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Limit break (KGC script)

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Limit break (KGC script) Empty Limit break (KGC script)

Mensaje por uroboros Dom 03 Ene 2010, 12:18 am

este script permite cambiar el limite de las cosas(nivel, ataque, vida...) esta explicado como usarlo en el script
Código:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  ◆              Unlimit Parameters - KGC_LimitBreak                ◆ VX ◆
#_/  ◇                  Last update : 2008/01/09                            ◇
#_/  ◆                Translatation by Touchfuzzy                          ◆
#_/  ◆ KGC Site:                                                            ◆
#_/  ◆ http://f44.aaa.livedoor.jp/~ytomy/                                    ◆
#_/-----------------------------------------------------------------------------
#_/  Installation: Because this script overwrites many classes(given its nature)
#_/  it must be inserted as at top of all other custom scripts.
#_/=============================================================================
#_/  This script allows you to go beyond the game's set limit of levels, stats
#_/  various parameters of enemies, money in hand, and possessed items.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
#                          ★ Customization ★                                  #
#==============================================================================#

module KGC
 module LimitBreak
  # 0. Levels 1-99 are determined normally, all levels after 99 are determined
  # by the equation used in PARAMETER_CALC_EXP.

  # 1. The stats listed in the database are only used as variables in the
  # following equations:
  #    ax^2 + bx + c
  #    a = What is set in the Database as the level 1 score of the
  #    corresponding stat.
  #    b = What is set in the Database as the level 2 score of the
  #    corresponding stat.
  #    c = What is set in the Database as the level 3 score of the
  #    corresponding stat.
  #    x = characters current level.

  # 2. The stats listed in the database are only used as variables in the
  # following equations:
  #    bx + c
  #    b = What is set in the Database as the level 2 score of the
  #    corresponding stat.
  #    c = What is set in the Database as the level 3 score of the
  #    corresponding stat.
  #    x = characters current level.

  PARAMETER_CALC_METHOD = 0

  # The following is the equation used for level 100 up if you are using
  # PARAMETER_CALC_METHOD = 0.  The following uses the difference between the
  #  stat at level 98 and level 99 at level 100 and each level afterwords.
  PARAMETER_CALC_EXP = "(param[99] - param[98]) * (level - 99)"

  # CHARACTER MAX LEVELS
  ACTOR_FINAL_LEVEL = []  # ← DO NOT REMOVE.
  # Put in the level max you wish for individual characters here
  #  ACTOR_FINAL_LEVEL[actor ID] = max level
  # ↓ This sets the max level of Actor 1 to 999
  ACTOR_FINAL_LEVEL[1] = 100



  # This sets the max for any character who is not specifically set in the
  # above section.
  ACTOR_FINAL_LEVEL_DEFAULT = 100
  # This sets the max amount of experience a character can earn.
  ACTOR_EXP_LIMIT = 99999999

  # This sets the Max HP a character can gain.
  ACTOR_MAXHP_LIMIT    = 99999
  # This sets the Max MP a character can gain.
  ACTOR_MAXMP_LIMIT    = 99999
  # This sets the max a character gain in Attack, Defense, Spirit, and Agility.
  ACTOR_PARAMETER_LIMIT = 9999

  # This sets the Max HP an enemy can have.
  ENEMY_MAXHP_LIMIT    = 10000000
  # This sets the Max MP an enemy can have.
  ENEMY_MAXMP_LIMIT    = 1000000
  # This sets the max an enemy can have in Attack, Defense, Spirit, and Agility
  ENEMY_PARAMETER_LIMIT = 100000

  # Since you cannot put stats higher than the old maxes in the database this
  # allows you to increase the numbers written in the database.
  # Each as written as a percentage so if you wanted to multiply Max HP by 10
  # then you would enter ENEMY_MAXHP_RATE = 1000
  ENEMY_MAXHP_RATE = 100  # MaxHP
  ENEMY_MAXMP_RATE = 100  # MaxMP
  ENEMY_ATK_RATE  = 100  # Attack
  ENEMY_DEF_RATE  = 100 # Defense
  ENEMY_SPI_RATE  = 100  # Spirit
  ENEMY_AGI_RATE  = 100  # Agility

