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 [ACE] Army Manager

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AuteurMessage
eddy_de_galdon
Chevalier Dragon (niveau 2)
Chevalier Dragon (niveau 2)
eddy_de_galdon

Masculin
Messages postés : 807
Date d'inscription : 31/08/2013
Jauge LPC :
[ACE] Army Manager 891527140052 / 10052 / 100[ACE] Army Manager 8915271400


[ACE] Army Manager Membre10
[ACE] Army Manager Projet16
[ACE] Army Manager Collec10


[ACE] Army Manager Empty
MessageSujet: [ACE] Army Manager   [ACE] Army Manager EmptyDim 8 Déc 2013 - 19:21

Voici un Script qui  vous permet d'avoir un menu pour gérer tout vos alliés. Utile pour les tactical-RPG:


Crédit: Galv



[ACE] Army Manager Army-manager_zps32bcc54a

SCRIPT :
Code:
#------------------------------------------------------------------------------#
#  Galv's Army Manager
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.0
#  Requested by Rue
#-------------------------------------------------------------------------------
#  This script was designed for tactical battle system games to manager party
#  members (your army). You can arrange, dismiss, equip, etc. your units from
#  this scene as well as display some army and game related information.
#-------------------------------------------------------------------------------
 
#-------------------------------------------------------------------------------
#  NOTE TAG - ACTORS OR CLASSES
#-------------------------------------------------------------------------------
#  <a_icon: x>    # icon displayed left of actor in the army manager. This icon
#                 # will only appear if you set the ICONTYPES accordingly
#-------------------------------------------------------------------------------
 
#-------------------------------------------------------------------------------
#  SCRIPT CALLS
#-------------------------------------------------------------------------------
#  manage_army         # Calls the army manager scene
#
#  a_icon(id,icon_id)  # Change an actor's icon during game.
#  a_access(id,x)      # if x is false cannot access actor at all. Default true
#  a_cmd(id,:cmd,x)    # used to enable/disable commands for certain actors
#                      # :cmd is the CMD ID of the command (further down)
#                      # x can be true or false to disable/enable commands
#
#  armyname("Name")    # Changes the name of your army
#-------------------------------------------------------------------------------
#  EXAMPLES
#  a_cmd(1,:dismiss,false) # Disable the "DISMISS" command for actor 1
#  a_cmd(4,:order,true)    # Enable the "ORDER" command for actor 4.
#                          # All commands are true (enabled) by default
#-------------------------------------------------------------------------------
 
($imported ||= {})["Galv_ArmyManager"] = true
module GARMY
 
#-------------------------------------------------------------------------------
#
#  * SETTINGS
#
#-------------------------------------------------------------------------------
 
  # Some Default Settings
  
  NO_ACTOR_ICON = 186   # Icon ID used if you don't tag actor with <a_icon: x>
  NO_CLASS_ICON = 162   # Icon ID used if you don't tag class with <a_icon: x>
  NO_WEAPON_ICON = 186  # Icon ID used if nothing is equipped
  
  ICONTYPE1 = :actor    # these ICONTYPES can be :actor, :class or :weapon
  ICONTYPE2 = :weapon   # This will show either the class icon, actor icon (if
                        # ou note tagged them) or the equipped weapon icon to
                        # the left of the actor's sprite.
  
  SPRITE_X_POS = 1.6    # width of box divided by this number to position the
                        # character sprite. (2 is central). Default 1.6
 
  B_MEMBERS = false     # highlight members in party that are 'battle members'
                        # true or false
  B_MEMBER_COLOR = 16   # windowskin color for battle member highlight box that
                        # appears if B_MEMBERS = true
 
  # Army Info
  
  UNIT_COUNT = "Units: "           # Party member count text
  HIGH_LEVEL = "Highest Level: "   # Highest level text
  TIME = "Time: "                  # Time text
  FUNDS = "Funds: "                # Gold amount text
  INFOVAR1 = 1                     # Variable id used to display in info window
  INFOVAR2 = 2                     # Variable id used to display in info window
                                   # Displays the variable name beside these.
 
