Jump to content
Rpg²S Forum
  • 0

Memorizzare gli MP


Ste
 Share

Question

Sto sbiellando T_T

E' tutta la mattina tipo che ci studio su ma non ci salto fuori.

Volevo fare che l'eroe, equipaggiando un'arma, gli viene aggiunta un'abilità e gli MP memorizzati da una variabile in precedenza. Togliendo quest'arma ovviamente si deve perdere l'abilità, memorizzare gli MP che ti sono rimasti in una variabile e portare gli MP a 0.

Così, quando riequipaggerai l'arma ti deve tornare l'abilità e gli MP quanti ne erano stati memorizzati nella variabile in precedenza, prima di portarli a 0!

Ma non mi viene. Potete aiutarmi?? **

Link to comment
Share on other sites

3 answers to this question

Recommended Posts

  • 0

E' un problema degli script della enterbrain (sì, l'ho scritto con la minuscola) che il mitico MORSHUDIEGO ha scoperto. Ha enche corretto lo Script! Eccolo: (VA SOTTO MATERIALS E SOPRA MAIN)

 

#=====================================================================

# ** Game_Interpreter FIX

#------------------------------------------------------------------------------

# An interpreter for executing event commands. This class is used within the

# Game_Map, Game_Troop, and Game_Event classes.

#=====================================================================

 

class Game_Interpreter

#--------------------------------------------------------------------------

# * Object Initialization

# depth : nest depth

# main : main flag

#--------------------------------------------------------------------------

def initialize(depth = 0, main = false)

@depth = depth

@main = main

if @depth > 100

print("Common event call has exceeded maximum limit.")

exit

end

clear

end

#--------------------------------------------------------------------------

# * Clear

#--------------------------------------------------------------------------

def clear

@map_id = 0 # Map ID when starting up

@original_event_id = 0 # Event ID when starting up

@event_id = 0 # Event ID

@list = nil # Execution content

@index = 0 # Index

@message_waiting = false # Waiting for message to end

@moving_character = nil # Moving character

@wait_count = 0 # Wait count

@child_interpreter = nil # Child interpreter

@branch = {} # Branch data

end

#--------------------------------------------------------------------------

# * Event Setup

# list : list of event commands

# event_id : event ID

#--------------------------------------------------------------------------

def setup(list, event_id = 0)

clear # Clear internal interpreter state

@map_id = $game_map.map_id # Memorize map ID

@original_event_id = event_id # Memorize event ID

@event_id = event_id # Memorize event ID

@list = list # Memorize execution contents

@index = 0 # Initialize index

cancel_menu_call # Cancel menu call

end

#--------------------------------------------------------------------------

# * Cancel Menu Call

# Handles the situation when a player is moving and the cancel button

# is pushed, starting an event in the state where a menu call was

# reserved.

#--------------------------------------------------------------------------

def cancel_menu_call

if @main and $game_temp.next_scene == "menu" and $game_temp.menu_beep

$game_temp.next_scene = nil

$game_temp.menu_beep = false

end

end

#--------------------------------------------------------------------------

# * Determine if Running

#--------------------------------------------------------------------------

def running?

return @list != nil

end

#--------------------------------------------------------------------------

# * Starting Event Setup

#--------------------------------------------------------------------------

def setup_starting_event

if $game_map.need_refresh # If necessary, refresh the map

$game_map.refresh

end

if $game_temp.common_event_id > 0 # Common event call reserved?

setup($data_common_events[$game_temp.common_event_id].list)

$game_temp.common_event_id = 0

return

end

for event in $game_map.events.values # Map event

if event.starting # If a starting event is found

event.clear_starting # Clear starting flag

setup(event.list, event.id) # Set up event

return

end

end

for event in $data_common_events.compact # Common event

if event.trigger == 1 and # If autorun and

$game_switches[event.switch_id] == true # condition switch is ON

setup(event.list) # Set up event

return

end

end

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

loop do

if $game_map.map_id != @map_id # Map is different?

@event_id = 0 # Make event ID 0

end

if @child_interpreter != nil # If child interpreter exists

@child_interpreter.update # Update child interpreter

if @child_interpreter.running? # If running

return # Return

else # After execution has finished

@child_interpreter = nil # Erase child interpreter

end

end

if @message_waiting # Waiting for message finish

return

end

if @moving_character != nil # Waiting for move to finish

if @moving_character.move_route_forcing

return

end

@moving_character = nil

end

if @wait_count > 0 # Waiting

@wait_count -= 1

return

end

if $game_troop.forcing_battler != nil # Forcing battle action

return

end

if $game_temp.next_scene != nil # Opening screens

return

end

if @list == nil # If content list is empty

setup_starting_event if @main # Set up starting event

return if @list == nil # Nothing was set up

end

return if execute_command == false # Execute event command

@index += 1 # Advance index

end

end

#--------------------------------------------------------------------------

# * Actor iterator (ID)

# param : If 1 or more, ID. If 0, all

#--------------------------------------------------------------------------

def iterate_actor_id(param)

if param == 0 # All

for actor in $game_party.members do yield actor end

else # One

actor = $game_actors[param]

yield actor unless actor == nil

end

end

#--------------------------------------------------------------------------

# * Actor iterator (index)

# param : If 0 or more, index. If -1, all.

#--------------------------------------------------------------------------

def iterate_actor_index(param)

if param == -1 # All

for actor in $game_party.members do yield actor end

else # One

actor = $game_party.members[param]

yield actor unless actor == nil

end

end

#--------------------------------------------------------------------------

# * Enemy iterator (index)

# param : If 0 or more, index. If -1, all.

#--------------------------------------------------------------------------

def iterate_enemy_index(param)

if param == -1 # All

for enemy in $game_troop.members do yield enemy end

else # One

enemy = $game_troop.members[param]

yield enemy unless enemy == nil

end

end

#--------------------------------------------------------------------------

# * Battler iterator (for entire troop, entire party)

# param1 : If 0, enemy. If 1, actor.

# param : If 0 or more, index. If -1, all.

#--------------------------------------------------------------------------

def iterate_battler(param1, param2)

if $game_temp.in_battle

if param1 == 0 # Enemy

iterate_enemy_index(param2) do |enemy| yield enemy end

else # Actor

iterate_actor_index(param2) do |enemy| yield enemy end

end

end

end

#--------------------------------------------------------------------------

# * Get Screen Command Target

#--------------------------------------------------------------------------

def screen

if $game_temp.in_battle

return $game_troop.screen

else

return $game_map.screen

end

end

#--------------------------------------------------------------------------

# * Event Command Execution

#--------------------------------------------------------------------------

def execute_command

if @index >= @list.size-1

command_end

return true

else

@params = @list[@index].parameters

@indent = @list[@index].indent

case @list[@index].code

when 101 # Show Text

return command_101

when 102 # Show Choices

return command_102

when 402 # When [**]

