Caios Posted September 15, 2007 Share Posted September 15, 2007 C'e' qualcuno che ha il BS alla Kingdom Hearts, di Waller e ProGM.Che ce l'ha, finira' nei crediti insieme a Waller e ProGM.Grazie! :P Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 Waller Posted September 15, 2007 Share Posted September 15, 2007 Mi dispiace molto.... non sò se il mio Progi ci stia ancora lavorando.... quel poveraccio è sempre così impegnato e io essendo grafico non sò fare nulla, anche se ho cominciato a intendermi un pò di programmazione creando una menù.... se mai finirà lo vedrai immediatamente The Zodiac Brave Storyhttp://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg"A warrior takes sword in hand,clasping a gem to his heart.Engraving vanishing memoriesinto the sword,He places finaly honed skillsinto the stone,Spoken from the swordhanded down from the stone"......Now the story can be told...Idzule Reborn 01%<div style="margin:20px;margin-top:5px" "=""> http://img237.imageshack.us/img237/9992/wallerinloveom7.pngPiù di 200 scenari realizzati completamente a mano....Nuovi chara creati da zero!Menù Personalizzato!La forza non è tutto! Muoviti mentre combatti!Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.PS: Il gioco non uscira prima di due anni! Link to comment Share on other sites More sharing options...
0 Caios Posted September 15, 2007 Author Share Posted September 15, 2007 Speriamo presto, non perche' ho visto 80 % nell'ottobre 2006, quindi...Senza il BS, non iniziero' il mio gioco :( Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 Caios Posted September 18, 2007 Author Share Posted September 18, 2007 (edited) Scusate il doppio...Nessuno, ma nessuno nessuno, sa dove trovarlo!!???Io vorrei iniziare il mio Proj, ma cosi' non lo iniziero' mai!!!Ho inviato sia Mail che MP a Pro, ma non risponde :(Aiuto!! Edited September 18, 2007 by Caios Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 ProGM Posted September 19, 2007 Share Posted September 19, 2007 mmm si scusami ho avuto da fare ^^il massimo che posso fare comunque è darti l'ultima versione che avevo rilasciato, perchè non credo che lo continuerò, se non in un futuro abbastanza lontano :\ comunque sicuramente esisterà un progetto simile fatto da inglesi, mi pareva di aver visto uno script di un sistema di battaglia di KH... 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...
0 Caios Posted September 19, 2007 Author Share Posted September 19, 2007 Grazie!!!Me la puoi passare, magari per MP? Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 ProGM Posted September 19, 2007 Share Posted September 19, 2007 ora sto per uscire :\ appena torno te lo passo e ti faccio una guidina che spiega come si usa :P 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...
0 Caios Posted September 19, 2007 Author Share Posted September 19, 2007 (edited) Grazie!!! P.S.Sei un Grande!! ;) § EDIT § A questa versione cosa manca?Ci sono le fusioni? Edited September 19, 2007 by Caios Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 Kamahl Posted September 19, 2007 Share Posted September 19, 2007 Interessa molto anche me, qualcuno potrebbe inviarmelo.Grazie in anticipo. Fiero membro della: [img]http://img87.imageshack.us/img87/9409/yumenosoftgw5.png[/img] [url="http://rpg2s.net/forum/index.php?showtopic=1529"][img]http://img225.imageshack.us/img225/8845/tenshibanxd5.png[/img][/url] [color="#0000FF"][b]A [i][url="http://yumeno.altervista.org/"][color="#9932CC"]YumeNo-Soft[/color][/url][/i] Production[/b][/color] Link to comment Share on other sites More sharing options...
0 ProGM Posted September 19, 2007 Share Posted September 19, 2007 tutti che lo vogliono ;O;ma perchè lo volete, fa schifo xD è il primo bs che abbia mai sviluppato, è un ammasso di codice senza senso xDD§ EDIT § A questa versione cosa manca?Ci sono le fusioni?mmm questo bs si basa su Kingdom hearts 1, quindi io a quel tempo manco me le sognavo le fusioni, sorry ;_; sapete una cosa? quasi quasi mi è tornata voglia di continuarlo ;O;xDsto uppando il file ora, ho la connessione lenta e non so se riesco a finire stasera, scusate entrambi ;_; 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...