  # Sounds
  
  DISMISS_SE = ["Blow8",100,100]     # ["SE_Name",volume,pitch] for dimiss SE
  ORDER_SE = ["Wind7",100,100]       # ["SE_Name",volume,pitch] for order SE
  
 
  #  Command Setup
  #  (Command list appears when you select a unit from your army)
  
  CMDS = {
  
# CMD ID => ["NAME",    :Scene_Class, switch, icon],
  :equip   => ["EQUIP",   :Scene_Equip, 1,      161],
  :status  => ["STATUS",  :Scene_Status,0,      236],
  :order   => ["ORDER",   :order,       0,      12],  # Change only "NAME"
  :dismiss => ["DISMISS", :dismiss,     0,      187], # Change only "NAME"
  
  #:class   => ["JOB",     :Scene_Class, 0,      121],  # Example yanfly class  
  #:item    => ["USE ITEM", :Scene_Item, 0,      261],
  
  } # don't touch
 
#-------------------------------------------------------------------------------
#  EXPLANATION:
#-------------------------------------------------------------------------------
#  CMD ID = unique identifier for the menu command (scripting purposes). Use
#           anything here but do not change :order or :dismiss or those options
#           will no longer function. You can, however, remove them.
#  "NAME" = Menu command text
#  :Scene_Class = The name of the scene class as a symbol
#  switch = a swith ID. Turn this switch ON to disable the menu command
#  icon = the icon ID to go with the menu command
#-------------------------------------------------------------------------------
 
#-------------------------------------------------------------------------------
#
#  * END OF SETTINGS
#
#-------------------------------------------------------------------------------
 
end # GARMY
 
 
    #----------------------#
#---|   Game_Interpreter   |----------------------------------------------------
    #----------------------#
 
class Game_Interpreter
  def manage_army; SceneManager.call(Scene_Army); end
  def a_access(id,status); $game_actors[id].a_accessible = status; end
  def a_cmd(id,cmd_name,status)
    $game_actors[id].a_cmds[cmd_name] = status
  end
  def a_icon(id,icon_id); $game_actor[id].a_icon = icon_id; end
  def armyname(name); $game_party.armyname = name; end
end # Game_Interpreter
 
 
    #----------------#
#---|   Game_Party   |----------------------------------------------------------
    #----------------#
 
class Game_Party
  attr_accessor :last_atroop
  attr_accessor :armyname
  
  alias galv_garmy_gp_initialize initialize
  def initialize
    @armyname = "Unnamed Army"
    galv_garmy_gp_initialize
  end
end # Game_Party
 
 
    #------------------#
#---|   SceneManager   |--------------------------------------------------------
    #------------------#
 
module SceneManager
  def self.gcall(scene_class)
    @stack.push(@scene)
    @scene = Kernel.const_get(scene_class).new
  end
end # SceneManager
 
 
    #----------------------#
#---|   RPG::CLASS/ACTOR   |----------------------------------------------------
    #----------------------#
 
class RPG::Class
  def a_icon
    if @a_icon.nil?
      if @note =~ /<a_icon: (.*)>/i
        @a_icon = $1.to_i
      else
        @a_icon = GARMY::NO_CLASS_ICON
      end
    end
    @a_icon
  end
end # RPG::Class
class RPG::Actor
  def a_icon
    if @a_icon.nil?
      if @note =~ /<a_icon: (.*)>/i
        @a_icon = $1.to_i
      else
        @a_icon = GARMY::NO_ACTOR_ICON
      end
    end
    @a_icon
  end
end # RPG::Class
 
 
    #----------------#
#---|   Game_Actor   |----------------------------------------------------------
    #----------------#
 
class Game_Actor
  attr_accessor :a_accessible
  attr_accessor :a_cmds
  attr_accessor :a_icon
  
  alias galv_garmy_ga_setup setup
  def setup(actor_id)
    @a_accessible = true
    @a_icon = $data_actors[actor_id].a_icon
    @a_cmds = {}
    GARMY::CMDS.each { |cmd| @a_cmds[cmd[0]] = true }
    galv_garmy_ga_setup(actor_id)
  end
end # Game_Actor
 
