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Il Chain Script di Moghunter non dà animazioni


lzol
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Salve a tutti, come da titolo, sto usando lo script di Moghunter per creare delle skill con combinazioni di tasti, il problema è che, una volta implementata l'abilità, nel battle test non compare la sequenza di tasti. Mi spiego meglio:

 

Per creare una skill con la chain basta inserire nelle note la stringa "<Chain Action = X>" Dove X è l'ID della combinazione di tasti specificata nello stesso script. Il problema è che se uso l'abilità nel battle test tale sequenza non appare, qualcuno mi sa dire perché? Allego lo script nel caso. Grazie in anticipo.

#==============================================================================
# +++ MOG - Active Chain Commands (v2.7) +++
#==============================================================================
# By Moghunter 
# http://www.atelier-rgss.com/
#==============================================================================
# Permite combinar (Linkar) ataques consecutivos através do uso de
# sequência de botões.
#==============================================================================
# Arquivos necessários. Graphics/System/
#
# Chain_Command.png
# Chain_Battle_Layout.png
# Chain_Battle_Meter.png
#
#==============================================================================
# UTILIZAÇÃO
#==============================================================================
# No banco de dados use o sequinte comentário para linkar as ações.
#
# <Chain Action = X>
#
# X - ID da habilidade.
#==============================================================================

#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v2.7 - Melhoria na compatibilidade de scripts.
#==============================================================================

$imported = {} if $imported.nil?
$imported[:mog_active_chain] = true

module MOG_CHAIN_ACTIONS
 #=============================================================================
 # CHAIN_ACTIONS = { SKILL_ID => [COMMAND] }
 #
 # SKILL_ID = ID da habilidade no banco de dados.
 # COMMANDS = Defina aqui a sequência de botões. 
 #            (Para fazer a sequência use os comandos abaixo)   
 #  
 # "Down" ,"Up" ,"Left" ,"Right" ,"Shift" ,"D" ,"S" ,"A" ,"Z" ,"X" ,"Q" ,"W"
 #
 # Exemplo de utilização
 #
 # CHAIN_SWITCH_COMMAND = { 
 # 25=>["Down","D","S","Right"],
 # 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],
 # 80=>["Shift","D"]
 # } 
 #==============================================================================  
 CHAIN_ACTIONS = {
 29=>["Left","Up","Right","Down"],
 52=>["Up","Down","Left","Right","Z"],
 70=>["X","Right","Left","Z","Z"], 
 138=>["X"], 
 139=>["A","S"],
 140=>["Z","D","X"],
 141=>["Up","Down"],
 142=>["Left","Right","Z"],
 999=>["Left","Right","Left","Right","Left","Right","Q","Z","Up","A","S",
      "Down","D","Z","Right","Up","Up","Z","W","Left","Down","D","A","W"]
 }  
 #Definição padrão do tempo limite para pressionar o botão.
 CHAIN_DEFAULT_INPUT_DURATION = 60 #60 = 1s
 #Definição do tempo limite para pressionar o botão.
 CHAIN_INPUT_DURATION = {
 138=>60,
 139=>40,
 140=>30
 #141=>160,
 #240=>2000
 }
 
 #Som ao acertar. 
 CHAIN_RIGHT_SE = "Chime1"
 #Som ao errar.
 CHAIN_WRONG_SE = "Buzzer1"
 #Definição do som ao ativar o sistema de chain.
 CHAIN_START_SE = "Open1"
 #Definição da posição do botão.
 CHAIN_SPRITE_POSITION = [0,-15]
 #Posição do layout do medidor.
 CHAIN_LAYOUT_POSITION = [1,-7]
 #Posição do medidor de tempo.
 CHAIN_METER_POSITION = [0,-6]
 #Posição do Ícone
 CHAIN_ICON_POSITION = [0,-32]
 #Definição da palavra Chain.
 CHAIN_COMMAND_WORD = "Chain Action!"
 #Definição das palavras de erro.
 CHAIN_MISSED_WORDS = ["Missed!", "Timeover"]
 #Definição da posição da palavra.
 CHAIN_COMMAND_WORD_POSITION = [0,0]
 #Definição do tamanho da fonte
 CHAIN_WORD_FONT_SIZE = 20
 #Definição da cor da fonte
 CHAIN_WORD_FONT_COLOR = Color.new(255,255,255) 
 #Prioridade do sprite.
 CHAIN_SPRITE_Z = 150
end