0 Kamahl Posted September 19, 2007 Share Posted September 19, 2007 Grazie infinite, a me serviva proprio il bs di KH 1, se funziona bene anche solo la metà di quello che ho visto nel gioco francese KH keyblader's war, ti sei guadagnato il primo posto nella lista dei crediti.P.S.Siamo noi che dovremmo scusarci per occupare tutta la tua (limitatissima) banda di upload. Fiero membro della: [img]http://img87.imageshack.us/img87/9409/yumenosoftgw5.png[/img] [url="http://rpg2s.net/forum/index.php?showtopic=1529"][img]http://img225.imageshack.us/img225/8845/tenshibanxd5.png[/img][/url] [color="#0000FF"][b]A [i][url="http://yumeno.altervista.org/"][color="#9932CC"]YumeNo-Soft[/color][/url][/i] Production[/b][/color] Link to comment Share on other sites More sharing options...
0 Caios Posted September 20, 2007 Author Share Posted September 20, 2007 Grazie mille Pro.SOlo una curiosita', l'altro BS dove l'hai visto?Su CreationAsy***? Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 ProGM Posted September 20, 2007 Share Posted September 20, 2007 non ricordo esattamente, ricordo che l'avevo visto, in via di sviluppo, non so a che punto fosse... comunque questa è l'ultima versione che ho rilasciato del BS.Consiglio vivamente di:1) usare questo progetto come progetto base o in alternativa copiare la cartella data e le risorse nell'altro progetto ed inserire in seguito mappe e script aggiuntivi2) questo bs è compatibile con ogni tipo di menu e bs esterno (non su mappa, però), ma potrebbe dare pesanti problemi con script che modificano la gestione grafica del progetto, oppure che modificano le impostazioni della mappa.3) funzionamento:in linea generale, per creare una persona a cui parlare, contornatela con eventi trasparenti (senza grafica) e inserite in essi come commento alla prima riga "parla". per creare dei nemici dovete creare prima di tutto degli eventi con la grafica di battaglia, settate velocità di camminata e simili.a questo punto dovete inserire 3 commenti, in questo ordine:-"nemico" per fare in modo che l'evento diventi un nemico contro cui combattere-"1" o un qualsiasi altro numero, che equivale all'id del nemico da cui prenderà le statistiche per il combattimento (per esempio, se il terzo nemico del database "mostri" ha 90 hp, se noi scriviamo "3" nel commento durante il combattimento il mostro in questione avrà apputo 90hp :) )-nel terzo commento dovete inserire una parola che deciderà che tipo di comportamento assumerà il mostro (per il momento ne sono settati 2 soltanto,se volete ne creo altri o vi spiego come fare).per il momento sono settati solo "guerriero", che si avvicina all'eroe attacca da vicino finchè non crepa (per intenderci, lo shadow di kingdom hearts) e "magogiallo", che scappa dall'eroe e lo colpisce da distanza con magie di tuono (per intenderci il maghetto giallo volante ^^ ) il progetto supporta sprite da 9 frame. il nome dell'eroe ne decide la grafica. per esempio, se l'eroe si chiama "Sora" il charset di camminata dovrà chiamarsi "Sora", quello di attacco "SoraAttacca", quello delle magie "SoraMagie" e così via. stessa cosa per i nemici.Lo script supporta anche charset da 4 frame di camminata, ma SOLO per gli npc (non per i nemici, non per gli eroi). per fare in modo di usare una grafica a 4 frame in un evento basta scrivere come primo commento all'evento "normalsprite". questo è tutto, se avete domande sono qui ^^ 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...
0 Caios Posted September 20, 2007 Author Share Posted September 20, 2007 (edited) Grazie!!!!!!!!Pro sei il migliore RPGtista che io conosca! § EDIT § Uffi, mi da lo stesso errore per andare nei crediti, qualcosa che dice calcolo danni 14... Edited September 20, 2007 by Caios Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 ProGM Posted September 20, 2007 Share Posted September 20, 2007 ame non lo fa quindi mi sa che hai qualche problema con rpg maker...mi puoi dire che versione stai usando? magari posso aiutarti ^^ 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...
0 Caios Posted September 20, 2007 Author Share Posted September 20, 2007 Uso la traduzione italiana dell' 1.02 :( Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 ProGM Posted September 20, 2007 Share Posted September 20, 2007 scusa, mi sono accorto ora del motivo dell'errore:apri il progetto, vai nello script editor, nella classe Scene_Map, cancellala e incollaci il contenuto del file che ho allegato qui, ;_;kh.txtspero ora funzioni ^^ 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...
