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Список форумов RPG Maker VXAce » Вопросы/Ответы » эффективно\не эффективно
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эффективно\не эффективно
СообщениеДобавлено: Вс Янв 11, 2015 5:31 am Ответить с цитатой
Шприцц
Уровень 3
Уровень 3
Зарегистрирован: 29.07.2014
Сообщения: 22




в играх, вроде Pokemon, реализована система эффективных и не эффективных атак. как это реализовать в RPGMVXA?
например, чтобы ледяной голем получал двойной урон от зажигательных патронов, а нежить была неуязвима к обычным мечам.
?

да, вопрос простой =__=
но я не нашёл нигде адекватного руководства по такой системе.
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СообщениеДобавлено: Пт Фев 13, 2015 3:01 pm Ответить с цитатой
Qwars
Уровень 5
Уровень 5
Зарегистрирован: 08.01.2015
Сообщения: 53
Откуда: Мидгар




Честно говоря полностью ответить не смогу, однако я знаю стандартную возможность создания нечто подобного...
В БД -> Враги -> Особенности
к примеру я могу сделать пункт "сопротивление состоянию" и в списке выбрать соответствующее состояние, которые можно добавлять во вкладке "состояние"
Там, так то много стандартных функций Улыбка
если найду скрипт, обязательно отпишусь

Ншел нечто подобное, сам пока не решусь разбирать, но
    #==============================================================================
    #
    # Element EX v1.06
    # by AdiktuzMiko
    # --- Date Created: 06/01/2013
    # --- Last Date Updated: 09/20/2014
    # --- Level: Easy
    #
    # Basically it allows you to give elemental damage bonuses/penalty and
    # protection/weakness tags to objects. Also allows you to assign multiple
    # elements to an object.
    #
    # You can now also show a scene that shows the elemental bonuses of each actor
    #
    # Added two new methods for those who want to have more control over damage
    #
    # adik_modify_damage(user,item,damage)
    # -> If you want to further modify the damage
    # -> Should return the new damage value
    # -> Processed after all the default + Elements EX modifications are done
    # adik_damage_extension(user,item,damage)
    # -> If you want to do something else during damage calculations
    # -> Processed after modify damage
    #
    # Example: A fire ring should increase the damage of all fire element
    # attacks/skills of it's wearer.
    # An anti-fire ring should reduce the damage the user takes from
    # fire element attacks/skills. But it can/will also increase the damage
    # taken by the user from water element attacks/skills.
    #
    # A sword that is both of the fire and ice elements.
    #
    # Note: Once you import this system, you need to use the given tags
    # in order to assign elements and elemental resistances to objects
    # because this system bypasses the elements and elemental resistances
    # that are set using traits.
    #
    #==============================================================================
    # ++ Notetags ++
    #==============================================================================
    #
    # These tags goes into Actors, Classes, Skills, Weapons, Armors, Enemies
    # and States
    #
    # The following tags are for percent bonuses:
    #
    # <atk> = Gives bonus elemental damage to the object
    # Positive: Damage done increases
    # Negative: Damage done decreases
    # <def> = Gives bonus elemental defense to the object
    # Positive: Damage taken decreases
    # Negative: Damage taken increases
    #
    # x => element id
    # y => bonus amount (can be +/-, real numbers)
    # 1.0 = 100% bonus damage/defense
    #
    # The bonus values add up for all object tags working on the actor
    #
    # Example: If actor1 has a <def> tag
    # actor1's class has a <def> tag
    # actor1's armor has a <def> tag
    # Then the actor will have a total reduction of 1.0, which is
    # 100% damage reduction for element 1.
    #
    # The following tags are for direct bonuses:
    #
    # <atk> = Gives bonus elemental damage to the object
    # Positive: Damage done increases
    # Negative: Damage done decreases
    # <def> = Gives bonus elemental defense to the object
    # Positive: Damage taken decreases
    # Negative: Damage taken increases
    #
    # x => element id
    # y => bonus amount (can be +/-, real numbers)
    # 1.0 = 1 bonus damage/defense
    #
    # The bonus values add up for all object tags working on the actor
    #
    # Example: If actor1 has a <def> tag
    # actor1's class has a <def> tag
    # actor1's armor has a <def> tag
    # Then the actor will have a total reduction of 1.0, which is
    # 1 damage reduction for element 1.
    #
    # The following tags are for applying elements to objects:
    #
    # <obj>
    #
    # x => element id
    #
    # use 0 for skills that you want to use the character's attack elements
    #
    # To set the distribution percent of each element defined, use
    #
    # <obj>
    #
    # y => rate (1.0 = 100%, 0.5 = 50%, 2.0 = 200%)
    #
    # If this tag is not used, all elements defined by <obj> will be set at 1.0 rate
    #
    #==============================================================================
    # ++ Script Calls ++
    #==============================================================================
    #
    # To open up the ElementsEX scene:
    #
    # SceneManager.call(Scene_ElementsEX)
    #
    # Note: Doing this call from some scenes might cause problems
    # i.e. when called from a battle scene
    #
    # If you want to add it into the main menu or equip menu
    # just add a command which uses the command handler:
    #
    # command_elementex
    #
    # ex: If you have Yanfly's Menu Engine or Equip Engine, just add
    # this to the custom commands list
    #
    # :elementex => [ "ElementEx", 0, 0, :command_elementex]
    #
    # then add :elementex to the menu commands list
    #
    #==============================================================================
    # ++ Installation ++
    #==============================================================================
    # Install this script in the Materials section in your project's
    # script editor and start tagging.
    #
    # There are also some configurables on the upper part of the script.
    #
    #==============================================================================
    # ++ Compatibility ++
    #==============================================================================
    # This script aliases the following default VXA methods:
    #
    # DataManager: Load_Database
    # Game_Battler: item_element_rate
    #
    # Overwrites:
    #
    # Game_Battler: make_damage_value
    # Yanfly Element PopUp: element_popup_tag? -> for compatibility fix
    #
    # Notes: For the attack tags + Yanfly's Battle Engine
    #
    # Damages that deal bonuses due to positive attack tags will be considered
    # as weakpoint elements if you're using Yanfly's battle engine and the
    # resulting damage rate is greater than 1.0 (100%).
    #
    # Also, if damages deal weakened damage due negative to attack tags, it will be
    # considered as resisted damaged if you're using Yanfly's battle engine and the
    # resulting damage rate is lower than 1.0 (100%).
    #
    #==============================================================================
    # ++ Terms and Conditions ++
    #==============================================================================
    #
    # Read this: http://lescripts.wordpress.com/terms-and-conditions/
    #
    #==============================================================================

