Zerathul Posted October 16, 2006 Share Posted October 16, 2006 (edited) Sferografia (Sphere Grid System)DescrizioneQuesto script ricrea la Sferografia di Final Fantasy XAutoreSephirotSpawnIstruzioni per l'usoIncollate questo script in una nuova pagina sopra al main #============================================================================== # Sphere Grid System #============================================================================== # SephirothSpawn # Version 1 # 1.20.06 #============================================================================== #------------------------------------------------------------------------------ # * SDK Log Script #------------------------------------------------------------------------------ SDK.log('Sphere Grid System', 'SephirothSpawn', 1, '1.21.06') #------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ if SDK.state('Sphere Grid System') == true #============================================================================== # ** Sphere Grid Sytem #============================================================================== module Sphere_Grid_System #-------------------------------------------------------------------------- # * Constants # sphere_type :[character_name, character_hue, direction, pattern] #-------------------------------------------------------------------------- # When Spheres Locks HP_SPHERE_GRAPHIC_ON = ['178-Switch01', 150, 4, 0] SP_SPHERE_GRAPHIC_ON = ['178-Switch01', 210, 4, 0] STR_SPHERE_GRAPHIC_ON = ['178-Switch01', 30, 4, 0] DEX_SPHERE_GRAPHIC_ON = ['178-Switch01', 0, 4, 1] AGI_SPHERE_GRAPHIC_ON = ['178-Switch01', 0, 4, 0] INT_SPHERE_GRAPHIC_ON = ['178-Switch01', 0, 4, 2] ABILITIY_SPHERE_GRAPHIC_ON = ['178-Switch01', 0, 4, 3] LOCKA_GRAPHIC_ON = ['183-Rock02', 0, 4, 0] LOCKB_GRAPHIC_ON = ['183-Rock02', 0, 4, 0] LOCKC_GRAPHIC_ON = ['183-Rock02', 0, 4, 0] LOCKD_GRAPHIC_ON = ['183-Rock02', 0, 4, 0] # When Spheres Unlocked HP_SPHERE_GRAPHIC_OFF = ['178-Switch01', 150, 8, 0] SP_SPHERE_GRAPHIC_OFF = ['178-Switch01', 210, 8, 0] STR_SPHERE_GRAPHIC_OFF = ['178-Switch01', 30, 8, 0] DEX_SPHERE_GRAPHIC_OFF = ['178-Switch01', 0, 8, 1] AGI_SPHERE_GRAPHIC_OFF = ['178-Switch01', 0, 8, 0] INT_SPHERE_GRAPHIC_OFF = ['178-Switch01', 0, 8, 2] ABILITIY_SPHERE_GRAPHIC_OFF = ['178-Switch01', 0, 8, 3] LOCKA_GRAPHIC_OFF = ['', 0, 8, 0] LOCKB_GRAPHIC_OFF = ['', 0, 8, 0] LOCKC_GRAPHIC_OFF = ['', 0, 8, 0] LOCKD_GRAPHIC_OFF = ['', 0, 8, 0] end #============================================================================== # ** Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :spheregrid_return_map_id attr_accessor :spheregrid_return_map_coordinates attr_accessor :spheregrid_return_actor_graphic attr_accessor :spheregrid_map_id end #============================================================================== # ** Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :sphere_grid_event_list attr_accessor :sphere_grid_skills attr_accessor :sphere_grid_position attr_accessor :character_name attr_accessor :character_hue #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_spheregridsystem_gameactor_init initialize alias seph_spheregridsystem_gameactor_skills skills #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor_id) # Orginal Initialization Method seph_spheregridsystem_gameactor_init(actor_id) # Sets Skill Grid Events List @sphere_grid_event_list = {} # Sets Skill Grid Skills @sphere_grid_skills = [] # Sets Skill Grid Position @sphere_grid_position = [2, 1] end #-------------------------------------------------------------------------- # * Gets Skills #-------------------------------------------------------------------------- def skills # Adds Skill Grid Skills for id in @sphere_grid_skills learn_skill(id) end # Orginal Skills Method seph_spheregridsystem_gameactor_skills end end #============================================================================== # ** Game_Party #============================================================================== class Game_Party #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :sphere_grid_hp_spheres attr_accessor :sphere_grid_sp_spheres attr_accessor :sphere_grid_str_spheres attr_accessor :sphere_grid_dex_spheres attr_accessor :sphere_grid_agi_spheres attr_accessor :sphere_grid_int_spheres attr_accessor :sphere_grid_ability_spheres attr_accessor :sphere_grid_level_a_locks attr_accessor :sphere_grid_level_b_locks attr_accessor :sphere_grid_level_c_locks attr_accessor :sphere_grid_level_d_locks #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_spheregridsystem_gameparty_init initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Orginal Initialization Method seph_spheregridsystem_gameparty_init # Sets Skill Grid Spheres @sphere_grid_hp_spheres = 0 @sphere_grid_sp_spheres = 0 @sphere_grid_str_spheres = 0 @sphere_grid_dex_spheres = 0 @sphere_grid_agi_spheres = 0 @sphere_grid_int_spheres = 0 @sphere_grid_ability_spheres = 0 @sphere_grid_level_a_locks = 0 @sphere_grid_level_b_locks = 0 @sphere_grid_level_c_locks = 0 @sphere_grid_level_d_locks = 0 end end #============================================================================== # ** Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # * Get RPG::Map #-------------------------------------------------------------------------- def map return @map end end #============================================================================== # ** Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :character_name attr_accessor :character_hue attr_accessor :direction attr_accessor :pattern attr_accessor :through end #============================================================================== # ** Game_Player #============================================================================== class Game_Player #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :character_name attr_accessor :character_hue end #============================================================================== # ** Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_spheregridsystem_scenetitle_commandnewgame command_new_game #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game # Orignal Command: New Game seph_spheregridsystem_scenetitle_commandnewgame # Collects Map Data mapinfo = load_data("Data/MapInfos.rxdata") mapinfo.each {|map_id, map| # Finds Sphere Grid Map if map.name == 'Sphere Grid' # Collects Sphere Grid Map Data @skill_map = load_data(sprintf("Data/Map%03d.rxdata", map_id)) # Sets Sphere Grid Map Id $game_temp.spheregrid_map_id = map_id end } # Sphere Grid Events (For each actor access) grid_events = {} # Collects Events for event in @skill_map.events.values if event.name == 'Skill Grid Event' grid_events[event.id] = false end end # Sets All Actors Grid Event List for i in 1...