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*menù ad anello


Sora-Master
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nn so se esiste già uno script del genere cmq questo è un menù ad anello credo ke sia stato fatto da MakirouAru
 

 

 

#==============================================================================
# ¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
class Window_RingMenu < Window_Base
	#--------------------------------------------------------------------------
	# › ƒNƒ‰ƒX’è”
	#--------------------------------------------------------------------------
	STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”
	MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”
	RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa
	ICON_ITEM = RPG::Cache.icon("034-Item03") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“
	ICON_SKILL = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“
	ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“
	ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“
	ICON_SAVE = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“
	ICON_EXIT = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“
	ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“
	SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE
	MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“
	MODE_WAIT = 2 # ‘Ò‹@
	MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
	MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
	#--------------------------------------------------------------------------
	# › ƒAƒNƒZƒT
	#--------------------------------------------------------------------------
	attr_accessor :index
	#--------------------------------------------------------------------------
	# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
	#--------------------------------------------------------------------------
	def initialize( center_x, center_y )
		super(0, 0, 640, 480)
		self.contents = Bitmap.new(width-32, height-32)
		self.contents.font.name = "Arial"
		self.opacity = 0
		self.back_opacity = 0
		s1 = "Items"
		s2 = "Skills"
		s3 = "Equip"
		s4 = "Stats"
		s5 = "Save"
		s6 = "Quit"
		@commands = [ s1, s2, s3, s4, s5, s6 ]
		@item_max = 6
		@index = 0
		@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
		@disabled = [ false, false, false, false, false, false ]
		@cx = center_x - 16
		@cy = center_y - 16
		setup_move_start
		refresh
	end
	#--------------------------------------------------------------------------
	# œ ƒtƒŒ[ƒ€XV
	#--------------------------------------------------------------------------
	def update
		super
		refresh
	end
	#--------------------------------------------------------------------------
	# œ ‰æ–ÊÄ•‰æ
	#--------------------------------------------------------------------------
	def refresh
		self.contents.clear
		# ƒAƒCƒRƒ“‚ð•‰æ
		case @mode
		when MODE_START
			refresh_start
		when MODE_WAIT
			refresh_wait
		when MODE_MOVER
			refresh_move(1)
		when MODE_MOVEL
			refresh_move(0)
		end
		# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\ަ
		rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
		self.contents.draw_text(rect, @commands[@index],1)
	end
	#--------------------------------------------------------------------------
	# › ‰æ–ÊÄ•‰æ(‰Šú‰»Žž)
	#--------------------------------------------------------------------------
	def refresh_start
		d1 = 2.0 * Math::PI / @item_max
		d2 = 1.0 * Math::PI / STARTUP_FRAMES
		r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
		for i in 0...@item_max
			j = i - @index
			d = d1 * j + d2 * @steps
			x = @cx + ( r * Math.sin( d ) ).to_i
			y = @cy - ( r * Math.cos( d ) ).to_i
			draw_item(x, y, i)
		end
		@steps -= 1
		if @steps < 1
			@mode = MODE_WAIT
		end
	end
	#--------------------------------------------------------------------------
	# › ‰æ–ÊÄ•‰æ(‘Ò‹@Žž)
	#--------------------------------------------------------------------------
	def refresh_wait
		d = 2.0 * Math::PI / @item_max
		for i in 0...@item_max
			j = i - @index
			x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
			y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
			draw_item(x, y, i)
		end
	end
