Luigi Posted March 21, 2008 Share Posted March 21, 2008 Autore: azrith001 Nome: Sigils of Natachia Battle SystemScreen:http://i8.photobucket.com/albums/a20/azrith001/rpg/shot1.pngDemo: http://www.mediafire.com/?fd0t2xgyhb2 Link to comment Share on other sites More sharing options...
Timisci Posted March 21, 2008 Share Posted March 21, 2008 Bravo Luigi.Azrith001 crea sempre script interessanti e molto personalizabili :rox: 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...
lotgd Posted March 21, 2008 Share Posted March 21, 2008 Veramente carino! peccato che usa le sdk! comunque è meritevole come script 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...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 Uao!Sembra un bs fortissimo..Peccato per le sdk.. :rox: http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Luigi Posted March 21, 2008 Author Share Posted March 21, 2008 Uao!Sembra un bs fortissimo..Peccato per le sdk.. :rox:molti script hanno questo "inconveniente", ma non è male Link to comment Share on other sites More sharing options...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 molti script hanno questo "inconveniente", ma non è maleNon e' che l'sdk sia un inconveniente, ma quando provo qualche demo dove c'e, l'rpg maker neache mi parte.. http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
marigno Posted March 21, 2008 Share Posted March 21, 2008 L'SDK si può rimuovere facilmente.Comunque ottimo script, complimenti al ceratore. Link to comment Share on other sites More sharing options...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 Davvero?E come si fà?Ehi hai messo Hinata come avatar!Bella Marigno!! http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
marigno Posted March 21, 2008 Share Posted March 21, 2008 (edited) Ora non ho RPG Maker XP tra le mani ma: Di solito all'inizio e alla fine ci sono stringhe che riguardano l'SDK... Ascoltate, postatemi lo script quì sul foro. :rox: Edited March 21, 2008 by Marigno Link to comment Share on other sites More sharing options...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 (edited) Ehm ci sono molti script..Ti serve il window base? Edited March 21, 2008 by Lusianl http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
marigno Posted March 21, 2008 Share Posted March 21, 2008 Quello principale. :rox:Poi, se non riesci a capire qual'è, postali tutti. Link to comment Share on other sites More sharing options...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 Il Window_Battle_command #==============================================================================# ■ Window_Battle_command#------------------------------------------------------------------------------# バトル画面で、戦うか逃げるかを選択するウィンドウです。#============================================================================== class Window_Battle_command < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype # "Battle Command" (Initial Battle Choices) window font self.contents.font.size = $defaultfontsize self.opacity = 0 @commands = ["Attack", "Sigil", "Gaurd", "Items", "Escape"] @item_max = 5 @column_max = 5 @txtc = Color.new(255,255,255,255) @txtc_dis = Color.new(0,0,0,200) draw_item(0, @txtc) draw_item(1, @txtc) draw_item(2, @txtc) draw_item(3, @txtc) draw_item(4, $game_temp.battle_can_escape ? @txtc : @txtc_dis) self.active = false self.visible = false self.index = 0 end #-------------------------------------------------------------------------- # ● 項目の描画 # index : 項目番号 # color : 文字色 #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new(4 + index * 90, 0, 100 - 10, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index], 1) end #-------------------------------------------------------------------------- # ● カーソルの矩形更新 #-------------------------------------------------------------------------- Il Battle_status #===============================================================================# ** BattleStatus Modification (RTAB Version) Credits# by DerVVulfman# Version 2.1# 02-18-07##-------------------------------------------------------------------------------# ** A MODIFICATION OF# ** Real time active battle (RTAB) Ver 1.12-1.16# ** RTAB engine available at...# ** http://members.jcom.home.ne.jp/cogwheel/#-------------------------------------------------------------------------------# This script is a response to a friend who wanted the battle status window to# display the hero(s) information in a different manner. Instead of displaying# each hero's information directly underneath of them, it displays it along a# single horizontal line in the style of the Final Fantasy games.