$data_actors.size $game_actors[i].sphere_grid_event_list = grid_events.dup end end end #============================================================================== # ** Window_SkillGridSpheres #============================================================================== class Window_SkillGridSpheres < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(400, 236, 236, 240) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 125 refresh @stat_flag = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # Draws Sphere Heading self.contents.font.size, self.contents.font.color = 22, system_color self.contents.draw_text(4, 0, contents.width - 8, 32, 'Collected Spheres', 1) # Draws Sphere Totals self.contents.font.size, self.contents.font.color = 16, normal_color sphere_names = ['Hp', 'Sp', 'Strength', 'Dexterity', 'Agility', 'Intellect', 'Ability'].collect! {|x| x + ' Spheres'} sphere_names << ['a', 'b', 'c', 'd'].collect! {|x| "Grid Locks Level #{x.upcase}"} sphere_totals = ['hp', 'sp', 'str', 'dex', 'agi', 'int', 'ability'].collect! {|x| eval "$game_party.sphere_grid_#{x}_spheres"} sphere_totals << ['a', 'b', 'c', 'd'].collect! {|x| eval "$game_party.sphere_grid_level_#{x}_locks"} sphere_totals.flatten! for i in 0...sphere_names.flatten!.size self.contents.draw_text(8, 32 + i * 16, contents.width - 16, 16, sphere_names[i]) self.contents.draw_text(8, 32 + i * 16, contents.width - 16, 16, sphere_totals[i].to_s, 2) end end #-------------------------------------------------------------------------- # * Set Required Sphere #-------------------------------------------------------------------------- def set_required_sphere(sphere) # Sets Stat Flag @stat_flag = true # Collects Change Parameters case sphere when 'Hp' y, sphere, total = 32, 'Hp Sphere', $game_party.sphere_grid_hp_spheres when 'Sp' y, sphere, total = 48, 'Sp Sphere', $game_party.sphere_grid_sp_spheres when 'Str' y, sphere, total = 64, 'Strength Sphere', $game_party.sphere_grid_str_spheres when 'Dex' y, sphere, total = 80, 'Dexterity Sphere', $game_party.sphere_grid_dex_spheres when 'Agi' y, sphere, total = 96, 'Agility Sphere', $game_party.sphere_grid_agi_spheres when 'Int' y, sphere, total = 112, 'Intellect Sphere', $game_party.sphere_grid_int_spheres when 'Ability' y, sphere, total = 128, 'Ability Sphere', $game_party.sphere_grid_ability_spheres when 'LockA' y, sphere, total = 144, 'Grid Locks Level A', $game_party.sphere_grid_level_a_locks when 'LockB' y, sphere, total = 160, 'Grid Locks Level B', $game_party.sphere_grid_level_b_locks when 'LockC' y, sphere, total = 176, 'Grid Locks Level C', $game_party.sphere_grid_level_c_locks when 'LockD' y, sphere, total = 192, 'Grid Locks Level D', $game_party.sphere_grid_level_d_locks end # Clear Contents self.contents.fill_rect(0, y, contents.width, 16, Color.new(0, 0, 0, 0)) # Redraws Spheres self.contents.font.color = total > 0 ? Color.new(0, 200, 0) : Color.new(200, 0, 0) self.contents.draw_text(8, y, contents.width - 16, 16, sphere) self.contents.draw_text(8, y, contents.width - 16, 16, (total - 1).to_s, 2) end #-------------------------------------------------------------------------- # * Reset Contents #-------------------------------------------------------------------------- def reset_contents if @stat_flag @stat_flag = false refresh end end end #============================================================================== # ** Window_SkillGridStatus #============================================================================== class Window_SkillGridStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor_index) super(4, 68, 236, 112) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 125 @actor = $game_party.actors[actor_index] refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # Collects Skill Grid Totals skills, stats, locks = 0, 0, 0 unlocked_skills, unlocked_stats, unlocked_locks = 0, 0, 0 for event in $game_map.events.values if event.list[0].code == 108 if event.list[0].parameters[0].include?('Skill') skills += 1 if @actor.sphere_grid_event_list[event.id] unlocked_skills += 1 end elsif event.list[0].parameters[0].dup.sub!(/d/, '') stats += 1 if @actor.sphere_grid_event_list[event.id] unlocked_stats += 1 end elsif event.list[0].parameters[0].include?('Lock') locks += 1 if @actor.sphere_grid_event_list[event.id] unlocked_locks += 1 end end end end # Draws Sphere Totals Headings self.contents.font.size, self.contents.font.color = 22, system_color self.contents.draw_text(0, 0, contents.width, 32, "Grid Totals For #{@actor.name}", 1) # Draws Skill Totals self.contents.font.size, self.contents.font.color = 16, unlocked_skills == skills ? Color.new(0, 255, 0) : normal_color self.contents.draw_text(8, 32, contents.width - 16, 16, 'Skill Spheres Unlocked') self.contents.draw_text(8, 32, contents.width - 16, 16, "#{unlocked_skills} / #{skills}", 2) # Draws Stat Totals self.contents.font.size, self.contents.font.color = 16, unlocked_stats == stats ? Color.new(0, 255, 0) : normal_color self.contents.draw_text(8, 48, contents.width - 16, 16, 'Stat Spheres Unlocked') self.contents.draw_text(8, 48, contents.width - 16, 16, "#{unlocked_stats} / #{stats}", 2) # Draws Lock Totals self.contents.font.size, self.contents.font.color = 16, unlocked_locks == locks ? Color.new(0, 255, 0) : normal_color self.contents.draw_text(8, 64, contents.width - 16, 16, 'Grid Locks Unlocked') self.contents.draw_text(8, 64, contents.width - 16, 16, "#{unlocked_locks} / #{locks}", 2) end end #============================================================================== # ** Window_SkillGridActorStatus #============================================================================== class Window_SkillGridActorStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor_index) super(4, 332, 392, 144) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 125 @actor = $game_party.actors[actor_index] @page = 1 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @page == 1 ? draw_status : draw_skills end #-------------------------------------------------------------------------- # * Draw Status #-------------------------------------------------------------------------- def draw_status # Draws Actor Heading self.contents.font.size, self.contents.font.color = 22, system_color self.contents.draw_text(0, 0, contents.width, 32, @actor.name + ' Stastics') # Draws Stats stat_words = ['hp', 'sp', 'str', 'dex', 'agi', 'int', 'atk', 'pdef' , 'mdef'].collect! {|x| eval "$data_system.words.