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*Script potenziamento magie


the-joker
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- Descrizione:Questo script permette di incrementare le proprie statistiche in un determinato elemento.

- Autore: By Moghunter

- Note: Più useremo una magia di fuoco, più le magie di fuoco saranno efficaci e causeranno un maggior danno. Per visualizzare l'andamento delle caratteristiche, andate nel menù e premete il tasto C.
-necessita di queste due Pictures da mettere nella cartella Graphics/Pictures del vostro gioco:
post-996-1212865597.png
post-996-1212865647.png

- Uso script: Basta semplicemente creare una nuova classe sopra main, chiamarla come volete e incollare questo:

 

#_________________________________________________
# MOG_Element LV System V1.4
#
#_________________________________________________
# Sistema de Level para o atributos de elementos.
# Quanto maior o level do elemento maior será o seu
# poder.
# Para usar o sistema de level basta atribuir os
# elementos as skills desejadas.
#
# O sistema permite também que as skill causem
# dano crítico, para isso basta criar um atributo
# com o nome de "Critical" e atribu-a a skill
# desejada.
#_________________________________________________
module MOG
	#Definição do limite maximo de level.
	MAXELLV = 99
	#Tipo de calculo para ganhar exp.
	# 0 = Experiência é baseada na diferença do level do
	# do personagem em relação ao level do elemento.
	# 1 = Experiência ganha é baseada no valor definido
	#
	EXP_TYPE = 0
	# Definição do valor de experiência ganha(Calculo tipo 1)
	EL_EXP = 10
	#Defina os nomes dos atributo dos elementos, eles devem
	#ser iguais a do Database.
	# Nome do Elemento 1
	EL_NAME1 = "Fire"
	# Nome do Elemento 2
	EL_NAME2 = "Ice"
	# Nome do Elemento 3
	EL_NAME3 = "Thunder"
	# Nome do Elemento 4
	EL_NAME4 = "Water"
	# Nome do Elemento 5
	EL_NAME5 = "Earth"
	# Nome do Elemento 6
	EL_NAME6 = "Wind"
	# Nome do Elemento 7
	EL_NAME7 = "Light"
	# Nome do Elemento 8
	EL_NAME8 = "Darkness"
	#Definição do som ao fazer Level UP.
	ELE_LVSE = "056-Right02"
	#Definição da ID da animação ao fazer LVUP.
	EL_LVANIME = 63
end
$mogscript = {} if $mogscript == nil
$mogscript["elementlv"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
	include MOG
	attr_accessor :element1_exp
	attr_accessor :element2_exp
	attr_accessor :element3_exp
	attr_accessor :element4_exp
	attr_accessor :element5_exp
	attr_accessor :element6_exp
	attr_accessor :element7_exp
	attr_accessor :element8_exp
	attr_accessor :element1_lv
	attr_accessor :element2_lv
	attr_accessor :element3_lv
	attr_accessor :element4_lv
	attr_accessor :element5_lv
	attr_accessor :element6_lv
	attr_accessor :element7_lv
	attr_accessor :element8_lv
	alias mog30_setup setup
	def setup(actor_id)
		@element1_exp = 0
		@element2_exp = 0
		@element3_exp = 0
		@element4_exp = 0
		@element5_exp = 0
		@element6_exp = 0
		@element7_exp = 0
		@element8_exp = 0
		@element1_lv = 1
		@element2_lv = 1
		@element3_lv = 1
		@element4_lv = 1
		@element5_lv = 1
		@element6_lv = 1
		@element7_lv = 1
		@element8_lv = 1
		mog30_setup(actor_id)
	end
	def element1_exp
		n = [[@element1_exp, 0].max, 100].min
		return n
	end
	def element2_exp
		n = [[@element2_exp, 0].max, 100].min
		return n
	end
	def element3_exp
		n = [[@element3_exp, 0].max, 100].min
		return n
	end
	def element4_exp
		n = [[@element4_exp, 0].max, 100].min
		return n
	end
	def element5_exp
		n = [[@element5_exp, 0].max, 100].min
		return n
	end
	def element6_exp
		n = [[@element6_exp, 0].max, 100].min
		return n
	end
	def element7_exp
		n = [[@element7_exp, 0].max, 100].min
		return n
	end
	def element8_exp
		n = [[@element8_exp, 0].max, 100].min
		return n
	end
	def element1_lv
		n = [[@element1_lv, 1].max, MAXELLV].min
		return n
	end
	def element2_lv
		n = [[@element2_lv, 1].max, MAXELLV].min
		return n
	end
	def element3_lv
		n = [[@element3_lv, 1].max, MAXELLV].min
		return n
	end
	def element4_lv
		n = [[@element4_lv, 1].max, MAXELLV].min
		return n
	end
	def element5_lv
		n = [[@element5_lv, 1].max, MAXELLV].min
		return n
	end
	def element6_lv
		n = [[@element6_lv, 1].max, MAXELLV].min
		return n
	end
	def element7_lv
		n = [[@element7_lv, 1].max, MAXELLV].min
		return n
	end
	def element8_lv
		n = [[@element8_lv, 1].max, MAXELLV].min
		return n
	end
end
###############
# Window_Base #
###############
class Window_Base < Window
	def draw_elementlv(actor, x, y,type)
		self.contents.font.color = normal_color
		back = RPG::Cache.picture("ELV_Back")
		cw = back.width
		ch = back.height
		src_rect = Rect.new(0, 0, cw, ch)
		self.contents.blt(x + 77, y - ch , back, src_rect)
		meter = RPG::Cache.picture("ELV_Meter")
		case type
		when 0
			cw = meter.width * actor.element1_exp / 100
		when 1
			cw = meter.width * actor.element2_exp / 100
		when 2
			cw = meter.width * actor.element3_exp / 100
		when 3
			cw = meter.width * actor.element4_exp / 100
		when 4
			cw = meter.width * actor.element5_exp / 100
		when 5
			cw = meter.width * actor.element6_exp / 100
		when 6
			cw = meter.width * actor.element7_exp / 100
		when 7
			cw = meter.width * actor.element8_exp / 100
		end
		ch = meter.height
		src_rect = Rect.new(0, 0, cw, ch)
		self.contents.blt(x + 80, y - ch - 8, meter, src_rect)
		self.contents.font.name = "Georgia"
		case type
		when 0