	#--------------------------------------------------------------------------
	# › ‰æ–ÊÄ•‰æ(‰ñ“]Žž)
	# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
	#--------------------------------------------------------------------------
	def refresh_move( mode )
		d1 = 2.0 * Math::PI / @item_max
		d2 = d1 / MOVING_FRAMES
		d2 *= -1 if mode != 0
		for i in 0...@item_max
			j = i - @index
			d = d1 * j + d2 * @steps
			x = @cx + ( RING_R * Math.sin( d ) ).to_i
			y = @cy - ( RING_R * Math.cos( d ) ).to_i
			draw_item(x, y, i)
		end
		@steps -= 1
		if @steps < 1
			@mode = MODE_WAIT
		end
	end
	#--------------------------------------------------------------------------
	# œ €–Ú‚Ì•‰æ
	# x :
	# y :
	# i : €–Ú”Ô†
	#--------------------------------------------------------------------------
	def draw_item(x, y, i)
		#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
		rect = Rect.new(0, 0, @items[i].width, @items[i].height)
		if @index == i
			self.contents.blt( x, y, @items[i], rect )
			if @disabled[@index]
				self.contents.blt( x, y, ICON_DISABLE, rect )
			end
		else
			self.contents.blt( x, y, @items[i], rect, 128 )
			if @disabled[@index]
				self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
			end
		end
	end
	#--------------------------------------------------------------------------
	# œ €–ڂ𖳌ø‚É‚·‚é
	# index : €–Ú”Ô†
	#--------------------------------------------------------------------------
	def disable_item(index)
		@disabled[index] = true
	end
	#--------------------------------------------------------------------------
	# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ
	#--------------------------------------------------------------------------
	def setup_move_start
		@mode = MODE_START
		@steps = STARTUP_FRAMES
		if SE_STARTUP != nil and SE_STARTUP != ""
			Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
		end
	end
	#--------------------------------------------------------------------------
	# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ
	#--------------------------------------------------------------------------
	def setup_move_move(mode)
		if mode == MODE_MOVER
			@index -= 1
			@index = @items.size - 1 if @index < 0
		elsif mode == MODE_MOVEL
			@index += 1
			@index = 0 if @index >= @items.size
		else
			return
		end
		@mode = mode
		@steps = MOVING_FRAMES
	end
	#--------------------------------------------------------------------------
	# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
	#--------------------------------------------------------------------------
	def animation?
		return @mode != MODE_WAIT
	end
end
#==============================================================================
# ¡ Window_MenuStatus
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_RingMenuStatus < Window_Selectable
	#--------------------------------------------------------------------------
	# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
	#--------------------------------------------------------------------------
	def initialize
		super(204, 64, 232, 352)
		self.contents = Bitmap.new(width - 32, height - 32)
		refresh
		self.active = false
		self.index = -1
	end
	#--------------------------------------------------------------------------
	# œ ƒŠƒtƒŒƒbƒVƒ…
	#--------------------------------------------------------------------------
	def refresh
		self.contents.clear
		self.contents.font.name = "Arial"
		@item_max = $game_party.actors.size
		for i in 0...$game_party.actors.size
			x = 80
			y = 80 * i
			actor = $game_party.actors[i]
			draw_actor_graphic(actor, x - 40, y + 80)
			draw_actor_name(actor, x, y + 24)
		end
	end
	#--------------------------------------------------------------------------
	# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒXV
	#--------------------------------------------------------------------------
	def update_cursor_rect
		if @index < 0
			self.cursor_rect.empty
		else
			self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
		end
	end
end
#==============================================================================
# #¡ Scene_RingMenu
# ¡ Scene_Menu
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂ̈—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

