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Korndor
Korndor
Staffeux retraité

Nombre de messages : 4959
Age : 111
Localisation : Erem Vehyx
Distinction : Champion de boxe et au lit ! :O [Wax]
Être Mythique [Mister]
Papi Korndor qui a l'ostéoporose [Skillo]
Soldat Ikéa [Coco']
Un bonhomme, un vrai ! [Neresis]
Vieillard acariâtre [Didier Gustin]
Date d'inscription : 16/12/2007
https://www.rpgmakervx-fr.com/

Combat de côté. Empty Combat de côté.

Dim 3 Fév 2008 - 13:09
Voici un script réalisé par Claimh version 1.0.0
3 scripts. A placer au dessus de Main. (Respecter les noms des scripts)


1e script:

sideview_formation

Code:
#==============================================================================
# ■ VX-RGSS2-6 Side-View Battle System [Formation] [Ver.1.0.0]      by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
#  Actor location [Formation]
#  The same amount of damage will be given regardless of formation setup.
#==============================================================================

#===============================================================
#                         
#                rpgmakervx.1fr1.net                                         
#     
#===============================================================

module Battle_Formation
#------------------------------------------------------------------------------
  # [Formation Setup]
  # $game_system.battle_formation = Formation ID
  # It’s possible to change the formation (Even an event script is possible).
  FORM = {
    # Formation ID => [[Member 1 x、y], [Member2 x, y],
    #            [Member 3 x, y], [Member 4 x, y]]
    0 => [[380,150], [400, 230], [460, 170], [480, 250]]
  }
#------------------------------------------------------------------------------
end

#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
  attr_accessor :battle_formation                # Formation ID
  #--------------------------------------------------------------------------
  # ● Object initialization
  #--------------------------------------------------------------------------
  alias init_game_system initialize
  def initialize
    init_game_system
    @battle_formation = 0              # Initial formation
  end
end

#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● Are sprites used? [Redefinition]
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
  #--------------------------------------------------------------------------
  # ● Battle screen  Acquiring X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
  end
  #--------------------------------------------------------------------------
  # ● Battle screen  Acquiring Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
  end
  #--------------------------------------------------------------------------
  # ● Battle screen  Acquiring Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    bitmap = Cache.character(self.character_name)
    # Height +Y Coordinates
    return screen_y + bitmap.height / 4
  end
end



#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ● Battle screen  Acquiring Z Coordinate  [Redefinition]
  #--------------------------------------------------------------------------
  def screen_z
    bitmap = Cache.battler(self.battler_name, self.battler_hue)
    # Height +Y Coordinates
    return screen_y + bitmap.height
  end
end


Dernière édition par Tretian le Sam 15 Nov 2008 - 11:54, édité 2 fois
Korndor
Korndor
Staffeux retraité

Nombre de messages : 4959
Age : 111
Localisation : Erem Vehyx
Distinction : Champion de boxe et au lit ! :O [Wax]
Être Mythique [Mister]
Papi Korndor qui a l'ostéoporose [Skillo]
Soldat Ikéa [Coco']
Un bonhomme, un vrai ! [Neresis]
Vieillard acariâtre [Didier Gustin]
Date d'inscription : 16/12/2007
https://www.rpgmakervx-fr.com/

Combat de côté. Empty Re: Combat de côté.

Dim 3 Fév 2008 - 13:10
2e script

sideview_motion_ctrl

Code:
#==============================================================================
# ■ VX-RGSS2-6 Side-View Battle System [MotionCtrl] [Ver.1.0.0]    by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script carries out the movement controls of the actors.
#==============================================================================

