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Batalla lateral ACE

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Batalla lateral ACE

Mensaje por 26fof el Jue 16 Mayo 2013, 2:57 am

Hola, bueno aquí dejo dos script totalmente compatibles para hacer una batalla lateral en el ACE, son muy simples pero se les puede sacar partido
El primero es para que se vea lateral
Código:
#===============================================================================
# Side-View Battle System
# By Jet10985 (Jet)
#===============================================================================
# This script will allow you to have battle where all the actor's sprites are
# display on the right side of the screen.
# This script has: 10 customization options.
#===============================================================================
# Overwritten Methods:
# Scene_Battle: show_attack_animation
# Spriteset_Battle: update_actors
#-------------------------------------------------------------------------------
# Aliased methods:
# Spriteset_Battle: create_actors, create_enemies
# Sprite_Character: initialize, update, dispose, start_new_effect
# Scene_Battle: use_item, next_command, prior_command
# Game_Character: screen_x, screen_y
#===============================================================================

module Jet
  module Sideview
   
    #===========================================================================
    # ENEMY OPTIONS
    #===========================================================================
   
    # These are the attack animations for enemies when they use a regular attack.
    # It follows this format: enemy_id => animation_id
    ENEMY_ATK_ANIMS = {
   
    1 => 4,
    6 => 2,
    5 => 27
   
    }
   
    # This is the default enemy attack animation, used when they do not have a
    # specific attack animation above.
    ENEMY_ATK_ANIMS.default = 1
   
    # This is a list of enemies whose portraits should be flipped in battle.
    FLIPPED_ENEMIES = [2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 18, 19]
   
    #===========================================================================
    # ACTOR OPTIONS
    #===========================================================================
   
    # Should the player sprite have a shadow beneath them?
    PLAYER_SHADOW = true
   
    # These are sprite changes depending on state infliction.
    # It follows this format: state_id => "sprite_appention"
    # This means if the state is inflicted, the sprite will look for a graphic
    # that is the same name as the character's sprite, plus the appended option.
    # EX: Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means
    # state 1 was inflicted, and my below config for 1 was: 1 => "_dead"
    # Now, his shown sprite will be $ralph_dead. If the sprite does not exist,
    # no change will be made.
    # The sprite index will be the same as the actor's.
    STATE_SPRITES = {
   
    1 => "_dead",
    2 => "_poison",
    3 => "_blind"
   
    }
   
    #===========================================================================
    # GENERAL_OPTIONS
    #===========================================================================
   
    # This is the animation displayed when a skill is about to be used.
    SKILL_ANIMATION = 43
   
    # This is the animation displayed when an item is about to be used.
    ITEM_ANIMATION = 43
   
    # These are the animations played when a state is inflicted.
    # It follows this format: state_id => animation_id
    STATE_ANIMATIONS = {
   
    1 => 56,
    2 => 50,
    3 => 51
   
    }
   
    #===========================================================================
    # FIELD OPTIONS
    #===========================================================================
   
    # This is where the line-up begins. [x, y]. The higher the x, the further
    # right and the higher the y the further down.
    FIELD_POS = [400, 80]
   
    # This is how far down, and to the right each player is from the previous
    # actor. [x, y]. Same rules as above.
    FIELD_SPACING = [12, 50]
   
  end
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================

($imported ||= {})[:jet] ||= {}
$imported[:jet][:Sideview] = true

class Game_Character
 
  attr_accessor :step_anime
 
  %w[screen_x screen_y].each {|a|
    aStr = %Q{
      alias jet6372_#{a} #{a}
      def #{a}(*args, &block)
        $BTEST ? 0 : jet6372_#{a}(*args, &block)
      end
    }
    module_eval(aStr)
  }
end

class Game_Actor
 
  def animation_id=(t)
    self.battle_sprite.start_animation($data_animations[t]) rescue nil
  end
end

class Game_Battler
 
  def battle_sprite
    return nil unless SceneManager.scene_is?(Scene_Battle)
    SceneManager.scene.spriteset.battler_sprites.each {|a|
      return a if a.battler == self
    }
    return nil
  end
end

class Spriteset_Battle
 
  alias jet2847_create_enemies create_enemies
  def create_enemies(*args, &block)
    jet2847_create_enemies(*args, &block)
    @enemy_sprites.each {|a|
      a.mirror = Jet::Sideview::FLIPPED_ENEMIES.include?(a.battler.enemy.id)
    }
  end
 