0 Caios Posted September 20, 2007 Author Share Posted September 20, 2007 Scusa, ma non mi fa incollare lo script. Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 Waller Posted September 20, 2007 Share Posted September 20, 2007 oi progi..... sai che sono sempre qui, se ti serve qualcosa...sono impegnato co sta scuola ma cerco di liberarmi, se vuoi posso aiutarti nelle finestre in script.... (perchè tu ne hai bisogno eh? XDXDXD) The Zodiac Brave Storyhttp://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg"A warrior takes sword in hand,clasping a gem to his heart.Engraving vanishing memoriesinto the sword,He places finaly honed skillsinto the stone,Spoken from the swordhanded down from the stone"......Now the story can be told...Idzule Reborn 01%<div style="margin:20px;margin-top:5px" "=""> http://img237.imageshack.us/img237/9992/wallerinloveom7.pngPiù di 200 scenari realizzati completamente a mano....Nuovi chara creati da zero!Menù Personalizzato!La forza non è tutto! Muoviti mentre combatti!Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.PS: Il gioco non uscira prima di due anni! Link to comment Share on other sites More sharing options...
0 ProGM Posted September 20, 2007 Share Posted September 20, 2007 Scusa, ma non mi fa incollare lo script.eeeeh? in che senso? tu come fai scusa? °° uff il punto è che non posso star lì a riuppare tutto, ci metto quasi 2 ore ._. c'è qualche anima buona che può farmi il lavoro, grazie? ;O; @waller: sisi, se dovessi aver bisogno ti chiamerò ;) tanto per ora sono troppo incasinato per poter continuare 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...
0 Caios Posted September 20, 2007 Author Share Posted September 20, 2007 No, e' che e' un file txt e quindi lo script lo scrive tutto continuo, dovresti copiare lo script e mmeterlo con codice qui sul foro. Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 ProGM Posted September 20, 2007 Share Posted September 20, 2007 ma è lunghissimo >_class Scene_Map def main $danni = nil if $battle == false #antibug che evita casini quando si esce dal menu @ind = 0 #azzera il contatore di nemici @item = Item.new #finestra oggetti @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events[i].transparent = true @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i @ind += 1 end end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start @wait = 0 if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 @magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"]) @magic_window.visible = false @magic_window.active = false @magic_window.opacity = 160 @fire_magic = Sprite.new @fire_magic.bitmap = RPG::Cache.character("Fire", 0) @fire_magic.visible = false @fire_magic.z = 1 @bliz_magic = Sprite.new @bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0) @bliz_magic.visible = false @bliz_magic.z = 1 @spriteset = Spriteset_Map.new @barre = Barre.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end # Prepare for transition Graphics.freeze @barre.dispose @item.dispose @command_window.dispose @magic_window.dispose # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose @fire_magic.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update update_AI if $start if $start for k in 1..@ind if $danni != nil and $danni.enemies_hp[k - 1] < 1 $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1] @morti[k - 1] = true end end numero_morti = 0 if @morti != nil and @morti.size > 1 for l in 1..@morti.size if @morti[l - 1] numero_morti += 1 end end elsif @morti != nil and @morti.size == 1 if @morti[0] numero_morti = 1 end end if numero_morti == @ind $danni = nil $start = false $battle = false $game_map.autoplay $game_system.windowskin_name = $data_system.windowskin_name end ind = 0 for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @morti[ind] character.through = true unless character.transparent character.transparent = true unless character.transparent character.animation_id = 48 unless character.transparent $game_map.need_refresh = true unless character.transparent end ind += 1 end end end $danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil @item.update @magic_window.update if @SoraAnimMagia == true character = $game_player @wait +=1 case @wait when 1 character.pattern = 1 when 5 character.pattern = 2 when 10 character.pattern = 3 when 15 character.pattern = 4 when 20 character.pattern = 5 @wait = 0 @SoraAnimMagia = false @movimento_magia = true actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh end end #muove la magia Fire if @movimento_magia == true if @fire == true for i in 1..15 if i <=15 if @dir == 2 @fire_magic.y += 1 elsif @dir == 4 @fire_magic.x -= 1 elsif @dir == 6 @fire_magic.x += 1 elsif @dir == 8 @fire_magic.y -= 1 end controlla_magia end end elsif @bliz == true for i in 1..15 if i <=15 if @dir == 2 @bliz_magic.y += 1 elsif @dir == 4 @bliz_magic.x -= 1 elsif @dir == 6 @bliz_magic.x += 1 elsif @dir == 8 @bliz_magic.y -= 1 end controlla_magia end end elsif @thunder == true controlla_magia elsif @heal == true controlla_magia end end #aggiorna l'img della magia Fire @fire_magic.update @bliz_magic.update #fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla" for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"]) if $parla[i] != true if character.x == $game_player.x if character.y == $game_player.y $parla[i] = true @i = i @command_window.dispose @command_window = nil command_window_actions end end else if character.x != $game_player.x $parla[i] = false @i = i @command_window.dispose @command_window = nil command_window_actions end if character.y != $game_player.y $parla[i] = false @i = i @command_window.dispose @command_window = nil command_window_actions end end end end @command_window.update #imposta l'attacco di Sora if $sora_attacca == true @wait += 1 if @wait == 20 actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh $sora_attacca = false @combo = false @wait = 0 end end if Input.trigger?