return command_402

when 403 # When Cancel

return command_403

when 103 # Input Number

return command_103

when 111 # Conditional Branch

return command_111

when 411 # Else

return command_411

when 112 # Loop

return command_112

when 413 # Repeat Above

return command_413

when 113 # Break Loop

return command_113

when 115 # Exit Event Processing

return command_115

when 117 # Call Common Event

return command_117

when 118 # Label

return command_118

when 119 # Jump to Label

return command_119

when 121 # Control Switches

return command_121

when 122 # Control Variables

return command_122

when 123 # Control Self Switch

return command_123

when 124 # Control Timer

return command_124

when 125 # Change Gold

return command_125

when 126 # Change Items

return command_126

when 127 # Change Weapons

return command_127

when 128 # Change Armor

return command_128

when 129 # Change Party Member

return command_129

when 132 # Change Battle BGM

return command_132

when 133 # Change Battle End ME

return command_133

when 134 # Change Save Access

return command_134

when 135 # Change Menu Access

return command_135

when 136 # Change Encounter

return command_136

when 201 # Transfer Player

return command_201

when 202 # Set Vehicle Location

return command_202

when 203 # Set Event Location

return command_203

when 204 # Scroll Map

return command_204

when 205 # Set Move Route

return command_205

when 206 # Get on/off Vehicle

return command_206

when 211 # Change Transparency

return command_211

when 212 # Show Animation

return command_212

when 213 # Show Balloon Icon

return command_213

when 214 # Erase Event

return command_214

when 221 # Fadeout Screen

return command_221

when 222 # Fadein Screen

return command_222

when 223 # Tint Screen

return command_223

when 224 # Flash Screen

return command_224

when 225 # Shake Screen

return command_225

when 230 # Wait

return command_230

when 231 # Show Picture

return command_231

when 232 # Move Picture

return command_232

when 233 # Rotate Picture

return command_233

when 234 # Tint Picture

return command_234

when 235 # Erase picture

return command_235

when 236 # Set Weather Effects

return command_236

when 241 # Play BGM

return command_241

when 242 # Fadeout BGM

return command_242

when 245 # Play BGS

return command_245

when 246 # Fadeout BGS

return command_246

when 249 # Play ME

return command_249

when 250 # Play SE

return command_250

when 251 # Stop SE

return command_251

when 301 # Battle Processing

return command_301

when 601 # If Win

return command_601

when 602 # If Escape

return command_602

when 603 # If Lose

return command_603

when 302 # Shop Processing

return command_302

when 303 # Name Input Processing

return command_303

when 311 # Change HP

return command_311

when 312 # Change MP

return command_312

when 313 # Change State

return command_313

when 314 # Recover All

return command_314

when 315 # Change EXP

return command_315

when 316 # Change Level

return command_316

when 317 # Change Parameters

return command_317

when 318 # Change Skills

return command_318

when 319 # Change Equipment

return command_319

when 320 # Change Name

return command_320

when 321 # Change Class

return command_321

when 322 # Change Actor Graphic

return command_322

when 323 # Change Vehicle Graphic

return command_323

when 331 # Change Enemy HP

return command_331

when 332 # Change Enemy MP

return command_332

when 333 # Change Enemy State

return command_333

when 334 # Enemy Recover All

return command_334

when 335 # Enemy Appear

return command_335

when 336 # Enemy Transform

return command_336

when 337 # Show Battle Animation

return command_337

when 339 # Force Action

return command_339

when 340 # Abort Battle

return command_340

when 351 # Open Menu Screen

return command_351

when 352 # Open Save Screen

return command_352

when 353 # Game Over

return command_353

when 354 # Return to Title Screen

return command_354

when 355 # Script

return command_355

else # Other

return true

end

end

end

#--------------------------------------------------------------------------

# * End Event

#--------------------------------------------------------------------------

def command_end

@list = nil # Clear execution content list

if @main and @event_id > 0 # If main map event

$game_map.events[@event_id].unlock # Clear event lock

end

end

#--------------------------------------------------------------------------

# * Command Skip

#--------------------------------------------------------------------------

def command_skip

while @list[@index+1].indent > @indent # Next indent is deeper

@index += 1 # Advance index

end

end

#--------------------------------------------------------------------------

# * Get Character

# param : if -1, player. If 0, this event. Otherwise, event ID.

#--------------------------------------------------------------------------

def get_character(param)

case param

when -1 # Player

return $game_player

when 0 # This event

events = $game_map.events

return events == nil ? nil : events[@event_id]

else # Particular event

events = $game_map.events

return events == nil ? nil : events[param]

end

end

#--------------------------------------------------------------------------

# * Calculate Operated Value

# operation : operation (0: increase, 1: decrease)

# operand_type : operand type (0: invariable 1: variable)

# operand : operand (number or variable ID)

#--------------------------------------------------------------------------

def operate_value(operation, operand_type, operand)

if operand_type == 0

value = operand

else

value = $game_variables[operand]

end

if operation == 1

value = -value

end

return value

end

#--------------------------------------------------------------------------

# * Show Text

#--------------------------------------------------------------------------

def command_101

unless $game_message.busy

$game_message.face_name = @params[0]

$game_message.face_index = @params[1]

$game_message.background = @params[2]

$game_message.position = @params[3]

@index += 1

while @list[@index].code == 401 # Text data

$game_message.texts.push(@list[@index].parameters[0])

@index += 1

end

if @list[@index].code == 102 # Show choices

setup_choices(@list[@index].parameters)

elsif @list[@index].code == 103 # Number input processing

setup_num_input(@list[@index].parameters)

end

set_message_waiting # Set to message wait state

end

return false

end

#--------------------------------------------------------------------------

# * Set message wait flag and callback

#--------------------------------------------------------------------------

def set_message_waiting

@message_waiting = true

$game_message.main_proc = Proc.new { @message_waiting = false }

end

#--------------------------------------------------------------------------

# * Show Choices

#--------------------------------------------------------------------------

def command_102

unless $game_message.busy

setup_choices(@params) # Setup

set_message_waiting # Set to message wait state

end

return false

end

#--------------------------------------------------------------------------

# * Setup Choices

#--------------------------------------------------------------------------

def setup_choices(params)

if $game_message.texts.size <= 4 - params[0].size

$game_message.choice_start = $game_message.texts.size

$game_message.choice_max = params[0].size

for s in params[0]

$game_message.texts.push(s)

end

$game_message.choice_cancel_type = params[1]

