Descrizione
Personalizzazione della Scene Shop. Completamente animata.
EDIT: Implementata la possibilitā di equipaggiare gli oggetti direttamente dal negozio.
Autore
Avon Valentino (Io)
Allegati
Screenshots:
#1 Inviato 19 September 2010 - 12:52 PM
Personalizzazione della Scene Shop. Completamente animata.
EDIT: Implementata la possibilitā di equipaggiare gli oggetti direttamente dal negozio.
Avon Valentino (Io)
CODE -> ruby
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 | #---------------------------Valentino's Scene Shop--------------------------- # #Script creato da Valentino Avon, se lo usate creditatemi ;) #---------------------------CONFIGURAZIONE------------------------ SFONDO = "Sfondo" #title di sfondo Da inserire in Graphics/Titles MOV_X = 1#movimento X sfondo MOV_Y = 1#movimento Y sfondo #----------------------------------------------------------------- class Window_ShopCommand < Window_Selectable def initialize super(16, -184, 160, 128) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 3 @column_max = 1 @commands = ["Compra", "Vendi", "Esci"] self.z = 120 refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end def draw_item(index) y = 0 + index * 32 self.contents.draw_text(4, y, 128, 32, @commands[index]) end end class Window_ShopNumber < Window_Base def refresh self.contents.clear draw_item_name(@item, 4, 6) self.contents.font.color = normal_color self.contents.draw_text(222, 6, 32, 32, "×") self.contents.draw_text(258, 6, 24, 32, @number.to_s, 2) self.cursor_rect.set(254, 6, 32, 32) # Draw total price and currency units domination = $data_system.words.gold cx = contents.text_size(domination).width total_price = @price * @number self.contents.font.color = normal_color self.contents.draw_text(-50, 64, 328-cx-2, 32, total_price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(282-cx, 64, cx, 32, domination, 2) end end class Window_StatusS < Window_Selectable def initialize super(368, 128, 272, 352) self.contents = Bitmap.new(width - 32, height - 32) @column_max = 1 @item_max = $game_party.actors.size self.index = -3 @item = nil self.active = false refresh end def refresh self.contents.clear if @item == nil return end if @item.is_a?(RPG::Item) return end # Equipment adding information for i in 0...$game_party.actors.size # Get actor actor = $game_party.actors[i] draw_actor_graphic(actor,15,49+96*i) # If equippable, then set to normal text color. If not, set to # invalid text color. if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end # Draw actor's name self.contents.draw_text(35, 17+96* i, 120, 32, actor.name) # Get current equipment if @item.is_a?(RPG::Weapon) item1 = $data_weapons[actor.weapon_id] elsif @item.kind == 0 item1 = $data_armors[actor.armor1_id] elsif @item.kind == 1 item1 = $data_armors[actor.armor2_id] elsif @item.kind == 2 item1 = $data_armors[actor.armor3_id] else item1 = $data_armors[actor.armor4_id] end # If equippable if actor.equippable?(@item) if @item.is_a?(RPG::Weapon) atk1 = item1 != nil ? item1.atk : 0 atk2 = @item != nil ? @item.atk : 0 str1 = item1 != nil ? item1.str_plus : 0 str2 = @item != nil ? @item.str_plus : 0 change = atk2 - atk1 change2 = str2 - str1 self.contents.draw_text(130, 17+96 * i, 112, 32,"ATK", 2) self.contents.draw_text(130, 49+96 * i, 112, 32,"STR", 2) end if @item.is_a?(RPG::Armor) pdef1 = item1 != nil ? item1.pdef : 0 mdef1 = item1 != nil ? item1.mdef : 0 pdef2 = @item != nil ? @item.pdef : 0 mdef2 = @item != nil ? @item.mdef : 0 change = pdef2 - pdef1 change2 = mdef2 - mdef1 self.contents.draw_text(130, 17+96 * i, 112, 32,"PDEF", 2) self.contents.draw_text(130, 49+96 * i, 112, 32,"MDEF", 2) end self.contents.draw_text(174, 17+96 * i, 112, 32, sprintf("%+d", change), 2) self.contents.draw_text(174, 49+96 * i, 112, 32, sprintf("%+d", change2), 2) end if item1 != nil x = 4 y = 96 * i + 49 bitmap = RPG::Cache.icon(item1.