if you have the proper reagents to combine # or grey otherwise. #=============================================================================== class Window_RecipeList < Window_Selectable def initialize(type) super(0, 0, 224, 480) self.contents = Bitmap.new(width - 32, height - 32) @data = [] @type = type refresh end #----------------------------------------------------------------------------- def data return @data[self.index] end #----------------------------------------------------------------------------- def refresh self.contents.clear @data = [] for recipe in $game_party.recipes if @type next unless Craft.get_recipe(recipe)['TYPE'] == @type end @data.push(recipe) if Craft.valid_recipe?(recipe) end @item_max = @data.size self.index = [[self.index, 0].max, @item_max].min for i in 0..@data.size data = @data[i] next unless data x = (Craft::SHOW_LIST_ICONS ? 32 : 4) recipe = Craft.get_recipe(data) if Craft::SHOW_LIST_ICONS case recipe['RESULT'][0] when 0 # ITEM bitmap = RPG::Cache.icon($data_items[recipe['RESULT'][1]].icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) when 1 # ARMOR bitmap = RPG::Cache.icon($data_armors[recipe['RESULT'][1]].icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) when 2 # WEAPON bitmap = RPG::Cache.icon($data_weapons[recipe['RESULT'][1]].icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) end end if Craft::USE_LEVELS level = (recipe['LEVEL'] ? recipe['LEVEL'] : 1) diff = $game_party.trade_skills[recipe['TYPE']] - level if Craft::SHOW_COLORS self.contents.font.color = Craft.color_chart(diff) else self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color) end if Craft::SHOW_LEVELS self.contents.draw_text(x, i * 32, self.contents.width - x, 32, "(#{recipe['LEVEL']}) #{data}") else self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s) end else self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color) self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s) end end end end #=============================================================================== # Window ResultInfo #------------------------------------------------------------------------------- # This window displays all the information regarding the resulting item. #=============================================================================== class Window_ResultInfo < Window_Base def initialize(recipe) super(224, 0, 640-224, 272) self.contents = Bitmap.new(width - 32, height - 32) @recipe = recipe refresh end #----------------------------------------------------------------------------- def refresh self.contents.clear recipe = Craft.get_recipe(@recipe) return unless recipe case recipe['RESULT'][0] when 0 # ITEM item = $data_items[recipe['RESULT'][1]] return unless item if Craft::SHOW_RESULT_ICON bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(32, 0, self.contents.width - 36, 32, item.name.to_s) else self.contents.draw_text(4, 0, self.contents.width - 8, 32, item.name.to_s) end self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2) if item.recover_hp_rate != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp_rate}%") elsif item.recover_hp != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp}") end if item.recover_sp_rate != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp_rate}%", 1) elsif item.recover_sp != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp}", 1) end self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Hit%: #{item.hit}") self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Variance: #{item.variance}", 2) case item.parameter_type when 1 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max HP: +#{item.parameter_points}", 2) when 2 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max SP: +#{item.parameter_points}", 2) when 3 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "STR: +#{item.parameter_points}", 2) when 4 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "DEX: +#{item.parameter_points}", 2) when 5 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "AGI: +#{item.parameter_points}", 2) when 6 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "INT: +#{item.parameter_points}", 2) end state_text = 'State + ' for state in item.plus_state_set state_text += ', ' unless state == item.plus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 112, self.contents.width - 8, 32, "#{state_text}") state_text = 'State - ' for state in item.minus_state_set state_text += ', ' unless state == item.minus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}") when 1 # ARMOR item = $data_armors[recipe['RESULT'][1]] return unless item if Craft::SHOW_RESULT_ICON bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(32, 0, self.contents.width - 36, 32, item.name.to_s) else self.contents.draw_text(4, 0, self.contents.width - 8, 32, item.name.to_s) end self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2) case item.kind when 0 # Shield self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Shield') when 1 # Helmet self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Helmet') when 2 # Body Armor