(Input::B) if @magic_window.active == true if $start == true if @movimento_magia != true $game_system.se_play($data_system.cancel_se) @magic_window.active = false @magic_window.visible = false @command_window.active = true end end end end #Imposta le funzioni del menù laterale if Input.trigger?(Input::C) if @magic_window.active == true case @magic_window.index when 0 if $game_actors[1].sp > 20 $game_actors[1].sp -= 20 if @movimento_magia != true Audio.se_play("Audio/SE/Fire", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @fire_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @fire_magic.x = $game_player.screen_x-40 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @fire_magic.x = $game_player.screen_x+32 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @fire = true end end when 1 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Bliz", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @bliz_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @bliz_magic.x = $game_player.screen_x-40 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @bliz_magic.x = $game_player.screen_x+32 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @bliz = true end end when 2 if $game_actors[1].sp > 60 $game_actors[1].sp -= 60 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Thunder", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @thunder = true end end when 3 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Heal", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @heal = true end end end end # Branch by command window cursor position if @command_window.active == true case @command_window.index when 0 #Attacca if @s1 == "Attacca" actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0) $game_player.refresh character = $game_player character.move_forward character.move_forward if character.pattern < 4 or @combo == false @combo = true $sora_attacca = true @wait = 0 end when 1#Magie @magic_window.visible = true @magic_window.active = true @command_window.active = false when 2#oggetti @command_window.active = false @item.active = true when 3#extra end end end if $start == true if $game_system.windowskin_name != "Red" $battle = true start $game_system.windowskin_name = "Red" end else for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true character.transparent = true end end end # 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 if @SoraAnimMagia != true # 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 @barre.update unless $start and $battle $danni = nil end # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end def call_menu if $battle != true # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end end def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end def transfer_player $danni = nil # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new @barre.dispose @barre = Barre.new @morti = [] @ind = 0 refresh_item @enemies_id = nil @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events[i].transparent = true @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i @ind += 1 end end end if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil @spriteset.update # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end def start for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = false $game_map.events[i].transparent = false $game_map.events[i].animation_id = 48 $game_map.need_refresh = true $game_system.bgm_play($game_system.battle_bgm) end end end def command_window_actions if $parla[@i] == true @s1 = "Parla" else @s1 = "Attacca" end s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 if $parla[@i] == true @command_window.active = false else @command_window.active = true end @i = nil end def controlla_magia ind = 0 for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16 $game_map.events[i].animation_id = 27 $danni.hero_magic(150, ind) end if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16 $game_map.events[i].animation_id = 27 $danni.hero_magic(200, ind) end ind = ind + 1 end end if @fire == true if @fire_magic.y < -40 or @fire_magic.y > 640 @movimento_magia = false @fire = false elsif @fire_magic.x < -40 or @fire_magic.x > 640 @movimento_magia = false @fire = false end end if @bliz == true if @bliz_magic.y < -40 or @bliz_magic.y > 640 @movimento_magia = false @bliz = false elsif @bliz_magic.x < -40 or @bliz_magic.x > 640 @movimento_magia = false @bliz = false end end if @thunder == true $game_player.animation_id = 35 @movimento_magia = false @thunder = false if ind > 1 for i in 1..ind $danni.hero_magic(50, i - 1) if $start == true end else $danni.hero_magic(50, 0) if $start == true end end if @heal == true $game_player.animation_id = 15 $game_actors[1].hp += 200 @movimento_magia = false @heal = false end @magic_window.visible = false @magic_window.active = false @command_window.active = true end def refresh_item @item.dispose @item = nil @item = Item.new @command_window.dispose @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 end end 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...