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # ● Battle Start Process
  #--------------------------------------------------------------------------
  alias process_battle_start_sideview process_battle_start
  def process_battle_start
    for battler in $game_party.members + $game_troop.members
      battler.move_mode = SideView::M_MODE_WAIT
    end
    process_battle_start_sideview
  end
  #--------------------------------------------------------------------------
  # ● Victory Process
  #--------------------------------------------------------------------------
  alias process_victory_sideview process_victory
  def process_victory
    for actor in $game_party.members
      actor.move_mode = SideView::M_MODE_WIN
    end
    process_victory_sideview
  end
  #--------------------------------------------------------------------------
  # ● Wait Until Motion Control Is Finished
  #--------------------------------------------------------------------------
  def wait_for_motion
    while @active_battler.motion_stop
      update_basic
    end
  end
  #--------------------------------------------------------------------------
  # ● Execute Combat Operations: Attack [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_attack
    text = sprintf(Vocab::DoAttack, @active_battler.name)
    @message_window.add_instant_text(text)
    targets = @active_battler.action.make_targets
    #---Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Proximity (Going)
    SideView.set_target_point(@active_battler, targets[0])
    @active_battler.move_mode = SideView::M_MODE_ATK1
    @active_battler.motion_stop = true
    wait_for_motion
    #--- Attack
    wait(5)
    @active_battler.move_mode = SideView::M_MODE_ATK2
    #---
    display_attack_animation(targets)
    wait(20)
    for target in targets
      target.attack_effect(@active_battler)
      display_action_effects(target)
    end
    #--- Proximity (Return)
    @active_battler.move_mode = SideView::M_MODE_ATK3
    @active_battler.motion_stop = true
    wait_for_motion
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ● Execute Combat Operations: Skill [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_skill
    skill = @active_battler.action.skill
    text = @active_battler.name + skill.message1
    @message_window.add_instant_text(text)
    unless skill.message2.empty?
      wait(10)
      @message_window.add_instant_text(skill.message2)
    end
    #--- Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Long distance attack
    @active_battler.move_mode = SideView::M_MODE_MAGI
    #---
    targets = @active_battler.action.make_targets
    display_animation(targets, skill.animation_id)
    @active_battler.mp -= @active_battler.calc_mp_cost(skill)
    $game_temp.common_event_id = skill.common_event_id
    for target in targets
      target.skill_effect(@active_battler, skill)
      display_action_effects(target, skill)
    end
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ● Execute Combat Operations: Item [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_item
    item = @active_battler.action.item
    text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
    @message_window.add_instant_text(text)
    #--- Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Long distance attack
    @active_battler.move_mode = SideView::M_MODE_MAGI
    #---
    targets = @active_battler.action.make_targets
    display_animation(targets, item.animation_id)
    $game_party.consume_item(item)
    $game_temp.common_event_id = item.common_event_id
    for target in targets
      target.item_effect(@active_battler, item)
      display_action_effects(target, item)
    end
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ● Attack Animation Display [Redefinition]
  #    Targets : Object's Arrangement
  #--------------------------------------------------------------------------
  # 【Changed part】
  #    Enemy sound effect is changed so it can be used in each phase of operation.
  #    However, it changes so that the attack animation of an enemy can be displayed.
  #--------------------------------------------------------------------------
  def display_attack_animation(targets)
    display_normal_animation(targets, @active_battler.atk_animation_id, false)
    display_normal_animation(targets, @active_battler.atk_animation_id2, true)
    wait_for_animation
  end
  #--------------------------------------------------------------------------
  # ● HP Damage display [Redefinition]
  #    target : Candidate
  #    obj    : Skill or item
  #--------------------------------------------------------------------------
  def display_hp_damage(target, obj = nil)
    if target.hp_damage == 0                # No damage
      return if obj != nil and obj.damage_to_mp
      return if obj != nil and obj.base_damage == 0
      fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
      text = sprintf(fmt, target.name)
    elsif target.absorbed                  # Absorption
      fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
      text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
    elsif target.hp_damage > 0              # Damage
      if target.actor?
        text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
        Sound.play_actor_damage
        $game_troop.screen.start_shake(5, 5, 10)
        target.blink = true # Only adds here
      else
        text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
        Sound.play_enemy_damage
        target.blink = true
      end
    else                                    # Recovery
      fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
      text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
      Sound.play_recovery
    end
    @message_window.add_instant_text(text)
    wait(30)
  end
end


Dernière édition par le Dim 3 Fév 2008 - 13:11, édité 1 fois
Korndor
Korndor
Staffeux retraité

Nombre de messages : 4959
Age : 111
Localisation : Erem Vehyx
Distinction : Champion de boxe et au lit ! :O [Wax]
Être Mythique [Mister]
Papi Korndor qui a l'ostéoporose [Skillo]
Soldat Ikéa [Coco']
Un bonhomme, un vrai ! [Neresis]
Vieillard acariâtre [Didier Gustin]
Date d'inscription : 16/12/2007
https://www.rpgmakervx-fr.com/

Combat de côté. Empty Re: Combat de côté.

