PSYKO Posted March 10, 2008 Share Posted March 10, 2008 Posto questo Script perchè lo ritengo molto utile.DescrizioneInn e Save point system AutoreSeph (Tradotto da PSYKO)Postate sempre e comunque Seph DescrizioneIncollatelo sopra a Name con il nome "Inn & Savepoint System" Per il Savepoint chiamate un call script con scritto $scene = Scene_Savepoint.new Per il sistema di pernottanza chiamate un call script con scritto inn = Game_Inn.new(0, [0, 0])$scene = Scene_Inn.new(inn) Dove il primo zero rappresenta il costo della permanenza e gli altri due le coordinate X Y dove il giocatore si dirigerà nella mappa Script #============================================================================== # ** Inn & Savepoint System #------------------------------------------------------------------------------ # SephirothSpawn # Version 2 # 2006-10-19 #------------------------------------------------------------------------------ # * Version History : # # Version 1 ---------------------------------------------------- (2006-03-08) # Version 2 ---------------------------------------------------- (2006-10-19) # - Update : Rescripted Much of System #------------------------------------------------------------------------------ # * Requirements : # # Scene_Base # Near Fantastica's Pathfinding For Inn Transfer Movement (Optional) # Gameover to Inn System (Optional) #------------------------------------------------------------------------------ # * Description : # # This script was designed to allow you to create Inn's and savepoints with # a simple call script. For the Savepoints, you can control what commands # appear and disable commands. For the Inn, you can control the inn's # cost, greetings, and have the option to make the player move to certain # coordinates on the map as the screen fades to black. It is also configured # to have the option to save coordinates of the Gameover to Inn coordinates. #------------------------------------------------------------------------------ # * Instructions : # # Place The Script Below the SDK and Above Main. # To Customize Save Options and Default Inn Greetings, refer to Customization # To open Savepoint or Inn, refer to syntax. #------------------------------------------------------------------------------ # * Customization : # # Setting Command Words # - SPC_Save = 'word' # - SPC_Load = 'word' # - SPC_Menu = 'word' # - SPC_Shutdown = 'word' # - SPC_Cancel = 'word' # # Show Commands Enabled At Startup # - Enable_SPC_Save = true or false # - Enable_SPC_Save = true or false # - Enable_SPC_Load = true or false # - Enable_SPC_Menu = true or false # - Enable_SPC_Shutdown = true or false # - Enable_SPC_Cancel = true or false # # Show Disabled Commands (If True, commands will apear but will be disabled) # - Show_Disabled_Commands = true or false # # Default Inn Greetings # - DIG_Greeting = 'greeting' # - DIG_Staying = 'greeting' # - DIG_Thanks = 'greeting' # - DIG_Exit = 'greeting' # # Save Inn Location (Configured For Gameover to Inn System) # - Save_GO_To_Inn = true or false #------------------------------------------------------------------------------ # * Syntax : # # Disabling Savepoint Command # - $game_system.disabled_sp_commands << # # Enabling Savepoint Command # - if $game_system.disabled_sp_commands.include?() # $game_system.disabled_sp_commands.delete() # end # # Replace with : ISP_System::SPC_Save, ISP_System::SPC_Load, # ISP_System::SPC_Menu, ISP_System::SPC_Shutdown or ISP_System::SPC_Cancel # # Opening Savepoint # - $scene = Scene_Savepoint.new # # Opening Inn # - inn = Game_Inn.new(, , ) # $scene = Scene_Inn.new(inn) # # Replace with cost of inn. # Replace with [x, y] or nil, for no transfer. # Replace with { => 'greeting'} # # The following are keywords for the greetings : # 'greeting' => 'greeting' # 'staying' => 'staying greeting' # 'thanks' => 'thanks greeting' # 'exit' => 'exit greeting' # # Any non-speficied keywords will rely on the defaults set in the ISP module #============================================================================== #------------------------------------------------------------------------------ # * SDK Log Script #------------------------------------------------------------------------------ SDK.log('Inn & Savepoint System', 'SephirothSpawn', 2, '2006-10-19') #------------------------------------------------------------------------------ # * Scene Base Test #------------------------------------------------------------------------------ unless SDK.state('Scene Base') # Print