  # This sets the Max gold a character can have.
  GOLD_LIMIT = 999999999

  # This sets the Max number of items of the same kind a character can carry
  ITEM_NUMBER_LIMIT = 1000

  module_function

  # The following lets you set specific stats of enemies individually.

  def set_enemy_parameters
    # Examples
    #  Enemy ID:10 Set MaxHP to 2000000
    # $data_enemies[10].maxhp = 2000000
    #  Enemy ID:16 Set Attack to 5000
    # $data_enemies[16].atk = 5000
    #  Enemy ID:20 Multiply current Defense by 2
    # $data_enemies[20].def *= 2
  end
 end
end

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

$imported = {} if $imported == nil
$imported["LimitBreak"] = true

module KGC::LimitBreak
  # Regular Expression Module.
  module Regexp
    # Base Item Module
    module BaseItem
      # Number Limit tag string
      NUMBER_LIMIT = /^<(?:NUMBER_LIMIT|numberlimit)[ ]*(\d+)>/i
    end
  end

  module_function
  #--------------------------------------------------------------------------
  # ○ Enemy's ability correction is applied.
  #--------------------------------------------------------------------------
  def revise_enemy_parameters
    (1...$data_enemies.size).each { |i|
      enemy = $data_enemies[i]
      enemy.maxhp = enemy.maxhp * ENEMY_MAXHP_RATE / 100
      enemy.maxmp = enemy.maxmp * ENEMY_MAXMP_RATE / 100
      enemy.atk  = enemy.atk  * ENEMY_ATK_RATE  / 100
      enemy.def  = enemy.def  * ENEMY_DEF_RATE  / 100
      enemy.spi  = enemy.spi  * ENEMY_SPI_RATE  / 100
      enemy.agi  = enemy.agi  * ENEMY_AGI_RATE  / 100
    }
  end
end

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  #--------------------------------------------------------------------------
  # ○ Generate Cache: limit Break
  #--------------------------------------------------------------------------
  def create_limit_break_cache
    @__number_limit = KGC::LimitBreak::ITEM_NUMBER_LIMIT