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element1_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element1_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME1.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element1_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element1_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME1.to_s)
		when 1
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element2_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element2_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME2.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element2_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element2_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME2.to_s)
		when 2
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element3_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element3_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME3.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element3_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element3_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME3.to_s)
		when 3
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element4_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element4_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME4.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element4_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element4_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME4.to_s)
		when 4
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element5_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element5_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME5.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element5_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element5_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME5.to_s)
		when 5
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element6_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element6_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME6.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element6_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element6_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME6.to_s)
		when 6
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element7_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element7_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME7.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element7_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element7_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME7.to_s)
		when 7
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element8_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element8_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME8.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element8_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element8_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME8.to_s)
		end
	end
end
########################
# Window_Element_Level #
########################
class Window_Element_Level < Window_Base
	def initialize(actor)
		super(100, 0, 440, 480)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.z = 9999
		@actor = actor
		refresh
	end
	def refresh
		self.contents.clear
		self.contents.font.name = "Georgia"
		self.contents.font.color = Color.new(0,0,0,255)
		self.contents.draw_text(x + 50, y - 5 , 200, 50, "ELEMENT DATA")
		self.contents.draw_text(x + 50, y + 411 , 200, 50, "Press C to Status")
		self.contents.font.color = Color.new(255,255,255,255)
		self.contents.draw_text(x + 51, y - 4 , 200, 50, "ELEMENT DATA")
		self.contents.draw_text(x + 51, y + 410 , 200, 50, "Press C to Status")
		draw_elementlv(@actor, 40, 70,0)
		draw_elementlv(@actor, 40, 120,1)
		draw_elementlv(@actor, 40, 170,2)
		draw_elementlv(@actor, 40, 220,3)
		draw_elementlv(@actor, 40, 270,4)
		draw_elementlv(@actor, 40, 320,5)
		draw_elementlv(@actor, 40, 370,6)
		draw_elementlv(@actor, 40, 420,7)
	end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
	alias mog30_refresh refresh
	def refresh
		mog30_refresh
		self.contents.font.name = "Georgia"
		self.contents.font.color = Color.new(0,0,0,255)
		self.contents.draw_text(x + 200, y + 416 , 250, 50, "Press C to Elemental Data")
		self.contents.font.color = Color.new(255,255,255,255)
		self.contents.draw_text(x + 201, y + 415 , 250, 50, "Press C to Elemental Data")
	end
end
################
# Scene_Status #
################
class Scene_Status
	alias mog30_main main
	def main
		@actor = $game_party.actors[@actor_index]
		@element_window = Window_Element_Level.new(@actor)
		@element_window.y = -550
		@element_window.visible = false
		mog30_main
		@element_window.dispose
	end
	alias mog30_update update
	def update
		mog30_update
		if @element_window.y < 0
			@element_window.y += 20
		elsif @element_window.y >= 0
			@element_window.y = 0
			@element_window.contents_opacity = 255
		end
		if @element_window.visible == true
			if Input.trigger?(Input::B) or Input.trigger?(Input::L) or
				Input.trigger?(Input::R)
				for i in 1..30
					@element_window.y -= 25
					Graphics.update
				end
			end
		end
		if Input.trigger?(Input::C) and @element_window.visible == true
			$game_system.se_play($data_system.decision_se)
			@element_window.visible = false
		elsif Input.trigger?(Input::C) and @element_window.visible == false