0 Caios Posted September 21, 2007 Author Share Posted September 21, 2007 Scusa Pro, ma l'altro tipo di CODE cosi' e' incopiabile! XD (anzi, l'altro CODe non c'e', boh) Cosi' allora senza nessun code, questo e' solo un esempio, non copiatelo perche' non va! class Scene_Map def main $danni = nil if $battle == false #antibug che evita casini quando si esce dal menu @ind = 0 #azzera il contatore di nemici @item = Item.new #finestra oggetti @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events.transparent = true @enemies_id[@ind] = $game_map.events.list[1].parameters[0].to_i @ind += 1 end end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start @wait = 0 if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 @magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"]) @magic_window.visible = false @magic_window.active = false @magic_window.opacity = 160 @fire_magic = Sprite.new @fire_magic.bitmap = RPG::Cache.character("Fire", 0) @fire_magic.visible = false @fire_magic.z = 1 @bliz_magic = Sprite.new @bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0) @bliz_magic.visible = false @bliz_magic.z = 1 @spriteset = Spriteset_Map.new @barre = Barre.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end # Prepare for transition Graphics.freeze @barre.dispose @item.dispose @command_window.dispose @magic_window.dispose # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose @fire_magic.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update update_AI if $start if $start for k in 1..@ind if $danni != nil and $danni.enemies_hp[k - 1] < 1 $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1] @morti[k - 1] = true end end numero_morti = 0 if @morti != nil and @morti.size > 1 for l in 1..@morti.size if @morti[l - 1] numero_morti += 1 end end elsif @morti != nil and @morti.size == 1 if @morti[0] numero_morti = 1 end end if numero_morti == @ind $danni = nil $start = false $battle = false $game_map.autoplay $game_system.windowskin_name = $data_system.windowskin_name end ind = 0 for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @morti[ind] character.through = true unless character.transparent character.transparent = true unless character.transparent character.animation_id = 48 unless character.transparent $game_map.need_refresh = true unless character.transparent end ind += 1 end end end $danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil @item.update @magic_window.update if @SoraAnimMagia == true character = $game_player @wait +=1 case @wait when 1 character.pattern = 1 when 5 character.pattern = 2 when 10 character.pattern = 3 when 15 character.pattern = 4 when 20 character.pattern = 5 @wait = 0 @SoraAnimMagia = false @movimento_magia = true actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh end end #muove la magia Fire if @movimento_magia == true if @fire == true for i in 1..15 if i <=15 if @dir == 2 @fire_magic.y += 1 elsif @dir == 4 @fire_magic.x -= 1 elsif @dir == 6 @fire_magic.x += 1 elsif @dir == 8 @fire_magic.y -= 1 end controlla_magia end end elsif @bliz == true for i in 1..15 if i <=15 if @dir == 2 @bliz_magic.y += 1 elsif @dir == 4 @bliz_magic.x -= 1 elsif @dir == 6 @bliz_magic.x += 1 elsif @dir == 8 @bliz_magic.y -= 1 end controlla_magia end end elsif @thunder == true controlla_magia elsif @heal == true controlla_magia end end #aggiorna l'img della magia Fire @fire_magic.update @bliz_magic.update #fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla" for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"]) if $parla != true if character.x == $game_player.x if character.y == $game_player.y $parla = true @i = i @command_window.dispose @command_window = nil command_window_actions end end else if character.x != $game_player.x $parla = false @i = i @command_window.dispose @command_window = nil command_window_actions end if character.y != $game_player.y $parla = false @i = i @command_window.dispose @command_window = nil command_window_actions end end end end @command_window.update #imposta l'attacco di Sora if $sora_attacca == true @wait += 1 if @wait == 20 actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh $sora_attacca = false @combo = false @wait = 0 end end if Input.trigger?(Input::B) if @magic_window.active == true if $start == true if @movimento_magia != true $game_system.se_play($data_system.cancel_se) @magic_window.active = false @magic_window.visible = false @command_window.active = true end end end end #Imposta le funzioni del menù laterale if Input.trigger?