    @note.split(/[\r\n]+/).each { |line|
      if line =~ KGC::LimitBreak::Regexp::BaseItem::NUMBER_LIMIT
        # 所持数上限
        @__number_limit = $1.to_i
      end
    }
  end
  #--------------------------------------------------------------------------
  # ○ 所持数上限取得
  #--------------------------------------------------------------------------
  def number_limit
    create_limit_break_cache if @__number_limit == nil
    return @__number_limit
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ● MaxHP の制限値取得
  #--------------------------------------------------------------------------
  def maxhp_limit
    return KGC::LimitBreak::ENEMY_MAXHP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ○ MaxMP の制限値取得
  #--------------------------------------------------------------------------
  def maxmp_limit
    return KGC::LimitBreak::ENEMY_MAXMP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ● MaxMP の取得
  #--------------------------------------------------------------------------
  def maxmp
    return [[base_maxmp + @maxmp_plus, 0].max, maxmp_limit].min
  end
  #--------------------------------------------------------------------------
  # ○ 各種パラメータの制限値取得
  #--------------------------------------------------------------------------
  def parameter_limit
    return KGC::LimitBreak::ENEMY_PARAMETER_LIMIT
  end
  #--------------------------------------------------------------------------
  # ● 攻撃力の取得
  #--------------------------------------------------------------------------
  def atk
    n = [base_atk + @atk_plus, 1].max
    states.each { |state| n *= state.atk_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 防御力の取得
  #--------------------------------------------------------------------------
  def def
    n = [base_def + @def_plus, 1].max
    states.each { |state| n *= state.def_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 精神力の取得
  #--------------------------------------------------------------------------
  def spi
    n = [base_spi + @spi_plus, 1].max
    states.each { |state| n *= state.spi_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 敏捷性の取得
  #--------------------------------------------------------------------------
  def agi
    n = [base_agi + @agi_plus, 1].max
    states.each { |state| n *= state.agi_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● MaxHP の設定
  #    new_maxhp : 新しい MaxHP
  #--------------------------------------------------------------------------
  def maxhp=(new_maxhp)
    @maxhp_plus += new_maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, -maxhp_limit].max, maxhp_limit].min
    @hp = [@hp, self.maxhp].min
  end
  #--------------------------------------------------------------------------
  # ● MaxMP の設定
  #    new_maxmp : 新しい MaxMP
  #--------------------------------------------------------------------------
  def maxmp=(new_maxmp)
    @maxmp_plus += new_maxmp - self.maxmp
    @maxmp_plus = [[@maxmp_plus, -maxmp_limit].max, maxmp_limit].min
    @mp = [@mp, self.maxmp].min
  end
  #--------------------------------------------------------------------------
  # ● 攻撃力の設定
  #    new_atk : 新しい攻撃力
  #--------------------------------------------------------------------------
  def atk=(new_atk)
    @atk_plus += new_atk - self.atk
    @atk_plus = [[@atk_plus, -parameter_limit].max, parameter_limit].min
  end
  #--------------------------------------------------------------------------
  # ● 防御力の設定
  #    new_def : 新しい防御力
  #--------------------------------------------------------------------------
  def def=(new_def)
    @def_plus += new_def - self.def
    @def_plus = [[@def_plus, -parameter_limit].max, parameter_limit].min
  end
  #--------------------------------------------------------------------------
  # ● 精神力の設定
  #    new_spi : 新しい精神力
  #--------------------------------------------------------------------------
  def spi=(new_spi)
    @spi_plus += new_spi - self.spi
    @spi_plus = [[@spi_plus, -parameter_limit].max, parameter_limit].min
  end
  #--------------------------------------------------------------------------
  # ● 敏捷性の設定
  #    agi : 新しい敏捷性
  #--------------------------------------------------------------------------
  def agi=(new_agi)
    @agi_plus += new_agi - self.agi
    @agi_plus = [[@agi_plus, -parameter_limit].max, parameter_limit].min
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● 経験値計算
  #--------------------------------------------------------------------------
  def make_exp_list
    @exp_list = Array.new(final_level + 2)
    @exp_list[1] = @exp_list[final_level + 1] = 0
    m = actor.exp_basis
    n = 0.75 + actor.exp_inflation / 200.0
    (2..final_level).each { |i|
      @exp_list[i] = @exp_list[i-1] + Integer(m)
      m *= 1 + n
      n *= 0.9
    }
  end
  #--------------------------------------------------------------------------
  # ○ 最終レベルの取得
  #--------------------------------------------------------------------------
  def final_level
    n = KGC::LimitBreak::ACTOR_FINAL_LEVEL[self.id]
    return (n != nil ? n : KGC::LimitBreak::ACTOR_FINAL_LEVEL_DEFAULT)
  end
  #--------------------------------------------------------------------------
  # ● MaxHP の制限値取得
  #--------------------------------------------------------------------------
  def maxhp_limit
    return KGC::LimitBreak::ACTOR_MAXHP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ○ MaxMP の制限値取得