 
    #-----------------#
#---|   Scene_Army    |---------------------------------------------------------
    #-----------------#
 
class Scene_Army < Scene_MenuBase
  def start
    super
    create_help_window
    create_info_window
    create_troop_window
    create_command_window
    create_face_window
  end
 
#-----| CREATE STUFF |
 
  def create_help_window
    @help_window = Window_ArmyHelp.new
    @help_window.viewport = @viewport
  end
  
  def create_info_window
    @info_window = Window_ArmyInfo.new
    @info_window.viewport = @viewport
  end
  
  def create_troop_window
    wy = @help_window.height
    ww = Graphics.width
    wh = Graphics.height - @help_window.height - @info_window.height
    @troop_window = Window_Troops.new(0,wy,ww,wh)
    @troop_window.help_window = @help_window
    @troop_window.viewport = @viewport
    @troop_window.activate
    @troop_window.set_handler(:ok, method(:on_troop_ok))
    @troop_window.set_handler(:cancel, method(:return_scene))
  end
 
  def create_command_window
    wx = Graphics.width / 2
    wy = (Graphics.height - @info_window.height - @help_window.height) / 2
    @command_window = Window_ArmyCommand.new(wx,wy)
    @command_window.viewport = @viewport
    GARMY::CMDS.each { |cmd|
      handle = cmd[1][0].delete(' ').downcase.to_sym
      @command_window.set_handler(handle, method(:cmd))
    }
    @command_window.set_handler(:cancel, method(:back_to_troop))
    @command_window.y -= @command_window.height / 2 - @help_window.height
    @command_window.hide.deactivate
  end
  
  def create_face_window
    ww = @command_window.width
    wh = @command_window.height
    wx = @command_window.x
    wy = @command_window.y
    @face_window = Window_ArmyFace.new(wx,wy,ww,wh)
    @face_window.viewport = @viewport
    @face_window.hide
  end
  
#-----| HANDLERS |
 
  def cmd
    list = GARMY::CMDS.to_a
    cmd = @command_window.index
    symbol = list[cmd][1][1]
    if custom_action(symbol)
      custom_on_command_ok(symbol)
    else
      SceneManager.gcall(list[cmd][1][1])
    end
  end
  
  def custom_action(symbol)
    case symbol
    when :dismiss, :order
      return true
    else
      return false
    end
  end
  
  def custom_on_command_ok(symbol)
    case symbol
    when :dismiss
      do_dismiss
    when :order
      start_ordering
    end
  end
  
  def start_ordering
    if $game_party.last_atroop.a_cmds[:order]
      @troop_window.order_on
      @ordering = true
      @troop_window.psound = GARMY::ORDER_SE
    else
      Sound.play_buzzer
    end
    back_to_troop
  end
  
  def do_dismiss
    @troop_window.dismiss
    back_to_troop
  end
 
  def on_troop_ok
    if @ordering
      @troop_window.swap_actor
      @ordering = false
      back_to_troop
    else
      $game_party.last_atroop = actor
      $game_party.menu_actor = actor
      @command_window.refresh
      @face_window.refresh
      @command_window.show.activate
      @face_window.show.activate
    end
  end
  
  def back_to_troop
    @command_window.hide.deactivate
    @face_window.hide
    @troop_window.activate
  end
  
  def return_scene
    if @troop_window.ordering_on
      @ordering = false
      @troop_window.cancel_ordering
      @troop_window.activate
    else
      $game_party.last_atroop = nil
      SceneManager.return
    end
  end
 
#-----| OTHER STUFF |
 
  def actor; @troop_window.actor; end
 
  def terminate
    super
  end
  
  def update
    super
  end
end # Scene_Army < Scene_MenuBase
 
 
    #----------------------#
#---|   Window_ArmyHelp    |----------------------------------------------------
    #----------------------#
 
class Window_ArmyHelp < Window_Help
  def initialize
    super(1)
    @icons = []
  end
 
  def set_text(text)
    if text != @text
      @text = text
      refresh
    end
  end
 
  def clear
    set_text("")
    @icons = []
    @actor = nil
  end
 
  def set_item(actor)
    @actor = actor
    @icons = [get_icon(GARMY::ICONTYPE1,actor),get_icon(GARMY::ICONTYPE2,actor)]
    set_text(actor ? create_text(actor) : "")
  end
  