## EX: ARSHES HP 204 / SP 199 [Normal ] [=========]# BASIL HP 184 / SP 49 [Knockout] [=========]# GLORIA HP 234 / SP 299 [Normal ] [=========]# HILDA HP 214 / SP 129 [Normal ] [=========]## As a bonus, the system can Right-Justify the display and set the transparency# of the status window. The only caveat of this is that it doesn't highlight# the name of the hero in action. But, I have altered the battle command window# to change its height to appear just over the name (or atb bar) of the current# hero in action (instead of moving left to right). # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Configuration Section # Behavior Controls $bstat_align = 1 # Left/Right alignment of text (either 0 or 1) $bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New) $bstat_min_size = 6 # Minimum # of slots in the window # Positioning System $bstat_cmnd_ht = 200 # Height of the default 'Command' window 180 $bstat_top = 480 # Bottom most position of the window (480 is default) $bstat_dist = 40 # Vertical distance between actors (24 is tight) $bstat_marg = 12 # Margin distance from top (12 is pretty tight) # Opacity settings $bstat_opa = 0 # Opacity of the window's border $bstat_b_opa = 0 # Opacity of the window's background $bcmnd_opa = 0 # Opacity of the Command window's border $bcmnd_b_opa = 0 # Opacity of the Command window's background #==============================================================================# ** Window_Base#------------------------------------------------------------------------------# This class is for all in-game windows.#============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Name (battler) # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_battler_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name, 2) end end #==============================================================================# ** Window_BattleStatus#------------------------------------------------------------------------------# It is the window which indicates the status of the party member in the # battle picture.#============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize y = $game_party.actors.size * (64 - $bstat_dist) height = ($game_party.actors.size * (64 - $bstat_dist)) if $bstat_min_size > $game_party.actors.size y = $bstat_min_size * (64 - $bstat_dist) height = ($bstat_min_size * (64 - $bstat_dist)) end super(110, 0, 166, 640) self.back_opacity = $bstat_b_opa self.opacity = $bstat_opa self.z = 120 @actor_window = [] offset = $bstat_top - height - $bstat_marg for i in 0...$game_party.actors.size @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset )) end @level_up_flags = [false, false, false, false] refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose for window in @actor_window window.dispose end super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(number = 0) if number == 0 cnt = 0 for window in @actor_window window.refresh(@level_up_flags[cnt]) cnt += 1 end else @actor_window[number - 1].refresh(@level_up_flags[number - 1]) end end #-------------------------------------------------------------------------- # * AT gauge refreshment #-------------------------------------------------------------------------- def at_refresh(number = 0) if number == 0 for window in @actor_window window.at_refresh end else @actor_window[number - 1].at_refresh end end #-------------------------------------------------------------------------- # * Frame Renewal #-------------------------------------------------------------------------- def update super # Establish if using a set window size, or expandable checkvalue = $game_party.actors.size if $bstat_min_size > $game_party.actors.size checkvalue = $bstat_min_size end # See if the window size is altered if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or $game_party.actors.size != @oldsize self.y = $bstat_top - (checkvalue * (110 - $bstat_dist)) self.height = (checkvalue * (110 - $bstat_dist)) for window in @actor_window window.dispose end @actor_window = [] for i in 0...$game_party.actors.size @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg)) end @oldsize = $game_party.actors.size refresh end for window in @actor_window window.update end endend #==============================================================================# ** Window_ActorStatus#------------------------------------------------------------------------------# It is the window which indicates the status of the party member respectively# in the battle picture.#============================================================================== class Window_ActorStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(id, y) @actor_num = id super(0, $bstat_top - y, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.z = 120 self.back_opacity = 0 actor = $game_party.actors[@actor_num] @actor_nm = actor.name @actor_mhp = actor.maxhp @actor_msp = actor.maxsp @actor_hp = actor.hp @actor_sp = actor.sp @actor_st = make_battler_state_text(actor, 120, true) @status_window = [] for i in 0...5 @status_window.push(Window_DetailsStatus.new(actor, i, y)) end refresh(false) end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose for i in 0...5 @status_window.dispose end super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(level_up_flags) self.contents.clear actor = $game_party.actors[@actor_num] @status_window[0].refresh(actor) if @actor_nm != actor.name @status_window[1].refresh(actor) if @actor_mhp != actor.maxhp or @actor_hp != actor.hp @status_window[2].refresh(actor) if @actor_msp != actor.maxsp or @actor_sp != actor.sp @status_window[4].refresh(actor, level_up_flags) if @actor_st != make_battler_state_text(actor, 120, true) or level_up_flags @actor_nm = actor.name @actor_mhp = actor.maxhp @actor_msp = actor.maxsp @actor_hp = actor.hp @actor_sp = actor.sp @actor_st = make_battler_state_text(actor, 120, true) end #-------------------------------------------------------------------------- # * AT gauge refreshment #-------------------------------------------------------------------------- def at_refresh @status_window[4].refresh($game_party.actors[@actor_num]) end #-------------------------------------------------------------------------- # * Frame Renewal #-------------------------------------------------------------------------- def update for window in @status_window window.update end endend #==============================================================================# ** Window_DetailsStatus#------------------------------------------------------------------------------# It is the window which indicates the status of the actor in individually in the battle picture.