			$game_system.se_play($data_system.decision_se)
			@element_window.visible = true
			@element_window.y = -550
		end
	end
end
################
# Game_Battler #
################
class Game_Battler
	include MOG
	def skill_effect(user, skill)
		self.critical = false
		if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
			((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
			return false
		end
		effective = false
		effective |= skill.common_event_id > 0
		hit = skill.hit
		if skill.atk_f > 0
			hit *= user.hit / 100
		end
		hit_result = (rand(100) < hit)
		effective |= hit < 100
		if hit_result == true
			power = skill.power + user.atk * skill.atk_f / 100
			if power > 0
				power -= self.pdef * skill.pdef_f / 200
				power -= self.mdef * skill.mdef_f / 200
				power = [power, 0].max
			end
			rate = 20
			rate += (user.str * skill.str_f / 100)
			rate += (user.dex * skill.dex_f / 100)
			rate += (user.agi * skill.agi_f / 100)
			rate += (user.int * skill.int_f / 100)
			if skill.element_set.include?($data_system.elements.index(EL_NAME1)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element1_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element1_lv
					user.element1_exp += 1 + valor
				else
					user.element1_exp += EL_EXP
				end
				if user.element1_exp > 99 and user.element1_lv < MAXELLV
					user.element1_exp = 0
					user.element1_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME2)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element2_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element2_lv
					user.element2_exp += 1 + valor
				else
					user.element2_exp += EL_EXP
				end
				if user.element2_exp > 99 and user.element2_lv < MAXELLV
					user.element2_exp = 0
					user.element2_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME3)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element3_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element3_lv
					user.element3_exp += 1 + valor
				else
					user.element3_exp += EL_EXP
				end
				if user.element3_exp > 99 and user.element3_lv < MAXELLV
					user.element3_exp = 0
					user.element3_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME4)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element4_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element4_lv
					user.element4_exp += 1 + valor
				else
					user.element4_exp += EL_EXP
				end
				if user.element4_exp > 99 and user.element4_lv < MAXELLV
					user.element4_exp = 0
					user.element4_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME5)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element5_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element5_lv
					user.element5_exp += 1 + valor
				else
					user.element5_exp += EL_EXP
				end
				if user.element5_exp > 99 and user.element5_lv < MAXELLV
					user.element5_exp = 0
					user.element5_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME6)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element6_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element6_lv
					user.element6_exp += 1 + valor
				else
					user.element6_exp += EL_EXP
				end
				if user.element6_exp > 99 and user.element6_lv < MAXELLV
					user.element6_exp = 0
					user.element6_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME7)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element7_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element7_lv
					user.element7_exp += 1 + valor
				else
					user.element7_exp += EL_EXP
				end
				if user.element7_exp > 99 and user.element7_lv < MAXELLV
					user.element7_exp = 0
					user.element7_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME8)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element8_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element8_lv
					user.element8_exp += 1 + valor
				else
					user.element8_exp += EL_EXP
				end
				if user.element8_exp > 99 and user.element8_lv < MAXELLV
					user.element8_exp = 0
					user.element8_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			else
				self.damage = power * rate / 20
			end
			self.damage *= elements_correct(skill.element_set)
			self.damage /= 100
			if self.damage > 0
				if rand(100) < 4 * user.dex / self.agi and skill.element_set.include?($data_system.elements.index("Critical"))
					self.damage *= 2
					self.critical = true
				end
				if self.guarding?
					self.damage /= 2
				end
			end
			if skill.variance > 0 and self.damage.abs > 0
				amp = [self.damage.abs * skill.variance / 100, 1].max
				self.damage += rand(amp+1) + rand(amp+1) - amp
			end
			eva = 8 * self.agi / user.dex + self.eva
			hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
			hit = self.cant_evade? ? 100 : hit
			hit_result = (rand(100) < hit)
			effective |= hit < 100
		end
		if hit_result == true
			if skill.power != 0 and skill.atk_f > 0
				remove_states_shock
				effective = true
			end
			last_hp = self.hp
			self.hp -= self.damage
			effective |= self.hp != last_hp
			@state_changed = false
			effective |= states_plus(skill.plus_state_set)
			effective |= states_minus(skill.minus_state_set)
			if skill.power == 0
				self.damage = ""
				unless @state_changed
					self.damage = "Miss"
				end
			end
		else
			self.damage = "Miss"
		end
		unless $game_temp.in_battle
			self.damage = nil
		end
		return effective
	end
end