self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Body Armor') when 3 # Accessory self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Accessory') end self.contents.draw_text(4, 48, self.contents.width - 8, 32, "EVA: #{item.eva}", 2) self.contents.draw_text(4, 80, self.contents.width - 8, 32, "PDEF: #{item.pdef}") self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}", 1) self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2) self.contents.draw_text(4, 112, self.contents.width - 8, 32, "MDEF: #{item.mdef}") self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}", 1) self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2) state_text = 'State Guard: ' for state in item.guard_state_set state_text += ', ' unless state == item.guard_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}") state_text = 'Element Guard: ' for state in item.guard_element_set state_text += ', ' unless state == item.guard_element_set.first state_text += $data_system.elements[state] end self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}") if item.auto_state_id != 0 self.contents.draw_text(4, 208, self.contents.width - 8, 32, "Auto State: #{$data_states[item.auto_state_id].name}") end when 2 # WEAPON item = $data_weapons[recipe['RESULT'][1]] return unless item if Craft::SHOW_RESULT_ICON bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(32, 0, self.contents.width - 36, 32, item.name.to_s) else self.contents.draw_text(4, 0, self.contents.width - 8, 32, item.name.to_s) end self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2) self.contents.draw_text(4, 48, self.contents.width - 8, 32, "ATK: #{item.atk}") self.contents.draw_text(4, 48, self.contents.width - 8, 32, "PDEF: #{item.pdef}", 1) self.contents.draw_text(4, 48, self.contents.width - 8, 32, "MDEF: #{item.mdef}", 2) self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}") self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2) self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}") self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2) state_text = 'State + ' for state in item.plus_state_set state_text += ', ' unless state == item.plus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}") state_text = 'State - ' for state in item.minus_state_set state_text += ', ' unless state == item.minus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}") state_text = 'Element: ' for state in item.element_set state_text += ', ' unless state == item.element_set.first state_text += $data_system.elements[state] end self.contents.draw_text(4, 208, self.contents.width - 8, 32, "#{state_text}") end end #----------------------------------------------------------------------------- def update(recipe) super() return unless recipe != @recipe @recipe = recipe refresh end end #=============================================================================== # Window ResultComponents #------------------------------------------------------------------------------- # This window displays all the components required for the combination, as well # as the amount you have and the amount required of each. If an item has a * # after the name, it will not be consumed in the combination. #=============================================================================== class Window_ResultComponents < Window_Base def initialize(recipe) super(224, 272, 640-224, 208) self.contents = Bitmap.new(width - 32, height - 32) @recipe = recipe refresh end #----------------------------------------------------------------------------- def refresh self.contents.clear recipe = Craft.get_recipe(@recipe) return unless recipe i = 0 for component in recipe['COMPONENTS'] case component[0] when 0 # ITEM item = $data_items[component[1]] number = $game_party.item_number(component[1]) when 1 # ARMOR item = $data_armors[component[1]] number = $game_party.armor_number(component[1]) when 2 # WEAPON item = $data_weapons[component[1]] number = $game_party.weapon_number(component[1]) end next unless item text = "#{item.name}" text += ' (*)' unless component[3] x = (Craft::SHOW_COMPONENT_ICONS ? 32 : 4) if Craft::SHOW_COMPONENT_ICONS bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) end self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{text}") self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{number}/#{component[2]}", 2) i += 1 end end #----------------------------------------------------------------------------- def update(recipe) super() return unless recipe != @recipe @recipe = recipe refresh end end #=============================================================================== # Game_Party #------------------------------------------------------------------------------- # This is a small edit of the original Game_Party class to add recognition for # recipes. It also adds the methods below: # add_recipe() : name # - this will teach the party the recipe, if it's valid. name is the name # of the recipe. # remove_recipe() : name # - this will force the party to forget the recipe, if it's known. name is # the name of the recipe. # have_recipe() : name # - this