#============================================================================== class Window_DetailsStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor, id, y) @status_id = id super(0 , y , 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.z = 120 self.back_opacity = 0 refresh(actor, false) end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(actor, level_up_flags = false) self.contents.clear if $bstat_align == 0 # Draw Name/Hp etc left to right case @status_id when 0 draw_actor_name(actor, 4, -8) when 1 draw_actor_hp(actor, 152, -8, 80) when 2 draw_actor_sp(actor, 248, -8, 80) when 3 if level_up_flags self.contents.font.color = normal_color self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!") else draw_actor_state(actor, 344, -8) end when 4 draw_actor_atg(actor, 488, -8, 50) end else # Draw Name/Hp etc right to left case @status_id when 4 if level_up_flags self.contents.font.color = normal_color self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!") else draw_actor_atg(actor, 0, -8, 120) end end end end #-------------------------------------------------------------------------- # * Frame renewal #-------------------------------------------------------------------------- def update #At the time of main phase opacity is lowered a little if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end endend #==============================================================================# ** Scene_Battle (Division definition 3)#------------------------------------------------------------------------------# * It is the class which processes the battle picture.#==============================================================================class Scene_Battle #-------------------------------------------------------------------------- # * Setup of actor command window #-------------------------------------------------------------------------- def phase3_setup_command_window offset = $bstat_top - ($game_party.actors.size * 64) # Nullifying the party command window# @party_command_window.active = false # @party_command_window.visible = false # Enabling the actor command window @actor_command_window.active = true @actor_command_window.visible = true if $bstat_cmnd == 0 # Get relative position of window in percentages x_perc = ((@actor_index +1) * 100) / $game_party.actors.size # Apply position to 640 width of screen xpos = ((640 * x_perc) / 100) # Get window width difference in percentages wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size # Get amount of window to remove wperc2 = @actor_command_window.width if $game_party.actors.size > 4 wperc2 = (@actor_command_window.width * wperc) / 100 end if xpos - wperc2 <0 wperc2 = xpos end if xpos - wperc2 > (640 - @actor_command_window.width) wperc2 = @actor_command_window.width end # Apply command window difference xpos = xpos - wperc2 #(@actor_command_window.width) # Set position @actor_command_window.x = -32 @actor_command_window.y = 200 #print wperc else @actor_command_window.x = -32 if $bstat_align != 0 @actor_command_window.x = -32 end checkvalue = ($game_party.actors.size * (64 - $bstat_dist)) if $bstat_min_size > $game_party.actors.size checkvalue = $bstat_min_size * (64 - $bstat_dist) end @actor_command_window.y = 350#($bstat_top - (checkvalue)) - #(@actor_command_window.height - (@actor_index * (64 - $bstat_dist))) end @actor_command_window.back_opacity = $bcmnd_b_opa il battle_sprite #===============================================================================# ** BattleStatus Modification (RTAB Version) Credits# by DerVVulfman# Version 2.1# 02-18-07##-------------------------------------------------------------------------------# ** A MODIFICATION OF# ** Real time active battle (RTAB) Ver 1.12-1.16# ** RTAB engine available at...# ** http://members.jcom.home.ne.jp/cogwheel/#-------------------------------------------------------------------------------# This script is a response to a friend who wanted the battle status window to# display the hero(s) information in a different manner. Instead of displaying# each hero's information directly underneath of them, it displays it along a# single horizontal line in the style of the Final Fantasy games.