#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
  attr_accessor :chain_actions
  attr_accessor :active_chain
  attr_accessor :chain_ot
  attr_accessor :chain_action_phase
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------      
  alias mog_chain_actions_initialize initialize
  def initialize
      @chain_actions = [0,0,0,false] ; @active_chain = false
      @chain_action_phase = false
      mog_chain_actions_initialize
  end
  
end

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # ● Use Item
  #--------------------------------------------------------------------------  
  alias mog_chain_actions_use_item use_item
  def use_item
      prepare_chain_command if can_use_chain_commands?
      mog_chain_actions_use_item
      execute_chain_actions if can_use_chain_commands?
  end  
  
  #--------------------------------------------------------------------------
  # ● Can Use Chain Commands
  #--------------------------------------------------------------------------  
  def can_use_chain_commands?
      return false if @subject == nil
      return false if !@subject.is_a?(Game_Actor)
      return false if @subject.restriction != 0
      return true
  end
  
  #--------------------------------------------------------------------------
  # ● Prepare Chain Commands
  #--------------------------------------------------------------------------  
  def prepare_chain_command
      @chain_skill_original = @subject.current_action.item rescue nil
      if $game_temp.chain_ot == nil and @subject.is_a?(Game_Actor)
         targets = @subject.current_action.make_targets.compact
         $game_temp.chain_ot = targets[0]
      end
      check_chain_targets  
  end
      
  #--------------------------------------------------------------------------
  # ● Check Chain Command Position
  #--------------------------------------------------------------------------      
  def check_chain_command_position
      scx = $game_temp.chain_ot.screen_x rescue nil
      return if scx == nil
      if $game_temp.chain_ot != nil and !$game_temp.chain_ot.dead?
         $game_temp.chain_actions = [$game_temp.chain_ot.screen_x,$game_temp.chain_ot.screen_y,true]
      end   
  end
      
  #--------------------------------------------------------------------------
  # ● Check Chain Targets
  #--------------------------------------------------------------------------    
  def check_chain_targets
      return if @subject == nil or $game_temp.chain_ot == nil
      if [1,7,9,10,11].include?(@subject.current_action.item.scope)
         @pre_target = $game_temp.chain_ot ; @pre_target_hp = $game_temp.chain_ot.hp
      else   
         @pre_target = nil ; @pre_target_hp = nil
      end  
  end
  
  #--------------------------------------------------------------------------
  # ● Execute Chain Actions
  #--------------------------------------------------------------------------  
  def execute_chain_actions
      $game_temp.active_chain = false
      return if !can_execute_chain_actions_base?
      check_chain_command_position
      skill = @subject.current_action.item rescue nil
      skill = @chain_skill_original rescue nil
      action_id = skill.note =~ /<Chain Action = (\d+)>/i ? $1.to_i : nil rescue nil
      return if action_id == nil or action_id < 1
      chain_command_sequence = MOG_CHAIN_ACTIONS::CHAIN_ACTIONS[action_id]
      $game_temp.chain_actions[2] = action_id      
      if can_execute_chain_sequence?(chain_command_sequence,action_id)
         chain_act_before_action if @chain_command == nil
         chain_sq = Chain_Actions.new(chain_command_sequence,$game_temp.chain_actions)
         loop do
              $game_temp.chain_action_phase = true
              (chain_sq.update ; Input.update) unless @spriteset.animation?
              $game_temp.active_chain = true ; chain_sq.update_skill_name
              @spriteset.update ; Graphics.update
              break if chain_sq.phase == 9
         end
         action_id = nil if !chain_sq.success or $game_temp.chain_ot.dead?
         chain_sq.dispose ; set_chain_skill(action_id) if action_id != nil
      end
      $game_temp.active_chain = false ; $game_temp.chain_ot = nil
      $game_temp.chain_action_phase = false
  end