 



"Quarantadue!" urlò Loonquawl. "Questo è tutto ciò che sai dire dopo un lavoro di sette milioni e mezzo di anni?"

"Ho controllato molto approfonditamente," disse il computer, "e questa è sicuramente la risposta. Ad essere sinceri, penso che il problema sia che voi non abbiate mai saputo veramente qual è la domanda."

 

 

 

Gioco disponibile: Prophecy of Last Era - OPEN SOURCE

 

http://www.mediafire.com/?u6aut42ks12ixgf

 

Puoi utilizzare qualsiasi evento, mappa, chara, grafica, e programmazione contenuta nel gioco-demo.

Nessun diritto di copia.

Hope you enjoy.

http://www.rpg2s.net/awards/bestmusician3.jpg

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prova così:

 

 

 

#_________________________________________________
# MOG_Element LV System V1.4
#
#_________________________________________________
# Sistema de Level para o atributos de elementos.
# Quanto maior o level do elemento maior será o seu
# poder.
# Para usar o sistema de level basta atribuir os
# elementos as skills desejadas.
#
# O sistema permite também que as skill causem
# dano crítico, para isso basta criar um atributo
# com o nome de "Critical" e atribu-a a skill
# desejada.
#_________________________________________________
module MOG
	#Definição do limite maximo de level.
	MAXELLV = 99
	#Tipo de calculo para ganhar exp.
	# 0 = Experiência é baseada na diferença do level do
	# do personagem em relação ao level do elemento.
	# 1 = Experiência ganha é baseada no valor definido
	#
	EXP_TYPE = 0
	# Definição do valor de experiência ganha(Calculo tipo 1)
	EL_EXP = 10
	#Defina os nomes dos atributo dos elementos, eles devem
	#ser iguais a do Database.
	# Nome do Elemento 1
	EL_NAME1 = "Fire"
	# Nome do Elemento 2
	EL_NAME2 = "Ice"
	# Nome do Elemento 3
	EL_NAME3 = "Thunder"
	# Nome do Elemento 4
	EL_NAME4 = "Water"
	# Nome do Elemento 5
	EL_NAME5 = "Earth"
	# Nome do Elemento 6
	EL_NAME6 = "Wind"
	# Nome do Elemento 7
	EL_NAME7 = "Light"
	# Nome do Elemento 8
	EL_NAME8 = "Darkness"
	#Definição do som ao fazer Level UP.
	ELE_LVSE = "056-Right02"
	#Definição da ID da animação ao fazer LVUP.
	EL_LVANIME = 63
end
$mogscript = {} if $mogscript == nil
$mogscript["elementlv"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
	include MOG
	attr_accessor :element1_exp
	attr_accessor :element2_exp
	attr_accessor :element3_exp
	attr_accessor :element4_exp
	attr_accessor :element5_exp
	attr_accessor :element6_exp
	attr_accessor :element7_exp
	attr_accessor :element8_exp
	attr_accessor :element1_lv
	attr_accessor :element2_lv
	attr_accessor :element3_lv
	attr_accessor :element4_lv
	attr_accessor :element5_lv
	attr_accessor :element6_lv
	attr_accessor :element7_lv
	attr_accessor :element8_lv
	alias mog30_setup setup
	def setup(actor_id)
		@element1_exp = 0
		@element2_exp = 0
		@element3_exp = 0
		@element4_exp = 0
		@element5_exp = 0
		@element6_exp = 0
		@element7_exp = 0
		@element8_exp = 0
		@element1_lv = 1
		@element2_lv = 1
		@element3_lv = 1
		@element4_lv = 1
		@element5_lv = 1
		@element6_lv = 1
		@element7_lv = 1
		@element8_lv = 1
		mog30_setup(actor_id)
	end
	def element1_exp
		n = [[@element1_exp, 0].max, 100].min
		return n
	end
	def element2_exp
		n = [[@element2_exp, 0].max, 100].min
		return n
	end
	def element3_exp
		n = [[@element3_exp, 0].max, 100].min
		return n
	end
	def element4_exp
		n = [[@element4_exp, 0].max, 100].min
		return n
	end
	def element5_exp
		n = [[@element5_exp, 0].max, 100].min
		return n
	end
	def element6_exp
		n = [[@element6_exp, 0].max, 100].min
		return n
	end
	def element7_exp
		n = [[@element7_exp, 0].max, 100].min
		return n
	end
	def element8_exp
		n = [[@element8_exp, 0].max, 100].min
		return n
	end
	def element1_lv
		n = [[@element1_lv, 1].max, MAXELLV].min
		return n
	end
	def element2_lv
		n = [[@element2_lv, 1].max, MAXELLV].min
		return n
	end
	def element3_lv
		n = [[@element3_lv, 1].max, MAXELLV].min
		return n
	end
	def element4_lv
		n = [[@element4_lv, 1].max, MAXELLV].min
		return n
	end
	def element5_lv
		n = [[@element5_lv, 1].max, MAXELLV].min
		return n
	end
	def element6_lv
		n = [[@element6_lv, 1].max, MAXELLV].min
		return n
	end
	def element7_lv