Dim 3 Fév 2008 - 13:10
3e script:
sideview_motion_exe
Code:
#==============================================================================
# ■ VX-RGSS2-6 Side-View Battle System[MotionExe] [Ver.1.0.0]    by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
#  This script executes movement controls of the actors.
#==============================================================================

module SideView
#----------------------------------------------------------------------------
  #-----[Operation Setup]-----
  # Operation Speed
  MOTION_SPEED = 20

  #-----[Animation Setup]-----
  # Usual enemy attack animation setup.
  E_ANIME = {
    # EnemyID => [Usually atttack and additional attack animations.]
    1 => [1, 0]
  }

#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
  # Motion Control Mode
  M_MODE_WAIT = 0    # Standby
  M_MODE_MAGI = 1    # Attack
  M_MODE_DAMG = 2    # Non-Damage Attack
  M_MODE_WIN  = 3    # Victory
  M_MODE_ATK1 = 4    # Direct Attack (Approaching)
  M_MODE_ATK2 = 5    # Direct Attack (Attacking)
  M_MODE_ATK3 = 6    # Direct Attack (Returning)

  module_function
  #--------------------------------------------------------------------------
  # ● Movement-Zone Calculation
  #--------------------------------------------------------------------------
  def set_target_point(attacker, target)
    case target
    when Game_Actor
      bits = Cache.character(target.character_name)
      attacker.target_x = target.screen_x + (bits.width / 8)
      attacker.target_y = target.screen_y
    when Game_Enemy
      bits = Cache.battler(target.battler_name, target.battler_hue)
      attacker.target_x = target.screen_x + (bits.width / 2)
      attacker.target_y = target.screen_y
    end
  end
end

class Game_Battler
  attr_accessor  :move_mode      # Operation Mode
  # 0:Standby  1:Attack  2: Un-useless  3:Victory
  attr_accessor  :motion_stop    # Operation Stop Flag (Under Movement Flag)
  attr_accessor  :target_x        # Move Position(x)
  attr_accessor  :target_y        # Move Position(y)
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_sdva_corpse initialize
  def initialize
    initialize_sdva_corpse
    @move_mode = 0
    @motion_stop = false
    @target_x = 0
    @target_y = 0
  end
end

#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ●  Attack Animation ID Acquisition
  #--------------------------------------------------------------------------
  def atk_animation_id
    return 0 if SideView::E_ANIME[@enemy_id].nil?
    return SideView::E_ANIME[@enemy_id][0]
  end
  #--------------------------------------------------------------------------
  # ● Attack Animation ID Acquisition  (2 Sword Style:2 Weapons )
  #--------------------------------------------------------------------------
  def atk_animation_id2
    return 0 if SideView::E_ANIME[@enemy_id].nil?
    return SideView::E_ANIME[@enemy_id][1]
  end
end