  def create_text(actor)
    n = actor.name
    c = actor.class.name
    l = Vocab::level_a + actor.level.to_s
    text = n + " - " + l + " " + c
    return text
  end
  
  def get_icon(icontype,actor)
    return 0 if !actor
    case icontype
    when :actor
      return actor.a_icon
    when :class
      return $data_classes[actor.class_id].a_icon
    when :weapon
      if actor.equips[0].nil?
        return GARMY::NO_WEAPON_ICON
      else
        return actor.equips[0].icon_index
      end
    else
      return 0
    end
  end
 
  def refresh
    contents.clear
    contents.font.size = 21 if Graphics.height < 480
    if !@icons.empty?
      draw_icon(@icons[0], 0, 0)
      draw_icon(@icons[1], 28, 0)
    end
    if @actor
      offset = Graphics.width >= 640 ? 0 : -100
      draw_actor_hp(@actor, 355 + offset, 0)
      draw_actor_mp(@actor, 490 + offset, 0)
      draw_text(62, 0, 280 + offset, line_height, @text)
    end
  end
end # Window_ArmyHelp < Window_Help
 
 
    #--------------------#
#---|   Window_Troops    |------------------------------------------------------
    #--------------------#
 
class Window_Troops < Window_Selectable
  attr_accessor :pending_index
  attr_accessor :ordering_on
  attr_accessor :psound
  
  def initialize(x, y, width, height)
    super
    @data = []
    @last_index ||= 0
    @animtime = 0
    @walk = 0
    @pending_index = -1
    refresh
    select_last
  end
 
#------| Sizes and Stuff |
  
  def item_width
    (width - standard_padding * 2 + spacing) / col_max - spacing
  end
  def item_height; item_width; end
  def spacing; return 10; end
  def col_max; return 6; end
  def item_max; @data ? @data.size : 1; end
  def actor; @data && index >= 0 ? @data[index] : nil; end
 
  def current_item_enabled?
    enable?(@data[index])
  end
 
  def include?(actor)
    return false if actor.nil?
    return true
  end
 
  def enable?(actor)
    return false if !actor
    return false if !actor.a_accessible
    return false if @ordering_on && !actor.a_cmds[:order]
    return true
  end
 
  def make_item_list
    @data = $game_party.members.select {|actor| include?(actor) }
    @data.push(nil) if include?(nil)
  end
 
  def select_last
    select(@data.index($game_party.last_atroop) || 0)
  end
  
  def swap_actor
    $game_party.swap_order($game_party.last_atroop.index,index)
    @pending_index = -1
    @ordering_on = nil
    refresh
  end
  
  def actor_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = item_height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    rect
  end
 
  def offset
    Graphics.height < 480 ? 0 : 10
  end
  
  def draw_item(index)
    actor = @data[index]
    if actor
      rect = actor_rect(index)
      rect.width -= 4
      draw_in_battle_party(index) if GARMY::B_MEMBERS
      draw_selected(index)
      draw_actor_text(actor,rect.x + 2,rect.y + 38 + offset, enable?(actor),
        rect.width)
      draw_character(actor.character_name, actor.character_index,
        rect.x + item_width / GARMY::SPRITE_X_POS - 1, rect.y + 38 + offset,
        enable?(actor),index)
    end
  end
  
  def draw_selected(index)
    if index == @pending_index
      pendrect = item_rect(index)
      pendrect.x += 1
      pendrect.y += 1
      pendrect.width -= 2
      pendrect.height -= 2
      contents.fill_rect(pendrect, pending_color)
    end
  end
  
  def draw_in_battle_party(index)
    if index < $game_party.max_battle_members
      rect = item_rect(index)
      w = 1
      c = text_color(GARMY::B_MEMBER_COLOR)
      trect = Rect.new(rect.x,rect.y,rect.width,w)
      lrect = Rect.new(rect.x,rect.y,w,rect.height)
      rrect = Rect.new(rect.x + rect.width - w,rect.y,w,rect.height)
      brect = Rect.new(rect.x,rect.y + rect.height - w,rect.width,w)
      contents.fill_rect(trect,c)
      contents.fill_rect(lrect,c)
      contents.fill_rect(rrect,c)
      contents.fill_rect(brect,c)
    end
  end
  