Error p 'Scene Base Not Found. Inn & Savepoint System Disabled.' # Disable Encounter Control SDK.disable('Inn & Savepoint System') end #------------------------------------------------------------------------------ # * Pathfinding Test #------------------------------------------------------------------------------ unless SDK.state('Path Finding') # Print Error p 'Path Finding Not Found. Inn & Savepoint System Will Not Disabled, but ' + 'in transfers will not work preperly with using the transfer option.' end #------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ if SDK.state('Inn & Savepoint System') #============================================================================== # ** ISP_System #============================================================================== module ISP_System #-------------------------------------------------------------------------- # * Save Point Commands #-------------------------------------------------------------------------- SPC_Save = 'Salva' SPC_Load = 'Carica' SPC_Menu = 'Menu' SPC_Shutdown = 'Esci dal gioco' SPC_Cancel = 'Indietro' #-------------------------------------------------------------------------- # * Default Enable Save Point Commands #-------------------------------------------------------------------------- Enable_SPC_Save = true Enable_SPC_Save = true Enable_SPC_Load = true Enable_SPC_Menu = true Enable_SPC_Shutdown = true Enable_SPC_Cancel = true #-------------------------------------------------------------------------- # * Show Disabled Commands # # ~ When True, commands will appear disabled color. when false, commands # will not appear. #-------------------------------------------------------------------------- Show_Disabled_Commands = true #-------------------------------------------------------------------------- # * Default Inn Greetings #-------------------------------------------------------------------------- DIG_Greeting = 'Benvenuto nella mia locanda, posso esserle utile?' DIG_Staying = 'Buona permanenza' DIG_Thanks = 'Grazie per aver scelto me' DIG_Exit = 'Arrivederci' #-------------------------------------------------------------------------- # * Save Gameover to Inn Location #-------------------------------------------------------------------------- Save_GO_To_Inn = true end #========================================================================= # ** Game_Inn #========================================================================= class Game_Inn #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :cost, :transfer attr_reader :greeting, :staying, :thanks, :exit #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(cost = 250, transfer = nil, greetings = {}) # Set Default Greetings If Unassigned unless greetings.has_key?('greeting') greetings['greeting'] = ISP_System::DIG_Greeting end unless greetings.has_key?('staying') greetings['staying'] = ISP_System::DIG_Staying end unless greetings.has_key?('thanks') greetings['thanks'] = ISP_System::DIG_Thanks end unless greetings.has_key?('exit') greetings['exit'] = ISP_System::DIG_Exit end # Sets Cost and Transfer @cost, @transfer = cost, transfer # Sets Greetings @greeting = greetings['greeting'] @staying = greetings['staying'] @thanks = greetings['thanks'] @exit = greetings['exit'] end end #============================================================================== # ** Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :disabled_sp_commands, :savepoint_return #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_ispsystem_gmsys_init initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Original Initialization seph_ispsystem_gmsys_init # Sets Disabled Savepoint Commands @disabled_sp_commands = [] isp = ISP_System @disabled_sp_commands << SPC_Save unless isp::Enable_SPC_Save @disabled_sp_commands << SPC_Load unless isp::Enable_SPC_Load @disabled_sp_commands << SPC_Menu unless isp::Enable_SPC_Menu @disabled_sp_commands << SPC_Shutdown unless isp::Enable_SPC_Shutdown @disabled_sp_commands << SPC_Cancel unless isp::Enable_SPC_Cancel # Turns Off Savepoint Return @savepoint_return = false end #-------------------------------------------------------------------------- # * Savepoint Commands #-------------------------------------------------------------------------- def savepoint_commands # Removes Duplicate Disabled Commands @disabled_sp_commands.uniq # Sets Up Commands isp = ISP_System c = [] # Passes Through All Savepoint Commands [isp::SPC_Save, isp::SPC_Load, isp::SPC_Menu, isp::SPC_Shutdown, isp::SPC_Cancel].each do |command| # If Show Disabled Commands or Not Disabled if isp::Show_Disabled_Commands # Add Command c << command else c << command unless @disabled_sp_commands.include?