Guest Zuzzu Posted October 22, 2006 Share Posted October 22, 2006 Window MultiusoDescrizioneE' una finestra che puo' essere usata in svariati modi, io l' ho usata in un certo modo, poi vi spieghero' piu' in basso.Sta di fatto che le scritte all' interno le scegliete VOI. AutoreZuzzu AllegatiScreen 1 Istruzioni per l'usoPASSO 1Create una nuova classe sopra Main, e chiamatela Window_Map: =begin ** Class Window_Map * Questa classe mostra una finestrella * quello che volete. * Io l' ho usata in un certo modo * Ma puo' avere vari utilizzi. ** Credits * IST * ProGM * Intersimone999 =end #------------------------------------------------------------------------------- class Window_Map < Window_Base #------------------------------------------------------------------------------- def initialize(x,y,h,w) super(x,y,h,w) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Tahoma" self.contents.font.size = 20 testing end #-------------------------------------------------- def update(text) self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(1,1,160,72,text) end #-------------------------------------------------- def testing if $scene.is_a?(Scene_Menu) text = "" end end #-------------------------------------------------- end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make sprite set @spriteset = Spriteset_Map.new # Make message window @message_window = Window_Message.new # Transition run Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose @map.dispose if @map.is_a?(Window_Map) # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # 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 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 #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Shop Call #-------------------------------------------------------------------------- def call_shop # Clear shop call flag $game_temp.shop_calling = false # Straighten player position $game_player.straighten # Switch to shop screen $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # * Name Input Call #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Menu Call #-------------------------------------------------------------------------- def call_menu # 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 @map.dispose if @map.is_a?(Window_Map) $scene = Scene_Menu.new end #-------------------------------------------------------------------------- # * Save Call #-------------------------------------------------------------------------- def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end #-------------------------------------------------------------------------- # * Debug Call #-------------------------------------------------------------------------- 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 #-------------------------------------------------------------------------- # * Player Place Move #-------------------------------------------------------------------------- def transfer_player # 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 # 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 end class Window_Base < Window #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height) super() @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose # Dispose if window contents bit map is set if self.contents != nil self.contents.dispose end super end #-------------------------------------------------------------------------- # * Get Text Color # n : text color number (0-7) #-------------------------------------------------------------------------- def text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(128, 128, 255, 255) when 2 return Color.new(255, 128, 128, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) else normal_color end end #-------------------------------------------------------------------------- # * Get Normal Text Color #-------------------------------------------------------------------------- def normal_color return Color.new(255, 255, 255, 255) end #-------------------------------------------------------------------------- # * Get Disabled Text Color #-------------------------------------------------------------------------- def disabled_color return Color.new(255, 255, 255, 128) end #-------------------------------------------------------------------------- # * Get System Text Color #-------------------------------------------------------------------------- def system_color return Color.new(192, 224, 255, 255) end #-------------------------------------------------------------------------- # * Get Crisis Text Color #-------------------------------------------------------------------------- def crisis_color return Color.new(255, 255, 64, 255) end #-------------------------------------------------------------------------- # * Get Knockout Text Color #-------------------------------------------------------------------------- def knockout_color return Color.new(255, 64, 0) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Reset if windowskin was changed if $game_system.windowskin_name != @windowskin_name @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) end end #-------------------------------------------------------------------------- # * Draw Graphic # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # * Draw Name # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end #-------------------------------------------------------------------------- # * Draw Class # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end #-------------------------------------------------------------------------- # * Draw Level # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end #-------------------------------------------------------------------------- # * Make State Text String for Drawing # actor : actor # width : draw spot width # need_normal : Whether or not [normal] is needed (true / false) #-------------------------------------------------------------------------- def make_battler_state_text(battler, width, need_normal) # Get width of brackets brackets_width = self.contents.text_size("[]").width # Make text string for state names text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # If text string for state names is empty, make it [normal] if text == "" if need_normal text = "[Normal]" end else # Attach brackets text = "[" + text + "]" end # Return completed text string return text end #-------------------------------------------------------------------------- # * Draw State # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- # * Draw EXP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_exp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 32, "E") self.contents.font.color = normal_color self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2) self.contents.draw_text(x + 108, y, 12, 32, "/", 1) self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #-------------------------------------------------------------------------- # * Draw HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) # Draw "HP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # Draw HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # Draw MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end #-------------------------------------------------------------------------- # * Draw SP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) # Draw "SP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # Calculate if there is draw space for MaxHP if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # Draw SP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # Draw MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end #-------------------------------------------------------------------------- # * Draw Parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end #-------------------------------------------------------------------------- # * Draw Item Name # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name) end end Ora, questo script puo' essere usato in vari modi, che spieghero' qui sotto. PASSO 2: alla kh (nel gioco Kingdom Hearts, avvicinandoti a una porta, si vede la zona successiva) In questo modo dobbiamo giocare un po' anche con switch e eventi.Vicino a una porta, piazzate un evento strutturato in questa maniera (ricordate che deve essere impostato su "Tocco dell' eroe"):<>Call Script: @map = Window_Map.new(260, 370, 250, 100) @map.visible = true @map.opacity = 0 @map.update("Casa") <>Switch: [0001: map.viewing] = OFFVicino a questo evento, (attorno, possibilmente) , create un evento con come condizione d' avvio lo switch 1 on, e impostatelo cosi' (sempre su "Tocco dell' eroe"):<>Call Script: @map.dispose <>Switch: [0001: map.viewing] = ONOra, come in Kingdom Hearts, passando su quell' evento vedrete la mappa successiva.Per cambiare il nome che verra' visualizzato (dovete farlo VOI asd), andate nel call script del primo evento e cambiate la scritta Casa con quella che volete. Dimenticavo, nell' evento grazie al quale avviene il trasporto in un' altra mappa, prima di tutte le istruzioni, mettete un nuovo call script e settate la Swicth 1 off, cosi':<>IF: Switch [0001: map.viewing] == ON <><>Call Script: @map.dispose <>END <>Switch: [0001: map.viewing] == OFFQuesto e' il metodo in cui l' ho usata, ma puo' essere usata in varie situazioni, e non e' necessario metterci il nome della mappa, ma pup' anche fungere da finestra dei messaggi :D CreditsSono dentro allo script. Cmq ringrazio molto ProGM e Intersimone999. E anche a Timisci che mi ha fatto notare un piccolo bug :D. Enjoy ;D Link to comment Share on other sites More sharing options...
Timisci Posted October 23, 2006 Share Posted October 23, 2006 Bravo Zuzzu,questo script mi torna mooolto utile :chirol_iei2: Progetto in corso: "Hero Walking: Toward Another Life" Video Old Intro su Youtube Visite: 11.896! http://img212.imageshack.us/img212/1060/logheryb0.jpg *Posizioni raggiunte nei contest* http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI Link to comment Share on other sites More sharing options...