$game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }

@index += 1

end

end

#--------------------------------------------------------------------------

# * When [**]

#--------------------------------------------------------------------------

def command_402

if @branch[@indent] == @params[0] # If matching choice

@branch.delete(@indent) # Erase branching data

return true # Continue

else # If doesn't match condition

return command_skip # Command skip

end

end

#--------------------------------------------------------------------------

# * When Cancel

#--------------------------------------------------------------------------

def command_403

if @branch[@indent] == 4 # If canceling choice

@branch.delete(@indent) # Erase branching data

return true # Continue

else # If doesn't match condition

return command_skip # Command skip

end

end

#--------------------------------------------------------------------------

# * Input Number

#--------------------------------------------------------------------------

def command_103

unless $game_message.busy

setup_num_input(@params) # Setup

set_message_waiting # Set to message wait state

end

return false

end

#--------------------------------------------------------------------------

# * Number Input Setup

#--------------------------------------------------------------------------

def setup_num_input(params)

if $game_message.texts.size < 4

$game_message.num_input_variable_id = params[0]

$game_message.num_input_digits_max = params[1]

@index += 1

end

end

#--------------------------------------------------------------------------

# * Conditional Branch

#--------------------------------------------------------------------------

def command_111

result = false

case @params[0]

when 0 # Switch

result = ($game_switches[@params[1]] == (@params[2] == 0))

when 1 # Variable

value1 = $game_variables[@params[1]]

if @params[2] == 0

value2 = @params[3]

else

value2 = $game_variables[@params[3]]

end

case @params[4]

when 0 # value1 is equal to value2

result = (value1 == value2)

when 1 # value1 is greater than or equal to value2

result = (value1 >= value2)

when 2 # value1 is less than or equal to value2

result = (value1 <= value2)

when 3 # value1 is greater than value2

result = (value1 > value2)

when 4 # value1 is less than value2

result = (value1 < value2)

when 5 # value1 is not equal to value2

result = (value1 != value2)

end

when 2 # Self switch

if @original_event_id > 0

key = [@map_id, @original_event_id, @params[1]]

if @params[2] == 0

result = ($game_self_switches[key] == true)

else

result = ($game_self_switches[key] != true)

end

end

when 3 # Timer

if $game_system.timer_working

sec = $game_system.timer / Graphics.frame_rate

if @params[2] == 0

result = (sec >= @params[1])

else

result = (sec <= @params[1])

end

end

when 4 # Actor

actor = $game_actors[@params[1]]

if actor != nil

case @params[2]

when 0 # in party

result = ($game_party.members.include?(actor))

when 1 # name

result = (actor.name == @params[3])

when 2 # skill

result = (actor.skill_learn?($data_skills[@params[3]]))

when 3 # weapon

result = (actor.weapons.include?($data_weapons[@params[3]]))

when 4 # armor

result = (actor.armors.include?($data_armors[@params[3]]))

when 5 # state

result = (actor.state?(@params[3]))

end

end

when 5 # Enemy

enemy = $game_troop.members[@params[1]]

if enemy != nil

case @params[2]

when 0 # appear

result = (enemy.exist?)

when 1 # state

result = (enemy.state?(@params[3]))

end

end

when 6 # Character

character = get_character(@params[1])

if character != nil

result = (character.direction == @params[2])

end

when 7 # Gold

if @params[2] == 0

result = ($game_party.gold >= @params[1])

else

result = ($game_party.gold <= @params[1])

end

when 8 # Item

result = $game_party.has_item?($data_items[@params[1]])

when 9 # Weapon

result = $game_party.has_item?($data_weapons[@params[1]], @params[2])

when 10 # Armor

result = $game_party.has_item?($data_armors[@params[1]], @params[2])

when 11 # Button

result = Input.press?(@params[1])

when 12 # Script

result = eval(@params[1])

when 13 # Vehicle

result = ($game_player.vehicle_type == @params[1])

end

@branch[@indent] = result # Store determination results in hash

if @branch[@indent] == true

@branch.delete(@indent)

return true

end

return command_skip

end

#--------------------------------------------------------------------------

# * Else

#--------------------------------------------------------------------------

def command_411

if @branch[@indent] == false

@branch.delete(@indent)

return true

end

return command_skip

end

#--------------------------------------------------------------------------

# * Loop

#--------------------------------------------------------------------------

def command_112

return true

end

#--------------------------------------------------------------------------

# * Repeat Above

#--------------------------------------------------------------------------

def command_413

begin

@index -= 1

end until @list[@index].indent == @indent

return true

end

#--------------------------------------------------------------------------

# * Break Loop

#--------------------------------------------------------------------------

def command_113

loop do

@index += 1

if @index >= @list.size-1

return true

end

if @list[@index].code == 413 and # Command [Repeat Above]

@list[@index].indent < @indent # Indent is shallow

return true

end

end

end

#--------------------------------------------------------------------------

# * Exit Event Processing

#--------------------------------------------------------------------------

def command_115

command_end

return true

end

#--------------------------------------------------------------------------

# * Call Common Event

#--------------------------------------------------------------------------

def command_117

common_event = $data_common_events[@params[0]]

if common_event != nil

@child_interpreter = Game_Interpreter.new(@depth + 1)

@child_interpreter.setup(common_event.list, @event_id)

end

return true

end

#--------------------------------------------------------------------------

# * Label

#--------------------------------------------------------------------------

def command_118

return true

end

#--------------------------------------------------------------------------

# * Jump to Label

#--------------------------------------------------------------------------

def command_119

label_name = @params[0]

for i in 0...@list.size

if @list.code == 118 and @list.parameters[0] == label_name

@index = i

return true

end

end

return true

end

#--------------------------------------------------------------------------

# * Control Switches

#--------------------------------------------------------------------------

def command_121

for i in @params[0] .. @params[1] # Batch control

$game_switches = (@params[2] == 0)

end

$game_map.need_refresh = true

return true

end

#--------------------------------------------------------------------------

# * Control Variables

#--------------------------------------------------------------------------

def command_122

value = 0

case @params[3] # Operand

when 0 # Constant

value = @params[4]

when 1 # Variable

value = $game_variables[@params[4]]

when 2 # Random

value = @params[4] + rand(@params[5] - @params[4] + 1)

when 3 # Item

value = $game_party.item_number($data_items[@params[4]])

when 4 # Actor

actor = $game_actors[@params[4]]

if actor != nil

case @params[5]

when 0 # Level

value = actor.level

when 1 # Experience

value = actor.exp

when 2 # HP

value = actor.hp

when 3 # MP

value = actor.mp

when 4 # Maximum HP

value = actor.maxhp

when 5 # Maximum MP

value = actor.maxmp

when 6 # Attack

value = actor.atk

when 7 # Defense

value = actor.def

when 8 # Spirit

value = actor.spi

when 9 # Agility

value = actor.agi

end

end

when 5 # Enemy

enemy = $game_troop.members[@params[4]]

if enemy != nil

case @params[5]