  def square_color
    
  end
 
  def draw_actor_text(actor, x, y, enabled = true, w)
    return unless actor
    icon1 = get_icon(GARMY::ICONTYPE1,actor)
    icon2 = get_icon(GARMY::ICONTYPE2,actor)
    draw_icon(icon1, x + 6, y - 20, enabled)
    draw_icon(icon2, x + 18, y - 20, enabled)
    change_color(normal_color, enabled)
    contents.font.size = 18
    draw_text(x, y, w, line_height, actor.name,1)
    contents.font.size = 16
    lvl = Vocab::level_a + actor.level.to_s
    cname = actor.class.name
    draw_text(x + 10, y - 40, w, line_height, lvl,0)
    draw_text(x, y + 16, w, line_height, cname,1)
  end
  
  def get_icon(icontype,actor)
    case icontype
    when :actor
      return actor.a_icon
    when :class
      return $data_classes[actor.class_id].a_icon
    when :weapon
      if actor.equips[0].nil?
        return GARMY::NO_WEAPON_ICON
      else
        return actor.equips[0].icon_index
      end
    else
      return 0
    end
  end
 
  def draw_character(character_name, character_index, x, y,enabled,i)
    return unless character_name
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign && sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    step = 0
    step = @walk if enabled && i == index
    src_rect = Rect.new((n%4*3+1+step)*cw, (n/4*4)*ch, cw, ch)
    contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 150)
  end
 
  def update_help
    @help_window.set_item(actor)
  end
 
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
  
  def order_on
    @ordering_on = true
    @pending_index = index
    refresh
  end
  
  def cancel_ordering
    @ordering_on = nil
    @pending_index = -1
    refresh
  end
  
  def dismiss
    $game_party.remove_actor(actor.id)
    refresh
  end
  
  def update
    super
    update_walk
    redraw_item(index)
  end
  
  def update_walk
    @animtime += 1
    if @animtime == 10
      case @walk
      when 1; @walk -= 1
      when -1; @walk += 1
      when 0
        if @step == 1
          @walk = -1; @step = 0
        else
          @walk = 1; @step = 1
        end
      end
      @animtime = 0
    end
  end
  
  def cursor_down(wrap = false); super; cursor_move_extras; end
  def cursor_up(wrap = false); super; cursor_move_extras; end
  def cursor_left(wrap = false); super; cursor_move_extras; end
  def cursor_right(wrap = false); super; cursor_move_extras; end
    
  def cursor_move_extras
    @walk = 0
    @animtime = 0
    redraw_item(@last_index)
    @last_index = index
  end
  
  def process_ok
    if current_item_enabled?
      psound
      Input.update
      deactivate
      call_ok_handler
    else
      Sound.play_buzzer
    end
  end
  
  def psound
    if @psound.nil?
      Sound.play_ok
    else
      name,vol,pitch = @psound
      RPG::SE.new(name,vol,pitch).play
      @psound = nil
    end
  end
end # Window_Troops < Window_Selectable
 
 
    #------------------------#
#---|   Window_ArmyCommand   |--------------------------------------------------
    #------------------------#
 
class Window_ArmyCommand < Window_Command
  def initialize(x,y)
    super(x,y)
    self.opacity = 255
    self.back_opacity = 255
  end
 
  def window_width; return 160; end
  def visible_line_number; item_max; end
 
  def make_command_list
    @cmd_index = []
    GARMY::CMDS.each { |cmd|
      text = cmd[1][0]
      handle = text.delete(' ').downcase.to_sym
      add_command(text,handle,check_enabled($game_switches[cmd[1][2]],cmd[0],text))
      @cmd_index << cmd[0]
    }
  end
  
  def check_enabled(switch,cmd,text)
    return false if switch
    return false if cmd == :dismiss && $game_party.members.count <= 1
    if $game_party.last_atroop
      return false if !$game_party.last_atroop.a_cmds[cmd]
    end
    return true
  end
 
  def draw_item(index)
    change_color(normal_color, command_enabled?(index))
    recti = item_rect_for_text(index)
    recti.x += 26
    draw_text(recti, command_name(index), alignment)
    draw_icon(GARMY::CMDS[@cmd_index[index]][3],0,recti.y)
  end
  
  def process_ok
    if current_item_enabled?
      psound
      Input.update
      deactivate
      call_ok_handler
    else
      Sound.play_buzzer
    end
  end
  
  def psound
    if current_symbol == :dismiss
      name,vol,pitch = GARMY::DISMISS_SE
      RPG::SE.new(name,vol,pitch).play
      @psound = nil
    else
      Sound.play_ok
    end
  end
end # Window_ArmyCommand < Window_Command
 