    $imported ||= {}
    $imported["ElementEX"] = true

    module Adiktuz
    module ElementEX
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # ? Script Settings
    #--------------------------------------------------------------------------
    # This is where you adjust the settings for the script
    #--------------------------------------------------------------------------

    #--------------------------------------------------------------------------
    # Determines how do you detect damage element for use with Yanfly's
    # Element Pop Up script:
    #(basically, how to determine the color of the pop-up)
    #
    # 0 = highest percent bonus, 1 = highest direct bonus
    #
    #--------------------------------------------------------------------------
    ELEMENT_DETECTION = 0

    #--------------------------------------------------------------------------
    # X offset per letter of actor name on the elements window
    # used for adjusting the name position on the window
    #--------------------------------------------------------------------------
    X_PER_LETTER = 5

    #--------------------------------------------------------------------------
    # Font size of the elements window
    #--------------------------------------------------------------------------
    FONT_SIZE = 16

    #--------------------------------------------------------------------------
    # Input here all of the element ids that your game uses.
    #--------------------------------------------------------------------------
    ELEMENTS = [0,1,3,4,7,8,9,10,11,12,13,14,18]
    # do not remove the 0

    #--------------------------------------------------------------------------
    # Input here the icons that each element ids should use
    #--------------------------------------------------------------------------
    ELEMENTS_ICONS = {
    1 => 116, # Physical
    3 => 130, # Pierce
    4 => 135, # Blunt
    7 => 131, # Cut
    8 => 96, # Fire
    9 => 99, # Water
    10 => 101, # Wind
    11 => 100, # Earth
    12 => 103, # Dark
    13 => 102, # Holy
    14 => 98, # Electric
    18 => 119, # Ether
    # Add more element definitions here.