  #--------------------------------------------------------------------------
  # ● Chain Act Before Action
  #--------------------------------------------------------------------------  
  def chain_act_before_action
      @chain_command = true
      record_window_data if $imported[:mog_atb_system]
      if $imported[:mog_menu_cursor]    
         @chain_curor_x = $game_temp.menu_cursor[2] 
         $game_temp.menu_cursor[2] = -999
         force_cursor_visible(false)
      end             
  end     
  
  #--------------------------------------------------------------------------
  # ● Turn End
  #--------------------------------------------------------------------------  
  alias mog_chain_command_process_action_end process_action_end
  def process_action_end
      mog_chain_command_process_action_end
      chain_act_after_action
  end
  
  #--------------------------------------------------------------------------
  # ● Chain Act After ACtion
  #--------------------------------------------------------------------------  
  def chain_act_after_action
      @chain_skill_original = nil
      $game_temp.chain_ot = nil
      return if @chain_command == nil
      restore_window_data if $imported[:mog_atb_system]     
      $game_temp.menu_cursor[2] = @chain_curor_x if $imported[:mog_menu_cursor]
      @chain_command = nil      
  end    
  
  #--------------------------------------------------------------------------
  # ● Set Chain Skill
  #--------------------------------------------------------------------------  
  def set_chain_skill(action_id)
      return if action_id == nil
      @subject.input.set_skill(action_id) 
      $game_temp.chain_actions = [0,0,0,false] ; execute_action    
  end
  
  #--------------------------------------------------------------------------
  # ● Can Execute Chain Sequence?
  #--------------------------------------------------------------------------  
  def can_execute_chain_sequence?(chain_command_sequence = nil,action_id = nil)
      return false if chain_command_sequence == nil
      skill = $data_skills[action_id] rescue nil
      return false if skill == nil
      return false if $game_temp.chain_ot == nil or $game_temp.chain_ot.dead?
      if [9,10].include?(skill.scope)
         $game_party.battle_members.each do |i| return true if i.dead? end
         return false
      end
      return true
  end

  #--------------------------------------------------------------------------
  # ● Can Execute Chain Actions Base
  #--------------------------------------------------------------------------    
  def can_execute_chain_actions_base?
      return false if @subject == nil or @subject.dead?
      return false if $game_temp.chain_ot == nil or $game_temp.chain_ot.dead?
      return false if @subject.is_a?(Game_Enemy)
      return false if @subject.current_action == nil
      @subject.states.each do |i| return false if i.restriction > 0 end
      return false if $game_party.members.empty?
      return false if $game_party.all_dead?
      return false if $game_troop.all_dead?
      if @pre_target != nil and $game_temp.chain_ot.hp == @pre_target_hp
         return false if $game_temp.chain_ot.result.missed
         return false if $game_temp.chain_ot.result.evaded
      end
      return true 
  end
    
end
  
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
  
  attr_accessor :cache_active_chain
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  alias mog_active_chain_initialize initialize
  def initialize
      mog_active_chain_initialize
      cache_act_chain
  end  
  
  #--------------------------------------------------------------------------
  # ● Cache Act Chain
  #--------------------------------------------------------------------------      
  def cache_act_chain
      @cache_active_chain = []
      @cache_active_chain.push(Cache.system("IconSet"))
      @cache_active_chain.push(Cache.system("Chain_Battle_Layout"))
      @cache_active_chain.push(Cache.system("Chain_Battle_Meter"))
      @cache_active_chain.push(Cache.system("Chain_Battle_Command"))
  end
  
end

#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
   
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  alias mog_active_chain_commands_initialize initialize
  def initialize
      $game_temp.cache_act_chain ; $game_temp.active_chain = false
      $game_temp.chain_ot = nil
      mog_active_chain_commands_initialize      
  end
end    