ZerotheQueen Posted October 23, 2006 Share Posted October 23, 2006 Carino,e soprattutto molto utile.Bel lavoro^^ http://img214.imageshack.us/img214/6732/r2scopytk5.png Raxen - Scission of God Cerchiamo collaboratori (Musicisti, Grafici e Scripter) per un nuovo progetto fantasy! Rhaxen Scission of God BASTA AL MAKING ITALIANO CHE VA A ROTOLI! DIAMOCI UNA SVEGLIATA!!BASTA ALLE SOLITE BANALI DISCUSSIONI SULLA DECADENZA DEI GIOCHI!! FACCIAMOLI STI GIOCHI!!!APRITE LO SPOILER E LEGGETE IL MANIFESTO DEL MAKING ITALIANO, SE DAVVERO VE NE IMPORTA QUALCOSA!! Il Manifesto del Making Italiano SALVIAMO IL MAKING ITALIANO!!Dopo un test dei nostri esperti (Alato, Blake e havana24) abbiamo scoperto che ad interesse risponde interesse: cioè se voi dimostrate di essere interessati a ciò che creano gli altri, questi saranno stimolati a continuare a creare! E' un concetto semplice ma estremamente sottovalutato, basta vedere quanti topic di bei giochi sono caduti nel dimenticatoio e sono stati cagati solo da poche persone (prendiamo per esempio il fantastico gioco di Vech che vi invito a vedere nella sezione RM2k).Perciò quello che dobbiamo fare è: leggere, leggere, leggere, postare, postare, postare! E questo non significa postare a caso, ma leggere per bene il progetto di qualcuno, le domande poste, le creazioni grafiche e musicali, e fare dei post in cui si propongano miglioramenti, si critichino le brutture, si esaltino le bellezze, si aiutino gli oppressi etc etcBASTA AL MAKING ITALIANO CHE VA A ROTOLI! DIAMOCI UNA SVEGLIATA!!Per dimostrarvi ciò che sto esponendo vi riporto che la volta in cui abbiamo provato (Alato, Blake e havana24) a fare una cosa di questo genere, c'è costata un pomeriggio ma il giorno dopo abbiamo ottenuto il numero massimo di utenti online mai raggiunto!!! Ma soprattutto ciò significa che l'interesse riguardo al making era stato, almeno momentaneamente, risvegliato!!Voi pensate che eravamo solo in 3 a cercare tutti i topic e ravvivarli (con sincerità e senza i soliti falsi "Oh che bello.", ma anche con critiche per lavori incompleti o assurdi) e abbiamo ottenuto quel grande risultato: se lo facessimo tutti non sarebbe una cosa potentissima?!?BASTA ALLE SOLITE BANALI DISCUSSIONI SULLA DECADENZA DEI GIOCHI!! FACCIAMOLI STI GIOCHI!!!Chi è contrario a questa cosa, può pure continuare così ma è una persona che col making non ha nulla a che fare, ma chi crede nel making inizi ora, immediatamente a seguire questa linea di pensiero! Ma chi è d'accordo, chi davvero ci tiene al making, incolli questo Manifesto nella propria firma!! Mettete anche voi questa firma!! Link to comment Share on other sites More sharing options...
Alemix Posted October 23, 2006 Share Posted October 23, 2006 io non ho ankora capito a he serve^^ 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...
DaD Posted October 23, 2006 Share Posted October 23, 2006 E come se ti creasse una finestra che tu puoi utilizzare per varie esigenze.Cmq Zu ottimo lavoro brau :] TPC Radio Site | Blog | Big-Bughttp://img102.imageshack.us/img102/4332/slackware2userbarok0.gifhttp://img141.imageshack.us/img141/1571/nokappams1cf8.png http://i29.tinypic.com/2vijdlh.jpg Link to comment Share on other sites More sharing options...
Guest Zuzzu Posted October 23, 2006 Share Posted October 23, 2006 (edited) si alemix in poche parole e' come ha detto dad, con quella finestrella ci puoi fare quello che vuoi, volendo ci puoi fare pure dei dialoghi *-* . Poi posto anche una specie di miniguida per farci delle scenette òo Cmq tanto per capire come ho fatto io posto uno screen:http://img74.imageshack.us/img74/5986/screenqv1.th.png Edited October 23, 2006 by Zuzzu Link to comment Share on other sites More sharing options...
Yazus Posted October 23, 2006 Share Posted October 23, 2006 Carino...VERY IMPRESSIVE... Progetti in corsoMaura 2 Wars - La vendetta di Tefix[Rpg Maker XP]Demo = 100% Scaricala! Fare "Salva Oggetto con Nome"Gioco = 40%GRAFICA -Chara = 25%-Battelers = 20%-Battle Baks = 10%-Title Set = 50-Title = 100%SCRIPT -Battle System = 99%-Altri Script = 100% (Se ne trovo altri ancora meglio) MUSICA -BMG = 80%-BGS = 100%-ME = 60%-SE = 30%http://www.ff-fan.com/chartest/banners/tifa.jpgWhich Final Fantasy Character Are You?Final Fantasy 7 Link to comment Share on other sites More sharing options...
ProGM Posted October 23, 2006 Share Posted October 23, 2006 uau, sono pure stato creditato O-obellu!!! 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...
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...
Roxas94 Posted January 17, 2011 Share Posted January 17, 2011 Scusa ma volendola usare come in Kingdom Hearts dovrebbe apparire la scritta della nuova mappa solo se sei davanti alla porta ma a me continua poi a rimanere scritta sia se torno indietro sia dopo essere entrato nella mappa.Sbaglio qualcosa io? PROGETTI IN CORSO: Detective Conan Story Kingdom Hearts - The Twin Keyblade Link to comment Share on other sites More sharing options...
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