    } # <- Do not delete.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # ? Notetag Settings
    #--------------------------------------------------------------------------
    # This is where you adjust the settings for the notetags used in all
    # notetaggable items.
    #--------------------------------------------------------------------------
    SKILL_ELE = /<obj>/i
    SKILL_ELER = /<obj>/i
    ATK_ELE = /<atk>/i
    DEF_ELE = /<def>/i
    ATK_B_ELE = /<atk>/i
    DEF_B_ELE = /<def>/i
    end #module ElementEX
    end #module Adiktuz

    #===============================================================================
    module DataManager
    #===============================================================================

    #---------------------------------------------------------------------------
    # alias: load_database
    #---------------------------------------------------------------------------
    class << self; alias :load_unique_element_base :load_database; end
    def self.load_database
    load_unique_element_base
    load_unique_element
    end
    #--------------------------------------------------------------------------
    # new method: load_elemental_control
    #--------------------------------------------------------------------------
    def self.load_unique_element
    classes = [$data_weapons, $data_armors, $data_skills , $data_items,
    $data_actors , $data_classes, $data_enemies, $data_states ]
    for classe in classes
    for obj in classe
    next if obj.nil?
    obj.load_elemental_control
    end
    end
    end

    end # DataManager

    #===============================================================================
    class RPG::BaseItem
    #===============================================================================

    #---------------------------------------------------------------------------
    # public instance Variables
    #---------------------------------------------------------------------------
    attr_accessor :atk_ele
    attr_accessor :def_ele
    attr_accessor :atk_b_ele
    attr_accessor :def_b_ele
    attr_accessor :skill_ele
    attr_accessor :skill_eler

    #--------------------------------------------------------------------------
    # new method: load_elemental_control
    #--------------------------------------------------------------------------
    def load_elemental_control
    @atk_ele = [0] * $data_system.elements.size
    @def_ele = [0] * $data_system.elements.size
    @atk_b_ele = [0] * $data_system.elements.size
    @def_b_ele = [0] * $data_system.elements.size
    @skill_ele = [0] * $data_system.elements.size
    @skill_eler = [1] * $data_system.elements.size
    set_elemental_bonus
    end
    #--------------------------------------------------------------------------
    # common cache : load_notetags_critex
    #--------------------------------------------------------------------------
    def set_elemental_bonus
    self.note.split(/[\r\n]+/).each do |line|
    case line
    when Adiktuz::ElementEX::ATK_ELE then @atk_ele[$1.to_i] = $2.to_f
    when Adiktuz::ElementEX::DEF_ELE then @def_ele[$1.to_i] = $2.to_f
    when Adiktuz::ElementEX::ATK_B_ELE then @atk_b_ele[$1.to_i] = $2.to_f
    when Adiktuz::ElementEX::DEF_B_ELE then @def_b_ele[$1.to_i] = $2.to_f
    when Adiktuz::ElementEX::SKILL_ELE then @skill_ele[$1.to_i] = 1
    when Adiktuz::ElementEX::SKILL_ELER then @skill_eler[$1.to_i] = $2.to_f
    end
    end
    end

    end # << RPG::BaseItem

    class Game_Battler < Game_BattlerBase

    #--------------------------------------------------------------------------
    # new method: get_elements
    #--------------------------------------------------------------------------
    def get_elements(item)
    elements = []
    for id in Adiktuz::ElementEX::ELEMENTS
    elements.push(id) if item.skill_ele[id] == 1
    end
    elements
    end

    #--------------------------------------------------------------------------
    # new method: count_elements
    #--------------------------------------------------------------------------
    def count_elements(item)
    elements = get_elements(item)
    elements.size
    end