  alias jet3835_create_actors create_actors
  def create_actors(*args, &block)
    jet3835_create_actors(*args, &block)
    @jet_party = $game_party.members
    @actor_sprites.each {|a|
      a.dispose
    }
    @actor_sprites = []
    $game_party.members.each {|a|
      f = Game_Character.new
      f.set_graphic(a.character_name, a.character_index)
      f.step_anime = true
      f.set_direction(4)
      n = Sprite_Character.new(@viewport1, f)
      n.jet_x = Jet::Sideview::FIELD_POS[0] + a.index * Jet::Sideview::FIELD_SPACING[0]
      n.jet_y = Jet::Sideview::FIELD_POS[1] + a.index * Jet::Sideview::FIELD_SPACING[1]
      n.battler = a
      n.battle_sprite = true
      if Jet::Sideview::PLAYER_SHADOW
        v = Sprite.new(nil)
        v.bitmap = Cache.system("Shadow")
        n.shadow_sprite = v
      end
      @actor_sprites.push(n)
    }
  end
 
  def update_actors
    if @jet_party != $game_party.members
      @actor_sprites.each {|a|
        a.dispose
      }
      @actor_sprites = []
      create_actors
    end
    @actor_sprites.each {|a| a.update }
  end
end

class Sprite_Character
 
  attr_accessor :battle_sprite, :jet_x, :jet_y, :shadow_sprite, :battler
 
  alias jet4646_initialize initialize
  def initialize(*args, &block)
    @battle_sprite = false
    jet4646_initialize(*args, &block)
  end
 
  alias jet3645_update update
  def update(*args, &block)
    jet3645_update(*args, &block)
    if @battle_sprite
      @character.step_anime = !@battler.dead?
      @character.update
      self.x = @jet_x
      self.y = @jet_y
      if !@battler.nil?
        f = @battler.states.dup
        f.sort! {|a, b|
          a.priority <=> b.priority
        }.reverse!
        for i in 0...f.size
          a = Jet::Sideview::STATE_SPRITES[f[i].id]
          next if a.nil?
          b = (Cache.character(@character.character_name + a) rescue false)
          next unless b
          index = @character.character_index
          @character.set_graphic(@character.character_name + a, index)
          break
        end
      end
      if !@shadow_sprite.nil?
        @shadow_sprite.x = self.x - @shadow_sprite.width / 2
        @shadow_sprite.y = self.y - 28
        @shadow_sprite.visible = self.visible
        @shadow_sprite.viewport = self.viewport
        @shadow_sprite.z = self.z - 1
      end
    end
  end
 
  alias jet5484_dispose dispose
  def dispose(*args, &block)
    @shadow_sprite.dispose if !@shadow_sprite.nil?
    jet5484_dispose(*args, &block)
  end
 
  def move_x(times, amount)
    i = 0
    until i == times
      self.jet_x += amount
      i += 1
      [Graphics, SceneManager.scene.spriteset].each {|a| a.update }
    end
  end
 
  def effect?
    false
  end
end

class Game_Enemy
 
  def atk_animation_id1
    return Jet::Sideview::ENEMY_ATK_ANIMS[@enemy_id]
  end
 
  def atk_animation_id2
    return 0
  end
end

class Scene_Battle
 
  attr_reader :spriteset
 
  alias jet2711_use_item use_item
  def use_item(*args, &block)
    if @subject.is_a?(Game_Actor)
      if !@subject.current_action.guard?
        @subject.battle_sprite.move_x(11, -6)
      end
    end
    if !@subject.current_action.guard? && !@subject.current_action.attack?
      if @subject.current_action.item.is_a?(RPG::Item)
        n = $data_animations[Jet::Sideview::ITEM_ANIMATION]
      else
        n = $data_animations[Jet::Sideview::SKILL_ANIMATION]
      end
      @subject.battle_sprite.start_animation(n)
      wait_for_animation
    end
    jet2711_use_item(*args, &block)
    if @subject.is_a?(Game_Actor)
      if !@subject.current_action.guard?
        @subject.battle_sprite.move_x(11, 6)
      end
    end
  end
 
  def show_attack_animation(targets)
    aid1 = @subject.atk_animation_id1
    aid2 = @subject.atk_animation_id2
    show_normal_animation(targets, aid1, false)
    show_normal_animation(targets, aid2, true)
  end
 
