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Sistema de menu en batalla estilo Spin
+3
Felsus
joseg400-VX123
dragoncob123
7 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Sistema de menu en batalla estilo Spin
Sistema de menu en batalla estilo Spin
Información:
Es una secuencia de comandos de batalla normal, en lugar de un menú de comandos, un menú de comandos de rotación.
Screenshots:
Imagenes que debe de llevar a fuerza:
Pon el script en scripts Personalizados o Main o los dos no pasa nada
script:
Información:
Es una secuencia de comandos de batalla normal, en lugar de un menú de comandos, un menú de comandos de rotación.
Screenshots:
- Spoiler:
- [Tienes que estar registrado y conectado para ver esa imagen]
Imagenes que debe de llevar a fuerza:
- Spoiler:
- [Tienes que estar registrado y conectado para ver esa imagen]
Pon el script en scripts Personalizados o Main o los dos no pasa nada
script:
- Spoiler:
- # ★ change BATORUREIAUTO
# SUTETOAIKON material, the use of animation, recommended
#================================================= =============================
# ■ Ziifee
#================================================= =============================
module Zii
# ▼ icon (� 16 + vertical side - 1)
FIGHT = 132 # fight
ESCAPE = 143 # escape
ATTACK = 1 # attack (basic)
GUARD = 52 # defense
SKILL = 137 # skills
ITEM = 144 # Item
# ▼ rotation (a "positive" or "reverse" Cart)
TURN = "positive"
# ▼ face graphics (using "use" / if you do not use "")
STATUS_FACE = ""
# ▼ display settings ( "name" to "" to hide the name)
STATUS_LINE = "name"
# ▼ △ size (VX standard size is 20)
LINE_SIZE = 14
#------------------------------------------------- -------------------------
# ● normal rotation of judgement
#------------------------------------------------- -------------------------
def self.turn_normal?
return false if TURN == "reverse"
return true if TURN == "positive"
return true
end
#------------------------------------------------- -------------------------
# ● Battle option face Graphics judgement
#------------------------------------------------- -------------------------
def self.battle_face?
return true if STATUS_FACE == ""
return false
end
#------------------------------------------------- -------------------------
# ● In the Name of judge
#------------------------------------------------- -------------------------
def self.line_name?
return true if STATUS_LINE == "name"
return false
end
end
#==============================================================================
# �� Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# �� ���O���t�B�b�N���`�� ��
# opacity : �s�����x
#--------------------------------------------------------------------------
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect, opacity)