    #--------------------------------------------------------------------------
    # new method: get_battler_elements
    #--------------------------------------------------------------------------
    def get_battler_elements(user)
    elements = []
    if user.actor?
    for id in Adiktuz::ElementEX::ELEMENTS
    elements.push(id) if user.actor.skill_ele[id] == 1 && !elements.include?(id)
    elements.push(id) if user.class.skill_ele[id] == 1 && !elements.include?(id)
    for equip in user.equips
    next if equip.nil?
    elements.push(id) if equip.skill_ele[id] == 1 && !elements.include?(id)
    end
    for state in user.states
    next if state.nil?
    elements.push(id) if state.skill_ele[id] == 1 && !elements.include?(id)
    end
    end
    elsif user.enemy?
    for id in Adiktuz::ElementEX::ELEMENTS
    elements.push(id) if user.enemy.skill_ele[id] == 1 && !elements.include?(id)
    end
    for state in user.states
    next if state.nil?
    elements.push(id) if state.skill_ele[id] == 1 && !elements.include?(id)
    end
    end
    elements
    end

    #--------------------------------------------------------------------------
    # Alias method: item_element_rate
    #--------------------------------------------------------------------------
    alias adik_item_element_rate item_element_rate
    def item_element_rate(user, item)
    rate = 1.0
    item_elements_ex = get_elements(item)
    if item_elements_ex.empty?
    item_elements_ex = get_battler_elements(user)
    rate = elements_ex_max_rate(user,item_elements_ex,item) unless item_elements_ex.empty?
    else
    item_elements_ex.each do |id|
    rate += (get_atk_element_multi(user,id) - get_def_element_multi(id))*item.skill_eler[id]
    end
    end
    rate
    end

    #--------------------------------------------------------------------------
    # new method: elements_ex_bonus
    #--------------------------------------------------------------------------
    def elements_ex_bonus(user,elements)
    bonus = 0
    elements.each do |elem|
    bonus += get_atk_element_bonus(user,elem) - get_def_element_bonus(elem)
    end
    bonus
    end

    #--------------------------------------------------------------------------
    # new method: elements_ex_max_rate
    #--------------------------------------------------------------------------
    def elements_ex_max_rate(user,elements,item)
    rate = 1.0
    elements.each do |elem|
    rate += (get_atk_element_multi(user,elem) - get_def_element_multi(elem))*item.skill_eler[elem]
    end
    rate
    end

    #--------------------------------------------------------------------------
    # new method: elements_max_rate2
    #--------------------------------------------------------------------------
    def elements_max_rate2(user,elements)
    elements.inject([0.0]) {|r, i| r.push((get_atk_element_multi(user,i)) -( get_def_element_multi(i))) }.max
    end

    #--------------------------------------------------------------------------
    # new method: elements_max_rate3
    #--------------------------------------------------------------------------
    def elements_max_rate3(user,elements)
    elements.inject([0.0]) {|r, i| r.push((get_atk_element_bonus(user,i)) -( get_def_element_bonus(i))) }.max
    end

    #--------------------------------------------------------------------------
    # new method: get_atk_element_multi
    #--------------------------------------------------------------------------
    def get_atk_element_multi(user,id)
    multi = 0.0
    if user.actor?
    multi += user.actor.atk_ele[id]
    multi += user.class.atk_ele[id]
    for equip in user.equips
    next if equip.nil?
    multi += equip.atk_ele[id]
    end
    for state in user.states
    next if state.nil?
    multi += state.atk_ele[id]
    end
    end
    if user.enemy? then
    multi += user.enemy.atk_ele[id]
    for state in user.states
    next if state.nil?
    multi += state.atk_ele[id]
    end
    end
    return multi
    end

    #--------------------------------------------------------------------------
    # new method: get_atk_element_bonus
    #--------------------------------------------------------------------------
    def get_atk_element_bonus(user,id)
    bonus = 0.0
    if user.actor?
    bonus += user.actor.atk_b_ele[id]
    bonus += user.class.atk_b_ele[id]
    for equip in user.equips
    next if equip.nil?
    bonus += equip.atk_b_ele[id]
    end
    for state in user.states
    next if state.nil?
    bonus += state.atk_b_ele[id]
    end
    end
    if user.enemy? then
    bonus += user.enemy.atk_b_ele[id]
    for state in user.states
    next if state.nil?
    bonus += state.atk_b_ele[id]
    end
    end
    return bonus
    end