#{x}"} << 'Evasion' stat_amounts = ["#{@actor.hp} / #{@actor.maxhp}", "#{@actor.sp} / #{@actor.maxsp}"] stat_amounts << ['str', 'dex' , 'agi', 'int', 'atk' , 'pdef' , 'mdef', 'eva'].collect! {|x| eval "@actor.#{x}"} self.contents.font.size, self.contents.font.color = 16, normal_color for i in 0...stat_amounts.flatten!.size x, y = (i % 2) * contents.width / 2 + 8, 32 + 16 * (i / 2) self.contents.draw_text(x, y, contents.width / 2 - 16, 16, stat_words[i]) self.contents.draw_text(x, y, contents.width / 2 - 16, 16, stat_amounts[i].to_s, 2) end end #-------------------------------------------------------------------------- # * Draw Skills #-------------------------------------------------------------------------- def draw_skills # Draws Actor Heading self.contents.font.size, self.contents.font.color = 22, system_color self.contents.draw_text(0, 0, contents.width, 32, @actor.name + ' Skills') # Draws Skill self.contents.font.size, self.contents.font.color = 16, normal_color for i in 0...@actor.sphere_grid_skills.size x, y = (i % 3) * contents.width / 3, 32 + 16 * (i / 3) skill_name = $data_skills[@actor.sphere_grid_skills[i]].name self.contents.draw_text(x + 4, y, contents.width / 3 - 8, 16, skill_name) end end #-------------------------------------------------------------------------- # * Next Page #-------------------------------------------------------------------------- def next_page @page = @page == 1 ? 2 : 1 refresh end end #============================================================================== # ** Scene_SphereGrid #============================================================================== class Scene_SphereGrid #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor_index, setup_return_id = false) # Actor Index from Game Party @actor_index = actor_index # Sets Actor @actor = $game_party.actors[@actor_index] # Sets Return Coordinates if setup_return_id $game_temp.spheregrid_return_map_id = $game_map.map_id $game_temp.spheregrid_return_map_coordinates = [$game_player.x, $game_player.y] actor = $game_party.actors[0] $game_temp.spheregrid_return_actor_graphic = [actor.character_name, actor.character_hue] end # Changes Character Graphic $game_player.character_name = @actor.character_name $game_player.character_hue = @actor.character_hue # Moves to Skill Map $game_map.setup($game_temp.spheregrid_map_id) coordinates = @actor.sphere_grid_position $game_player.moveto(coordinates[0], coordinates[1]) # Update Events update_events end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make sprite set @spriteset = Spriteset_Map.new # Make message window @message_window = Window_Message.new # Make Help Window @help_window = Window_Help.new @help_window.back_opacity = 125 # Make Spheres Window @sphere_totals = Window_SkillGridSpheres.new # Make Actor Status Window @actor_status = Window_SkillGridActorStatus.new(@actor_index) # Make Grid Stats Window @grid_status = Window_SkillGridStatus.new(@actor_index) # Conformation Window @confim_window = Window_Command.new(100, ['Yes', 'No']) @confim_window.x, @confim_window.y = 270, 192 @confim_window.active = @confim_window.visible = false @confim_window.back_opacity = 125 # Advancement Parameters @parameters = [] # Transition run Graphics.transition(40, "Graphics/Transitions/#{$data_system.battle_transition}") # Main loop while $scene == self # Update game screen Graphics.update # Update input information Input.update # Frame update update end # Prepare for transition Graphics.freeze # Dispose of sprite set @spriteset.dispose # Dispose of windows @message_window.dispose @help_window.dispose @sphere_totals.dispose @actor_status.dispose @grid_status.dispose @confim_window.dispose # Resets Map Information if $scene.is_a?(Scene_Menu) $game_map.setup($game_temp.spheregrid_return_map_id) $game_player.moveto($game_temp.spheregrid_return_map_coordinates[0], $game_temp.spheregrid_return_map_coordinates[1]) $game_player.character_name = $game_temp.spheregrid_return_actor_graphic[0] $game_player.character_hue = $game_temp.spheregrid_return_actor_graphic[1] end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If A button was pressed if Input.trigger?(Input::A) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Moves to Menu Scene @actor_status.next_page end # If X button was pressed if Input.trigger?(Input::X) # Play cursor SE $game_system.se_play($data_system.cursor_se) # Toggle Sphere Totals Window @sphere_totals.visible = @sphere_totals.visible ? false : true end # If Y button was pressed if Input.trigger?(Input::Y) # Play cursor SE $game_system.se_play($data_system.cursor_se) # Toggle Sphere Totals Window @actor_status.visible = @actor_status.visible ? false : true end # If Z button was pressed if Input.trigger?(Input::Z) # Play cursor SE $game_system.se_play($data_system.cursor_se) # Toggle Sphere Totals Window @grid_status.visible = @grid_status.visible ? false : true end # Conformation Method if @confim_window.active update_confirm return end # Clears Help Window Text @help_window.set_text('', 1) # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update $game_system.map_interpreter.update $game_player.update # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update # Update message window @message_window.update # If showing message window if $game_temp.message_window_showing return end # Clears Learning Variables event_id, unlocked, parameters = nil, false, nil # Checks Each Event for event in $game_map.events.values # If Player is In Range if check_range(event, $game_player) # Sets Event Id Flag event_id = event.id # If Event Unlocked if @actor.sphere_grid_event_list[event_id] # Sets Help Window Text to Unlocked @help_window.set_text('Grid Unlocked', 1) # Sets unlocked Flag unlocked = true else # Sets Help Window Text to Skill Grid Type if event.list[0].code == 108 # Gets Stat stat = event.list[0].parameters[0] # Skill Learning if stat.include?