#class Scene_RingMenu
class Scene_Menu
	#--------------------------------------------------------------------------
	# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
	# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
	#--------------------------------------------------------------------------
	def initialize(menu_index = 0)
		@menu_index = menu_index
	end
	#--------------------------------------------------------------------------
	# œ ƒƒCƒ“ˆ—
	#--------------------------------------------------------------------------
	def main
		# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
		@spriteset = Spriteset_Map.new
		# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
		px = $game_player.screen_x - 15
		py = $game_player.screen_y - 24
		@command_window = Window_RingMenu.new(px,py)
		@command_window.index = @menu_index
		# ƒp[ƒeƒBl”‚ª 0 l‚Ìê‡
		if $game_party.actors.size == 0
			# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
			@command_window.disable_item(0)
			@command_window.disable_item(1)
			@command_window.disable_item(2)
			@command_window.disable_item(3)
		end
		@command_window.z = 100
		# ƒZ[ƒu‹ÖŽ~‚Ìê‡
		if $game_system.save_disabled
			# ƒZ[ƒu‚𖳌ø‚É‚·‚é
			@command_window.disable_item(4)
		end
		# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
		@status_window = Window_RingMenuStatus.new
		@status_window.x = 160
		@status_window.y = 0
		@status_window.z = 200
		@status_window.visible = false
		# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
		Graphics.transition
		# ƒƒCƒ“ƒ‹[ƒv
		loop do
			# ƒQ[ƒ€‰æ–Ê‚ðXV
			Graphics.update
			# “ü—Íî•ñ‚ðXV
			Input.update
			# ƒtƒŒ[ƒ€XV
			update
			# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
			if $scene != self
				break
			end
		end
		# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
		Graphics.freeze
		# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
		@spriteset.dispose
		# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
		@command_window.dispose
		@status_window.dispose
	end
	#--------------------------------------------------------------------------
	# œ ƒtƒŒ[ƒ€XV
	#--------------------------------------------------------------------------
	def update
		# ƒEƒBƒ“ƒhƒE‚ðXV
		@command_window.update
		@status_window.update
		# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_command ‚ðŒÄ‚Ô
		if @command_window.active
			update_command
			return
		end
		# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_status ‚ðŒÄ‚Ô
		if @status_window.active
			update_status
			return
		end
	end
	#--------------------------------------------------------------------------
	# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)
	#--------------------------------------------------------------------------
	def update_command
		# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
		if Input.trigger?(Input::B)
			# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
			$game_system.se_play($data_system.cancel_se)
			# ƒ}ƒbƒv‰æ–Ê‚ÉØ‚è‘Ö‚¦
			$scene = Scene_Map.new
			return
		end
		# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
		if Input.trigger?(Input::C)
			# ƒp[ƒeƒBl”‚ª 0 l‚ÅAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ìê‡
			if $game_party.actors.size == 0 and @command_window.index < 4
				# ƒuƒU[ SE ‚ð‰‰‘t
				$game_system.se_play($data_system.buzzer_se)
				return
			end
			# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
			case @command_window.index
			when 0 # ƒAƒCƒeƒ€
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒAƒCƒeƒ€‰æ–Ê‚ÉØ‚è‘Ö‚¦
				$scene = Scene_Item.new
			when 1 # ƒXƒLƒ‹
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
				@command_window.active = false
				@status_window.active = true
				@status_window.visible = true
				@status_window.index = 0
			when 2 # ‘•”õ
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
				@command_window.active = false
				@status_window.active = true
				@status_window.visible = true
				@status_window.index = 0
			when 3 # ƒXƒe[ƒ^ƒX
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
				@command_window.active = false
				@status_window.active = true
				@status_window.visible = true
				@status_window.index = 0
			when 4 # ƒZ[ƒu
				# ƒZ[ƒu‹ÖŽ~‚Ìê‡
				if $game_system.save_disabled
					# ƒuƒU[ SE ‚ð‰‰‘t
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒZ[ƒu‰æ–Ê‚ÉØ‚è‘Ö‚¦
				$scene = Scene_Save.new
			when 5 # ƒQ[ƒ€I—¹
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒQ[ƒ€I—¹‰æ–Ê‚ÉØ‚è‘Ö‚¦
				$scene = Scene_End.new
			end
			return
		end
		# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̈—‚ðs‚í‚È‚¢
		return if @command_window.animation?
		# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
		if Input.press?(Input::UP) or Input.press?(Input::LEFT)
			$game_system.se_play($data_system.cursor_se)
			@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
			return
		end
		# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
		if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
			$game_system.se_play($data_system.cursor_se)
			@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
			return
		end
	end
	#--------------------------------------------------------------------------
	# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)
	#--------------------------------------------------------------------------
	def update_status
		# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
		if Input.trigger?(Input::B)
			# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
			$game_system.se_play($data_system.cancel_se)
			# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
			@command_window.active = true
			@status_window.active = false
			@status_window.visible = false
			@status_window.index = -1
			return
		end
		# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
		if Input.trigger?(Input::C)
			# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
			case @command_window.index
			when 1 # ƒXƒLƒ‹
				# ‚±‚̃AƒNƒ^[‚Ìs“®§ŒÀ‚ª 2 ˆÈã‚Ìê‡
				if $game_party.actors[@status_window.index].restriction >= 2
					# ƒuƒU[ SE ‚ð‰‰‘t
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒXƒLƒ‹‰æ–Ê‚ÉØ‚è‘Ö‚¦
				$scene = Scene_Skill.new(@status_window.index)
			when 2 # ‘•”õ
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ‘•”õ‰æ–Ê‚ÉØ‚è‘Ö‚¦
				$scene = Scene_Equip.new(@status_window.index)
			when 3 # ƒXƒe[ƒ^ƒX
				# Œˆ’è SE ‚ð‰‰‘t
				$game_system.se_play($data_system.decision_se)
				# ƒXƒe[ƒ^ƒX‰æ–Ê‚ÉØ‚è‘Ö‚¦
				$scene = Scene_Status.new(@status_window.index)
			end
			return
		end
	end
end