  %w[next prior].each {|a|
    aStr = %Q{
      alias jet3734_#{a}_command #{a}_command
      def #{a}_command(*args, &block)
        f = BattleManager.actor
        f.battle_sprite.move_x(6, 6) if f.is_a?(Game_Actor)
        jet3734_#{a}_command(*args, &block)
        f = BattleManager.actor
        f.battle_sprite.move_x(6, -6) if f.is_a?(Game_Actor)
      end
    }
    module_eval(aStr)
  }
end

class Game_Action
 
  def guard?
    item == $data_skills[subject.guard_skill_id]
  end
end

if $imported[:jet][:BattlePopUps]
  class Sprite_Character
   
    attr_accessor :popups
       
    alias jet4758_initialize initialize
    def initialize(*args, &block)
      @popups = []
      @updating_sprites = []
      @popup_wait = 0
      jet4758_initialize(*args, &block)
    end
       
    alias jet7467_update update
    def update(*args, &block)
      jet7467_update(*args, &block)
      if @popup_wait == 0
        if !@popups.empty?
          @updating_sprites.push(@popups.pop)
          @popup_wait = 30
        end
      else
        @popup_wait -= 1
      end
      @updating_sprites.each {|a|
        a.visible = true if !a.visible
        a.update
        @updating_sprites.delete(a) if a.disposed?
      }
    end
   
    alias jet5483_dispose dispose
    def dispose(*args, &block)
      (@updating_sprites + @popups).each {|a| a.dispose }
      jet5483_dispose(*args, &block)
    end
   
    alias jet3745_setup_new_effect setup_new_effect
    def setup_new_effect(*args, &block)
      jet3745_setup_new_effect(*args, &block)
      do_sprite_popups
    end
   
    def make_popup(text, color)
      @popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
    end
   
    def do_sprite_popups
      return if @battler.nil?
      if @battler_struct.nil?
        @battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
        @battler_struct.hp = @battler.hp
        @battler_struct.mp = @battler.mp
        @battler_struct.tp = @battler.tp
      end
      check_success_popup
      check_hp_popup
      check_mp_popup
      check_tp_popup
    end
   
    def check_success_popup
      if @battler.result.success
        if @battler.result.critical
          make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
        elsif @battler.result.missed
          make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
        elsif @battler.result.evaded
          make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
        end
        @battler.result.clear_hit_flags
      end
    end
   
    def check_hp_popup
      if @battler_struct.hp != @battler.hp
        f = @battler_struct.hp - @battler.hp
        if f > 0
          make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
        elsif f < 0
          make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
        end
        @battler_struct.hp = @battler.hp
      end
    end
   
    def check_mp_popup
      if @battler_struct.mp != @battler.mp
        f = @battler_struct.mp - @battler.mp
        if f > 0
          make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
        elsif f < 0
          make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
        end
        @battler_struct.mp = @battler.mp
      end
    end
   
    def check_tp_popup
      if @battler_struct.tp != @battler.tp
        f = (@battler_struct.tp - @battler.tp).round
        if f > 0
          make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
        elsif f < 0
          make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
        end
        @battler_struct.tp = @battler.tp
      end
    end
  end
end
El segundo es para que salgan cosas como el daño o cualquier Pop Up en batalla

Código:
#===============================================================================
# Battle Pop-Ups
# By Jet10985 (Jet)
#===============================================================================
# This script will create and show pop-ups for multiple battle events such as
# hp/mp/tp loss and being inflicted with states.
# This script has: 25 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Game_Actor: level_up, gain_exp
# Game_Battler: add_state
# Sprite_Battler: initialize, update, dispose, start_new_effect
#===============================================================================

module Jet
  module BattlePopUps
   
    # This is the name of the font you want to use for pop-ups.
    POPUP_FONT = "Verdana"
   
    # The text and color shown when a character is knocked out (dies).
    KNOCKOUT_TEXT = "Muerto"
    KNOCKOUT_COLOR = Color.new(255, 167, 0)

    # The text and color shown when a character takes damage.
    # The actual damage is appended to the end.
    HURT_TEXT = "Daño +"
    HURT_COLOR = Color.new(255, 0, 0)
    HURT_TEXT_MP = "Magia -"
    HURT_COLOR_MP = Color.new(225, 30, 255)
    HURT_TEXT_TP = "TP -"
    HURT_COLOR_TP = Color.new(225, 30, 35)
   