 
    #---------------------#
#---|   Window_ArmyInfo   |-----------------------------------------------------
    #---------------------#
 
class Window_ArmyInfo < Window_Base
  def initialize(line_number = 2)
    super(0, Graphics.height - window_height, Graphics.width, window_height)
    refresh
  end
  
  def window_height
    h = h480? ? 30 : 0
    fitting_height(3) + h
  end
  
  def h480?; Graphics.height >= 480; end
 
  def setup_info
    w = contents.width
    o = h480? ? 18 : 0
    h = line_height
    y = line_height + o
    y2 = h * 2 + o * 1.4
    contents.font.size = 21 if !h480?
    change_color(system_color)
    draw_text(0,0,contents.width,line_height,$game_party.armyname,1)
    change_color(normal_color)
    draw_horz_line(h - 4) if h480?
    draw_text(0,y,w,h,GARMY::UNIT_COUNT + $game_party.members.count.to_s,0)
    draw_text(0,y,w,h,GARMY::HIGH_LEVEL + highlevel,1)
    draw_text(0,y,w,h,GARMY::TIME + time_text,2)
    draw_text(0,y2,w,h,GARMY::FUNDS + $game_party.gold.to_s + currency,0)
    if GARMY::INFOVAR1 > 0
      v = GARMY::INFOVAR1
      n = $data_system.variables[v]
      draw_text(0,y2,w,h,n + $game_variables[v].to_s,1)
    end
    if GARMY::INFOVAR2 > 0
      v = GARMY::INFOVAR2
      n = $data_system.variables[v]
      draw_text(0,y2,w,h,n + $game_variables[v].to_s,2)
    end
  end
 
  def currency; Vocab::currency_unit; end
  
  def highlevel
    ($game_party.members.max_by { |k,v| k.level }).level.to_s
  end
  
  def time_text
    sprintf("%02d:%02d:%02d", (Graphics.frame_count / 60**2) / 60,
      Graphics.frame_count / 60**2 % 60,
      Graphics.frame_count / 60 % 60)
  end
    
  def draw_horz_line(y)
    line_y = y + line_height / 2 - 1
    contents.fill_rect(0, line_y, contents_width, 2, line_color)
  end
  
  def line_color
    color = normal_color
    color.alpha = 48
    color
  end
  
  def update
    refresh
  end
 
  def refresh
    contents.clear
    setup_info
  end
end # Window_ArmyInfo < Window_Base
 
 
    #---------------------#
#---|   Window_ArmyFace   |-----------------------------------------------------
    #---------------------#
 
class Window_ArmyFace < Window_Base
  def initialize(x,y,w,h)
    super(x - w,y,w,h)
    self.opacity = 255
    self.back_opacity = 255
  end
 
  def draw_cont
    fy = (contents.height - 96) / 2
    fx = (contents.width - 96) / 2
    draw_actor_face($game_party.last_atroop, fx, fy)
  end
 
  def refresh
    contents.clear
    draw_cont
  end
end # Window_ArmyFace < Window_Base

Lien de la démo :
http://www.mediafire.com/?6mczyzwm8dye9sx

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Elekami
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Fondateur
Elekami

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Messages postés : 19071
Date d'inscription : 19/07/2008
Jauge LPC :
[ACE] Army Manager 8915271400100 / 100100 / 100[ACE] Army Manager 8915271400

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MessageSujet: Re: [ACE] Army Manager   [ACE] Army Manager EmptyDim 8 Déc 2013 - 19:31

Salut, merci du partage, je t'ajoute donc des Points LPDM.
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