  #--------------------------------------------------------------------------
  def maxmp_limit
    return KGC::LimitBreak::ACTOR_MAXMP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ○ 各種パラメータの制限値取得
  #--------------------------------------------------------------------------
  def parameter_limit
    return KGC::LimitBreak::ACTOR_PARAMETER_LIMIT
  end
  #--------------------------------------------------------------------------
  # ○ 経験値の制限値取得
  #--------------------------------------------------------------------------
  def exp_limit
    return KGC::LimitBreak::ACTOR_EXP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ● 経験値の変更
  #    exp  : 新しい経験値
  #    show : レベルアップ表示フラグ
  #--------------------------------------------------------------------------
  def change_exp(exp, show)
    last_level = @level
    last_skills = skills
    @exp = [[exp, exp_limit].min, 0].max
    while @exp >= @exp_list[@level+1] && @exp_list[@level+1] > 0
      level_up
    end
    while @exp < @exp_list[@level]
      level_down
    end
    @hp = [@hp, maxhp].min
    @mp = [@mp, maxmp].min
    if show && @level > last_level
      display_level_up(skills - last_skills)
    end
  end
  #--------------------------------------------------------------------------
  # ● レベルの変更
  #    level : 新しいレベル
  #    show  : レベルアップ表示フラグ
  #--------------------------------------------------------------------------
  def change_level(level, show)
    level = [[level, final_level].min, 1].max
    change_exp(@exp_list[level], show)
  end
  #--------------------------------------------------------------------------
  # ○ 基本パラメータの取得
  #--------------------------------------------------------------------------
  def base_parameter(type)
    case KGC::LimitBreak::PARAMETER_CALC_METHOD
    when 0  # 数式定義
      if @level >= 100
        calc_text = KGC::LimitBreak::PARAMETER_CALC_EXP.dup
        calc_text.gsub!(/level/i) { "@level" }
        calc_text.gsub!(/param\[(\d+)\]/i) {
          "actor.parameters[type, #{$1.to_i}]"
        }
        return actor.parameters[type, 99] + eval(calc_text)
      end
    when 1  # 二次関数
      a = actor.parameters[type, 1]
      b = actor.parameters[type, 2]
      c = actor.parameters[type, 3]
      return ((a * @level + b) * @level + c)
    when 2  # 一次関数
      b = actor.parameters[type, 2]
      c = actor.parameters[type, 3]
      return (b * @level + c)
    end
    return actor.parameters[type, @level]
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxHP の取得
  #--------------------------------------------------------------------------
  def base_maxhp
    return base_parameter(0)
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxMP の取得
  #--------------------------------------------------------------------------
  def base_maxmp
    return base_parameter(1)
  end
  #--------------------------------------------------------------------------
  # ● 基本攻撃力の取得
  #--------------------------------------------------------------------------
  def base_atk
    n = base_parameter(2)
    equips.compact.each { |item| n += item.atk }
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本防御力の取得
  #--------------------------------------------------------------------------
  def base_def
    n = base_parameter(3)
    equips.compact.each { |item| n += item.def }
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本精神力の取得
  #--------------------------------------------------------------------------
  def base_spi
    n = base_parameter(4)
    equips.compact.each { |item| n += item.spi }
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本敏捷性の取得
  #--------------------------------------------------------------------------
  def base_agi
    n = base_parameter(5)
    equips.compact.each { |item| n += item.agi }
    return n
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Game_Party
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # ○ 所持金の制限値取得
  #--------------------------------------------------------------------------
  def gold_limit
    return KGC::LimitBreak::GOLD_LIMIT
  end
  #--------------------------------------------------------------------------
  # ● ゴールドの増加 (減少)
  #    n : 金額
  #--------------------------------------------------------------------------
  def gain_gold(n)
    @gold = [[@gold + n, 0].max, gold_limit].min
  end
  #--------------------------------------------------------------------------
  # ● アイテムの増加 (減少)
  #    item          : アイテム
  #    n            : 個数
  #    include_equip : 装備品も含める
  #--------------------------------------------------------------------------
  def gain_item(item, n, include_equip = false)
    number = item_number(item)
    case item
    when RPG::Item
      @items[item.id] = [[number + n, 0].max, item.number_limit].min
    when RPG::Weapon
      @weapons[item.id] = [[number + n, 0].max, item.number_limit].min
    when RPG::Armor
      @armors[item.id] = [[number + n, 0].max, item.number_limit].min
    end
    n += number
    if include_equip && n < 0
      members.each { |actor|
        while n < 0 && actor.equips.include?(item)
          actor.discard_equip(item)
          n += 1
        end
      }
    end
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Window_ShopBuy
#==============================================================================