## EX: ARSHES HP 204 / SP 199 [Normal ] [=========]# BASIL HP 184 / SP 49 [Knockout] [=========]# GLORIA HP 234 / SP 299 [Normal ] [=========]# HILDA HP 214 / SP 129 [Normal ] [=========]## As a bonus, the system can Right-Justify the display and set the transparency# of the status window. The only caveat of this is that it doesn't highlight# the name of the hero in action. But, I have altered the battle command window# to change its height to appear just over the name (or atb bar) of the current# hero in action (instead of moving left to right). # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Configuration Section # Behavior Controls $bstat_align = 1 # Left/Right alignment of text (either 0 or 1) $bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New) $bstat_min_size = 6 # Minimum # of slots in the window # Positioning System $bstat_cmnd_ht = 200 # Height of the default 'Command' window 180 $bstat_top = 480 # Bottom most position of the window (480 is default) $bstat_dist = 40 # Vertical distance between actors (24 is tight) $bstat_marg = 12 # Margin distance from top (12 is pretty tight) # Opacity settings $bstat_opa = 0 # Opacity of the window's border $bstat_b_opa = 0 # Opacity of the window's background $bcmnd_opa = 0 # Opacity of the Command window's border $bcmnd_b_opa = 0 # Opacity of the Command window's background #==============================================================================# ** Window_Base#------------------------------------------------------------------------------# This class is for all in-game windows.#============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Name (battler) # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_battler_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name, 2) end end #==============================================================================# ** Window_BattleStatus#------------------------------------------------------------------------------# It is the window which indicates the status of the party member in the # battle picture.#============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize y = $game_party.actors.size * (64 - $bstat_dist) height = ($game_party.actors.size * (64 - $bstat_dist)) if $bstat_min_size > $game_party.actors.size y = $bstat_min_size * (64 - $bstat_dist) height = ($bstat_min_size * (64 - $bstat_dist)) end super(110, 0, 166, 640) self.back_opacity = $bstat_b_opa self.opacity = $bstat_opa self.z = 120 @actor_window = [] offset = $bstat_top - height - $bstat_marg for i in 0...$game_party.actors.size @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset )) end @level_up_flags = [false, false, false, false] refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose for window in @actor_window window.dispose end super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(number = 0) if number == 0 cnt = 0 for window in @actor_window window.refresh(@level_up_flags[cnt]) cnt += 1 end else @actor_window[number - 1].refresh(@level_up_flags[number - 1]) end end #-------------------------------------------------------------------------- # * AT gauge refreshment #-------------------------------------------------------------------------- def at_refresh(number = 0) if number == 0 for window in @actor_window window.at_refresh end else @actor_window[number - 1].at_refresh end end #-------------------------------------------------------------------------- # * Frame Renewal #-------------------------------------------------------------------------- def update super # Establish if using a set window size, or expandable checkvalue = $game_party.actors.size if $bstat_min_size > $game_party.actors.size checkvalue = $bstat_min_size end # See if the window size is altered if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or $game_party.actors.size != @oldsize self.y = $bstat_top - (checkvalue * (110 - $bstat_dist)) self.height = (checkvalue * (110 - $bstat_dist)) for window in @actor_window window.dispose end @actor_window = [] for i in 0...$game_party.actors.size @actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg)) end @oldsize = $game_party.actors.size refresh end for window in @actor_window window.update end endend #==============================================================================# ** Window_ActorStatus#------------------------------------------------------------------------------# It is the window which indicates the status of the party member respectively# in the battle picture.#============================================================================== class Window_ActorStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(id, y) @actor_num = id super(0, $bstat_top - y, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.z = 120 self.back_opacity = 0 actor = $game_party.actors[@actor_num] @actor_nm = actor.name @actor_mhp = actor.maxhp @actor_msp = actor.maxsp @actor_hp = actor.hp @actor_sp = actor.sp @actor_st = make_battler_state_text(actor, 120, true) @status_window = [] for i in 0...5 @status_window.push(Window_DetailsStatus.new(actor, i, y)) end refresh(false) end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose for i in 0...5 @status_window.dispose end super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(level_up_flags) self.contents.clear actor = $game_party.actors[@actor_num] @status_window[0].refresh(actor) if @actor_nm != actor.name @status_window[1].refresh(actor) if @actor_mhp != actor.maxhp or @actor_hp != actor.hp @status_window[2].refresh(actor) if @actor_msp != actor.maxsp or @actor_sp != actor.sp @status_window[4].refresh(actor, level_up_flags) if @actor_st != make_battler_state_text(actor, 120, true) or level_up_flags @actor_nm = actor.name @actor_mhp = actor.maxhp @actor_msp = actor.maxsp @actor_hp = actor.hp @actor_sp = actor.sp @actor_st = make_battler_state_text(actor, 120, true) end #-------------------------------------------------------------------------- # * AT gauge refreshment #-------------------------------------------------------------------------- def at_refresh @status_window[4].refresh($game_party.actors[@actor_num]) end #-------------------------------------------------------------------------- # * Frame Renewal #-------------------------------------------------------------------------- def update for window in @status_window window.update end endend #==============================================================================# ** Window_DetailsStatus#------------------------------------------------------------------------------# It is the window which indicates the status of the actor in individually in the battle picture.#============================================================================== class Window_DetailsStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(actor, id, y) @status_id = id super(0 , y , 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.z = 120 self.back_opacity = 0 refresh(actor, false) end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(actor, level_up_flags = false) self.contents.clear if $bstat_align == 0 # Draw Name/Hp etc left to right case @status_id when 0 draw_actor_name(actor, 4, -8) when 1 draw_actor_hp(actor, 152, -8, 80) when 2 draw_actor_sp(actor, 248, -8, 80) when 3 if level_up_flags self.contents.font.color = normal_color self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!") else draw_actor_state(actor, 344, -8) end when 4 draw_actor_atg(actor, 488, -8, 50) end else # Draw Name/Hp etc right to left case @status_id when 4 if level_up_flags self.contents.font.color = normal_color self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!") else draw_actor_atg(actor, 0, -8, 120) end end end end #-------------------------------------------------------------------------- # * Frame renewal #-------------------------------------------------------------------------- def update #At the time of main phase opacity is lowered a little if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end endend #==============================================================================# ** Scene_Battle (Division definition 3)#------------------------------------------------------------------------------# * It is the class which processes the battle picture.#==============================================================================class Scene_Battle #-------------------------------------------------------------------------- # * Setup of actor command window #-------------------------------------------------------------------------- def phase3_setup_command_window offset = $bstat_top - ($game_party.actors.size * 64) # Nullifying the party command window# @party_command_window.active = false # @party_command_window.visible = false # Enabling the actor command window @actor_command_window.active = true @actor_command_window.visible = true if $bstat_cmnd == 0 # Get relative position of window in percentages x_perc = ((@actor_index +1) * 100) / $game_party.actors.size # Apply position to 640 width of screen xpos = ((640 * x_perc) / 100) # Get window width difference in percentages wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size # Get amount of window to remove wperc2 = @actor_command_window.width if $game_party.actors.size > 4 wperc2 = (@actor_command_window.width * wperc) / 100 end if xpos - wperc2 <0 wperc2 = xpos end if xpos - wperc2 > (640 - @actor_command_window.width) wperc2 = @actor_command_window.width end # Apply command window difference xpos = xpos - wperc2 #(@actor_command_window.width) # Set position @actor_command_window.x = -32 @actor_command_window.y = 200 #print wperc else @actor_command_window.x = -32 if $bstat_align != 0 @actor_command_window.x = -32 end checkvalue = ($game_party.actors.size * (64 - $bstat_dist)) if $bstat_min_size > $game_party.actors.size checkvalue = $bstat_min_size * (64 - $bstat_dist) end @actor_command_window.y = 350#($bstat_top - (checkvalue)) - #(@actor_command_window.height - (@actor_index * (64 - $bstat_dist))) end @actor_command_window.back_opacity = $bcmnd_b_opa @actor_command_window.opacity = $bcmnd_opa @actor_command_window.z = 125 @actor_command_window.index = 0 end Poi ci sono i window_base-RTAB_change-Cooperative skill ver 1.02-real time active battle-windows_battle face-windows-skill_battle e l'animation sistem... http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Luigi Posted March 21, 2008 Author Share Posted March 21, 2008 Queste 3 classi non necessitano di sdk Link to comment Share on other sites More sharing options...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 Sai dirmi quale sono quelle che usano le sdk per favore? http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
marigno Posted March 21, 2008 Share Posted March 21, 2008 Sono tutte?Perché nemmeno una necessita di SDK, né tantomeno è presente all'interno. o_ Link to comment Share on other sites More sharing options...