will return true or false, depending on if the party knows the # recipe. Primary used in the can_make? method of the Craft module. # -- FOR LEVELS -- # learn_trade() : name # - this will set the level of the 'trade skill' to 1, enabling it for use # with recipes. # forget_trade() : name # - this will reset the level of the 'trade skill' to 0. # trade_check() : name, level # - this will return true or false, depending on if the arguement 'level' is # less than or equal to the 'trade skill'. # trade_level_up() : name, value = 1 # - this will add the value to the existing trade level. Used primary by # the Craft module. #=============================================================================== class Game_Party attr_reader :recipes attr_reader :trade_skills #----------------------------------------------------------------------------- alias prexcraft_g_party_initialize initialize #----------------------------------------------------------------------------- def initialize prexcraft_g_party_initialize @recipes = [] @trade_skills = Hash.new(0) end #----------------------------------------------------------------------------- def add_recipe(name) @recipes.push(name) if Craft.valid_recipe?(name) and !have_recipe(name) end #----------------------------------------------------------------------------- def remove_recipe(name) @recipes.delete(name) end #----------------------------------------------------------------------------- def have_recipe(name) return @recipes.include?(name) end #----------------------------------------------------------------------------- def learn_trade(name) @trade_skills[name] = 1 end #----------------------------------------------------------------------------- def forget_trade(name) @trade_skills[name] = 0 end #----------------------------------------------------------------------------- def trade_check?(name, level) return (@trade_skills[name] >= level) end #----------------------------------------------------------------------------- def trade_level_up(name, value = 1) @trade_skills[name] += value end end Edited August 12, 2013 by Flame Progetti: http://i.imgur.com/jmLkIqi.pnghttp://i54.tinypic.com/2rh4ojq.pnghttps://github.com/ProGM Crea anche tu il tuo gioco per Game Boy! http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png http://i.imgur.com/BEu6G.gifhttp://i.imgur.com/H1ARhq7.gifhttp://i.imgur.com/Af6ijZN.gifAOT: Associazione Odiamo la Telecom:http://i.imgur.com/aYJs89E.png"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"Flame http://i30.tinypic.com/i27ypj.png Link to comment Share on other sites More sharing options...
redXIII Posted August 25, 2007 Share Posted August 25, 2007 (edited) bello scrip...complimenti Edited August 29, 2007 by redXIII LAST LEGEND tempo di programmazione rimasto in percentuale è:Storia del gioco: 98%Storia dei personaggi: 75%Storia politica mondiale: 80%Applicazione e sviluppo dell'avventura, tempo rimasto in percentuale è:Titleset:40%Charaset:20%Animation:90%Idem,Skill,Armi:50%Scene Animate:10%http://img518.imageshack.us/img518/5919/logoufficialecopiawr2.png Link to comment Share on other sites More sharing options...
MakerXp Posted January 2, 2008 Share Posted January 2, 2008 Si può fare lo stesso con le magie? :) Link to comment Share on other sites More sharing options...
Walrus1235 Posted January 2, 2008 Share Posted January 2, 2008 Direi di si... prova a cercare un mio tutorial ad eventi, che fa + o - la stessa cosa One flew east, one flew west, one flew over the cuckoo's nest. Link to comment Share on other sites More sharing options...
Eikichi Posted January 2, 2008 Share Posted January 2, 2008 molto bello questo, semplice ed efficace ma io sono affezionato al sistema di crafting che tradussi anni fà, qualcuno lo ha già postato qui? sennò lo posto. ricordo di averlo presentato quando frequentavo shrine e lo utilizzavo per il mio gioco con la maghetta ^^ Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
Walrus1235 Posted January 2, 2008 Share Posted January 2, 2008 Tuo gioco con la maghetta? One flew east, one flew west, one flew over the cuckoo's nest. Link to comment Share on other sites More sharing options...
Eikichi Posted January 2, 2008 Share Posted January 2, 2008 si, era un gioco che ho portato avanti parecchio poi causa format persi tutto e la voglia di rifare...a detta di parecchi era carino, la protagonista era una ragazza, più che maga alchimista, la quale aveva ricevuto la lettera di ammissione all'accademia magica e così via....aveva un sistema di crafting avanzato con un sacco di oggetti reperibili nelle mappe...quanto mi manca ^^ sigh... tornando ONTopic: visto così è mooolto simile al mio, però non è chiarissimo come si fà, bisogna spegare come impostare la finestra degli oggetto e i vari numeri (1 armi,2armature ecc...) Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
Goofy ! Posted March 20, 2009 Share Posted March 20, 2009 (edited) Ma non potreste spiegarlo un po' meglio?La demo è Archivio introvato .-. Edited March 20, 2009 by Goofy ! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now