#==============================================================================
# ■ Chain Actions
#==============================================================================
class Chain_Actions
  
  include MOG_CHAIN_ACTIONS
  
  attr_accessor :phase
  attr_accessor :success
   
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------    
  def initialize(sequence,chain_temp)
      $game_temp.chain_actions[3] = true
      @chain_command = sequence
      @x = chain_temp[0] + CHAIN_SPRITE_POSITION[0]
      @y = chain_temp[1] + CHAIN_SPRITE_POSITION[1]
      @y = (Graphics.height - 36) if @y > (Graphics.height - 36)
      @y = 0 if @y < 0
      @skill = $data_skills[chain_temp[2]]
      @skillname = @skill.name
      if CHAIN_INPUT_DURATION[chain_temp[2]] != nil
         @duration = [CHAIN_INPUT_DURATION[chain_temp[2]],CHAIN_INPUT_DURATION[chain_temp[2]]]
      else   
         @duration = [CHAIN_DEFAULT_INPUT_DURATION, CHAIN_DEFAULT_INPUT_DURATION]
      end  
      @phase = 0 ; @success = false ; @com = 0 ; @com_index = 0
      @initial_wait = 1 ; @wrong_commnad = [false,0,0]
      Audio.se_play("Audio/SE/" + CHAIN_START_SE, 100, 100) rescue nil
      create_button_sprite ; create_skill_name ; create_icon ; create_meter
  end

  #--------------------------------------------------------------------------
  # ● Create Icon
  #--------------------------------------------------------------------------      
  def create_icon
      @icon_image = $game_temp.cache_active_chain[0]
      @icon_sprite = Sprite.new ; @icon_sprite.bitmap = Bitmap.new(24,24)
      @icon_sprite.z = CHAIN_SPRITE_Z + 1
      @org_x2 = @x - 12 +  CHAIN_ICON_POSITION[0] - @center
      @icon_sprite.x = @org_x2 - 50
      @icon_sprite.y = @y +  CHAIN_ICON_POSITION[1]     
      icon_rect = Rect.new(@skill.icon_index % 16 * 24, @skill.icon_index / 16 * 24, 24, 24)
      @icon_sprite.bitmap.blt(0,0, @icon_image, icon_rect)
  end

  #--------------------------------------------------------------------------
  # ● Create Meter
  #--------------------------------------------------------------------------        
  def create_meter
      @meter_layout = Sprite.new
      @meter_layout.bitmap = $game_temp.cache_active_chain[1]
      @meter_layout.z = CHAIN_SPRITE_Z
      @meter_layout.x = @x - (@meter_layout.width / 2) + CHAIN_LAYOUT_POSITION[0]
      @meter_layout.y = @y + CHAIN_LAYOUT_POSITION[1]
      @meter_image = $game_temp.cache_active_chain[2]
      @meter_cw = @meter_image.width ; @meter_ch = @meter_image.height
      @meter = Sprite.new
      @meter.bitmap = Bitmap.new(@meter_image.width, @meter_image.height)
      @meter.z = CHAIN_SPRITE_Z + 1
      @meter.x = @x - (@meter_image.width / 2) + CHAIN_METER_POSITION[0]
      @meter.y = @y + CHAIN_METER_POSITION[1]
      @meter.visible = false ; @meter_layout.visible = false ; update_meter
  end
  
  #--------------------------------------------------------------------------
  # ● Update Meter
  #--------------------------------------------------------------------------          
  def update_meter
      return if @meter == nil
      @meter.bitmap.clear ; range = @meter_cw * @duration[0] / @duration[1]
      m_scr = Rect.new(0,0,range,@meter_ch )
      @meter.bitmap.blt(0,0, @meter_image ,m_scr)
  end
  
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------      
  def create_skill_name
      @skill_name = Sprite.new ; @skill_name.bitmap = Bitmap.new(200,32)
      @skill_name.bitmap.font.size = CHAIN_WORD_FONT_SIZE
      @skill_name.bitmap.font.color = CHAIN_WORD_FONT_COLOR
      @skill_name.z = CHAIN_SPRITE_Z 
      @skill_name.y = @y - 32 + CHAIN_COMMAND_WORD_POSITION[1]
      refresh_skill_name
  end
  