('Skill') for i in 1...$data_skills.size if stat.include?($data_skills[i].name) parameters = ["Learn Skill #{$data_skills[i].name}", i] end end # Stat Learning elsif stat.dup.sub!(/(d+)/, '') # Gets Value c = $1 # Gets Parameter Type stat.dup.sub!(/(w+)/, '') b = $1 parameters = ["Increase #{b} by #{c}", b, c] # Grid Lock elsif stat.include?('Lock') parameters = ["Grid #{stat}"] end # Draws Help Text @help_window.set_text((parameters.nil? ? event.list[0].parameters[0] : parameters[0]), 1) end end end end # Updates Sphere Totals Window if parameters.nil? @sphere_totals.reset_contents else @sphere_totals.set_required_sphere(parameters.size == 2 ? 'Ability' : parameters.size == 3 ? parameters[1] : parameters[0].delete!('Grid ')) end # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Changes Actors Skill Grid Coordinates @actor.sphere_grid_position = [$game_player.x, $game_player.y] # Moves to Menu Scene $scene = Scene_Menu.new end # If C button was pressed if Input.trigger?(Input::C) return if parameters.nil? # Learn Skills if parameters.size == 2 # Checks to Make Sure Enough Ability Spheres if $game_party.sphere_grid_ability_spheres < 1 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Sets Parameters @parameters = ["Are you sure you want to #{parameters[0]}?", parameters[1], event_id] # Makes Conformation Window Active @confim_window.index = 0 @confim_window.active = @confim_window.visible = true return # Increase Stats elsif parameters.size == 3 # Checks for Spheres case parameters[1] when 'Hp' check = $game_party.sphere_grid_hp_spheres when 'Sp' check = $game_party.sphere_grid_sp_spheres when 'Str' check = $game_party.sphere_grid_str_spheres when 'Dex' check = $game_party.sphere_grid_dex_spheres when 'Agi' check = $game_party.sphere_grid_agi_spheres when 'Int' check = $game_party.sphere_grid_int_spheres end if check < 1 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Sets Parameters @parameters = ["Are you sure you want to #{parameters[0]}?", parameters[1], parameters[2].to_i, event_id] # Makes Conformation Window Active @confim_window.index = 0 @confim_window.active = @confim_window.visible = true return # Grid Locks elsif parameters.size == 1 # Help Text text = 'Are you sure you want to ' # Checks Lock Amounts case parameters[0] when 'LockA' check = $game_party.sphere_grid_level_a_locks text += 'Unlock Grid Lock A' when 'LockB' check = $game_party.sphere_grid_level_b_locks text += 'Unlock Grid Lock B' when 'LockC' check = $game_party.sphere_grid_level_c_locks text += 'Unlock Grid Lock C' when 'LockD' check = $game_party.sphere_grid_level_d_locks text += 'Unlock Grid Lock D' end if check < 1 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Sets Parameters @parameters = [text, event_id] # Makes Conformation Window Active @confim_window.index = 0 @confim_window.active = @confim_window.visible = true return end end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Changes Actors Skill Grid Coordinates @actor.sphere_grid_position = [$game_player.x, $game_player.y] # Moves to New Actor $scene = Scene_SphereGrid.new(@actor_index) end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Changes Actors Skill Grid Coordinates @actor.sphere_grid_position = [$game_player.x, $game_player.y] # Moves to New Actor $scene = Scene_SphereGrid.new(@actor_index) end end #-------------------------------------------------------------------------- # * Frame Update : Conformation #-------------------------------------------------------------------------- def update_confirm # Updates Confirm Window @confim_window.update # Sets Help Window @help_window.set_text(@parameters[0]) # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Turns off Confirm Window @confim_window.visible = @confim_window.active = false end # If C button was pressed if Input.trigger?(Input::C) if @confim_window.index == 1 # Play cancel SE $game_system.se_play($data_system.cancel_se) # Turns off Confirm Window @confim_window.visible = @confim_window.active = false else # Skill Learning if @parameters.size == 3 # Lowers Abilitiy Spheres $game_party.sphere_grid_ability_spheres -= 1 # Turns Off Grid Event For Actor @actor.sphere_grid_event_list[@parameters[2]] = true # Learns Skill @actor.sphere_grid_skills << @parameters[1] # Refreshes Total Window @sphere_totals.refresh # Refreshs Skills Window @actor_status.refresh # Refreshes Grid Status Window @grid_status.refresh # Turns off Confirm Window @confim_window.visible = @confim_window.active = false # Gets Event ID event_id = @parameters[2] elsif @parameters.size == 4 case @parameters[1] when 'Hp' # Lowers Spheres $game_party.sphere_grid_hp_spheres -= 1 # Raises Stat @actor.maxhp += @parameters[2] when 'Sp' # Lowers Spheres $game_party.sphere_grid_sp_spheres -= 1 # Raises Stat @actor.maxsp += @parameters[2] when 'Str' # Lowers Spheres $game_party.sphere_grid_str_spheres -= 1 # Raises Stat @actor.str += @parameters[2] when 'Dex' # Lowers Spheres $game_party.sphere_grid_dex_spheres -= 1 # Raises Stat @actor.dex += @parameters[2] when 'Agi' # Lowers Spheres $game_party.sphere_grid_agi_spheres -= 1 # Raises Stat @actor.agi += @parameters[2] when 'Int' # Lowers Spheres $game_party.sphere_grid_int_spheres -= 1 # Raises Stat @actor.int += @parameters[2] end # Turns Off Grid Event For Actor @actor.sphere_grid_event_list[@parameters[3]] = true # Refreshes Total Window @sphere_totals.refresh # Refreshs Skills Window @actor_status.refresh # Refreshes Grid Status Window @grid_status.refresh # Turns off Confirm Window @confim_window.visible = @confim_window.active = false # Gets Event ID event_id = @parameters[3] elsif @parameters.size == 2 # Lowers Lock Spheres case @parameters[0].reverse[0, 1] when 'A' $game_map.events[@parameters[1]].character_name = Sphere_Grid_System::LOCKA_GRAPHIC_OFF[0] $game_party.sphere_grid_level_a_locks -= 1 when 'B' $game_map.events[@parameters[1]].character_name = Sphere_Grid_System::LOCKB_GRAPHIC_OFF[0] $game_party.sphere_grid_level_b_locks -= 1 when 'C' $game_map.events[@parameters[1]].character_name = Sphere_Grid_System::LOCKC_GRAPHIC_OFF[0] $game_party.sphere_grid_level_c_locks -= 1 when 'D' $game_map.events[@parameters[1]].character_name = Sphere_Grid_System::LOCKD_GRAPHIC_OFF[0] $game_party.sphere_grid_level_d_locks -= 1 end # Turns Off Grid Event For Actor @actor.sphere_grid_event_list[@parameters[1]] = true # Changes Events Graphic $game_map.events[@parameters[1]].character_name = '' # Refreshes Total Window @sphere_totals.refresh # Refreshs Skills Window @actor_status.refresh # Refreshes Grid Status Window @grid_status.refresh # Turns off Confirm Window @confim_window.visible = @confim_window.active = false # Gets Event ID event_id = @parameters[1] end # Updates Events $game_map.events[event_id].direction = 8 $game_map.events[event_id].through = true end end end #-------------------------------------------------------------------------- # * Check Range #-------------------------------------------------------------------------- def check_range(element, object, range = 1) x = (element.x - object.x) * (element.x - object.x) y = (element.y - object.y) * (element.y - object.y) r = x + y return r <= (range * range) end #-------------------------------------------------------------------------- # * Update Events #-------------------------------------------------------------------------- def update_events # Sets Event Graphics for event in $game_map.events.values if @actor.sphere_grid_event_list.has_key?(event.id) if event.list[0].code == 108 stat = event.list[0].parameters[0] # Grid Locks if stat.include?('Lock') unless @actor.sphere_grid_event_list[event.id] case stat.reverse[0, 1] when 'A' graphic_parameters = Sphere_Grid_System::LOCKA_GRAPHIC_ON when 'B' graphic_parameters = Sphere_Grid_System::LOCKB_GRAPHIC_ON when 'C' graphic_parameters = Sphere_Grid_System::LOCKC_GRAPHIC_ON when 'D' graphic_parameters = Sphere_Grid_System::LOCKD_GRAPHIC_ON end else case stat.reverse[0, 1] when 'A' graphic_parameters = Sphere_Grid_System::LOCKA_GRAPHIC_OFF when 'B' graphic_parameters = Sphere_Grid_System::LOCKB_GRAPHIC_OFF when 'C' graphic_parameters = Sphere_Grid_System::LOCKC_GRAPHIC_OFF when 'D' graphic_parameters = Sphere_Grid_System::LOCKD_GRAPHIC_OFF end end # Skill Sphere elsif stat.include?('Skill') unless @actor.sphere_grid_event_list[event.id] graphic_parameters = Sphere_Grid_System::ABILITIY_SPHERE_GRAPHIC_ON else graphic_parameters = Sphere_Grid_System::ABILITIY_SPHERE_GRAPHIC_OFF end # Stat Spheres elsif stat.dup.sub!(/(d+)/, '') stat.dup.sub(/(w+)/, '') unless @actor.sphere_grid_event_list[event.id] case $1 when 'Hp' graphic_parameters = Sphere_Grid_System::HP_SPHERE_GRAPHIC_ON when 'Sp' graphic_parameters = Sphere_Grid_System::SP_SPHERE_GRAPHIC_ON when 'Str' graphic_parameters = Sphere_Grid_System::STR_SPHERE_GRAPHIC_ON when 'Dex' graphic_parameters = Sphere_Grid_System::DEX_SPHERE_GRAPHIC_ON when 'Agi' graphic_parameters = Sphere_Grid_System::AGI_SPHERE_GRAPHIC_ON when 'Int' graphic_parameters = Sphere_Grid_System::INT_SPHERE_GRAPHIC_ON end else case $1 when 'Hp' graphic_parameters = Sphere_Grid_System::HP_SPHERE_GRAPHIC_OFF when 'Sp' graphic_parameters = Sphere_Grid_System::SP_SPHERE_GRAPHIC_OFF when 'Str' graphic_parameters = Sphere_Grid_System::STR_SPHERE_GRAPHIC_OFF when 'Dex' graphic_parameters = Sphere_Grid_System::DEX_SPHERE_GRAPHIC_OFF when 'Agi' graphic_parameters = Sphere_Grid_System::AGI_SPHERE_GRAPHIC_OFF when 'Int' graphic_parameters = Sphere_Grid_System::INT_SPHERE_GRAPHIC_OFF end end end # Changes event graphics event.character_hue = graphic_parameters[1] event.direction = graphic_parameters[2] event.pattern = graphic_parameters[3] event.character_name = graphic_parameters[0] event.through = @actor.sphere_grid_event_list[event.id] end end end end end #-------------------------------------------------------------------------- # * End SDK Enable Test #-------------------------------------------------------------------------- end Poi, creiamo un mappa chiamata 'Sphere Grid'.Questa sarà la nostra mappa, come negli screen , per il sistema delle sfere.Per questa mappa servirebbe un tileset che posterò dopo, ma siccome nella demo ci sono anche suoni, vi suggerisco di scaricarla, sono solo 200k.In questa mappa creiamo i nostri eventi così:Il nome dell'evento sarà: Skill Grid EventDentro all'evento creeremo un commento a seconda dell'abilità che vogliamo incrementare:Grid Locks (Per bloccare le sfere)Aggiungi un commento 'Lock' con A - D, che influenzrà il livello di blocco delle sfere.Skill Spheres (Per imparare abilità)Aggiungi un commento 'Skill: ' più il nome dell'abilità come appare nel databaseStat Spheres (Per aumentare gli attributi)Semplicemente aggiungi uno dei seguenti: Hp, Sp, Str, Dex, Agi o Int, Seguito dal numero di quanto aumenterà l'abilità.Ad esempio Hp 500 aumenterà gli hp di 500.Per sicurezza guardate pure i commenti della demoPremessa: io non ho mai giocato a ff x e non so come realmente funziona questo sistema di sfere. Mi pare che non si potessero sbloccare subito così, ma bisognasse effettuare delle missioni.Quindi, per sbloccarle e bloccarele, o usate delle switch. O almeno credo che non ci sia un modo richiamando stringhe, ma se qualcuno lo sa mi fa un piacere XDPoi....Da quello che ho capito queste variabili vengono settate all'inizio del gioco con un autostart che le setta su 4, penso che sia il numero di sfere di ogni tipo a disposizione. $game_party.sphere_grid_hp_spheres $game_party.sphere_grid_sp_spheres $game_party.sphere_grid_str_spheres $game_party.sphere_grid_dex_spheres $game_party.sphere_grid_agi_spheres $game_party.sphere_grid_int_spheres $game_party.sphere_grid_ability_spheres $game_party.sphere_grid_level_a_locks $game_party.sphere_grid_level_b_locks $game_party.sphere_grid_level_c_locks $game_party.sphere_grid_level_d_locks Infine, per richiamere l'evento e teletrasportarsi nella mappa, usate la stringa $scene = Scene_SphereGrid.new(0, true) Edited March 16, 2013 by Apo applicato tag code O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) 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Alastor Mix@ Posted October 16, 2006 Share Posted October 16, 2006 Mi sembra che questo script lo postò Gabriel da qualche parte se lo hai preso nel suo topic mettilo by Gabriel Se mi sbaglio sto scemunendo XD http://img87.imageshack.us/img87/317/schedaalastorva0.pngIL Fumetto fatto in casa che tutti stavano aspettando!http://img182.imageshack.us/img182/6231/natalaeindianopolihz6.jpg Link to comment Share on other sites More sharing options...