		n = [[@element7_lv, 1].max, MAXELLV].min
		return n
	end
	def element8_lv
		n = [[@element8_lv, 1].max, MAXELLV].min
		return n
	end
end
###############
# Window_Base #
###############
class Window_Base < Window
	def draw_elementlv(actor, x, y,type)
		self.contents.font.color = normal_color
		back = RPG::Cache.picture("ELV_Back")
		cw = back.width
		ch = back.height
		src_rect = Rect.new(0, 0, cw, ch)
		self.contents.blt(x + 77, y - ch , back, src_rect)
		meter = RPG::Cache.picture("ELV_Meter")
		case type
		when 0
			cw = meter.width * actor.element1_exp / 100
		when 1
			cw = meter.width * actor.element2_exp / 100
		when 2
			cw = meter.width * actor.element3_exp / 100
		when 3
			cw = meter.width * actor.element4_exp / 100
		when 4
			cw = meter.width * actor.element5_exp / 100
		when 5
			cw = meter.width * actor.element6_exp / 100
		when 6
			cw = meter.width * actor.element7_exp / 100
		when 7
			cw = meter.width * actor.element8_exp / 100
		end
		ch = meter.height
		src_rect = Rect.new(0, 0, cw, ch)
		self.contents.blt(x + 80, y - ch - 8, meter, src_rect)
		self.contents.font.name = "Georgia"
		case type
		when 0
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element1_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element1_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME1.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element1_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element1_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME1.to_s)
		when 1
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element2_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element2_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME2.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element2_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element2_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME2.to_s)
		when 2
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element3_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element3_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME3.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element3_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element3_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME3.to_s)
		when 3
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element4_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element4_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME4.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element4_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element4_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME4.to_s)
		when 4
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element5_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element5_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME5.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element5_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element5_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME5.to_s)
		when 5
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element6_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element6_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME6.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element6_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element6_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME6.to_s)
		when 6
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element7_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element7_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME7.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element7_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element7_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME7.to_s)
		when 7
			self.contents.font.color = Color.new(0,0,0,255)
			self.contents.draw_text(x + 161, y - 34, 50, 32, actor.element8_exp.to_s + "%",1)
			self.contents.draw_text(x + 331, y - 34, 32, 32, actor.element8_lv.to_s)
			self.contents.draw_text(x + 301, y - 34, 32, 32, "Lv")
			self.contents.draw_text(x + 1, y - 34, 75, 32, MOG::EL_NAME8.to_s)
			self.contents.font.color = Color.new(255,255,255,255)