bitmap.dispose
end
#--------------------------------------------------------------------------
# �� �A�N�^�[�����O���t�B�b�N�`�� ��
# opacity : �s�����x
#--------------------------------------------------------------------------
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
#==============================================================================
# �� Window_SpinCommand
#------------------------------------------------------------------------------
# �@���]�p�R�}���h�I�����s���E�B���h�E�����B
#==============================================================================
class Window_SpinCommand < Window_Base
#--------------------------------------------------------------------------
# �� ���J�C���X�^���X����
#--------------------------------------------------------------------------
attr_reader :index # �J�[�\�����u
attr_reader :help_window # �w���v�E�B���h�E
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g������
# cx / cy : ���S�� X���W / Y���W
# commands : �R�}���h�z�� (���e �� [name, kind, pull, enabled?])
# setting : �����n�b�V�� ("R"=>���a "S"=>���� "G"=>�w�i "L"=>����)
#--------------------------------------------------------------------------
def initialize(cx, cy, commands, setting = {})
@radius = setting.has_key?("R") ? setting["R"] : 40 # �`�����a
@speed = setting.has_key?("S") ? setting["S"] : 36 # ���]����
@spin_back = setting.has_key?("G") ? setting["G"] : "" # �w�i����
@spin_line = setting.has_key?("L") ? setting["L"] : nil # �������u
x, y = cx - @radius - 28, cy - @radius - 28
width = height = @radius * 2 + 56
super(x, y, width, height)
self.opacity = 0
@index = 0
@commands = commands # �R�}���h
@spin_right = true
@spin_count = 0
update_cursor
end
#--------------------------------------------------------------------------
# �� �X�s���������`������ (�`�����e �����p)
# i : �C���f�b�N�X
# cx : �\�� ���S���u X���W
# cy : �\�� ���S���u Y���W
#--------------------------------------------------------------------------
def draw_spin_graphic(i, cx, cy)
case command_kind(i)
when "icon"
draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
end
end
#--------------------------------------------------------------------------
# �� ���t���b�V�� �o�O�����p
#--------------------------------------------------------------------------
def refresh
set_spin
end
#--------------------------------------------------------------------------
# �� �������`�� �o�O�����p
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
@commands[index][3] = enabled
set_spin
end
#--------------------------------------------------------------------------
# �� �������R�}���h������������
#--------------------------------------------------------------------------
def command_name(index = @index)
return "" if index < 0
name = @commands[index][0]
return name != nil ? name : ""
end
#--------------------------------------------------------------------------
# �� �R�}���h������������
#--------------------------------------------------------------------------
def command_kind(index)
result = @commands[index][1]
return result != nil ? result : ""
end
#--------------------------------------------------------------------------
# �� �R�}���h������ ������
#--------------------------------------------------------------------------
def command_pull(index)
result = @commands[index][2]
return result != nil ? result : ""
end
#--------------------------------------------------------------------------
# �� �R�}���h���L���t���O������
#--------------------------------------------------------------------------
def command_enabled?(index)
result = @commands[index][3]
return result != nil ? result : true
end
#--------------------------------------------------------------------------
# �� ���O�����u�� index ����������
#--------------------------------------------------------------------------
def set_index(name)
n = -1
for i in [Tienes que estar registrado y conectado para ver este vínculo]
n = i if @commands[i][0] == name
end
@index = n if n >= 0
update_cursor
call_update_help
set_spin
end
#--------------------------------------------------------------------------
# �� �J�[�\�����u������
# index : �V�����J�[�\�����u
#--------------------------------------------------------------------------
def index=(index)
@index = index
update_cursor
call_update_help
set_spin
end
#--------------------------------------------------------------------------
# �� ���S��X���W������
#--------------------------------------------------------------------------
def center_x
return contents.width / 2
end
#--------------------------------------------------------------------------
# �� ���S��Y���W������
#--------------------------------------------------------------------------
def center_y
return contents.height / 2
end
#--------------------------------------------------------------------------
# �� ������������
#--------------------------------------------------------------------------
def item_max
return @commands.size
end
#--------------------------------------------------------------------------
# �� �w�i������ (�����` ����)
#--------------------------------------------------------------------------
def set_background
return if @spin_back == ""
bitmap = Cache.system(@spin_back)
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(12, 12, bitmap, rect)
end
#--------------------------------------------------------------------------
# �� ���������� (�����` ����)
#--------------------------------------------------------------------------
def set_text
return if @spin_line == nil
y = center_y - WLH / 2 + @spin_line
self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
end
#--------------------------------------------------------------------------
# �� �X�s���A�C�R�����p�x��������������
#--------------------------------------------------------------------------
def angle_size
return (Math::PI * 2 / item_max)
end
#--------------------------------------------------------------------------
# �� �X�s���A�C�R�����]�����J�E���g ����������
#--------------------------------------------------------------------------
def set_spin_count
@spin_count = angle_size * 360 / @speed
set_spin(true)
end
#--------------------------------------------------------------------------
# �� �X�s������ �����s
# spin : ���]�t���O (true �������]��)
#--------------------------------------------------------------------------
def set_spin(spin = false)
self.contents.clear
set_background
angle = spin ? @speed * @spin_count / 360 : 0
angle = @spin_right ? angle : -angle
for i in 0...item_max
n = (i - @index) * angle_size + angle
cx = @radius * Math.sin(n) + center_x
cy = - @radius * Math.cos(n) + center_y
draw_spin_graphic(i, cx, cy)
end
set_text
end
#--------------------------------------------------------------------------
# �� �t���[���X�V
#--------------------------------------------------------------------------
def update
super
update_cursor
if @spin_count > 0
@spin_count -= 1
set_spin(@spin_count >= 1)
return
end
update_command
end
#--------------------------------------------------------------------------
# �� �R�}���h���������\����
#--------------------------------------------------------------------------
def command_movable?