Zerathul Posted October 16, 2006 Author Share Posted October 16, 2006 (edited) Poi, creiamo un mappa chiamata 'Sphere Grid'.Questa sarà la nostra mappa, come negli screen , per il sistema delle sfere.Per questa mappa servirebbe un tileset che posterò dopo, ma siccome nella demo ci sono anche suoni, vi suggerisco di scaricarla, sono solo 200k.In questa mappa creiamo i nostri eventi così:Il nome dell'evento sarà: Skill Grid EventDentro all'evento creeremo un commento a seconda dell'abilità che vogliamo incrementare:Grid Locks (Per bloccare le sfere)Aggiungi un commento 'Lock' con A - D, che influenzrà il livello di blocco delle sfere.Skill Spheres (Per imparare abilità)Aggiungi un commento 'Skill: ' più il nome dell'abilità come appare nel databaseStat Spheres (Per aumentare gli attributi)Semplicemente aggiungi uno dei seguenti: Hp, Sp, Str, Dex, Agi o Int, Seguito dal numero di quanto aumenterà l'abilità.Ad esempio Hp 500 aumenterà gli hp di 500.Per sicurezza guardate pure i commenti della demoPremessa: io non ho mai giocato a ff x e non so come realmente funziona questo sistema di sfere. Mi pare che non si potessero sbloccare subito così, ma bisognasse effettuare delle missioni.Quindi, per sbloccarle e bloccarele, o usate delle switch. O almeno credo che non ci sia un modo richiamando stringhe, ma se qualcuno lo sa mi fa un piacere XDPoi....Da quello che ho capito queste variabili vengono settate all'inizio del gioco con un autostart che le setta su 4, penso che sia il numero di sfere di ogni tipo a disposizione. $game_party.sphere_grid_hp_spheres $game_party.sphere_grid_sp_spheres $game_party.sphere_grid_str_spheres $game_party.sphere_grid_dex_spheres $game_party.sphere_grid_agi_spheres $game_party.sphere_grid_int_spheres $game_party.sphere_grid_ability_spheres $game_party.sphere_grid_level_a_locks $game_party.sphere_grid_level_b_locks $game_party.sphere_grid_level_c_locks $game_party.sphere_grid_level_d_locks Infine, per richiamere l'evento e teletrasportarsi nella mappa, usate la stringa $scene = Scene_SphereGrid.new(0, true) Mi sembra che questo script lo postò Gabriel da qualche parte se lo hai preso nel suo topic mettilo by GabrielSe mi sbaglio sto scemunendo XDBeh cosa c'entra? mica l'ha fatto lui...e poi l'ho preso dal mio forum dove l'ho postatio ioXD Edited March 16, 2013 by Apo applicato tag code O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
Alastor Mix@ Posted October 16, 2006 Share Posted October 16, 2006 Non dico By gabriel perchè lo ha fatto lui nel senso preso da gabriel XD nel post di ecc XD HEHEHE XD AH SI ORA RICORDO XD http://img87.imageshack.us/img87/317/schedaalastorva0.pngIL Fumetto fatto in casa che tutti stavano aspettando!http://img182.imageshack.us/img182/6231/natalaeindianopolihz6.jpg Link to comment Share on other sites More sharing options...
havana24 Posted October 16, 2006 Share Posted October 16, 2006 Oddio, veramente un lavoro abnorme e obiettivamente... figo.Può tornare utile in moltissimi tipi di gioco... e con la grafica adeguata può spaccare veramente di brutto. Complimenti al'autore e complimenti a chi l'ha trovato/postato.bello. http://www.browsergamer.net/banner/190x60/browsergamer.jpg http://www.medioshopping.com/img/medioshopping_logo_mini.png www.havana24.net Premi vinti http://www.rpg2s.net/gif/GC_bestof1.gif http://www.rpg2s.net/gif/GC_bestoftool1.gif http://www.rpg2s.net/gif/GC_musica3.gif http://www.rpg2s.net/gif/GC_effettispeciali1.gif http://www.rpg2s.net/gif/GC_effettispeciali1.gif http://www.rpg2s.net/gif/GC_gameplay2.gif http://www.rpg2s.net/gif/GC_mapping1.gif http://www.rpg2s.net/gif/GC_programmazione1.gif http://www.rpg2s.net/gif/GC_programmazione1.gif http://www.rpg2s.net/gif/GC_trama1.gif http://www.rpg2s.net/gif/GC_grafica1.gif http://www.rpg2s.net/gif/GC_grafica1.gif http://www.rpg2s.net/gif/GC_premio3.gif http://www.rpg2s.net/gif/GC_premio3.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/awards/bestgraphic1.jpg http://www.rpg2s.net/awards/bestmaker1.jpg http://www.rpg2s.net/awards/bestmapper1.jpg http://www.rpg2s.net/awards/bestprogrammer3.jpg http://rpg2s.net/gif/SCContest1Oct.gif http://i54.tinypic.com/15cikht.gif http://img42.imageshack.us/img42/3015/terzoposto.png Link to comment Share on other sites More sharing options...