			self.contents.draw_text(x + 160, y - 35, 50, 32, actor.element8_exp.to_s + "%",1)
			self.contents.draw_text(x + 330, y - 35, 32, 32, actor.element8_lv.to_s)
			self.contents.draw_text(x + 300, y - 35, 32, 32, "Lv")
			self.contents.draw_text(x , y - 35, 75, 32, MOG::EL_NAME8.to_s)
		end
	end
end
########################
# Window_Element_Level #
########################
class Window_Element_Level < Window_Base
	def initialize(actor)
		super(100, 0, 440, 480)
		self.contents = Bitmap.new(width - 32, height - 32)
		self.z = 9999
		@actor = actor
		refresh
	end
	def refresh
		self.contents.clear
		self.contents.font.name = "Georgia"
		self.contents.font.color = Color.new(0,0,0,255)
		self.contents.draw_text(x + 50, y - 5 , 200, 50, "ELEMENT DATA")
		self.contents.draw_text(x + 50, y + 411 , 200, 50, "Press C to Status")
		self.contents.font.color = Color.new(255,255,255,255)
		self.contents.draw_text(x + 51, y - 4 , 200, 50, "ELEMENT DATA")
		self.contents.draw_text(x + 51, y + 410 , 200, 50, "Press C to Status")
		draw_elementlv(@actor, 40, 70,0)
		draw_elementlv(@actor, 40, 120,1)
		draw_elementlv(@actor, 40, 170,2)
		draw_elementlv(@actor, 40, 220,3)
		draw_elementlv(@actor, 40, 270,4)
		draw_elementlv(@actor, 40, 320,5)
		draw_elementlv(@actor, 40, 370,6)
		draw_elementlv(@actor, 40, 420,7)
	end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
	alias mog30_refresh refresh
	def refresh
		mog30_refresh
		self.contents.font.name = "Georgia"
		self.contents.font.color = Color.new(0,0,0,255)
		self.contents.draw_text(x + 200, y + 416 , 250, 50, "Press C to Elemental Data")
		self.contents.font.color = Color.new(255,255,255,255)
		self.contents.draw_text(x + 201, y + 415 , 250, 50, "Press C to Elemental Data")
	end
end
################
# Scene_Status #
################
class Scene_Status
	alias mog30_main main
	def main
		@actor = $game_party.actors[@actor_index]
		@element_window = Window_Element_Level.new(@actor)
		@element_window.y = -550
		@element_window.visible = false
		mog30_main
		@element_window.dispose
	end
	alias mog30_update update
	def update
		mog30_update
		if @element_window.y < 0
			@element_window.y += 20
		elsif @element_window.y >= 0
			@element_window.y = 0
			@element_window.contents_opacity = 255
		end
		if @element_window.visible == true
			if Input.trigger?(Input::B) or Input.trigger?(Input::L) or
				Input.trigger?(Input::R)
				for i in 1..30
					@element_window.y -= 25
					Graphics.update
				end
			end
		end
		if Input.trigger?(Input::C) and @element_window.visible == true
			$game_system.se_play($data_system.decision_se)
			@element_window.visible = false
		elsif Input.trigger?(Input::C) and @element_window.visible == false
			$game_system.se_play($data_system.decision_se)
			@element_window.visible = true
			@element_window.y = -550
		end
	end
end
################
# Game_Battler #
################
class Game_Battler
	include MOG
	def skill_effect(user, skill)
		self.critical = false
		if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
			((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
			return false
		end
		effective = false
		effective |= skill.common_event_id > 0
		hit = skill.hit
		if skill.atk_f > 0
			hit *= user.hit / 100
		end
		hit_result = (rand(100) < hit)
		effective |= hit < 100
		if hit_result == true
			power = skill.power + user.atk * skill.atk_f / 100
			if power > 0
				power -= self.pdef * skill.pdef_f / 200
				power -= self.mdef * skill.mdef_f / 200
				power = [power, 0].max
			end
			rate = 20
			rate += (user.str * skill.str_f / 100)
			rate += (user.dex * skill.dex_f / 100)
			rate += (user.agi * skill.agi_f / 100)
			rate += (user.int * skill.int_f / 100)
			if skill.element_set.include?($data_system.elements.index(EL_NAME1)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element1_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element1_lv
					user.element1_exp += 1 + valor
				else
					user.element1_exp += EL_EXP
				end
				if user.element1_exp > 99 and user.element1_lv < MAXELLV
					user.element1_exp = 0