Lusianl Posted March 21, 2008 Share Posted March 21, 2008 Ecco la lista degli script SDK setupWindow_baseWindow_Status_battleWindow_battle faceWindow _Skill battleWindow_item battleWindow_battle commandReal time active battle (RTAB) ver 1.16Skill casting time counter ver 1.00Cooperative skill ver 1.02RTAB changesBattle_statusHp/Sp/Od barsanimation sistemGame_actor http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Luigi Posted March 21, 2008 Author Share Posted March 21, 2008 Ho controllato e ho visto che il SDK non è necessario, solo che l'autore ha preferito aggiungerlo nella demo (se non erro, naturalmente :rox: ) Link to comment Share on other sites More sharing options...
mizard Posted March 22, 2008 Share Posted March 22, 2008 molto carino come script. veramente bello! mi piace! peccato x le sdk, ma è il male minore...ripaga su tutti i fronti! Link to comment Share on other sites More sharing options...
Eberk94 Posted April 9, 2008 Share Posted April 9, 2008 si potrebbe modificare e mettere dei battler a 11 pose? http://img263.imageshack.us/img263/4932/vegetart8.gifhttp://img117.imageshack.us/img117/4495/hisokazp3.gifhttp://img521.imageshack.us/img521/671/itachivv9.gif http://www.ff-fan.com/chartest/banners/sephiroth.jpgWhich Final Fantasy Character Are You?Final Fantasy 7 --------------------- http://img527.imageshack.us/img527/944/user6.png Link to comment Share on other sites More sharing options...
friday666 Posted April 9, 2008 Share Posted April 9, 2008 Gli script postati sono tutti? O ne manca qualche uno? (\__/)(='.'=)(")_(")Questo è Bunny. Ho deciso di aiutarlo nella sua missione di conquista del mondo.Compagni di Bunny unitevi a me! http://img170.imageshack.us/img170/1858/pizzelartzzennm9.pngI chara da me postati: CLICCA QUI! PER XP - CLICCA QUI! PER XP(2) - CLICCA QUI! PER VX - CLICCA QUI! PER 2K/2K3!I tileset da me postati:CLICCA QUI! PER XPI Personaggi Completi da me postati: CLICCA QUI! PER XP I Face da me postati: CLICCA QUI! PER XPI Battlers da me postati: CLICCA QUI! PER XP!Le Windowskin da me postate: CLICCA QUI! PER XP!Risorse sonore da me postate: CLICCA QUI! PER SCARICARLE!Guida al Ruby: CLICCA QUI! PER SCARICARLA!Vi prego di inserirmi nei crediti...Grazie! Link to comment Share on other sites More sharing options...