Zerathul Posted October 17, 2006 Author Share Posted October 17, 2006 thx l'autore ovviamente è SephirothSpawn...idolo XD O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
Artia Posted October 17, 2006 Share Posted October 17, 2006 scusate... non ho capito na cosa... a che serve? Link to comment Share on other sites More sharing options...
Gabriel Posted October 17, 2006 Share Posted October 17, 2006 (edited) scusate... non ho capito na cosa... a che serve?Hai mai visto la sferografia di FF10?In pratica il pg cammina su una mappa,e ci sono vari blocchi.Usando sfere speciali ed eliminando i blocchi si potenzia il pg.Putroppo ha un piccolo problema...i blocchi non sono passabili...magari puoi appredendere l'abilità più frte ma davanti a te c'è un blocco velocità e ti mancano le sfere velocità...T_TPerò preferisco il Materia System :ayasi:Inoltre edita il post zerathul che il codice sorgente non è nel code! Edited October 17, 2006 by Gabriel Con la mia lama fenderò le tenebre e con il mio scudo proteggerò i deboli Link to comment Share on other sites More sharing options...
Artia Posted October 17, 2006 Share Posted October 17, 2006 Facciamo finta di aver capito.... non ho giocato a FFX Link to comment Share on other sites More sharing options...
Zerathul Posted October 17, 2006 Author Share Posted October 17, 2006 boh...infatti neanche io l'ho capito XD O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
Gabriel Posted October 17, 2006 Share Posted October 17, 2006 (edited) Penso la demo sia più eloquiente di me :chirol_gusun: http://www.dubealex.com/asylum/index.php?a...ost&id=1882 Edited October 17, 2006 by Gabriel Con la mia lama fenderò le tenebre e con il mio scudo proteggerò i deboli Link to comment Share on other sites More sharing options...
Zerathul Posted October 17, 2006 Author Share Posted October 17, 2006 grazie Gabriel che l'hai postata cmq ce l'avevo anch'io solamente è che mi hanno detto che in ffx la sferografia è leggermente diversa...o sbaglio? ripeto, nn avendolo provato, nn posso fare confronti... O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
Gabriel Posted October 17, 2006 Share Posted October 17, 2006 (edited) grazie Gabriel che l'hai postata cmq ce l'avevo anch'io solamente è che mi hanno detto che in ffx la sferografia è leggermente diversa...o sbaglio? ripeto, nn avendolo provato, nn posso fare confronti...In FF10 non c'è una mappa,bensì una picture e i pg possono muoversi solo se hanno a disposizione degli AP.Ecco la sferografia di FF10:http://www.phantomcastle.it/phantom/ffspir...ferografiaS.jpg Edited October 17, 2006 by Gabriel Con la mia lama fenderò le tenebre e con il mio scudo proteggerò i deboli Link to comment Share on other sites More sharing options...
Alemix Posted October 23, 2006 Share Posted October 23, 2006 Si in effetti è così infatti pensavo se si fanno delle modifiche per esempio si mette la mappa della sferografia sotto e il pg lo si fa rotondo come il segnalino del 10 non sarebbe meglio ^^(che rompi balle che sono XD) http://img212.imageshack.us/img212/7639/betaew0.jpg Progetti in fase di costruzione: Guida all'uso di RPG MAKER XP link Link to comment Share on other sites More sharing options...
Lord Sesshoumaru Posted October 25, 2006 Share Posted October 25, 2006 quella picture non è molto buona.meglio questahttp://db.gamefaqs.com/console/ps2/file/fi..._x_sphere_a.gif Link to comment Share on other sites More sharing options...
Alato Posted March 2, 2007 Share Posted March 2, 2007 Aggiunto all'Elenco Script e applicato il Template. o•°' - '°•oHei, mitä kuuluu? http://imagegen.last.fm/winterheadphones/recenttracks/5/Alato.gif Link to comment Share on other sites More sharing options...
Mike Portnoy Posted March 2, 2007 Share Posted March 2, 2007 Eccezionale... purtrppo non lo potrò usare perchè di sicuro non sarà compatibile con l'RTAB.Però a pensarci bene lo posso facilmente creare con eventi. http://img58.imageshack.us/img58/4264/newheavenhd2.jpg Iscrivetevi alla nostra accademia di Rpgmaking, presto sarà piena di contenuti e lezioni su Mapping, Eventing, Pixel Art e Scrittura, a livelli bassi, medi e avanzati!http://img185.imageshack.us/img185/4599/bannerua7.gif Link to comment Share on other sites More sharing options...
Balthierr Posted May 20, 2007 Share Posted May 20, 2007 T_T la demo nn funzia, o meglio il collegamente nn funzia... comunque ho provato lo script e nn ho capito una cosa: dovemo crearci noi la mappa della sferografia?O_O e poi come si fa ad aggiungere le sfere per azionare la sferografia?@_@ Link to comment Share on other sites More sharing options...
HidroSaphire Posted August 18, 2008 Share Posted August 18, 2008 $game_party.sphere_grid_hp_spheres$game_party.sphere_grid_sp_spheres$game_party.sphere_grid_str_spheres$game_party.sphere_grid_dex_spheres$game_party.sphere_grid_agi_spheres$game_party.sphere_grid_int_spheres$game_party.sphere_grid_ability_spheres$game_party.sphere_grid_level_a_locks$game_party.sphere_grid_level_b_locks$game_party.sphere_grid_level_c_locks$game_party.sphere_grid_level_d_locksAggiungi una riga con un comando richiama script... http://img362.imageshack.us/img362/4263/showphprw6ak8.jpg Link to comment Share on other sites More sharing options...