(command) end end # Returns Commands return c end end #============================================================================== # ** Game_Player #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :disable_player_movement #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- if @seph_ispsystem_gmplyr.nil? alias seph_ispsystem_gameplayer_init initialize alias seph_ispsystem_gameplayer_upm update_player_movement alias seph_ispsystem_gameplayer_uat update_action_trigger @seph_ispsystem_gmplyr = true end #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize # Turns Off Disable Movement @disable_player_movement = false # Original Initialization seph_ispsystem_gameplayer_init end #-------------------------------------------------------------------------- # * Player Movement Update #-------------------------------------------------------------------------- def update_player_movement # Original Update Player Movement Unless Movement Disabled seph_ispsystem_gameplayer_upm unless @disable_player_movement end #-------------------------------------------------------------------------- # * Update Action Trigger #-------------------------------------------------------------------------- def update_action_trigger # Original Update Player AT Unless Movement Disabled seph_ispsystem_gameplayer_uat unless @disable_player_movement end end #========================================================================= # ** Window_InnGold #========================================================================= class Window_InnGold < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(cost) super(640, 368, 320, 96) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 160 @cost = cost refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, contents.width, 32, 'Monete:') self.contents.font.color = normal_color self.contents.draw_text(- 4, 0, contents.width, 32, $game_party.gold.to_s, 2) self.contents.font.color = $game_party.gold >= @cost ? text_color(1) : text_color(2) self.contents.draw_text(4, 32, contents.width, 32, 'Costo:') self.contents.draw_text(- 4, 32, contents.width, 32, @cost.to_s, 2) end end #============================================================================== # ** Scene_Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_ispsystem_stitle_main main #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If Game_System Exist unless $game_system.nil? # If Savepint Return if $game_system.savepoint_return # Fetches Index of Load Command index = $game_system.savepoint_commands.index(ISP_System::SPC_Load) # Returns To Savepoint Scene $scene = Scene_Savepoint.new(false, index) # Turn Savepoint Return Flag Off $game_system.savepoint_return = false return end end # Original Main Method seph_ispsystem_stitle_main end end #============================================================================== # ** Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_ispsystem_smap_main main #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If Savepoint Return if $game_system.savepoint_return # Fetches Menu Command Index index = $game_system.savepoint_commands.index(ISP_System::SPC_Menu) # Switches to Savepoint Scene $scene = Scene_Savepoint.new(false, index) # Turns off Savepoint Return flag $game_system.savepoint_return = false return end # Original Main Method seph_ispsystem_smap_main end end #============================================================================== # ** Scene_Menu #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias seph_ispsystem_smenu_main main #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If Savepoint Return if $game_system.savepoint_return # Branch By Menu Index case @menu_index when 4 # Save # Fetches Save Command Index index = $game_system.savepoint_commands.index(ISP_System::SPC_Save) # Switches to Savepoint Scene $scene = Scene_Savepoint.new(false, index) # Turns Savepoint Return Flag Off $game_system.savepoint_return = false return when 5 # End Game # Fetches Save Command Index index = $game_system.savepoint_commands.index( ISP_System::SPC_Shutdown) # Switches to Savepoint Scene $scene = Scene_Savepoint.new(false, index) # Turns Savepoint Return Flag Off $game_system.savepoint_return = false return end end # Original Main Method seph_ispsystem_smenu_main end end #============================================================================== # ** Scene_Savepoint #============================================================================== class Scene_Savepoint < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(animation = true, index = 0) @animation, @index = animation, index end #-------------------------------------------------------------------------- # * Main Processing : Spriteset Initialization #-------------------------------------------------------------------------- def main_spriteset # Creates Map Spriteset @spriteset = Spriteset_Map.new end #-------------------------------------------------------------------------- # * Main Processing : Window Initialization #-------------------------------------------------------------------------- def main_window # Creates Help Window @help_window = Window_Help.new @help_window.y = @animation ? - 64 : 0 @help_window.opacity = 160 @help_window.set_text('Cosa desideri fare?', 1) # Creates Gold Window @gold_window = Window_Gold.new @gold_window.x = 16 @gold_window.y = @animation ? 480 : 400 @gold_window.opacity = 160 # Creates Steps Window @steps_window = Window_Steps.new @steps_window.x = 464 @steps_window.y = @animation ? 480 : 368 @steps_window.opacity = 160 # Creates Command Window @command_window = Window_Command.new(256, $game_system.savepoint_commands) @command_window.x = 192 @command_window.y = @animation ? 480 : 144 @command_window.opacity = 160 @command_window.height = 192 @command_window.index = @index # If Show Disabld Commands if ISP_System::Show_Disabled_Commands # Passes Through All Commands isp = ISP_System [isp::SPC_Save, isp::SPC_Load, isp::SPC_Menu, isp::SPC_Shutdown, isp::SPC_Cancel].each do |command| # If Command Included if $game_system.savepoint_commands.include?(command) # If Command Disabled if $game_system.disabled_sp_commands.include?(command) # Disable Command From Window index = $game_system.savepoint_commands.index(command) @command_window.disable_command(index) end end end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Main Update if @command_window.active update_main return end # Update Exit update_exit end #-------------------------------------------------------------------------- # * Frame Update : Main #-------------------------------------------------------------------------- def update_main # Moves In Windows @help_window.y += 4 if @help_window.y < 0 @gold_window.y -= 5 if @gold_window.y > 400 @steps_window.y -= 7 if @steps_window.y > 368 @command_window.y -= 21 if @command_window.y > 144 # If B button is Pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Turns off Confirmation Window @command_window.active = false return end # If C button is pressed if Input.trigger?(Input::C) # Gets Command command = $game_system.savepoint_commands[@command_window.index] # If Command Disabled if $game_system.disabled_sp_commands.include?(command) # Play busser SE $game_system.se_play($data_system.buzzer_se) # Sets Help Text @help_window.set_text(command + ' has been disabled.', 1) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Turns On Savepoint Return $game_system.savepoint_return = true # Branch Point for command case command when ISP_System::SPC_Save # Scene Change $scene = Scene_Save.new return when ISP_System::SPC_Load # Scene Change $scene = Scene_Load.new return when ISP_System::SPC_Menu # Scene Change $scene = Scene_Menu.new return when ISP_System::SPC_Shutdown # Scene Change $scene = Scene_End.new return when ISP_System::SPC_Cancel # Turns Off Savepoint Return $game_system.savepoint_return = false # Turns off Confirmation Window @command_window.active = false return end end end #-------------------------------------------------------------------------- # * Frame Update : Exit #-------------------------------------------------------------------------- def update_exit # Moves Out Windows @help_window.y -= 4 if @help_window.y > - 64 @gold_window.y += 5 if @gold_window.y < 480 @steps_window.y += 7 if @steps_window.y < 480 @command_window.y += 21 if @command_window.y < 480 # When Finished Moving Windows unless @help_window.y > - 64 # Changes to Scene Map $scene = Scene_Map.new end end end #============================================================================== # ** Scene_Inn #============================================================================== class Scene_Inn < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(inn = Game_Inn.new) @inn = inn end #-------------------------------------------------------------------------- # * Main Processing : Variable Initialization #-------------------------------------------------------------------------- def main_variable # Disables Player Movements $game_player.disable_player_movement = true end #-------------------------------------------------------------------------- # * Main Processing : Spriteset Initialization #-------------------------------------------------------------------------- def main_spriteset # Creates Map Spriteset @spriteset = Spriteset_Map.new end #-------------------------------------------------------------------------- # * Main Processing : Window Initialization #-------------------------------------------------------------------------- def main_window # Creates Help Window @help_window = Window_Help.new @help_window.width = 604 @help_window.contents = Bitmap.new(572, 32) @help_window.x = 16 @help_window.y = - 64 @help_window.opacity = 160 @help_window.set_text(@inn.greeting, 1) # Creates Confirmation Window @confirmation_window = Window_Command.new(160, ['Yes', 'No']) @confirmation_window.x = - 160 @confirmation_window.y = 368 @confirmation_window.opacity = 160 # Creates Gold Window @gold_window = Window_InnGold.new(@inn.cost) end #-------------------------------------------------------------------------- # * Main Processing : Ending #-------------------------------------------------------------------------- def main_end # Enables Player Movements $game_player.disable_player_movement = false end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update Player & Screen $game_player.update $game_screen.update $game_map.update # If Confirmation Window Active if @confirmation_window.active update_main return # If Phase is 'Staying' elsif @phase == 'Staying' update_staying return # If Phase is 'Stay Exit' elsif @phase == 'Stay Exit' update_stay_exit return # If Phase is 'Exit' elsif @phase == 'Exit' update_exit return end end #-------------------------------------------------------------------------- # * Frame Update: Main #-------------------------------------------------------------------------- def update_main # Moves In Windows @help_window.y += 10 if @help_window.y < 16 @confirmation_window.x += 22 if @confirmation_window.x < 16 @gold_window.x -= 42 if @gold_window.x > 304 # If B button is pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Set Help Text @help_window.set_text(@inn.exit, 1) # Turns off Confirmation Window @confirmation_window.active = false # Turns to Exit Phase @phase = 'Exit' return end # If C button is pressed if Input.trigger?(Input::C) # If No if @confirmation_window.index == 1 # Play cancel SE $game_system.se_play($data_system.cancel_se) # Set Help Text @help_window.set_text(@inn.exit, 1) # Turns off Confirmation Window @confirmation_window.active = false # Turns to Exit Phase @phase = 'Exit' return end # Checks Gold if $game_party.gold < @inn.cost # Play buzzer SE $game_system.se_play($data_system.buzzer_se) # Set Help Text @help_window.set_text("Not Enought #{$data_system.words.gold}", 1) return end # Play Decision SE $game_system.se_play($data_system.decision_se) # Recovers Actors $game_party.actors.each {|actor| actor.recover_all} # Sets Help Window Text @help_window.set_text(@inn.staying, 1) # Lose Gold $game_party.lose_gold(@inn.cost) # Refresh Gold Window @gold_window.refresh # Stores Player Location @temp_loc = [$game_player.x, $game_player.y] # Starts Frame Counting @stay_frame_count = 0 # Moves Player to Bedroom unless @inn.transfer.nil? # Moves Player to Bedroom $game_player.find_path(@inn.transfer[0], @inn.transfer[1]) end # Starts Screen Fading Out $game_screen.start_tone_change(Tone.new(-255, -255, -255, 0), 50) # Turns off Confirmation Window @confirmation_window.active = false # Turns Phase to Staying @phase = 'Staying' # If Gameover to Inn System Found if SDK.state('Gameover to Inn') # If Save Gameover to Inn Location if ISP_System::Save_GO_To_Inn $game_system.gameover_return_parameters[0] = $game_map.map_id $game_system.gameover_return_parameters[1] = $game_player.x $game_system.gameover_return_parameters[2] = $game_player.y $game_system.gameover_return_parameters[3] = $game_player.direction end end return end end #-------------------------------------------------------------------------- # * Frame Update: Staying #-------------------------------------------------------------------------- def update_staying # Move Out Windows @help_window.y -= 10 if @help_window.y > - 64 @confirmation_window.x -= 22 if @confirmation_window.x > - 160 @gold_window.x += 42 if @gold_window.x < 640 # Counts Frames @stay_frame_count += 1 # If Stay is Complete if @stay_frame_count == 100 # Sets Help Text @help_window.set_text(@inn.thanks, 1) # Starts Screen Fading Out $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 20) # Moves Player Out of Bedroom unless @inn.transfer.nil? # Moves Player to Bedroom $game_player.find_path(@temp_loc[0], @temp_loc[1]) end # Turns Phase to Stay Exit @phase = 'Stay Exit' end end #-------------------------------------------------------------------------- # * Frame Update: Stay Exit #-------------------------------------------------------------------------- def update_stay_exit # Moves In Windows @help_window.y += 10 if @help_window.y < 16 @gold_window.x -= 42 if @gold_window.x > 304 # Player Movement Finished if $game_player.x == @temp_loc[0] && $game_player.y == @temp_loc[1] # Set Help Text @help_window.set_text(@inn.exit, 1) # Window Finished Movement if @help_window.x == 16 && @gold_window.x == 304 # If B or C is pressed if Input.trigger?(Input::B) || Input.trigger?(Input::C) # Play Decision SE $game_system.se_play($data_system.cancel_se) # Turns Phase to Exit @phase = 'Exit' return end end end end #-------------------------------------------------------------------------- # * Frame Update: Stay Exit #-------------------------------------------------------------------------- def update_exit # Move Windows @help_window.y -= 10 if @help_window.y > - 64 @confirmation_window.x -= 22 if @confirmation_window.x > - 160 @gold_window.x += 42 if @gold_window.x < 640 # Exit Scene unless @help_window.y > - 64 # Transfers To Map Scene $scene = Scene_Map.new end end end #-------------------------------------------------------------------------- # * End SDK Enable Test #-------------------------------------------------------------------------- end Il making con il cuorehttp://i62.servimg.com/u/f62/13/12/87/37/nuovob11.pngNuovo LegendRpgMania http://images4.wikia.nocookie.net/nonciclopedia/images/3/35/This_is_sparda.jpg http://www.ff-fan.com/chartest/banners/kuja.jpghttp://www.ff-fan.com/chartest/banners/sephiroth.jpghttp://www.ff-fan.com/chartest/banners/auron.jpgWhich Final Fantasy Character Are You?Final Fantasy 7 Link to comment Share on other sites More sharing options...
lotgd Posted March 10, 2008 Share Posted March 10, 2008 psyco, se riesci puoi postare una demo ? Azzie ^^ IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
PSYKO Posted March 10, 2008 Author Share Posted March 10, 2008 Scusa per la mia idiozia.non avevo capito che lo script da solo non funzionava.......vabbè nella demo c'è tutto :rolleyes: Ora però i crediti vanno anche a Near Fantastica LINK Il making con il cuorehttp://i62.servimg.com/u/f62/13/12/87/37/nuovob11.pngNuovo LegendRpgMania http://images4.wikia.nocookie.net/nonciclopedia/images/3/35/This_is_sparda.jpg http://www.ff-fan.com/chartest/banners/kuja.jpghttp://www.ff-fan.com/chartest/banners/sephiroth.jpghttp://www.ff-fan.com/chartest/banners/auron.jpgWhich Final Fantasy Character Are You?Final Fantasy 7 Link to comment Share on other sites More sharing options...
lotgd Posted March 10, 2008 Share Posted March 10, 2008 Grazie PSYKO ^^ IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
PSYKO Posted March 10, 2008 Author Share Posted March 10, 2008 Se hai un attimo di pazienza creo un topic con tutto il Seph Test Bed....non perdertelo :rolleyes: Il making con il cuorehttp://i62.servimg.com/u/f62/13/12/87/37/nuovob11.pngNuovo LegendRpgMania http://images4.wikia.nocookie.net/nonciclopedia/images/3/35/This_is_sparda.jpg http://www.ff-fan.com/chartest/banners/kuja.jpghttp://www.ff-fan.com/chartest/banners/sephiroth.jpghttp://www.ff-fan.com/chartest/banners/auron.jpgWhich Final Fantasy Character Are You?Final Fantasy 7 Link to comment Share on other sites More sharing options...
lotgd Posted March 10, 2008 Share Posted March 10, 2008 sperando che non richiede le sdk... xkè mi crean problemi .. IL MIO NICK è FRISKON Quando mi son registrato, credevo di fare lo spettatore! http://www.making-videogames.net/pubblicita.gifVideogiochi Usati Link to comment Share on other sites More sharing options...
Sylaer Posted March 10, 2008 Share Posted March 10, 2008 beh nel selph test bed c'è già SDK, quindi non dovresti avere problemi. http://www.rpg2s.net/awards/bestscripter1.jpgSe avete bisogno di modifiche, correzioni o creazioni da zero di script RGSS, allora visitate la mia bottega.La bottega di Sylaer Link to comment Share on other sites More sharing options...
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