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item1.name) end end end def item=(item) if @item != item @item = item refresh end end def update_cursor_rect if @index <= -2 self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96) elsif @index == -1 self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20) else self.cursor_rect.set(0, @index * 96, self.width - 32, 96) end end end class Window_Numeri < Window_Base def initialize super(-420, 64, 154, 64) self.contents = Bitmap.new(width - 32, height - 32) @item = nil self.z = 200 refresh end def refresh self.contents.clear case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end self.contents.font.color = normal_color self.contents.draw_text(4, 0, 200, 32, "Posseduti:") cx = contents.text_size("Posseduti").width self.contents.draw_text(2+cx, 0, 32, 32, number.to_s, 2) end def item=(item) if @item != item @item = item refresh end end end class Window_Scritta < Window_Base def initialize super(80, 304, 480, 64) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9998 refresh end def refresh self.contents.clear if $game_temp.message_text != nil cx = contents.text_size($game_temp.message_text).width self.width = cx + 32 self.x = (640-cx-32)/2 self.contents = Bitmap.new(width - 32, height - 32) self.contents.draw_text(0,0,480,32,$game_temp.message_text) end end end class Window_ShopBuy < Window_Selectable def draw_item(index) item = @data[index] # Get items in possession case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.price <= $game_party.gold and number < 99 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2) end end class Window_Equip < Window_Selectable def initialize super(230, 150, 64, 96) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 2 @column_max = 1 @commands = ["Sė","No"] self.index = 0 self.visible = false self.active = false self.z = 700 refresh end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end def draw_item(index) y = 0 + index * 32 self.contents.draw_text(4, y, 128, 32, @commands[index]) end end |
CODE -> ruby
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 | class Scene_Shop def main $premuto = false @fase = 0 @win = nil @equip = Window_Equip.new @dummy_window = Window_Base.new(0, 128, 640, 352) @dummy_window.opacity = 0 @help_window = Window_Help.new @help_window.x = 0 @help_window.y = -340 @help_window.z = 300 @command_window = Window_ShopCommand.new @gold_window = Window_Gold.new @gold_window.x = -406 @gold_window.y = 64 @gold_window.z = 180 @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.help_window = @help_window @buy_window.y = 668 @buy_window.width = 314 @buy_window.height = 352 @buy_window.contents = Bitmap.new(314 - 32, 352 - 32) @buy_window.refresh @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.help_window = @help_window @sell_window.y = 668 @number_window = Window_ShopNumber.new @number_window.active = false @number_window.y = 656 @number_window.width = 314 @number_window.height = 352 @number_window.contents = Bitmap.new(314 - 32, 352 - 32) @number_window.z = 500 @number_window.refresh @numeri = Window_Numeri.new @status_window = Window_StatusS.new @status_window.x = 714 @status_window.y = 64 @status_window.width = 326 @status_window.height = 416 @status_window.contents = Bitmap.new(326 - 32, 416 - 32) @status_window.refresh @message = Window_Scritta.new @message.x = 80 @message.y = 208 @message.visible = false @sfondo = Plane.new @sfondo.bitmap = RPG::Cache.title(SFONDO) Graphics.transition for i in 0..20 if @command_window.y != 16 @command_window.y += 20 @sfondo.ox += MOV_X @sfondo.oy += MOV_Y Graphics.update end end loop do @sfondo.ox += MOV_X unless $premuto @sfondo.oy += MOV_Y unless $premuto Graphics.update Input.update case @fase when 0 update when 1 update_messaggio end if $scene != self break end end Graphics.freeze @help_window.dispose @command_window.dispose @gold_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose @numeri.dispose @message.dispose @sfondo.dispose @equip.dispose end def update_messaggio @message.visible = true if @buy_window.active @win = 0 @buy_window.active = false end if @sell_window.active @win = 1 @sell_window.active = false end if Input.trigger?(Input::C) @fase = 0 @buy_window.active = true if @win == 0 @sell_window.active = true if @win == 1 @message.visible = false end end alias shop_update update def update @message.update @numeri.update @equip.update if @equip.active update_equip return end if @status_window.active @status_window.update update_chara return end shop_update end def muovi_window(tastoc = false, tastob = false) $premuto = true if tastoc grigio = 0 for i in 0..20 if @command_window.y != 464 @command_window.y -= 20 Graphics.update end end for i in 1..20 grigio += 12.75 @sfondo.tone.set(0,0,0,grigio) Graphics.update end for i in 0..20 if @command_window.y != 464 Graphics.update end if @status_window.x != 314 and @command_window.index == 0 @status_window.x -= 20 end if @buy_window.y != 128 and @command_window.index == 0 @buy_window.y -= 27 end if @numeri.x != 0 and @command_window.index == 0 @numeri.x += 20 end if @gold_window.x != -6 and @command_window.index == 0 @gold_window.x += 20 end if @gold_window.x != 0 and @command_window.index == 1 @gold_window.x += 20 end if @sell_window.y != 128 and @command_window.index == 1 @sell_window.y -= 27 end if @help_window.y != 0 and @command_window.index != 2 @help_window.y += 20 end end for i in 0..20 if @gold_window.x != 154 and @command_window.index == 0 @gold_window.x += 20 Graphics.update end end end if tastob @sfondo.tone.set(0,0,0,255) for i in 0..20 if @gold_window.x != -6 and @command_window.index == 0 @gold_window.x -= 20 Graphics.update end end for i in 0..20 if @command_window.y != 16 @command_window.y += 20 Graphics.update end if @buy_window.y != 668 and @command_window.index == 0 @buy_window.y += 27 end if @numeri.x != -420 and @command_window.index == 0 @numeri.x -= 20 end if @sell_window.y != 668 and @command_window.index == 1 @sell_window.y += 27 end if @help_window.y != -340 @help_window.y -= 20 end if @status_window.x != 714 and @command_window.index == 0 @status_window.x += 20 end if @gold_window.x != -200 @gold_window.x -= 20 end end if @gold_window.x < -180 @gold_window.x = -406 end grigio = 255 @sfondo.tone.set(0,0,0,255) for i in 0..10 grigio -= 25 @sfondo.tone.set(0,0,0,grigio) Graphics.update end if grigio <= 0 $premuto = false grigio = 0 end end end alias shop_command update_command def update_command shop_command if Input.trigger?(Input::B) for i in 0..20 if @command_window.y != 464 @command_window.y -= 20 Graphics.update end end $game_temp.message_text = nil end if Input.trigger?(Input::C) @numeri.item = @buy_window.item if @command_window.index == 0 @buy_window.update_help if @command_window.index == 0 @sell_window.update_help if @command_window.index == 1 @sell_window.refresh @buy_window.refresh muovi_window(true,false) case @command_window.index when 0 @numeri.visible = true when 1 # sell @gold_window.x = 0 when 2 $game_temp.message_text = nil end return end end def update_buy @status_window.item = @buy_window.item @numeri.item = @buy_window.item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) muovi_window(false,true) @command_window.active = true @buy_window.active = false @numeri.item = nil return end if Input.trigger?(Input::C) @item = @buy_window.item if @item == nil or @item.price > $game_party.gold $game_system.se_play($data_system.buzzer_se) @fase = 1 @win = 0 $game_temp.message_text = "Non hai abbastanza soldi!" @message.refresh for i in 0..2 Graphics.update end return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end if number == 99 $game_system.se_play($data_system.buzzer_se) @fase = 1 @win = 0 $game_temp.message_text = "Di questi ne hai troppi..." @message.refresh for i in 0..2 Graphics.update end return end $game_system.se_play($data_system.decision_se) max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min @buy_window.active = false @number_window.set(@item, max, @item.price) @number_window.active = true for i in 0..10 if @number_window.y != 96 @number_window.y -= 28 Graphics.update end end end end def update_sell if Input.trigger?(Input::B) @number_window.x = 0 $game_system.se_play($data_system.cancel_se) muovi_window(false,true) @command_window.active = true @sell_window.active = false @numeri.item = nil return end if Input.trigger?(Input::C) @number_window.x = (640-@number_window.width-32)/2 @item = @sell_window.item @numeri.item = @item @status_window.item = @sell_window.item if @item == nil or @item.price == 0 $game_system.se_play($data_system.buzzer_se) @fase = 1 @win = 1 $game_temp.message_text = "Non compro queste cose!" if @item != nil and @item.price == 0 $game_temp.message_text = "Eh? Mi stai prendendo in giro?" if @item == nil @message.refresh for i in 0..2 Graphics.update end return end $game_system.se_play($data_system.decision_se) case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end max = number @sell_window.active = false @number_window.set(@item, max, @item.price / 2) for i in 0..10 if @number_window.y != 96 @number_window.y -= 28 Graphics.update end end @number_window.active = true end end def update_number if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false for i in 0..10 if @number_window.y != 656 @number_window.y += 28 Graphics.update end end case @command_window.index when 0 # buy @buy_window.active = true when 1 # sell @sell_window.active = true end return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @number_window.active = false @oggetto = false case @command_window.index when 0 # buy $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item @oggetto = true $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end @gold_window.refresh @buy_window.refresh @status_window.refresh @numeri.refresh for i in 0..10 if @number_window.y != 656 @number_window.y += 28 Graphics.update end end unless @oggetto @equip.index = 0 $game_temp.message_text = "Equipaggiare adesso?" @message.refresh @message.visible = true cx = @message.contents.text_size($game_temp.message_text).width @equip.x = (640-cx-17) @equip.y = @message.y @equip.active = true @equip.visible = true return else @buy_window.active = true end when 1 # sell $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end @gold_window.refresh @sell_window.refresh @status_window.refresh @numeri.refresh for i in 0..10 if @number_window.y != 656 @number_window.y += 28 Graphics.update end end @sell_window.active = true end end end def update_equip if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @buy_window.active = true @message.visible = false $game_temp.message_text = nil @equip.active = false @equip.visible = false return end if Input.trigger?(Input::C) case @equip.index when 0 $game_system.se_play($data_system.decision_se) @message.visible = false $game_temp.message_text = nil @equip.visible = false @equip.active = false @status_window.active = true @status_window.index = 0 @numero = @number_window.number when 1 $game_system.se_play($data_system.cancel_se) @buy_window.active = true @message.visible = false $game_temp.message_text = nil @equip.active = false @equip.visible = false return end end end def update_chara if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @status_window.index = -3 @status_window.refresh @buy_window.active = true @status_window.active = false return end if Input.trigger?(Input::C) actor = $game_party.actors[@status_window.index] if actor.equippable?(@item) case @item when RPG::Weapon if actor.weapon_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(0,@item.id) end when RPG::Armor @mess = false if @item.kind == 0 and actor.armor1_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(1,@item.id) @mess = true elsif @item.kind == 1 and actor.armor2_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(2,@item.id) @mess = true elsif @item.kind == 2 and actor.armor3_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(3,@item.id) @mess = true elsif @item.kind == 3 and actor.armor4_id != @item.id $game_system.se_play($data_system.equip_se) actor.equip(4,@item.id) @mess = true end end if @mess == false $game_system.se_play($data_system.buzzer_se) return end @status_window.refresh @numero -= 1 if @numero == 0 @status_window.index = -3 @buy_window.active = true @status_window.active = false end else $game_system.se_play($data_system.buzzer_se) return end end end end |
Non c'e niente da dire XD, se usate lo script creditatemi per favore
N/A
Modificato da Valentino, 19 September 2010 - 20:22 PM.
#2 Inviato 19 September 2010 - 13:20 PM
(\_/)
(^ ^) <----coniglietto rosso, me!
(> <)
Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^
disponibile su Google Play, qui i dettagli! ^ ^
completo! Giocabile online, qui i dettagli! ^ ^
REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^
🖤
E:3
by Testament (notare dettaglio in basso a destra)! E:3
by Idriu E:3
Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)
Ufficiale
"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"
<- Grazie Testament E:3
Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^
by Flame ^ ^
Grazie Testament XD Fan n°1 ufficiale di PQ! :D
Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)
Rosso Guardiano della
Rpg2s RPG BY FORUM:
PV totali 2
PA totali 16
Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.
Bozze vesti non definitive qui.
Equipaggiamento:
Indossa:
60$ e 59$ divisi in due tasche interne
Levaitan
Spada a due mani elsa lunga
Guanti del Defender (2PA)
Anello del linguaggio animale (diventato del Richiamo)
Scrinieri da lanciere (2 PA)
Elmo del Leone (5 PA)
Corazza del Leone in Ferro Corrazzato (7 PA)
ZAINO (20) contenente:
Portamonete in pelle di cinghiale contenente: 100$
Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)
Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca
Semi di Balissa
CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani
Fagotto per Adara (fazzoletto ricamato)
#3 Inviato 19 September 2010 - 13:40 PM