Dodo94 Posted August 19, 2008 Share Posted August 19, 2008 Non riesco a scaricare la demo prova a ricontrollare la demo.... http://h.imagehost.org/0017/dfe.gif Link to comment Share on other sites More sharing options...
Dark Sora Posted September 30, 2008 Share Posted September 30, 2008 Si,dai,postate un link che funzioni I miei tutorialBS in tempo reale ad eventiTecnica RubaPesca ad eventiEvocareLancio del massoMinigioco del NegozioPartecipante al Rpg2s.net Game Contest 2008/2009http://www.rpg2s.net/contest/GameContest0809/gc0809-bannerino.jpgGioco in Sviluppo: Factionshttp://img252.imageshack.us/img252/8742/bannerinoteamlrmiu6.png http://img393.imageshack.us/img393/9920/legenrpgmaniamu3.gifForum:The legend of making 26373462 I love you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Mai Dire Speciale CinemaL'Uomo che Usciva TuttiBotte e Risposte / Rapine a mano a manoMobbastaMobbasta veramente per�Mani in AltoPer un peloGiammangiatoAnche no / Il buio / AhiaBurleAcqua Corrente / UrgenzeLegendRpgManiaIl 70% dei ragazzi pensa che GTA sia il miglior gioco del mondo. Il restante 30% pensa che Kingdom Hearts sia il gioco pi� bello. Se fai parte di questo 30% copia e incolla questa frase nella tua firma/blog.MITICO OBSIDIAN LORD!!!The March of The SwordmasterHoly ThunderforceBard's SongTALES OF MAGICEntra nella scuola di magia e diventa il mago pi� grande del mondo!Tales of Magic � completamente gratuito e senza alcun obbligo! Il manuale ti fornir� informazioni sulle modalit� di funzionamento del gioco.LINK DEL GIOCOBunnies AreaBunnies Can't PhoneBunnies Can't play 360Bunnies Can't play RugbyBunnies Can't win racesBunnies Can't Cook EggsBunnies Can't cook turkeyBunnies Can't DateBunnies Can't ParkBunnies Can't play with FireworksMi conoscete???Se s� cliccate qui Epitaffi:1)E' diventato carne secca...2)Giocava a buttarsi gi� dal castello...3)Stava abbracciando una bomba a mano...4)Gli piaceva bere nitroglicerina...5)Ha ingoiato un candelotto di dinamite...6)Ha effettuato il salto in lungo nel cratere di un vulcano...7)Quando i suoi compagni di classe giocavano a calcio lui era la palla...________________________________________________________________________________A prescindere dal colore della pelle e dalla religione siamo tutti uguali e tutti abbiamo ugal diritto di vivere. Credi la scuola sia una seccatura? Un'imposizione dei genitori? Sai quanto darebbero questi bambini per avere un'istruzione? Invece loro ed i loro genitori vengono sfruttati nelle industrie delle pi� note multinazionali americane ed europee: Nike, Nestl�, Kraft...Se sei anche tu contro il razzismo e contro lo sfruttamento inserisci questa frase nella tua firma.________________________________________________________________________________Now Playing:PS3 : Soul Calibur 4PS2 : Kingdom Hearts Re Chain of MemoriesDS : Final Fantasy IV / Final Fantasy XII : Revenant Wings / Spore Creatures / Dinosaur KingPSP : Ratchet and Clank : Size Matters / Secret Agent Clank / Naruto Ultimate Ninja Heroes 2 / GuitarWay To Heaven 4 AmplifiedPC : Frets on Fire con la chitarra!!! O_ORpg Maker XpI miei progetti:Per ora nulla...http://team.ffonline.it/imgpersonaggio/cloud_it.jpghttp://img230.imageshack.us/img230/608/pencehaynerroxasolettejyt1.th.jpghttp://r3.fodey.com/15d01c4c6f2dd4908b320f697f7fbe7bd.1.gifhttp://img801.mytextgraphics.com/flamewordmaker/2008/03/28/2554b85201dbda32d87d5873d964a4fd.gif Link to comment Share on other sites More sharing options...
Darkshiva Posted October 28, 2008 Share Posted October 28, 2008 salve!!Io volevo scaricare la demo di questo script (perchè non ci ho capito niente)ma non funziona perchè? http://team.ffonline.it/imgpersonaggio/seifer_it.jpg http://team.ffonline.it/imgpersonaggio/kimahri_it.jpg E tu in che personaggio ti identifichi?http://img145.imageshack.us/img145/4716/squallni0.gifhttp://img262.imageshack.us/img262/6382/gohanssj2ky4.gif Link to comment Share on other sites More sharing options...
shuji Posted March 4, 2011 Share Posted March 4, 2011 so ke il post e di qualke anno fa, ma mi servirebbe assolutamente la demo, non e ke la potreste riuppare pls?? Projects I Support: http://i.imgur.com/SzBzofs.jpg http://i213.photobucket.com/albums/cc265/LusiferNazi/Alliance%20Signature/AllianceSignatureSupporter-EternalDawn.png http://db.thaianime.net/images/LusiferNazi/alliancesignaturesupporterrevenantgods.png http://i1119.photobucket.com/albums/k640/worldbites1/1926%20Metropolis/MFanbanner_01.png People I Support: http://img5.fotos-hochladen.net/uploads/minibannergla46o3k2p.png http://i.imgur.com/CwSVVYC.png Link to comment Share on other sites More sharing options...
Guardian of Irael Posted March 4, 2011 Share Posted March 4, 2011 Eccola qui.^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
shuji Posted March 4, 2011 Share Posted March 4, 2011 SIIIIIIIIIIIIII grazie mille!!! Projects I Support: http://i.imgur.com/SzBzofs.jpg http://i213.photobucket.com/albums/cc265/LusiferNazi/Alliance%20Signature/AllianceSignatureSupporter-EternalDawn.png http://db.thaianime.net/images/LusiferNazi/alliancesignaturesupporterrevenantgods.png http://i1119.photobucket.com/albums/k640/worldbites1/1926%20Metropolis/MFanbanner_01.png People I Support: http://img5.fotos-hochladen.net/uploads/minibannergla46o3k2p.png http://i.imgur.com/CwSVVYC.png Link to comment Share on other sites More sharing options...
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