when 0 # HP

value = enemy.hp

when 1 # MP

value = enemy.mp

when 2 # Maximum HP

value = enemy.maxhp

when 3 # Maximum MP

value = enemy.maxmp

when 4 # Attack

value = enemy.atk

when 5 # Defense

value = enemy.def

when 6 # Spirit

value = enemy.spi

when 7 # Agility

value = enemy.agi

end

end

when 6 # Character

character = get_character(@params[4])

if character != nil

case @params[5]

when 0 # x-coordinate

value = character.x

when 1 # y-coordinate

value = character.y

when 2 # direction

value = character.direction

when 3 # screen x-coordinate

value = character.screen_x

when 4 # screen y-coordinate

value = character.screen_y

end

end

when 7 # Other

case @params[4]

when 0 # map ID

value = $game_map.map_id

when 1 # number of party members

value = $game_party.members.size

when 2 # gold

value = $game_party.gold

when 3 # steps

value = $game_party.steps

when 4 # play time

value = Graphics.frame_count / Graphics.frame_rate

when 5 # timer

value = $game_system.timer / Graphics.frame_rate

when 6 # save count

value = $game_system.save_count

end

end

for i in @params[0] .. @params[1] # Batch control

case @params[2] # Operation

when 0 # Set

$game_variables = value

when 1 # Add

$game_variables += value

when 2 # Sub

$game_variables -= value

when 3 # Mul

$game_variables *= value

when 4 # Div

$game_variables /= value if value != 0

when 5 # Mod

$game_variables %= value if value != 0

end

if $game_variables > 99999999 # Maximum limit check

$game_variables = 99999999

end

if $game_variables < -99999999 # Minimum limit check

$game_variables = -99999999

end

end

$game_map.need_refresh = true

return true

end

#--------------------------------------------------------------------------

# * Control Self Switch

#--------------------------------------------------------------------------

def command_123

if @original_event_id > 0

key = [@map_id, @original_event_id, @params[0]]

$game_self_switches[key] = (@params[1] == 0)

end

$game_map.need_refresh = true

return true

end

#--------------------------------------------------------------------------

# * Control Timer

#--------------------------------------------------------------------------

def command_124

if @params[0] == 0 # Start

$game_system.timer = @params[1] * Graphics.frame_rate

$game_system.timer_working = true

end

if @params[0] == 1 # Stop

$game_system.timer_working = false

end

return true

end

#--------------------------------------------------------------------------

# * Change Gold

#--------------------------------------------------------------------------

def command_125

value = operate_value(@params[0], @params[1], @params[2])

$game_party.gain_gold(value)

return true

end

#--------------------------------------------------------------------------

# * Change Items

#--------------------------------------------------------------------------

def command_126

value = operate_value(@params[1], @params[2], @params[3])

$game_party.gain_item($data_items[@params[0]], value)

$game_map.need_refresh = true

return true

end

#--------------------------------------------------------------------------

# * Change Weapons

#--------------------------------------------------------------------------

def command_127

value = operate_value(@params[1], @params[2], @params[3])

$game_party.gain_item($data_weapons[@params[0]], value, @params[4])

return true

end

#--------------------------------------------------------------------------

# * Change Armor

#--------------------------------------------------------------------------

def command_128

value = operate_value(@params[1], @params[2], @params[3])

$game_party.gain_item($data_armors[@params[0]], value, @params[4])

return true

end

#--------------------------------------------------------------------------

# * Change Party Member

#--------------------------------------------------------------------------

def command_129

actor = $game_actors[@params[0]]

if actor != nil

if @params[1] == 0 # Add

if @params[2] == 1 # Initialize

$game_actors[@params[0]].setup(@params[0])

end

$game_party.add_actor(@params[0])

else # Remove

$game_party.remove_actor(@params[0])

end

$game_map.need_refresh = true

end

return true

end

#--------------------------------------------------------------------------

# * Change Battle BGM

#--------------------------------------------------------------------------

def command_132

$game_system.battle_bgm = @params[0]

return true

end

#--------------------------------------------------------------------------

# * Change Battle End ME

#--------------------------------------------------------------------------

def command_133

$game_system.battle_end_me = @params[0]

return true

end

#--------------------------------------------------------------------------

# * Change Save Access

#--------------------------------------------------------------------------

def command_134

$game_system.save_disabled = (@params[0] == 0)

return true

end

#--------------------------------------------------------------------------

# * Change Menu Access

#--------------------------------------------------------------------------

def command_135

$game_system.menu_disabled = (@params[0] == 0)

return true

end

#--------------------------------------------------------------------------

# * Change Encounter

#--------------------------------------------------------------------------

def command_136

$game_system.encounter_disabled = (@params[0] == 0)

$game_player.make_encounter_count

return true

end

#--------------------------------------------------------------------------

# * Transfer Player

#--------------------------------------------------------------------------

def command_201

return true if $game_temp.in_battle

if $game_player.transfer? or # Transferring Player

$game_message.visible # Displaying a message

return false

end

if @params[0] == 0 # Direct designation

map_id = @params[1]

x = @params[2]

y = @params[3]

direction = @params[4]

else # Designation with variables

map_id = $game_variables[@params[1]]

x = $game_variables[@params[2]]

y = $game_variables[@params[3]]

direction = @params[4]

end

$game_player.reserve_transfer(map_id, x, y, direction)

@index += 1

return false

end

#--------------------------------------------------------------------------

# * Set Vehicle Location

#--------------------------------------------------------------------------

def command_202

if @params[1] == 0 # Direct designation

map_id = @params[2]

x = @params[3]

y = @params[4]

else # Designation with variables

map_id = $game_variables[@params[2]]

x = $game_variables[@params[3]]

y = $game_variables[@params[4]]

end

if @params[0] == 0 # Boat

$game_map.boat.set_location(map_id, x, y)

elsif @params[0] == 1 # Ship

$game_map.ship.set_location(map_id, x, y)

else # Airship

$game_map.airship.set_location(map_id, x, y)

end

return true

end

#--------------------------------------------------------------------------

# * Set Event Location

#--------------------------------------------------------------------------

def command_203

character = get_character(@params[0])

if character != nil

if @params[1] == 0 # Direct designation

character.moveto(@params[2], @params[3])

elsif @params[1] == 1 # Designation with variables

new_x = $game_variables[@params[2]]

new_y = $game_variables[@params[3]]

character.moveto(new_x, new_y)

else # Exchange with another event

old_x = character.x

old_y = character.y

character2 = get_character(@params[2])

if character2 != nil

character.moveto(character2.x, character2.y)

character2.moveto(old_x, old_y)

end

end

case @params[4] # Direction

when 8 # Up

character.turn_up

when 6 # Right

character.turn_right

when 2 # Down

character.turn_down

when 4 # Left

character.turn_left

end

end

return true

end

#--------------------------------------------------------------------------

# * Scroll Map

#--------------------------------------------------------------------------

def command_204

return true if $game_temp.in_battle

return false if $game_map.scrolling?