  #--------------------------------------------------------------------------
  # ● Refresh Skill Name
  #--------------------------------------------------------------------------        
  def refresh_skill_name
      cm = @skillname.to_s.split(//).size
      @center = ((200 / @skill_name.bitmap.font.size) * cm / 2) + 5
      @org_x = @x - (@button_cw / 2) - 85 + CHAIN_COMMAND_WORD_POSITION[0]
      @skill_name.x = @org_x - 50
      @skill_name.bitmap.draw_text(0,0,200,32,@skillname.to_s,1)  
  end
      
  #--------------------------------------------------------------------------
  # ● Create Button Sprite
  #--------------------------------------------------------------------------      
  def create_button_sprite
      @button_image = $game_temp.cache_active_chain[3]
      @button_cw = @button_image.width / 13 ; @button_ch = @button_image.height
      @button_sprite = Sprite.new
      @button_sprite.bitmap = Bitmap.new(@button_cw,@button_ch)
      @button_sprite.z = CHAIN_SPRITE_Z + 1
      @button_sprite.ox = @button_cw / 2 ; @button_sprite.oy = @button_ch / 2
      @button_sprite.x = @x + @button_sprite.ox - (@button_cw / 2)
      @button_sprite.y = @y + @button_sprite.oy      
  end

  #--------------------------------------------------------------------------
  # ● Refresh Button Command
  #--------------------------------------------------------------------------        
  def refresh_button_command
      return if @button_sprite == nil
      @duration[0] = @duration[1]
      command_list_check(@chain_command[@com_index])  
      @button_sprite.bitmap.clear
      button_scr = Rect.new(@com * @button_cw , 0,@button_cw,@button_ch)
      @button_sprite.bitmap.blt(0,0,@button_image,button_scr)
      @button_sprite.zoom_x = 2 ; @button_sprite.zoom_y = 2    
      @button_sprite.opacity = 255
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------      
  def dispose
      dispose_button ; dispose_meter ; dispose_name ; dispose_icon_sprite
      $game_temp.chain_actions[3] = false ; $game_temp.active_chain = false
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose Icon Sprite
  #--------------------------------------------------------------------------        
  def dispose_icon_sprite
      return if @icon_sprite == nil
      @icon_sprite.bitmap.dispose ; @icon_sprite.dispose ; @icon_sprite = nil
  end  
  
  #--------------------------------------------------------------------------
  # ● Dispose Name
  #--------------------------------------------------------------------------        
  def dispose_name
      return if @skill_name == nil
      @skill_name.bitmap.dispose ; @skill_name.dispose ; @skill_name = nil
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose Button 
  #--------------------------------------------------------------------------        
  def dispose_button 
      return if @button_sprite == nil 
      @button_sprite.bitmap.dispose ; @button_sprite.dispose ; @button_sprite = nil
  end
  
  #--------------------------------------------------------------------------
  # ● Dispose Meter
  #--------------------------------------------------------------------------          
  def dispose_meter
      return if @meter_layout == nil
      @meter_layout.dispose ; @meter_layout = nil
      @meter.bitmap.dispose ; @meter.dispose
  end  
  
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------      
  def update
      if @initial_wait > 0
         @initial_wait -= 1
         if @initial_wait == 0 
            refresh_button_command ; @meter.visible = true
            @meter_layout.visible = true        
         end
         return  
      end
      if @wrong_commnad[0]
         update_fade_command
         return
      end      
      update_command ; update_sprite_button ; update_time ; update_meter
  end

  #--------------------------------------------------------------------------
  # ● Update Skill Name
  #--------------------------------------------------------------------------         
  def update_fade_command
      fade_speed = 6
      @skill_name.opacity -= fade_speed ; @meter.opacity -= fade_speed
      @meter_layout.opacity -= fade_speed ; @icon_sprite.opacity -= fade_speed
      @button_sprite.opacity -= fade_speed * 2 ; missed if @meter.opacity == 0
  end
  