return false if @spin_count > 0
return false if (not visible or not active)
return false if (index < 0 or index > item_max or item_max == 0)
return false if (@opening or @closing)
return true
end
#--------------------------------------------------------------------------
# �� �R�}���h���E������
#--------------------------------------------------------------------------
def command_right
@index = (@index + 1) % item_max
@spin_right = true
set_spin_count
end
#--------------------------------------------------------------------------
# �� �R�}���h����������
#--------------------------------------------------------------------------
def command_left
@index = (@index - 1 + item_max) % item_max
@spin_right = false
set_spin_count
end
#--------------------------------------------------------------------------
# �� �R�}���h�I�����X�V
#--------------------------------------------------------------------------
def update_command
if command_movable?
if Input.press?(Input::RIGHT)
Sound.play_cursor
Zii.turn_normal? ? command_right : command_left
end
if Input.press?(Input::LEFT)
Sound.play_cursor
Zii.turn_normal? ? command_left : command_right
end
end
call_update_help
end
#--------------------------------------------------------------------------
# �� �J�[�\�����X�V
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
else
rect = Rect.new(0, 0, 24, 24)
rect.x = center_x - rect.width / 2
rect.y = center_y - rect.height / 2 - @radius
self.cursor_rect = rect
end
end
#--------------------------------------------------------------------------
# �� �w���v�E�B���h�E������
# help_window : �V�����w���v�E�B���h�E
#--------------------------------------------------------------------------
def help_window=(help_window)
@help_window = help_window
call_update_help
end
#--------------------------------------------------------------------------
# �� �w���v�E�B���h�E�X�V���\�b�h�������o��
#--------------------------------------------------------------------------
def call_update_help
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# �� �w���v�E�B���h�E���X�V (���e���p���������`����)
#--------------------------------------------------------------------------
def update_help
end
end
#==============================================================================
# �� Window_LineHelp
#------------------------------------------------------------------------------
# �@�X�L�����A�C�e���������A�A�N�^�[���X�e�[�^�X�������\�������E�B���h�E�����B
#==============================================================================
class Window_LineHelp < Window_Base
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g������
#--------------------------------------------------------------------------
def initialize
super(-16, 0, 576, WLH + 32)
self.opacity = 0
end
#--------------------------------------------------------------------------
# �� �e�L�X�g����
# text : �E�B���h�E���\������������
# align : �A���C�������g (0..�������A1..���������A2..�E����)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
back_color = Color.new(0, 0, 0, 80)
self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
self.contents.font.color = normal_color
self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
@text = text
@align = align
end
end
end
#==============================================================================
# �� Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_SpinCommand
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g������
#--------------------------------------------------------------------------
def initialize
s1 = [Vocab::fight, "icon", Zii::FIGHT, true]
s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2], setting)
self.active = false
set_spin
end
end
#==============================================================================
# �� Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_SpinCommand
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g������
#--------------------------------------------------------------------------
def initialize
s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
s2 = [Vocab::skill, "icon", Zii::SKILL, true]
s3 = [Vocab::guard, "icon", Zii::GUARD, true]
s4 = [Vocab::item, "icon", Zii::ITEM, true]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2, s3, s4], setting)
self.active = false
set_spin
end
#--------------------------------------------------------------------------
# �� �Z�b�g�A�b�v
# actor : �A�N�^�[
#--------------------------------------------------------------------------
def setup(actor)
@commands[0][2] = Zii::ATTACK
@commands[1][0] = Vocab::skill
if actor.weapons[0] != nil
n = actor.weapons[0].icon_index
@commands[0][2] = n if n > 0
end
@commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
self.index = 0
set_spin
end
end
#==============================================================================
# �� Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# �� �I�u�W�F�N�g������ ��
#--------------------------------------------------------------------------
def initialize
super(128, 288, 416, 128)
@column_max = 4
refresh
self.active = false
self.opacity = 0
end
#--------------------------------------------------------------------------
# �� �X�e�[�g���X�V �����n�`��
#--------------------------------------------------------------------------
def draw_neomemo7_back
@neomemo7_clear = false
for index in 0...@item_max
x = index * 96
self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
next unless Zii.battle_face?