    # The text and color shown when a character heals health.
    # The actual health is appended to the end.
    HEAL_TEXT = "Vida +"
    HEAL_COLOR = Color.new(0, 255, 0)
    HEAL_TEXT_MP = "Mana +"
    HEAL_COLOR_MP = Color.new(35, 200, 255)
    HEAL_TEXT_TP = "TP +"
    HEAL_COLOR_TP = Color.new(35, 35, 255)
   
    # The text and color shown when a character gains exp.
    # The actual exp is appended to the end.
    EXP_PLUS_TEXT = "EXP +"
    EXP_PLUS_COLOR = Color.new(167, 167, 0)
   
    # The text and color shown when an attack is critical.
    CRITICAL_TEXT = "Críticol"
    CRITICAL_COLOR = Color.new(255, 106, 43)
   
    # The text and color shown when an attack misses.
    MISSED_TEXT = "Falló"
    MISS_COLOR = Color.new(45, 78, 99)
   
    # The text and color shown when an attack is evaded.
    EVADED_TEXT = "Esquivado"
    EVADE_COLOR = Color.new(156, 187, 255)
     
    # The text, color, and animation shown when a character levels up.
    # For no animation, use 0.
    LEVEL_TEXT = "Subió de nivel"
    LEVEL_COLOR = Color.new(167, 255, 52)
     
    # These are the colors used for displaying when a state is added.
    # It follows this format: state_id => Color.new(r, g, b)
    STATE_ADDED_COLORS = {
   
      2 => Color.new(128, 0, 255),
      3 => Color.new(128, 0, 255),
      4 => Color.new(128, 0, 255)
     
    }
   
    # This is the default state added color.
    STATE_ADDED_COLORS.default = Color.new(128, 0, 255)
   
  end
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================

($imported ||= {})[:jet] ||= {}
$imported[:jet][:BattlePopUps] = true

class Game_Actor
 
  alias jet4921_level_up level_up
  def level_up(*args, &block)
    jet4921_level_up(*args, &block)
    unless self.exp >= next_level_exp and next_level_exp > 0
      make_popup(Jet::BattlePopUps::LEVEL_TEXT, Jet::BattlePopUps::LEVEL_COLOR)
    end
  end
 
  alias jet1029_gain_exp gain_exp
  def gain_exp(exp)
    make_popup(Jet::BattlePopUps::EXP_PLUS_TEXT + exp.to_s, Jet::BattlePopUps::EXP_PLUS_COLOR)
    jet1029_gain_exp(exp)
  end
end

class Game_Battler
 
  alias jet8573_add_state add_state
  def add_state(sid)
    before = state?(sid)
    jet8573_add_state(sid)
    return if before == state?(sid)
    if sid == death_state_id
      make_popup(Jet::BattlePopUps::KNOCKOUT_TEXT, Jet::BattlePopUps::KNOCKOUT_COLOR)
    else
      make_popup("+#{$data_states[sid].name}", Jet::BattlePopUps::STATE_ADDED_COLORS[sid])
    end
  end
 
  def make_popup(text, color)
    return unless SceneManager.scene_is?(Scene_Battle)
    f = self.battle_sprite; return if f.nil?
    f.popups.unshift(Sprite_JetPopup.new(text.to_s, color, f)) if !f.nil?
  end
 
  def battle_sprite
    return nil unless SceneManager.scene_is?(Scene_Battle)
    SceneManager.scene.spriteset.battler_sprites.each {|a|
      return a if a.battler == self
    }
    return nil
  end
end

class Scene_Battle
 
  attr_reader :spriteset
 
end

class Sprite_JetPopup < Sprite_Base
 
  def initialize(text, color, obj)
    super(nil)
    @text = text
    @color = color
    @character = obj
    self.visible = false
    @y_prog = 0
    form_self
  end
 
  def form_self
    samp = Bitmap.new(1, 1)
    self.bitmap = Bitmap.new(samp.text_size(@text).width, 24)
    self.bitmap.font.color = @color
    self.bitmap.font.name = Jet::BattlePopUps::POPUP_FONT
    self.bitmap.draw_text(0, 0, self.bitmap.width, 24, @text)
    self.x = @character.x - (self.bitmap.width / 2)
    self.x += (@character.src_rect.width / 2) if @character.battler.actor?
    self.y = @character.battler.enemy? ? @character.y : (@character.y + @character.src_rect.height)
    self.y += @character.src_rect.height if @character.battler.actor?
    samp.dispose
  end
 