$game_map.start_scroll(@params[0], @params[1], @params[2])

return true

end

#--------------------------------------------------------------------------

# * Set Move Route

#--------------------------------------------------------------------------

def command_205

if $game_map.need_refresh

$game_map.refresh

end

character = get_character(@params[0])

if character != nil

character.force_move_route(@params[1])

@moving_character = character if @params[1].wait

end

return true

end

#--------------------------------------------------------------------------

# * Get on/off Vehicle

#--------------------------------------------------------------------------

def command_206

$game_player.get_on_off_vehicle

return true

end

#--------------------------------------------------------------------------

# * Change Transparency

#--------------------------------------------------------------------------

def command_211

$game_player.transparent = (@params[0] == 0)

return true

end

#--------------------------------------------------------------------------

# * Show Animation

#--------------------------------------------------------------------------

def command_212

character = get_character(@params[0])

if character != nil

character.animation_id = @params[1]

end

return true

end

#--------------------------------------------------------------------------

# * Show Balloon Icon

#--------------------------------------------------------------------------

def command_213

character = get_character(@params[0])

if character != nil

character.balloon_id = @params[1]

end

return true

end

#--------------------------------------------------------------------------

# * Erase Event

#--------------------------------------------------------------------------

def command_214

if @event_id > 0

$game_map.events[@event_id].erase

end

@index += 1

return false

end

#--------------------------------------------------------------------------

# * Fadeout Screen

#--------------------------------------------------------------------------

def command_221

if $game_message.visible

return false

else

screen.start_fadeout(30)

@wait_count = 30

return true

end

end

#--------------------------------------------------------------------------

# * Fadein Screen

#--------------------------------------------------------------------------

def command_222

if $game_message.visible

return false

else

screen.start_fadein(30)

@wait_count = 30

return true

end

end

#--------------------------------------------------------------------------

# * Tint Screen

#--------------------------------------------------------------------------

def command_223

screen.start_tone_change(@params[0], @params[1])

@wait_count = @params[1] if @params[2]

return true

end

#--------------------------------------------------------------------------

# * Screen Flash

#--------------------------------------------------------------------------

def command_224

screen.start_flash(@params[0], @params[1])

@wait_count = @params[1] if @params[2]

return true

end

#--------------------------------------------------------------------------

# * Screen Shake

#--------------------------------------------------------------------------

def command_225

screen.start_shake(@params[0], @params[1], @params[2])

@wait_count = @params[2] if @params[3]

return true

end

#--------------------------------------------------------------------------

# * Wait

#--------------------------------------------------------------------------

def command_230

@wait_count = @params[0]

return true

end

#--------------------------------------------------------------------------

# * Show Picture

#--------------------------------------------------------------------------

def command_231

if @params[3] == 0 # Direct designation

x = @params[4]

y = @params[5]

else # Designation with variables

x = $game_variables[@params[4]]

y = $game_variables[@params[5]]

end

screen.pictures[@params[0]].show(@params[1], @params[2],

x, y, @params[6], @params[7], @params[8], @params[9])

return true

end

#--------------------------------------------------------------------------

# * Move Picture

#--------------------------------------------------------------------------

def command_232

if @params[3] == 0 # Direct designation

x = @params[4]

y = @params[5]

else # Designation with variables

x = $game_variables[@params[4]]

y = $game_variables[@params[5]]

end

screen.pictures[@params[0]].move(@params[2], x, y, @params[6],

@params[7], @params[8], @params[9], @params[10])

@wait_count = @params[10] if @params[11]

return true

end

#--------------------------------------------------------------------------

# * Rotate Picture

#--------------------------------------------------------------------------

def command_233

screen.pictures[@params[0]].rotate(@params[1])

return true

end

#--------------------------------------------------------------------------

# * Tint Picture

#--------------------------------------------------------------------------

def command_234

screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])

@wait_count = @params[2] if @params[3]

return true

end

#--------------------------------------------------------------------------

# * Erase Picture

#--------------------------------------------------------------------------

def command_235

screen.pictures[@params[0]].erase

return true

end

#--------------------------------------------------------------------------

# * Set Weather Effects

#--------------------------------------------------------------------------

def command_236

return true if $game_temp.in_battle

screen.weather(@params[0], @params[1], @params[2])

@wait_count = @params[2] if @params[3]

return true

end

#--------------------------------------------------------------------------

# * Play BGM

#--------------------------------------------------------------------------

def command_241

@params[0].play

return true

end

#--------------------------------------------------------------------------

# * Fadeout BGM

#--------------------------------------------------------------------------

def command_242

RPG::BGM.fade(@params[0] * 1000)

return true

end

#--------------------------------------------------------------------------

# * Play BGS

#--------------------------------------------------------------------------

def command_245

@params[0].play

return true

end

#--------------------------------------------------------------------------

# * Fadeout BGS

#--------------------------------------------------------------------------

def command_246

RPG::BGS.fade(@params[0] * 1000)

return true

end

#--------------------------------------------------------------------------

# * Play ME

#--------------------------------------------------------------------------

def command_249

@params[0].play

return true

end

#--------------------------------------------------------------------------

# * Play SE

#--------------------------------------------------------------------------

def command_250

@params[0].play

return true

end

#--------------------------------------------------------------------------

# * Stop SE

#--------------------------------------------------------------------------

def command_251

RPG::SE.stop

return true

end

#--------------------------------------------------------------------------

# * Battle Processing

#--------------------------------------------------------------------------

def command_301

return true if $game_temp.in_battle

if @params[0] == 0 # Direct designation

troop_id = @params[1]

else # Designation with variables

troop_id = $game_variables[@params[1]]

end

if $data_troops[troop_id] != nil

$game_troop.setup(troop_id)

$game_troop.can_escape = @params[2]

$game_troop.can_lose = @params[3]

$game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }

$game_temp.next_scene = "battle"

end

@index += 1

return false

end

#--------------------------------------------------------------------------

# * If Win

#--------------------------------------------------------------------------

def command_601

if @branch[@indent] == 0

@branch.delete(@indent)

return true

end

return command_skip

end

#--------------------------------------------------------------------------

# * If Escape

#--------------------------------------------------------------------------

def command_602

if @branch[@indent] == 1

@branch.delete(@indent)

return true

end

return command_skip

end

#--------------------------------------------------------------------------

# * If Lose

#--------------------------------------------------------------------------

def command_603

if @branch[@indent] == 2

@branch.delete(@indent)

return true

end

return command_skip

end

#--------------------------------------------------------------------------

# * Shop Processing

#--------------------------------------------------------------------------

def command_302

$game_temp.next_scene = "shop"