actor = $game_party.members[index]
next if actor.hp <= 0
bitmap = Cache.face(actor.face_name)
rect = Rect.new(0, 0, 22, 22)
rect.x = actor.face_index % 4 * 96 + 72
rect.y = actor.face_index / 4 * 96 + 72
self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
end
end
#--------------------------------------------------------------------------
# �� �������`�� ��
#--------------------------------------------------------------------------
def draw_item(index)
x = index * 96
rect = Rect.new(x, 0, 96, 96)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face?
draw_actor_state(actor, x + 72, WLH * 3)
if Zii.line_name?
self.contents.font.color = hp_color(actor)
size = Zii::LINE_SIZE
self.contents.font.size = size
self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name)
self.contents.font.size = 20
end
draw_actor_hp(actor, x, WLH * 2, 80)
draw_actor_mp(actor, x, WLH * 3, 70)
end
#--------------------------------------------------------------------------
# �� �J�[�\�����X�V
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # �J�[�\�����u�� 0 ����������
self.cursor_rect.empty # �J�[�\��������������
else # �J�[�\�����u�� 0 ����������
rect = Rect.new(index * 96, 0, 96, 96)
self.cursor_rect = rect # �J�[�\�������`���X�V
end
end
end
#==============================================================================
# �� Scene_Battle
#------------------------------------------------------------------------------
# �@�o�g���������������s���N���X�����B
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# �� �����\���r���[�|�[�g������
#--------------------------------------------------------------------------
alias :neomemo13_create_info_viewport :create_info_viewport
def create_info_viewport
neomemo13_create_info_viewport
@info_viewport.rect.set(0, 0, 544, 416)
@status_window.x = 128
@actor_command_window.x = 4
end
#--------------------------------------------------------------------------
# �� �����\���r���[�|�[�g���X�V
#--------------------------------------------------------------------------
alias :neomemo13_update_info_viewport :update_info_viewport
def update_info_viewport
ox = @info_viewport.ox
neomemo13_update_info_viewport
@info_viewport.ox = ox
end
#--------------------------------------------------------------------------
# �� �p�[�e�B�R�}���h�I�����J�n
#--------------------------------------------------------------------------
alias :neomemo13_start_party_command_selection :start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@party_command_window.visible = true
@actor_command_window.visible = false
end
neomemo13_start_party_command_selection
end
#--------------------------------------------------------------------------
# �� �p�[�e�B�R�}���h�I�����X�V
#--------------------------------------------------------------------------
alias :neomemo13_update_party_command_selection :update_party_command_selection
def update_party_command_selection
return unless @party_command_window.command_movable?
neomemo13_update_party_command_selection
end
#--------------------------------------------------------------------------
# �� �A�N�^�[�R�}���h�I�����J�n
#--------------------------------------------------------------------------
alias :neomemo13_start_actor_command_selection :start_actor_command_selection
def start_actor_command_selection
neomemo13_start_actor_command_selection
@party_command_window.visible = false
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# �� �A�N�^�[�R�}���h�I�����X�V
#--------------------------------------------------------------------------
alias :neomemo13_update_actor_command_selection :update_actor_command_selection
def update_actor_command_selection
return unless @actor_command_window.command_movable?