  def update
    super
    self.x = @character.x - (self.bitmap.width / 2)
    if $imported[:jet][:AnimatedBattlers]
      self.x += (@character.src_rect.width / 2) if @character.battler.actor?
    end
    self.y = @character.y - 16 - @y_prog
    if $imported[:jet][:AnimatedBattlers]
      self.y += @character.src_rect.height if @character.battler.actor?
    end
    @y_prog += 1
    self.opacity -= 2.125
    if self.opacity <= 0
      self.dispose
    end
  end
end

class Sprite_Battler
 
  attr_accessor :popups
     
  alias jet4758_initialize initialize
  def initialize(*args, &block)
    @popups = []
    @updating_sprites = []
    @popup_wait = 0
    jet4758_initialize(*args, &block)
  end
     
  alias jet7467_update update
  def update(*args, &block)
    jet7467_update(*args, &block)
    if @popup_wait == 0
      if !@popups.empty?
        @updating_sprites.push(@popups.pop)
        @popup_wait = 30
      end
    else
      @popup_wait -= 1
    end
    @updating_sprites.each {|a|
      a.visible = true if !a.visible
      a.update
      @updating_sprites.delete(a) if a.disposed?
    }
  end
 
  alias jet5483_dispose dispose
  def dispose(*args, &block)
    (@updating_sprites + @popups).each {|a| a.dispose }
    jet5483_dispose(*args, &block)
  end
 
  alias jet3745_setup_new_effect setup_new_effect
  def setup_new_effect(*args, &block)
    jet3745_setup_new_effect(*args, &block)
    do_sprite_popups
  end
 
  def make_popup(text, color)
    @popups.unshift(Sprite_JetPopup.new(text.to_s, color, self))
  end
 
  def do_sprite_popups
    return if @battler.nil?
    if @battler_struct.nil?
      @battler_struct = Struct.new(:hp, :mp, :tp).new(0, 0, 0)
      @battler_struct.hp = @battler.hp
      @battler_struct.mp = @battler.mp
      @battler_struct.tp = @battler.tp
    end
    check_success_popup
    check_hp_popup
    check_mp_popup
    check_tp_popup
  end
 
  def check_success_popup
    if @battler.result.success
      if @battler.result.critical
        make_popup(Jet::BattlePopUps::CRITICAL_TEXT, Jet::BattlePopUps::CRITICAL_COLOR)
      elsif @battler.result.missed
        make_popup(Jet::BattlePopUps::MISSED_TEXT, Jet::BattlePopUps::MISS_COLOR)
      elsif @battler.result.evaded
        make_popup(Jet::BattlePopUps::EVADED_TEXT, Jet::BattlePopUps::EVADE_COLOR)
      end
      @battler.result.clear_hit_flags
    end
  end
 
  def check_hp_popup
    if @battler_struct.hp != @battler.hp
      f = @battler_struct.hp - @battler.hp
      if f > 0
        make_popup(Jet::BattlePopUps::HURT_TEXT + f.to_s, Jet::BattlePopUps::HURT_COLOR)
      elsif f < 0
        make_popup(Jet::BattlePopUps::HEAL_TEXT + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR)
      end
      @battler_struct.hp = @battler.hp
    end
  end
 
  def check_mp_popup
    if @battler_struct.mp != @battler.mp
      f = @battler_struct.mp - @battler.mp
      if f > 0
        make_popup(Jet::BattlePopUps::HURT_TEXT_MP + f.to_s, Jet::BattlePopUps::HURT_COLOR_MP)
      elsif f < 0
        make_popup(Jet::BattlePopUps::HEAL_TEXT_MP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_MP)
      end
      @battler_struct.mp = @battler.mp
    end
  end
 
  def check_tp_popup
    if @battler_struct.tp != @battler.tp
      f = (@battler_struct.tp - @battler.tp).round
      if f > 0
        make_popup(Jet::BattlePopUps::HURT_TEXT_TP + f.to_s, Jet::BattlePopUps::HURT_COLOR_TP)
      elsif f < 0
        make_popup(Jet::BattlePopUps::HEAL_TEXT_TP + f.abs.to_s, Jet::BattlePopUps::HEAL_COLOR_TP)
      end
      @battler_struct.tp = @battler.tp
    end
  end
end

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