  #--------------------------------------------------------------------------
  # ● Update Skill Name
  #--------------------------------------------------------------------------        
  def update_skill_name
      return if @skill_name == nil
      if @skill_name.x < @org_x
         @skill_name.x += 3 ; @icon_sprite.x += 3 
         if @skill_name.x > @org_x
            @skill_name.x = @org_x ; @icon_sprite.x = @org_x2
         end   
      end
  end
  
  #--------------------------------------------------------------------------
  # ● Update Time
  #--------------------------------------------------------------------------
  def update_time
      return if @button_sprite == nil
      @duration[0] -= 1 if @duration[0] > 0
      wrong_command(1) if @duration[0] == 0
  end
  
  #--------------------------------------------------------------------------
  # ● Update Sprite Button
  #--------------------------------------------------------------------------        
  def update_sprite_button
      return if @button_sprite == nil
      if @button_sprite.zoom_x > 1.00
         @button_sprite.zoom_x -= 0.05
         @button_sprite.zoom_x = 1.00 if @button_sprite.zoom_x < 1.00
      end
      @button_sprite.zoom_y = @button_sprite.zoom_x
  end  

 #--------------------------------------------------------------------------
 # ● Update Command
 #--------------------------------------------------------------------------       
 def update_command
     if Input.trigger?(:X) ; check_command(0)
     elsif Input.trigger?(:Z) ; check_command(1)
     elsif Input.trigger?(:Y) ; check_command(2)
     elsif Input.trigger?(:A) ; check_command(3)
     elsif Input.trigger?(:C) ; check_command(4)
     elsif Input.trigger?(:B) ; check_command(5)
     elsif Input.trigger?(:L) ; check_command(6)
     elsif Input.trigger?(:R) ; check_command(7)        
     elsif Input.trigger?(:RIGHT) ; check_command(8)
     elsif Input.trigger?(:LEFT) ; check_command(9)
     elsif Input.trigger?(:DOWN) ; check_command(10)
     elsif Input.trigger?(:UP) ; check_command(11)
     end   
 end  
   
 #--------------------------------------------------------------------------
 # ● command_list_check
 #--------------------------------------------------------------------------       
 def command_list_check(command) 
     case command
         when "A" ; @com = 0  
         when "D" ; @com = 1  
         when "S" ; @com = 2
         when "Shift" ; @com = 3
         when "Z" ; @com = 4
         when "X" ; @com = 5
         when "Q" ; @com = 6
         when "W" ; @com = 7            
         when "Right" ; @com = 8
         when "Left" ;  @com = 9
         when "Down" ;  @com = 10
         when "Up"  ;   @com = 11
         else ; @com = 12           
     end 
 end   
 
 #--------------------------------------------------------------------------
 # ● check_command
 #--------------------------------------------------------------------------            
 def check_command(com)
     if com != -1
        right_input = false
        @chain_command.each_with_index do |i, index|
           if index == @com_index
              command_list_check(i) ; right_input = true if @com == com
           end          
        end
     else  
       command_list_check(@com_index) ; right_input = true
     end  
     if right_input 
        next_command
     else  
        wrong_command(0)
     end  
 end  
   
 #--------------------------------------------------------------------------
 # ● Next Command
 #--------------------------------------------------------------------------            
 def next_command   
     @com_index += 1   
     Audio.se_play("Audio/SE/" + CHAIN_RIGHT_SE, 100, 100)
     if @com_index == @chain_command.size
        @phase = 9 ; @success = true 
        return
     end  
     refresh_button_command
 end     
 
 #--------------------------------------------------------------------------
 # ● wrong_command
 #--------------------------------------------------------------------------              
 def wrong_command(type = 0)
     @wrong_commnad[0] = true ; @wrong_commnad[1] = type
     @skill_name.bitmap.clear
     Audio.se_play("Audio/SE/" + CHAIN_WRONG_SE, 100, 100)        
     wname = type == 0 ? CHAIN_MISSED_WORDS[0] : CHAIN_MISSED_WORDS[1]
     @skill_name.bitmap.draw_text(0,0,200,32,wname.to_s,1)
 end     
  
 #--------------------------------------------------------------------------
 # ● missed
 #--------------------------------------------------------------------------               
 def missed
     @success = false  ; @phase = 9  
 end
 
end

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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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