    #--------------------------------------------------------------------------
    # new method: get_def_element_multi
    #--------------------------------------------------------------------------
    def get_def_element_multi(id)
    multi = 0.0
    if actor?
    multi += self.actor.def_ele[id]
    multi += self.class.def_ele[id]
    for equip in self.equips
    next if equip.nil?
    multi += equip.def_ele[id]
    end
    for state in self.states
    next if state.nil?
    multi += state.def_ele[id]
    end
    end
    if enemy? then
    multi += self.enemy.def_ele[id]
    for state in self.states
    next if state.nil?
    multi += state.def_ele[id]
    end
    end
    return multi
    end

    #--------------------------------------------------------------------------
    # new method: get_def_element_bonus
    #--------------------------------------------------------------------------
    def get_def_element_bonus(id)
    bonus = 0.0
    if actor?
    bonus += self.actor.def_b_ele[id]
    bonus += self.class.def_b_ele[id]
    for equip in self.equips
    next if equip.nil?
    bonus += equip.def_b_ele[id]
    end
    for state in self.states
    next if state.nil?
    bonus += state.def_b_ele[id]
    end
    end
    if enemy? then
    bonus += self.enemy.def_b_ele[id]
    for state in self.states
    next if state.nil?
    bonus += state.def_b_ele[id]
    end
    end
    return bonus
    end

    #--------------------------------------------------------------------------
    # new method: adik_modify_damage
    #--------------------------------------------------------------------------
    def adik_modify_damage(user,item,damage)
    return damage
    end

    #--------------------------------------------------------------------------
    # new method: adik_damage_extension
    #--------------------------------------------------------------------------
    def adik_damage_extension(user,item,damage)
    #Do nothing
    end

    #--------------------------------------------------------------------------
    # overwrite method: make_damage_value
    #--------------------------------------------------------------------------
    def make_damage_value(user, item)
    value = item.damage.eval(user, self, $game_variables)
    value *= item_element_rate(user, item)
    value *= pdr if item.physical?
    value *= mdr if item.magical?
    value *= rec if item.damage.recover?
    item_elements_ex = get_elements(item)
    same_normal = item_elements_ex.size == 1 and item_elements_ex[0] == 0
    item_elements_ex = get_battler_elements(user) if item_elements_ex.empty? or same_normal
    value += elements_ex_bonus(user,item_elements_ex)
    value = apply_variance(value, item.damage.variance)
    value = apply_guard(value)
    if $imported["CriticalEX"]
    value = apply_critical_ex(value,user,item) if @result.critical
    else
    value = apply_critical(value) if @result.critical
    end
    value = adik_modify_damage(user,item,value)
    @result.make_damage(value.to_i, item)
    adik_damage_extension(user,item,value)
    end

    #--------------------------------------------------------------------------
    # overwrite Yanfly's method: element_popup_tag?
    #--------------------------------------------------------------------------
    def element_popup_tag?(user, item)
    return "HP_DMG" if item.nil?
    text = "ELEMENT_"
    item_elements_ex = get_elements(item)
    same_normal = item_elements_ex.size == 1 and item_elements_ex[0] == 0
    if item_elements_ex.empty? or same_normal
    item_elements_ex = get_battler_elements(user)
    end
    return "HP_DMG" if item_elements_ex.empty? or Adiktuz::ElementEX::ELEMENT_DETECTION > 1
    if Adiktuz::ElementEX::ELEMENT_DETECTION == 0 then
    rate = elements_max_rate2(user,item_elements_ex)
    for i in Adiktuz::ElementEX::ELEMENTS
    next unless get_atk_element_multi(user,i)-get_def_element_multi(i) == rate
    text += i.to_s
    break
    end
    else
    rate = elements_max_rate3(user,item_elements_ex)
    for i in Adiktuz::ElementEX::ELEMENTS
    next unless get_atk_element_bonus(user,i)-get_def_element_bonus(i) == rate
    text += i.to_s
    break
    end
    end
    text = "HP_DMG" unless YEA::BATTLE::POPUP_RULES.include?(text)
    return text
    end
    end

    class Window_ElementsEX < Window_Base


    def initialize(x, actor=$game_actors[1], y=line_height*2.5)
    super(x, y, window_width, window_height)
    @actor = actor
    @temp_actor = nil
    self.windowskin = Cache.system("Window3")
    refresh
    end