(Input::C) if @magic_window.active == true case @magic_window.index when 0 if $game_actors[1].sp > 20 $game_actors[1].sp -= 20 if @movimento_magia != true Audio.se_play("Audio/SE/Fire", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @fire_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @fire_magic.x = $game_player.screen_x-40 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @fire_magic.x = $game_player.screen_x+32 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @fire = true end end when 1 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Bliz", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @bliz_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @bliz_magic.x = $game_player.screen_x-40 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @bliz_magic.x = $game_player.screen_x+32 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @bliz = true end end when 2 if $game_actors[1].sp > 60 $game_actors[1].sp -= 60 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Thunder", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @thunder = true end end when 3 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Heal", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @heal = true end end end end # Branch by command window cursor position if @command_window.active == true case @command_window.index when 0 #Attacca if @s1 == "Attacca" actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0) $game_player.refresh character = $game_player character.move_forward character.move_forward if character.pattern < 4 or @combo == false @combo = true $sora_attacca = true @wait = 0 end when 1#Magie @magic_window.visible = true @magic_window.active = true @command_window.active = false when 2#oggetti @command_window.active = false @item.active = true when 3#extra end end end if $start == true if $game_system.windowskin_name != "Red" $battle = true start $game_system.windowskin_name = "Red" end else for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true character.transparent = true end end end # 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 if @SoraAnimMagia != true # 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 @barre.update unless $start and $battle $danni = nil end # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end def call_menu if $battle != true # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end end def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end def transfer_player $danni = nil # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new @barre.dispose @barre = Barre.new @morti = [] @ind = 0 refresh_item @enemies_id = nil @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events.transparent = true @enemies_id[@ind] = $game_map.events.list[1].parameters[0].to_i @ind += 1 end end end if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil @spriteset.update # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end def start for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = false $game_map.events.transparent = false $game_map.events.animation_id = 48 $game_map.need_refresh = true $game_system.bgm_play($game_system.battle_bgm) end end end def command_window_actions if $parla[@i] == true @s1 = "Parla" else @s1 = "Attacca" end s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 if $parla[@i] == true @command_window.active = false else @command_window.active = true end @i = nil end def controlla_magia ind = 0 for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16 $game_map.events.animation_id = 27 $danni.hero_magic(150, ind) end if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16 $game_map.events.animation_id = 27 $danni.hero_magic(200, ind) end ind = ind + 1 end end if @fire == true if @fire_magic.y < -40 or @fire_magic.y > 640 @movimento_magia = false @fire = false elsif @fire_magic.x < -40 or @fire_magic.x > 640 @movimento_magia = false @fire = false end end if @bliz == true if @bliz_magic.y < -40 or @bliz_magic.y > 640 @movimento_magia = false @bliz = false elsif @bliz_magic.x < -40 or @bliz_magic.x > 640 @movimento_magia = false @bliz = false end end if @thunder == true $game_player.animation_id = 35 @movimento_magia = false @thunder = false if ind > 1 for i in 1..ind $danni.hero_magic(50, i - 1) if $start == true end else $danni.hero_magic(50, 0) if $start == true end end if @heal == true $game_player.animation_id = 15 $game_actors[1].hp += 200 @movimento_magia = false @heal = false end @magic_window.visible = false @magic_window.active = false @command_window.active = true end def refresh_item @item.dispose @item = nil @item = Item.new @command_window.dispose @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 endend Che cos'e' la firma? 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0 ProGM Posted September 21, 2007 Share Posted September 21, 2007 eeeeeh? mah, riproviamo :\ non capisco perchè ti dia tutti sti problemi >_>class Scene_Map def main $danni = nil if $battle == false #antibug che evita casini quando si esce dal menu @ind = 0 #azzera il contatore di nemici @item = Item.new #finestra oggetti @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events[i].transparent = true @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i @ind += 1 end end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start @wait = 0 if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 @magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"]) @magic_window.visible = false @magic_window.active = false @magic_window.opacity = 160 @fire_magic = Sprite.new @fire_magic.bitmap = RPG::Cache.character("Fire", 0) @fire_magic.visible = false @fire_magic.z = 1 @bliz_magic = Sprite.new @bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0) @bliz_magic.visible = false @bliz_magic.z = 1 @spriteset = Spriteset_Map.new @barre = Barre.