$game_temp.shop_goods = [@params]

$game_temp.shop_purchase_only = @params[2]

loop do

@index += 1

if @list[@index].code == 605 # Shop second line or after

$game_temp.shop_goods.push(@list[@index].parameters)

else

return false

end

end

end

#--------------------------------------------------------------------------

# * Name Input Processing

#--------------------------------------------------------------------------

def command_303

if $data_actors[@params[0]] != nil

$game_temp.next_scene = "name"

$game_temp.name_actor_id = @params[0]

$game_temp.name_max_char = @params[1]

end

@index += 1

return false

end

#--------------------------------------------------------------------------

# * Change HP

#--------------------------------------------------------------------------

def command_311

value = operate_value(@params[1], @params[2], @params[3])

iterate_actor_id(@params[0]) do |actor|

next if actor.dead?

if @params[4] == false and actor.hp + value <= 0

actor.hp = 1 # If incapacitation is not allowed, make 1

else

actor.hp += value

end

actor.perform_collapse

end

if $game_party.all_dead?

$game_temp.next_scene = "gameover"

end

return true

end

#--------------------------------------------------------------------------

# * Change MP

#--------------------------------------------------------------------------

def command_312

value = operate_value(@params[1], @params[2], @params[3])

iterate_actor_id(@params[0]) do |actor|

actor.mp += value

end

return true

end

#--------------------------------------------------------------------------

# * Change State

#--------------------------------------------------------------------------

def command_313

iterate_actor_id(@params[0]) do |actor|

if @params[1] == 0

actor.add_state(@params[2])

actor.perform_collapse

else

actor.remove_state(@params[2])

end

end

return true

end

#--------------------------------------------------------------------------

# * Recover All

#--------------------------------------------------------------------------

def command_314

iterate_actor_id(@params[0]) do |actor|

actor.recover_all

end

return true

end

#--------------------------------------------------------------------------

# * Change EXP

#--------------------------------------------------------------------------

def command_315

value = operate_value(@params[1], @params[2], @params[3])

iterate_actor_id(@params[0]) do |actor|

actor.change_exp(actor.exp + value, @params[4])

end

return true

end

#--------------------------------------------------------------------------

# * Change Level

#--------------------------------------------------------------------------

def command_316

value = operate_value(@params[1], @params[2], @params[3])

iterate_actor_id(@params[0]) do |actor|

actor.change_level(actor.level + value, @params[4])

end

return true

end

#--------------------------------------------------------------------------

# * Change Parameters

#--------------------------------------------------------------------------

def command_317

value = operate_value(@params[2], @params[3], @params[4])

actor = $game_actors[@params[0]]

if actor != nil

case @params[1]

when 0 # Maximum HP

actor.maxhp += value

when 1 # Maximum MP

actor.maxmp += value

when 2 # Attack

actor.atk += value

when 3 # Defense

actor.def += value

when 4 # Spirit

actor.spi += value

when 5 # Agility

actor.agi += value

end

end

return true

end

#--------------------------------------------------------------------------

# * Change Skills

#--------------------------------------------------------------------------

def command_318

actor = $game_actors[@params[0]]

if actor != nil

if @params[1] == 0

actor.learn_skill(@params[2])

else

actor.forget_skill(@params[2])

end

end

return true

end

#--------------------------------------------------------------------------

# * Change Equipment

#--------------------------------------------------------------------------

def command_319

actor = $game_actors[@params[0]]

if actor != nil

actor.change_equip_by_id(@params[1], @params[2])

end

return true

end

#--------------------------------------------------------------------------

# * Change Name

#--------------------------------------------------------------------------

def command_320

actor = $game_actors[@params[0]]

if actor != nil

actor.name = @params[1]

end

return true

end

#--------------------------------------------------------------------------

# * Change Class

#--------------------------------------------------------------------------

def command_321

actor = $game_actors[@params[0]]

if actor != nil and $data_classes[@params[1]] != nil

actor.class_id = @params[1]

end

return true

end

#--------------------------------------------------------------------------

# * Change Actor Graphic

#--------------------------------------------------------------------------

def command_322

actor = $game_actors[@params[0]]

if actor != nil

actor.set_graphic(@params[1], @params[2], @params[3], @params[4])

end

$game_player.refresh

return true

end

#--------------------------------------------------------------------------

# * Change Vehicle Graphic

#--------------------------------------------------------------------------

def command_323

if @params[0] == 0 # Boat

$game_map.boat.set_graphic(@params[1], @params[2])

elsif @params[0] == 1 # Ship

$game_map.ship.set_graphic(@params[1], @params[2])

else # Airship

$game_map.airship.set_graphic(@params[1], @params[2])

end

return true

end

#--------------------------------------------------------------------------

# * Change Enemy HP

#--------------------------------------------------------------------------

def command_331

value = operate_value(@params[1], @params[2], @params[3])

iterate_enemy_index(@params[0]) do |enemy|

if enemy.hp > 0

if @params[4] == false and enemy.hp + value <= 0

enemy.hp = 1 # If incapacitation is not allowed, make 1

else

enemy.hp += value

end

enemy.perform_collapse

end

end

return true

end

#--------------------------------------------------------------------------

# * Change Enemy MP

#--------------------------------------------------------------------------

def command_332

value = operate_value(@params[1], @params[2], @params[3])

iterate_enemy_index(@params[0]) do |enemy|

enemy.mp += value

end

return true

end

#--------------------------------------------------------------------------

# * Change Enemy State

#--------------------------------------------------------------------------

def command_333

iterate_enemy_index(@params[0]) do |enemy|

if @params[2] == 1 # If change of incapacitation

enemy.immortal = false # Clear immortal flag

end

if @params[1] == 0

enemy.add_state(@params[2])

enemy.perform_collapse

else

enemy.remove_state(@params[2])

end

end

return true

end

#--------------------------------------------------------------------------

# * Enemy Recover All

#--------------------------------------------------------------------------

def command_334

iterate_enemy_index(@params[0]) do |enemy|

enemy.recover_all

end

return true

end

#--------------------------------------------------------------------------

# * Enemy Appear

#--------------------------------------------------------------------------

def command_335

enemy = $game_troop.members[@params[0]]

if enemy != nil and enemy.hidden

enemy.hidden = false

$game_troop.make_unique_names

end

return true

end

#--------------------------------------------------------------------------

# * Enemy Transform

#--------------------------------------------------------------------------

def command_336

enemy = $game_troop.members[@params[0]]

if enemy != nil

enemy.transform(@params[1])

$game_troop.make_unique_names

end

return true

end

#--------------------------------------------------------------------------

# * Show Battle Animation

#--------------------------------------------------------------------------

def command_337

iterate_battler(0, @params[0]) do |battler|

next unless battler.exist?