					user.element1_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME2)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element2_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element2_lv
					user.element2_exp += 1 + valor
				else
					user.element2_exp += EL_EXP
				end
				if user.element2_exp > 99 and user.element2_lv < MAXELLV
					user.element2_exp = 0
					user.element2_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME3)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element3_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element3_lv
					user.element3_exp += 1 + valor
				else
					user.element3_exp += EL_EXP
				end
				if user.element3_exp > 99 and user.element3_lv < MAXELLV
					user.element3_exp = 0
					user.element3_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME4)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element4_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element4_lv
					user.element4_exp += 1 + valor
				else
					user.element4_exp += EL_EXP
				end
				if user.element4_exp > 99 and user.element4_lv < MAXELLV
					user.element4_exp = 0
					user.element4_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME5)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element5_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element5_lv
					user.element5_exp += 1 + valor
				else
					user.element5_exp += EL_EXP
				end
				if user.element5_exp > 99 and user.element5_lv < MAXELLV
					user.element5_exp = 0
					user.element5_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME6)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element6_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element6_lv
					user.element6_exp += 1 + valor
				else
					user.element6_exp += EL_EXP
				end
				if user.element6_exp > 99 and user.element6_lv < MAXELLV
					user.element6_exp = 0
					user.element6_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME7)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element7_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element7_lv
					user.element7_exp += 1 + valor
				else
					user.element7_exp += EL_EXP
				end
				if user.element7_exp > 99 and user.element7_lv < MAXELLV
					user.element7_exp = 0
					user.element7_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			elsif skill.element_set.include?($data_system.elements.index(EL_NAME8)) and user.is_a?(Game_Actor)
				dmg_lv = power * 100 / 20 * user.element8_lv / MAXELLV
				self.damage = dmg_lv + power * rate / 20
				if EXP_TYPE == 0
					valor = user.level - user.element8_lv
					user.element8_exp += 1 + valor
				else
					user.element8_exp += EL_EXP
				end
				if user.element8_exp > 99 and user.element8_lv < MAXELLV
					user.element8_exp = 0
					user.element8_lv += 1
					Audio.se_play("Audio/SE/" + ELE_LVSE)
					user.animation_id = EL_LVANIME
					$game_player.animation_id = EL_LVANIME
				end
			else
				self.damage = power * rate / 20
			end
			self.damage *= elements_correct(skill.element_set)
			self.damage /= 100
			if self.damage > 0
				if rand(100) < 4 * user.dex / self.agi and skill.element_set.include?($data_system.elements.index("Critical"))
					self.damage *= 2
					self.critical = true
				end
				if self.guarding?
					self.damage /= 2
				end
			end
			if skill.variance > 0 and self.damage.abs > 0
				amp = [self.damage.abs * skill.variance / 100, 1].max
				self.damage += rand(amp+1) + rand(amp+1) - amp
			end
			eva = 8 * self.agi / user.dex + self.eva
			hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
			hit = self.cant_evade? ? 100 : hit
			hit_result = (rand(100) < hit)
			effective |= hit < 100
		end
		if hit_result == true
			if skill.power != 0 and skill.atk_f > 0
				remove_states_shock
				effective = true
			end
			last_hp = self.hp
			self.hp -= self.damage
			effective |= self.hp != last_hp
			@state_changed = false
			effective |= states_plus(skill.plus_state_set)
			effective |= states_minus(skill.minus_state_set)
			if skill.power == 0
				self.damage = ""
				unless @state_changed
					self.damage = "Miss"
				end
			end
		else
			self.damage = "Miss"
		end
		unless $game_temp.in_battle
			self.damage = nil
		end
		return effective
	end
end