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end # Prepare for transition Graphics.freeze @barre.dispose @item.dispose @command_window.dispose @magic_window.dispose # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose @fire_magic.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update update_AI if $start if $start for k in 1..@ind if $danni != nil and $danni.enemies_hp[k - 1] < 1 $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1] @morti[k - 1] = true end end numero_morti = 0 if @morti != nil and @morti.size > 1 for l in 1..@morti.size if @morti[l - 1] numero_morti += 1 end end elsif @morti != nil and @morti.size == 1 if @morti[0] numero_morti = 1 end end if numero_morti == @ind $danni = nil $start = false $battle = false $game_map.autoplay $game_system.windowskin_name = $data_system.windowskin_name end ind = 0 for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @morti[ind] character.through = true unless character.transparent character.transparent = true unless character.transparent character.animation_id = 48 unless character.transparent $game_map.need_refresh = true unless character.transparent end ind += 1 end end end $danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil @item.update @magic_window.update if @SoraAnimMagia == true character = $game_player @wait +=1 case @wait when 1 character.pattern = 1 when 5 character.pattern = 2 when 10 character.pattern = 3 when 15 character.pattern = 4 when 20 character.pattern = 5 @wait = 0 @SoraAnimMagia = false @movimento_magia = true actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh end end #muove la magia Fire if @movimento_magia == true if @fire == true for i in 1..15 if i <=15 if @dir == 2 @fire_magic.y += 1 elsif @dir == 4 @fire_magic.x -= 1 elsif @dir == 6 @fire_magic.x += 1 elsif @dir == 8 @fire_magic.y -= 1 end controlla_magia end end elsif @bliz == true for i in 1..15 if i <=15 if @dir == 2 @bliz_magic.y += 1 elsif @dir == 4 @bliz_magic.x -= 1 elsif @dir == 6 @bliz_magic.x += 1 elsif @dir == 8 @bliz_magic.y -= 1 end controlla_magia end end elsif @thunder == true controlla_magia elsif @heal == true controlla_magia end end #aggiorna l'img della magia Fire @fire_magic.update @bliz_magic.update #fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla" for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"]) if $parla[i] != true if character.x == $game_player.x if character.y == $game_player.y $parla[i] = true @i = i @command_window.dispose @command_window = nil command_window_actions end end else if character.x != $game_player.x $parla[i] = false @i = i @command_window.dispose @command_window = nil command_window_actions end if character.y != $game_player.y $parla[i] = false @i = i @command_window.dispose @command_window = nil command_window_actions end end end end @command_window.update #imposta l'attacco di Sora if $sora_attacca == true @wait += 1 if @wait == 20 actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh $sora_attacca = false @combo = false @wait = 0 end end if Input.trigger?(Input::B) if @magic_window.active == true if $start == true if @movimento_magia != true $game_system.se_play($data_system.cancel_se) @magic_window.active = false @magic_window.visible = false @command_window.active = true end end end end #Imposta le funzioni del menù laterale if Input.trigger?(Input::C) if @magic_window.active == true case @magic_window.index when 0 if $game_actors[1].sp > 20 $game_actors[1].sp -= 20 if @movimento_magia != true Audio.se_play("Audio/SE/Fire", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @fire_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @fire_magic.x = $game_player.screen_x-40 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @fire_magic.x = $game_player.screen_x+32 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @fire = true end end when 1 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Bliz", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @bliz_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @bliz_magic.x = $game_player.screen_x-40 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @bliz_magic.x = $game_player.screen_x+32 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @bliz = true end end when 2 if $game_actors[1].sp > 60 $game_actors[1].sp -= 60 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Thunder", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @thunder = true end end when 3 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Heal", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @heal = true end end end end # Branch by command window cursor position if @command_window.active == true case @command_window.index when 0 #Attacca if @s1 == "Attacca" actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0) $game_player.refresh character = $game_player character.move_forward character.move_forward if character.pattern < 4 or @combo == false @combo = true $sora_attacca = true @wait = 0 end when 1#Magie @magic_window.visible = true @magic_window.active = true @command_window.active = false when 2#oggetti @command_window.active = false @item.active = true when 3#extra end end end if $start == true if $game_system.windowskin_name != "Red" $battle = true start $game_system.windowskin_name = "Red" end else for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true character.transparent = true end end end # 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 if @SoraAnimMagia != true # 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 @barre.update unless $start and $battle $danni = nil end # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end def call_menu if $battle != true # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end end def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end def transfer_player $danni = nil # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new @barre.dispose @barre = Barre.new @morti = [] @ind = 0 refresh_item @enemies_id = nil @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events[i].transparent = true @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i @ind += 1 end end end if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil @spriteset.update # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end def start for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = false $game_map.events[i].transparent = false $game_map.events[i].animation_id = 48 $game_map.need_refresh = true $game_system.bgm_play($game_system.battle_bgm) end end end def command_window_actions if $parla[@i] == true @s1 = "Parla" else @s1 = "Attacca" end s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 if $parla[@i] == true @command_window.active = false else @command_window.active = true end @i = nil end def controlla_magia ind = 0 for i in $game_map.events.keys.sort character = $game_map.events[i] if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16 $game_map.events[i].animation_id = 27 $danni.hero_magic(150, ind) end if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16 $game_map.events[i].animation_id = 27 $danni.hero_magic(200, ind) end ind = ind + 1 end end if @fire == true if @fire_magic.y < -40 or @fire_magic.y > 640 @movimento_magia = false @fire = false elsif @fire_magic.x < -40 or @fire_magic.x > 640 @movimento_magia = false @fire = false end end if @bliz == true if @bliz_magic.y < -40 or @bliz_magic.y > 640 @movimento_magia = false @bliz = false elsif @bliz_magic.x < -40 or @bliz_magic.x > 640 @movimento_magia = false @bliz = false end end if @thunder == true $game_player.animation_id = 35 @movimento_magia = false @thunder = false if ind > 1 for i in 1..ind $danni.hero_magic(50, i - 1) if $start == true end else $danni.hero_magic(50, 0) if $start == true end end if @heal == true $game_player.animation_id = 15 $game_actors[1].hp += 200 @movimento_magia = false @heal = false end @magic_window.visible = false @magic_window.active = false @command_window.active = true end def refresh_item @item.dispose @item = nil @item = Item.new @command_window.dispose @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 end end 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...
0 Caios Posted September 21, 2007 Author Share Posted September 21, 2007 Perfect!!No, perche' prima lo copiavi, ma ti incollava solo la prima riga! Grazie ora va! Che cos'e' la firma? Link to comment Share on other sites More sharing options...
0 Waller Posted September 21, 2007 Share Posted September 21, 2007 io non ho capito il problema....cmq non è composto da un solo script ma da diversi, ti conviene fa un gioco con una copia del rar. @progm: ma dici sul serio?..... e che dovrei fà? so tre mesi che sto provando a lavorarci ma non capisco come aggiungere gli alleati anche se sò riuscito a far partire il caterpillar e far apparire le barre di vita anche degli altri membri..... inoltre ho fatto un menù che va bene per qualsiasi gioco e per un gioco simile è piùccheperfetto, ce devo solo fà le vesti grafiche adatte... appena sei su msn dimmelo, io ce posso stà solo il sabato e la domenica praticamente, ci sò troppi compiti!!! The Zodiac Brave Storyhttp://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg"A warrior takes sword in hand,clasping a gem to his heart.Engraving vanishing memoriesinto the sword,He places finaly honed skillsinto the stone,Spoken from the swordhanded down from the stone"......Now the story can be told...Idzule Reborn 01%<div style="margin:20px;margin-top:5px" "=""> http://img237.imageshack.us/img237/9992/wallerinloveom7.pngPiù di 200 scenari realizzati completamente a mano....Nuovi chara creati da zero!Menù Personalizzato!La forza non è tutto! Muoviti mentre combatti!Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.PS: Il gioco non uscira prima di due anni! Link to comment Share on other sites More sharing options...
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Caios
C'e' qualcuno che ha il BS alla Kingdom Hearts, di Waller e ProGM.
Che ce l'ha, finira' nei crediti insieme a Waller e ProGM.
Grazie! :P
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