    def window_width
    return 412
    end

    def line_height
    return Adiktuz::ElementEX::FONT_SIZE
    end

    def window_height
    fitting_height(visible_line_number)
    end

    def visible_line_number
    return Adiktuz::ElementEX::ELEMENTS.size + 2
    end

    def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
    end

    def refresh
    contents.clear
    contents.font.size = Adiktuz::ElementEX::FONT_SIZE
    draw_actor_name(@actor, (width/2) - @actor.name.length*Adiktuz::ElementEX::X_PER_LETTER, 0) if @actor
    draw_columns(48,line_height,82)
    draw_elementsex(48,82)
    end

    def set_temp_actor(temp_actor)
    return if @temp_actor == temp_actor
    @temp_actor = temp_actor
    refresh
    end

    def draw_elementsex(x,spacing)
    element_set = Adiktuz::ElementEX::ELEMENTS.clone
    element_set.delete(0)
    element_set.each_index do |id2|
    id = element_set[id2]
    draw_icon(Adiktuz::ElementEX::ELEMENTS_ICONS[id], 0, 20 + line_height*(id2+1))
    atk_perc = 100*@actor.get_atk_element_multi(@actor,id)
    def_perc = 100*@actor.get_def_element_multi(id)
    atk_dir = @actor.get_atk_element_bonus(@actor,id)
    def_dir = @actor.get_def_element_bonus(id)
    draw_text(x , 24 + line_height*(id2+1), 64, line_height, atk_perc.to_s)
    draw_text(x + spacing*2, 24 + line_height*(id2+1), 64, line_height, def_perc.to_s)
    draw_text(x + spacing, 24 + line_height*(id2+1), 64, line_height, atk_dir.to_s)
    draw_text(x + spacing*3,24 + line_height*(id2+1), 64, line_height, def_dir.to_s)
    end
    end

    def draw_columns(x,y,spacing)
    draw_text(x, y, 64, line_height, "Attack %")
    draw_text(x + spacing, y, 64, line_height, "Attack +")
    draw_text(x + spacing*2, y, 64, line_height, "Defense %")
    draw_text(x + spacing*3, y, 64, line_height, "Defense +")
    end
    end

    class Window_ElementsHelp < Window_Base

    def initialize(x, y)
    super(x, y, window_width, window_height)
    self.windowskin = Cache.system("Window3")
    refresh
    end

    def window_width
    return 544
    end

    def line_height
    return Adiktuz::ElementEX::FONT_SIZE
    end

    def window_height
    fitting_height(1)
    end

    def refresh
    contents.clear
    contents.font.size = Adiktuz::ElementEX::FONT_SIZE
    draw_text(0, 0, window_width, line_height, "Change actors via the L/R button (Q/W by default)")
    end

    end

    class Window_ElementsEXCommand < Window_HorzCommand

    def initialize(x, y, width)
    @window_width = width
    super(x, y)
    #self.windowskin = Cache.system("Window3")
    end

    def window_width
    @window_width
    end

    def col_max
    return 1
    end

    def make_command_list
    add_command("Exit", :exit)
    end
    end

    class Scene_ElementsEX < Scene_MenuBase

    def start
    super
    create_elementex_window
    create_command_window
    create_help_window
    end

    def create_help_window
    @help_window = Window_ElementsHelp.new(0,0)
    end

    def create_command_window
    wx = 0
    wy = 124
    ww = 96
    @command_window = Window_ElementsEXCommand.new(wx, wy, ww)
    @command_window.viewport = @viewport
    @command_window.set_handler(:exit, method(:return_scene))
    @command_window.set_handler(:cancel, method(:return_scene))
    @command_window.set_handler(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup, method(:prev_actor))
    end

    def create_elementex_window
    @elementex_window = Window_ElementsEX.new(120,@actor)
    @elementex_window.viewport = @viewport
    end

    def on_actor_change
    @elementex_window.actor = @actor
    @command_window.activate
    end

    end

    class Scene_Menu < Scene_MenuBase

    def command_elementex
    SceneManager.call(Scene_ElementsEX)
    end

    end

    class Scene_Equip < Scene_MenuBase

    def command_elementex
    SceneManager.call(Scene_ElementsEX)
    end

    end

_________________
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