battler.animation_id = @params[1]

end

return true

end

#--------------------------------------------------------------------------

# * Force Action

#--------------------------------------------------------------------------

def command_339

iterate_battler(@params[0], @params[1]) do |battler|

next unless battler.exist?

battler.action.kind = @params[2]

if battler.action.kind == 0

battler.action.basic = @params[3]

else

battler.action.skill_id = @params[3]

end

if @params[4] == -2 # Last target

battler.action.decide_last_target

elsif @params[4] == -1 # Random

battler.action.decide_random_target

elsif @params[4] >= 0 # Index designation

battler.action.target_index = @params[4]

end

battler.action.forcing = true

$game_troop.forcing_battler = battler

@index += 1

return false

end

return true

end

#--------------------------------------------------------------------------

# * Abort Battle

#--------------------------------------------------------------------------

def command_340

$game_temp.next_scene = "map"

@index += 1

return false

end

#--------------------------------------------------------------------------

# * Open Menu Screen

#--------------------------------------------------------------------------

def command_351

$game_temp.next_scene = "menu"

$game_temp.menu_beep = false

@index += 1

return false

end

#--------------------------------------------------------------------------

# * Open Save Screen

#--------------------------------------------------------------------------

def command_352

$game_temp.next_scene = "save"

@index += 1

return false

end

#--------------------------------------------------------------------------

# * Game Over

#--------------------------------------------------------------------------

def command_353

$game_temp.next_scene = "gameover"

return false

end

#--------------------------------------------------------------------------

# * Return to Title Screen

#--------------------------------------------------------------------------

def command_354

$game_temp.next_scene = "title"

return false

end

#--------------------------------------------------------------------------

# * Script

#--------------------------------------------------------------------------

def command_355

script = @list[@index].parameters[0] + "\n"

loop do

if @list[@index+1].code == 655 # Second line of script and after

script += @list[@index+1].parameters[0] + "\n"

else

break

end

@index += 1

end

eval(script)

return true

end

end

 

 

PROGETTO IN VIA DI SVILUPPO:

(Non è un progetto nel senso di gioco o demo, ma nel senso vero e proprio di "Progetto"*)

 

__TOTAL ACTION SISTEM__

Permette di programmare una mappa che funge da città e in cui si svolge la maggior parte del gioco, nella quale si può salire sui tetti, ucccidere le guardie, rubare... Una cosa, insomma, in stile Assassin's Creed II.

 

Ci sono sviluppi, sto trasferendo il progetto sul PC, ne ho realizzato un quarto con VX (se avrò tempo quando lo avrò terminato, lo metterò anche su XP)

________________________________________________________________________________

 

*questo mio progetto è un insieme di appunti disordinati e disegni orribili che a volte neanch'io riesco più a interpretare... Perchè non faccio tutto direttamente sul computer? Perche i miei genitori me lo fanno usare 2 massimo 3 ore, poi mi arrangio con carta e penna...

Link to comment
Share on other sites

  • 0
Ti consiglio di leggere le date dei topic a cui rispondi e chiedere scusa prima che passi un mod con istinto omicida :P

http://i1141.photobucket.com/albums/n597/RazakGik/New-age-retro-hippie-psy_zpsde262717.gif

 

 

 

Sei un figo! *_____________*

Auguri Hash! Sempre nell'ombra a spiare e uno dei pochi che tentanto di tenere la Chat viva.
Non tutti sanno che è uno dei migliori programmatori/scripter di Rpg2s. ;D

The Tao gave birth to machine language. Machine language gave
birth to the assembler.
The assembler gave birth to the compiler. Now there are ten
thousand languages.
Each language has its purpose, however humble. Each language
expresses the Yin and Yang of software. Each language has its
place within the Tao.
But do not program in COBOL if you can avoid it.

Prince Wang's programmer was coding software. His fingers
danced upon the keyboard. The program compiled without an
error message, and the program ran like a gentle wind.
"Excellent!" the Prince exclaimed, "Your technique is faultless!"
"Technique?" said the programmer turning from his terminal,
"What I follow is Tao -- beyond all techniques! When I first
began to program I would see before me the whole problem in
one mass. After three years I no longer saw this mass. Instead, I
used subroutines. But now I see nothing. My whole being exists
in a formless void. My senses are idle. My spirit, free to work
without plan, follows its own instinct. In short, my program
writes itself. True, sometimes there are difficult problems. I see
them coming, I slow down, I watch silently. Then I change a
single line of code and the difficulties vanish like puffs of idle
smoke. I then compile the program. I sit still and let the joy of
the work fill my being. I close my eyes for a moment and then
log off."
Prince Wang said, "Would that all of my programmers were as
wise!

 



Mi spiace Apo
http://i1141.photobucket.com/albums/n597/RazakGik/Apo.png

 

http://i1141.photobucket.com/albums/n597/RazakGik/No-plastic-forks-2.gif
(Nono approves)

L'inizio di tutto:

 

[22:46] <TioBrando> Penso che le forchette di plastica siano una grande invenzione per il nuovo ordine mondiale...Il fatto che si rompano spesso le rende i catalizzatori perfetti di rabbia e frustrazione, le cose più importanti per rendere manipolabile la mente umana...
[22:46] <TioBrando> Le logge massoniche le hanno inventate chiaramente per questo scopo

 


Il mio credo:

 