neomemo13_update_actor_command_selection
end
#--------------------------------------------------------------------------
# �� �����G�L�����I�����J�n
#--------------------------------------------------------------------------
alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection
def start_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
@target_enemy_window.x = 544 - @target_enemy_window.width
@target_enemy_window.y = 288
@info_viewport.rect.width -= @target_enemy_window.width
end
#--------------------------------------------------------------------------
# �� �����G�L�����I�����I��
#--------------------------------------------------------------------------
alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection
def end_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_enemy_window.width
neomemo13_end_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
#--------------------------------------------------------------------------
# �� �����A�N�^�[�����I�����J�n
#--------------------------------------------------------------------------
alias :neomemo13_start_target_actor_selection :start_target_actor_selection
def start_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_actor_selection
@target_actor_window.y = 288
@info_viewport.rect.x = x
@info_viewport.ox = ox
@info_viewport.rect.width -= @target_actor_window.width
end
#--------------------------------------------------------------------------
# �� �����A�N�^�[�I�����I��
#--------------------------------------------------------------------------
alias :neomemo13_end_target_actor_selection :end_target_actor_selection
def end_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_actor_window.width
neomemo13_end_target_actor_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
#--------------------------------------------------------------------------
# �� �X�L���I�����J�n
#--------------------------------------------------------------------------
alias :neomemo13_start_skill_selection :start_skill_selection
def start_skill_selection
neomemo13_start_skill_selection
@skill_window.dispose if @skill_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# �� �A�C�e���I�����J�n
#--------------------------------------------------------------------------
alias :neomemo13_start_item_selection :start_item_selection
def start_item_selection
neomemo13_start_item_selection
@item_window.dispose if @item_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@item_window = Window_Item.new(8, 64, 528, 216)
@item_window.help_window = @help_window
end
end
dragoncob123- 15
-
27
22
45
5
Extras
Sobre mí::
Re: Sistema de menu en batalla estilo Spin
ben aporte.... gracias amigo nomas te falto un icon set que cuando no tenga arma aya un icono de un puño no una espada pero aun asi esta curado [Tienes que estar registrado y conectado para ver esa imagen]
joseg400-VX123- 15
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28
25
51
6
Re: Sistema de menu en batalla estilo Spin
oye el script me da varios errores .... bueno ps. esta bien..
otra cosa para los que no sepan la imagen debe ir en Graphics/System
con el nombre: spin40.png
espero haber sido de ayuda... jeje
otra cosa para los que no sepan la imagen debe ir en Graphics/System
con el nombre: spin40.png
espero haber sido de ayuda... jeje
Felsus- 15
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33
26
42
8
Re: Sistema de menu en batalla estilo Spin
Felsus escribió:oye el script me da varios errores .... bueno ps. esta bien..
otra cosa para los que no sepan la imagen debe ir en Graphics/System
con el nombre: spin40.png
espero haber sido de ayuda... jeje
Me parecio de muy buena ayuda!Eso era lo que me tiraba el error,tenes que avisar cuando pasa eso
BoneCrusher- 15
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Re: Sistema de menu en batalla estilo Spin
Oyes, sabes que ya estaba en la comunidad?
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Tienes un -1 de mi parte
[Tienes que estar registrado y conectado para ver este vínculo]
Tienes un -1 de mi parte
liol- 50
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Sobre mí::
Re: Sistema de menu en batalla estilo Spin
tengo problemas ise todo lo que decia pero no me sale nada en el menu
gamerslim- 0
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Re: Sistema de menu en batalla estilo Spin
como bien dice liol tambien de mi parte un -1
bobokukemon- 50
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Sobre mí:: No os lo creereis...pero me acabo de caer de la silla
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