 

 

Edited by Flame

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clicca sull'uovo

From Wikipidia:

Makeritus vulgaris(Makeritus Enpatologium Catostum) Malattia che si sviluppa nel mekeratore.si manifesta con status alterati di noia e svogliatezza.Malattia grave poiche puo guarire solo con il tempo e impedisce il Maker al soggetto che ne è infetto.Attualmente gli scenziati della Ryu-soft stanno cercando rimedio a questa malattia

 

Ryu-Soft

 

 

 

http://r5.fodey.com/19cf30d77a0fd435cb06407ab7023508e.1.gif

 

 

 

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.24:

ya

Diosba    S.O.J. 4ever!!!!!      scrive:

who's fat??

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.25:

eccomi mi sono appena connesso

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:

wath?

Diosba    S.O.J. 4ever!!!!!      scrive:

O.O

Diosba    S.O.J. 4ever!!!!!      scrive:

si scrive what

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.26:

mi sono connesso clandestinamente xD me manca un es di italiano e poi ho finito i compiti

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.27:

se

Diosba    S.O.J. 4ever!!!!!      scrive:

O.O

Diosba    S.O.J. 4ever!!!!!      scrive:

addiritturing

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:

e gia

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:

che me racconti

Diosba    S.O.J. 4ever!!!!!      scrive:

mmmmh

Diosba    S.O.J. 4ever!!!!!      scrive:

qlcsa che ti farà felice

Diosba    S.O.J. 4ever!!!!!      scrive:

indovining...

Diosba    S.O.J. 4ever!!!!!      scrive:

http://www.youtube.com/watch?v=p9Zt8mn14hY...feature=related

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.28:

mmmmmmmmmmmmmmm

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.29:

caghi a spruzzo xE

Diosba    S.O.J. 4ever!!!!!      scrive:

O.O ri iniziamo a giocare a D&D

Diosba    S.O.J. 4ever!!!!!      scrive:

:x

ouyang_keba@hotmail.it ha inviato 15/03/2009 15.30:

yeees!!

Diosba    S.O.J. 4ever!!!!!      scrive:

 

 

 

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  • 1 year later...

Scusa se scrivo dopo circa 2 anni ke è stato postato... ma volvevo chiedere se c'è una soluzione a un mio problema :unsure:

Il menu parte normalmente ma se io faccio una battagli e poi, finita la battaglia, riapro il menu mi da un errore nella stringa 143... nn capisco (Centra qualcosa con la variabile 'rect') Potresti aiutarmi?? :sisi: :wink:

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Provatelo su un progetto nuovo. Se va, significa che il problema sta negli scripts incollati nel vostro progetto.

Targhette
http://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png

 

 

http://www.rpg2s.net/dax_games/r2s_regali5.png

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  • 2 years later...

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