E di più vi dico francamente, châio non mi sottometto alla mia infelicità , né piego il capo al destino, o vengo seco a patti, come fanno gli altri uomini; e ardisco desiderare la morte, e desiderarla sopra ogni cosa, con tanto ardore e con tanta sincerità , con quanta credo fermamente che non sia desiderata al mondo se non da pochissimi. Né vi parlerei così se non fossi ben certo che, giunta lâora, il fatto non ismentirà le mie parole; perché quantunque io non vegga ancora alcun esito alla mia vita, pure ho un sentimento dentro, che quasi mi fa sicuro che lâora châio dico non sia lontana. Troppo sono maturo alla morte, troppo mi pare assurdo e incredibile di dovere, così morto come sono spiritualmente, così conchiusa in me da ogni parte la favola della vita, durare ancora quaranta o cinquantâanni, quanti mi sono minacciati dalla natura. Al solo pensiero di questa cosa io rabbrividisco. Ma come ci avviene di tutti quei mali che vincono, per così dire, la forza immaginativa, così questo mi pare un sogno e unâillusione, impossibile a verificarsi. Anzi se qualcuno mi parla di un avvenire lontano come di cosa che mi appartenga, non posso tenermi dal sorridere fra me stesso: tanta confidenza ho che la via che mi resta a compiere non sia lunga. E questo, posso dire, è il solo pensiero che mi sostiene. Libri e studi, che spesso mi maraviglio dâaver tanto amato, disegni di cose grandi, e speranze di gloria e dâimmortalità , sono cose delle quali è anche passato il tempo di ridere. Dei disegni e delle speranze di questo secolo non rido: desidero loro con tutta lâanima ogni miglior successo possibile, e lodo, ammiro ed onoro altamente e sincerissimamente il buon volere: ma non invidio però i posteri, né quelli che hanno ancora a vivere lungamente. In altri tempi ho invidiato gli sciocchi e gli stolti, e quelli che hanno un gran concetto di se medesimi; e volentieri mi sarei cambiato con qualcuno di loro. Oggi non invidio più né stolti né savi, né grandi né piccoli, né deboli né potenti. Invidio i morti, e solamente con loro mi cambierei. Ogni immaginazione piacevole, ogni pensiero dellâavvenire, châio fo, come accade, nella mia solitudine, e con cui vo passando il tempo, consiste nella morte, e di là non sa uscire. Né in questo desiderio la ricordanza dei sogni della prima età , e il pensiero dâesser vissuto invano, mi turbano più, come solevano. Se ottengo la morte morrò così tranquillo e così contento, come se mai nullâaltro avessi sperato né desiderato al mondo. Questo è il solo benefizio che può riconciliarmi al destino. Se mi fosse proposta da un lato la fortuna e la fama di Cesare o di Alessandro netta da ogni macchia, dallâaltro di morir oggi, e che dovessi scegliere, io direi, morir oggi, e non vorrei tempo a risolvermi.

 



Citazioni memorabili:


Maratona di Metal Gear: arrivato allo scontro con il Metal Gear Rex di MGS mi squilla il telefono e metto in pausa:

[18:41] <hashakgik> telefono ç.ç
[18:42] <@SeraphAndrew> rispondigli che stai fermando un attacco nucleare
[18:42] <@SeraphAndrew> e che non puoi stare al telefono
[18:42] <sarde> lol
[18:42] <hashakgik> lol
[18:42] <hashakgik> Detto
[18:42] <sarde> che detto da hasha nn è cosi strano
[18:43] <@SeraphAndrew> xDDD

[22:37] <HashakGik> Uno dei misteri della vita...
[22:37] <HashakGik> Come "Come nascono i bambini?"
[22:38] <SpeedHunter> scusa
[22:38] <SpeedHunter> ma se i bambini
[22:38] <SpeedHunter> nascono dalle pance delle madri
[22:38] <SpeedHunter> la rpima donna
[22:38] <SpeedHunter> come cazzo è nata
[22:38] <SpeedHunter> ?
[22:38] <SpeedHunter> e chi cazzo l'ha penetrata?
[22:38] <SpeedHunter> la don inesistente
[22:38] <SpeedHunter> che ancora nonera nata
[22:39] <SpeedHunter> perchè non esisteva
[22:39] <SpeedHunter> oddio
[22:40] <HashakGik> Ti perdi in inutili dettagli, dovresti accontentarti del fatto che i bambini nascono ricorsivamente e che la vita crea nuove fork dello stesso processo
[22:41] <SpeedHunter> ma io mi riprdouco per scissione
[22:41] <HashakGik> Dovresti chiederti piuttosto perché non siamo ancora andati in stack overflow
[22:41] <SpeedHunter> intanto che vado
[22:41] <SpeedHunter> come le meduse
[22:42] <HashakGik> Quindi non è un tuo problema la fine dell'umanità causata da un errore di memoria...
[22:42] <SpeedHunter> nono
[22:42] <SpeedHunter> asd
[22:42] <HashakGik> Buon per te

Gli inconvenienti di essere il boss finale, ovvero: "Perché due membri del party spariscono inspiegabilmente e ciò fa arrabbiare il boss finale?"

[14:16] <HashakGik> E se fossero finiti proprio dentro al covo del boss finale?
[14:16] <HashakGik> Mandati a loro insaputa a combattere
[14:16] <HashakGik> O come diversivo per un attacco frontale
[14:16] <Macha> ahaha, e lo beccano mentre si fa la doccia? XD
[14:16] <HashakGik> lol
[14:16] <Macha> questo giustificherebbe l'incazzatura, sisi
[14:17] <HashakGik> Purtroppo è un gioco serio e il boss finale se ne è accorto ed è già a terrorizzare i saggi di persona
[14:17] <Macha> oppure per sbaglio gli ammazzano l'animaletto domestico preferito per mangiare
[14:17] <Macha> o anche sì, si tratta di un terreno di sua proprietÃ
[14:17] <Macha> o il protagonista rischia di scoprire qualche segreto sul posto che poi andrebbe a vantaggio dei residenti del villaggio
[14:18] <Macha> un segreto non necessariamente legato ad armi o artefatti leggendari eh
[14:18] <HashakGik> Il codice del suo bancomat
[14:19] <HashakGik> Per mobilitare eserciti i boss finali devono essere molto ricchi
[14:19] <Macha> AHAHAHAH
[14:19] <Macha> bellissimo
[14:20] <Macha> nascondere il codice del bancomat in una noce
[14:20] <HashakGik> lol

 




In Psyche we trust!
(Galleria pissichedelica)

http://img691.imageshack.us/img691/66/fishandlove.gif
http://i1141.photobucket.com/albums/n597/RazakGik/Psy-Mayo_zps5bda44c8.gif
http://i1141.photobucket.com/albums/n597/RazakGik/Psychedelic-Mantis.gif
http://img263.imageshack.us/img263/385/nonopsichedelica.gif
http://img19.imageshack.us/img19/2960/cassatapsichedelica.gif
http://img815.imageshack.us/img815/2467/pollooooooooooooopsiche.gif
http://img253.imageshack.us/img253/1517/blueshoesofpsichedelia.gif
http://i1141.photobucket.com/albums/n597/RazakGik/Psyhieroglyphfish.gif
http://i1141.photobucket.com/albums/n597/RazakGik/Santaspsy.gif


Chicken of Bodom

http://img440.imageshack.us/img440/9769/chickenofbodom.png


Gifts from R2s:


Testament:
http://img263.imageshack.us/img263/385/nonopsichedelica.gif
Sadico:
http://img196.imageshack.us/img196/5707/pescepsichedelico.png


 

 

 

Link to comment
Share on other sites

  • 0

L'ho già avvertito in un altro topic ed ora gli ho mandato un MP...sperando che smetta di riesumarli... XD

^ ^

(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)


Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^

http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^

http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^

REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"


http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^
http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.

Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan

Spada a due mani elsa lunga

Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)

Scrinieri da lanciere (2 PA)

Elmo del Leone (5 PA)

Corazza del Leone in Ferro Corrazzato (7 PA)

ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...