 

 

 

"Quarantadue!" urlò Loonquawl. "Questo è tutto ciò che sai dire dopo un lavoro di sette milioni e mezzo di anni?"

"Ho controllato molto approfonditamente," disse il computer, "e questa è sicuramente la risposta. Ad essere sinceri, penso che il problema sia che voi non abbiate mai saputo veramente qual è la domanda."

 

 

 

Gioco disponibile: Prophecy of Last Era - OPEN SOURCE

 

http://www.mediafire.com/?u6aut42ks12ixgf

 

Puoi utilizzare qualsiasi evento, mappa, chara, grafica, e programmazione contenuta nel gioco-demo.

Nessun diritto di copia.

Hope you enjoy.

http://www.rpg2s.net/awards/bestmusician3.jpg

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funge x vx?

http://img145.imageshack.us/img145/3703/2597sg7.png

http://img229.imageshack.us/img229/9955/mozillafirefoxuser4zj.png

http://i213.photobucket.com/albums/cc264/badbunny699/dexterza5.png

http://img359.imageshack.us/img359/220/clipboard028ar.jpg

http://img402.imageshack.us/img402/9318/virgilflyvy0.gif AsD Fan

http://i67.servimg.com/u/f67/13/07/24/89/banner12.png

Prossimamente...

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@Si ha bisogno di queste due Pictures...vedi il primo post.

@No non credo funzioni per vx...ma tu prova, non si sa mai.

Edited by the-joker

"Quarantadue!" urlò Loonquawl. "Questo è tutto ciò che sai dire dopo un lavoro di sette milioni e mezzo di anni?"

"Ho controllato molto approfonditamente," disse il computer, "e questa è sicuramente la risposta. Ad essere sinceri, penso che il problema sia che voi non abbiate mai saputo veramente qual è la domanda."

 

 

 

Gioco disponibile: Prophecy of Last Era - OPEN SOURCE

 

http://www.mediafire.com/?u6aut42ks12ixgf

 

Puoi utilizzare qualsiasi evento, mappa, chara, grafica, e programmazione contenuta nel gioco-demo.

Nessun diritto di copia.

Hope you enjoy.

http://www.rpg2s.net/awards/bestmusician3.jpg

Link to comment
Share on other sites

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