Lusianl Posted April 9, 2008 Share Posted April 9, 2008 Sono tutti Friday! http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
friday666 Posted April 9, 2008 Share Posted April 9, 2008 Ok grazie perché io ho difficoltà ad aprire le demo...cmq grazie di nuovo (\__/)(='.'=)(")_(")Questo è Bunny. Ho deciso di aiutarlo nella sua missione di conquista del mondo.Compagni di Bunny unitevi a me! http://img170.imageshack.us/img170/1858/pizzelartzzennm9.pngI chara da me postati: CLICCA QUI! PER XP - CLICCA QUI! PER XP(2) - CLICCA QUI! PER VX - CLICCA QUI! PER 2K/2K3!I tileset da me postati:CLICCA QUI! PER XPI Personaggi Completi da me postati: CLICCA QUI! PER XP I Face da me postati: CLICCA QUI! PER XPI Battlers da me postati: CLICCA QUI! PER XP!Le Windowskin da me postate: CLICCA QUI! PER XP!Risorse sonore da me postate: CLICCA QUI! PER SCARICARLE!Guida al Ruby: CLICCA QUI! PER SCARICARLA!Vi prego di inserirmi nei crediti...Grazie! Link to comment Share on other sites More sharing options...
Fc044 Posted August 5, 2008 Share Posted August 5, 2008 (edited) Ammetto che in effetti sono passati 4 mesi dall'ultimo post in qst topic...Ma ho trovato una piccola anomalia nello script Il problema è ke quando il personaggio principale subisce danni da un attacco nemico, non c'è alcuna riduzione della Barra HP (I punti vita rimangono intatti), anche se il calcolo dei danni viene comunque fatto. (ES: 700/700 -> subisco un danno da 100HP e +ttosto ke vedere 600/700 vedo ancora 700/700, anke se poi il personaggio rimane con 600HP) Penso sia un problema di visualizzazione perckè la barra viene ridotta una volta finita la battaglia... Spero di essere stato chiaro... PS: Siccome non sono proprio bravo bravo negli script, spero ke qlc1 mi possa aiutare perckè qst script mi piace TRP!!! (Come anke ad altri ho visto ) PSS:Ho trovato qst problema anke nel RTAB Script di Minkoff postato da DaD EDIT:Ho Trovato anke un altro problema, quando si inizia una battaglia con 2 membri nel proprio party, ecco ke il face del 2° membro si trova in un'altra posizione rispetto alla originale...Proverò a fare qlcs... Edited August 6, 2008 by Fc044 ........................Loading...........................Wrong Password...Wrong Password......Wrong Password........."Thank you for activating the newest self-destruction system of your pc!"3...2...1... (Damn it!) Boom!----Ke firma idiota, ma nn so ke scrivere!!!----.........................Exiting............................. Link to comment Share on other sites More sharing options...
Fc044 Posted August 6, 2008 Share Posted August 6, 2008 (Scusate il dpp post) YU-HUUU!? C'è nessuno ke si degna a darmi 1 mano??? ........................Loading...........................Wrong Password...Wrong Password......Wrong Password........."Thank you for activating the newest self-destruction system of your pc!"3...2...1... (Damn it!) Boom!----Ke firma idiota, ma nn so ke scrivere!!!----.........................Exiting............................. Link to comment Share on other sites More sharing options...
moltheni Posted August 6, 2008 Share Posted August 6, 2008 certo che sì, ecco qua http://www.jjfez.com/espanol/imagenes%20de%20la%20web/arte%20variado/acuarelas/mano8.JPGtutta per te! ex-lev http://www.rpg2s.net/forum/uploads/monthly_04_2008/post-256-1207331778.gif Adottare una gigacciola?!? Ecco cosa ne penso io:_____________http://img386.imageshack.us/img386/2594/gigacciolaje7.gif http://lev.altervista.org/_altervista_ht/nodalmolin.gif http://lev.altervista.org/_altervista_ht/knino.GIFhttp://lev.altervista.org/_altervista_ht/sherwood.gifhttp://imagegen.last.fm/senatormad/recenttracks/phykos.gif http://lev.altervista.org/_altervista_ht/piccioni.gif giorni mesi anni interi mi han fottuto dietro i banchimi han rubato la passione maledetti governantima adesso mi organizzo per la nuova libertà« anarcofricchettanza da domani…vencerá! » tratto da "Anarcosong - Osteria Popolare Berica" ๑۩۞۩๑http://www.rpg2s.net/awards/bestcritical3.jpg Link to comment Share on other sites More sharing options...
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