class Window_ShopBuy < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 項目の描画
  #    index : 項目番号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    number = $game_party.item_number(item)
    enabled = (item.price <= $game_party.gold && number < item.number_limit)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    draw_item_name(item, rect.x, rect.y, enabled)
    rect.width -= 4
    self.contents.draw_text(rect, item.price, 2)
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # ● データベースのロード
  #--------------------------------------------------------------------------
  alias load_database_KGC_LimitBreak load_database
  def load_database
    load_database_KGC_LimitBreak

    set_enemy_parameters
  end
  #--------------------------------------------------------------------------
  # ● 戦闘テスト用データベースのロード
  #--------------------------------------------------------------------------
  alias load_bt_database_KGC_LimitBreak load_bt_database
  def load_bt_database
    load_bt_database_KGC_LimitBreak

    set_enemy_parameters
  end
  #--------------------------------------------------------------------------
  # ○ エネミーの能力値を設定
  #--------------------------------------------------------------------------
  def set_enemy_parameters
    KGC::LimitBreak.revise_enemy_parameters
    KGC::LimitBreak.set_enemy_parameters
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ● セーブデータの読み込み
  #    file : 読み込み用ファイルオブジェクト (オープン済み)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_LimitBreak read_save_data
  def read_save_data(file)
    read_save_data_KGC_LimitBreak(file)

    (1...$data_actors.size).each { |i|
      actor = $game_actors[i]
      actor.make_exp_list
      # レベル上限チェック
      if actor.level > actor.final_level
        while actor.level > actor.final_level
          actor.level_down
        end
        # 減少した HP などを反映させるためのおまじない
        actor.change_level(actor.final_level, false)
      end
    }
  end
end

#==================================End Class===================================#

#==============================================================================
# ■ Scene_Shop
#==============================================================================

class Scene_Shop < Scene_Base
  #--------------------------------------------------------------------------
  # ● 購入アイテム選択の更新
  #--------------------------------------------------------------------------
  def update_buy_selection
    @status_window.item = @buy_window.item
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true
      @dummy_window.visible = true
      @buy_window.active = false
      @buy_window.visible = false
      @status_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
      return
    end
    if Input.trigger?(Input::C)
      @item = @buy_window.item
      number = $game_party.item_number(@item)
      if @item == nil || @item.price > $game_party.gold ||
          number == @item.number_limit
        Sound.play_buzzer
      else
        Sound.play_decision
        max = (@item.price == 0 ?
          @item.number_limit : $game_party.gold / @item.price)
        max = [max, @item.number_limit - number].min
        @buy_window.active = false
        @buy_window.visible = false
        @number_window.set(@item, max, @item.price)
        @number_window.active = true
        @number_window.visible = true
      end
    end
  end
end

#==================================End Class===================================#

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=limit_break
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
uroboros
uroboros
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Cantidad de envíos 166

Maker Cash 225

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Limit break (KGC script) Empty Re: Limit break (KGC script)

Mensaje por SoyCanek Dom 03 Ene 2010, 1:18 am

Muy bueno [Tienes que estar registrado y conectado para ver esa imagen]
Te dejo +1
Por cierto, he editado tu post cambiando el [spoiler] por [code]
pues es más chulo [Tienes que estar registrado y conectado para ver esa imagen]
Saludos [Tienes que estar registrado y conectado para ver esa imagen]
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Limit break (KGC script) Empty Re: Limit break (KGC script)

Mensaje por daniescalador Dom 03 Ene 2010, 9:58 am

voi a provarlo, y si me va (y supiese) te dejaba un +1
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Limit break (KGC script) Empty Re: Limit break (KGC script)

Mensaje por raul Lun 04 Ene 2010, 3:06 pm

Esta guai el script de Limit break,aunque me recuerda un script parecido a ese.
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Limit break (KGC script) Empty Re: Limit break (KGC script)

Mensaje por MiguL Dom 07 Feb 2010, 7:00 pm

una duda, ¿Me podriais explicar como configurarlo para poner mas vida a bichos personajes etc? es que lo tengo pero no se usarlo
Salu2
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Limit break (KGC script) Empty Re: Limit break (KGC script)

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