#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #    viewport : View Port
  #    battler  : Battler (Game_Battler)
  #--------------------------------------------------------------------------
  alias initialize_sideview initialize
  def initialize(viewport, battler = nil)
    initialize_sideview(viewport, battler)
    init_direct_attack
  end
  #--------------------------------------------------------------------------
  # ● Set Proximity Value For Attack
  #--------------------------------------------------------------------------
  def init_direct_attack
    @direct_attack_cnt = 0
    @direct_attack_phase = 0
    @direct_move_cnt = 0
    @battler_x_plus = 0
    @battler_y_plus = 0
    @moving_mode = 0
    @pattern = 0
    @direction = 0
  end
  #--------------------------------------------------------------------------
  # ● Frame Renewal [Redefinition]
  #--------------------------------------------------------------------------
  def update
    super
    if @battler == nil
      self.bitmap = nil
    else
      @use_sprite = @battler.use_sprite?
      if @use_sprite
        self.x = @battler.screen_x + @battler_x_plus
        self.y = @battler.screen_y + @battler_y_plus
        self.z = @battler.screen_z
        update_battler_bitmap
      end
      setup_new_effect
      update_effect
    end
  end
  #--------------------------------------------------------------------------
  # ●  Bitmap Transfer Source Renewal
  #--------------------------------------------------------------------------
  alias update_battler_bitmap_sideview update_battler_bitmap
  def update_battler_bitmap
    case @battler
    when Game_Actor
      if @battler.character_name != @battler_name or
        @battler.character_index != @battler_hue
        @battler_name = @battler.character_name
        @battler_hue = @battler.character_index
        draw_pre_character
        draw_character
        if (@battler.dead? or @battler.hidden) and !@battler.dead_delay
          self.opacity = 0
        end
      end
    when Game_Enemy
      if @battler.battler_name != @battler_name or
        @battler.battler_hue != @battler_hue
        @battler_name = @battler.battler_name
        @battler_hue = @battler.battler_hue
        draw_battler
        if (@battler.dead? or @battler.hidden) and !@battler.dead_delay
          self.opacity = 0
        end
      end
    end
    motion_control
  end
  #--------------------------------------------------------------------------
  # ● Battler Drawing
  #--------------------------------------------------------------------------
  def draw_battler
    self.bitmap = Cache.battler(@battler_name, @battler_hue)
    @width = bitmap.width
    @height = bitmap.height
    self.ox = @width / 2
    self.oy = @height
  end
  #--------------------------------------------------------------------------
  # ● Pre-Character Drawing [Common]
  #--------------------------------------------------------------------------
  def draw_pre_character
    self.bitmap = Cache.character(@battler_name)
    sign = @battler_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      @width = bitmap.width / 3
      @height = bitmap.height / 4
    else
      @width = bitmap.width / 12
      @height = bitmap.height / 8
    end
    self.ox = @width / 2
    self.oy = @height
  end
  #--------------------------------------------------------------------------
  # ● Character Drawing [Common]
  #--------------------------------------------------------------------------
  def draw_character
    index = @battler_hue
    pattern = @pattern < 3 ? @pattern : 1
    sx = (index % 4 * 3 + pattern) * @width
    sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
    self.src_rect.set(sx, sy, @width, @height)
  end
  #--------------------------------------------------------------------------
  # ● Motion Control
  #--------------------------------------------------------------------------
  def motion_control
    # Memory Operation Mode
    @moving_mode = @battler.move_mode
    # Battler Drawing
    case @battler
    when Game_Actor # Actor
      actor_motion_control
    when Game_Enemy # Enemy
      enemy_motion_control
    end
  end
  #--------------------------------------------------------------------------
  # ● Motion Control (Actor)
  #--------------------------------------------------------------------------
  def actor_motion_control
    # Operation Change
    case @moving_mode
    when SideView::M_MODE_WAIT  # Standby
      init_direct_attack
      @battler_x_plus = 0
      @direction = 4
      @pattern = 1
    when SideView::M_MODE_MAGI  # Attack
      @battler_x_plus = -10
      @direction = 4
      @pattern = 3
    when SideView::M_MODE_DAMG  # Non-Damage Attack
      @battler_x_plus = 10
      @direction = 4
      @pattern = 3
    when SideView::M_MODE_WIN  # Victory
      @direction = 2
      @pattern = 1
    when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
      exe_moving_attack_start
      @end_pos_x = @battler_x_plus
    when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
      @battler_x_plus = @end_pos_x - 10
    when SideView::M_MODE_ATK3  # Direct Attack (Returning)
      exe_moving_attack_end
    else
      p "error:Sprite_Battler>> @moving_mode"
    end
    draw_character
  end
  #--------------------------------------------------------------------------
  # ● Motion Control (Enemy)
  #--------------------------------------------------------------------------
  def enemy_motion_control
    # 動作チェンジ
    case @moving_mode
    when SideView::M_MODE_WAIT  # Standby
      init_direct_attack
    when SideView::M_MODE_MAGI  # Attack
      @battler_x_plus = 10
    when SideView::M_MODE_DAMG  # Non-Damage Attack
      @battler_x_plus = -10
      @shake_flg = true
    when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
      exe_moving_attack_start
      @end_pos_x = @battler_x_plus
    when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
      @battler_x_plus = @end_pos_x + 10
    when SideView::M_MODE_ATK3  # Direct Attack (Returning)
      exe_moving_attack_end
    else
      p "error:Sprite_Battler>> @moving_mode", @moving_mode
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution Method
  #--------------------------------------------------------------------------
  def exe_moving_attack_start
    return unless @battler.motion_stop
    case @direct_attack_phase
    when 0  # Start Operation Preparation
      diratk_start
    when 1  # Move Operation (Going)
      diratk_move
    when 2  # After-Movement Wait
      diratk_wait
    end
  end
  def exe_moving_attack_end
    case @direct_attack_phase
    when 0  # Attack Operation
      diratk_attack
    when 1  # Move Operation (Return)
      diratk_back
    when 2  # Operation End
      diratk_end
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Start Operation Preparation]
  #--------------------------------------------------------------------------
  def diratk_start
    # Pose Change
    @pattern = 1
    # The number of frames needed is the distance between current position
    # and target position.
    pos_x = @battler.target_x - self.x
    pos_y = @battler.target_y - self.y
    # Caculation for ammount of frames needed.
    @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
    # NEXT Phase
    @direct_attack_phase += 1
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Move Operation (Going)]
  #--------------------------------------------------------------------------
  def diratk_move
    case @battler
    when Game_Actor
      x_plus = @width
      y_plus = -@height / 4
    when Game_Enemy
      x_plus = -@width - 10
      y_plus = @height / 4
    end
    # The next movement location is figured out by the distance between
    # current position and target position.
    pos_x = @battler.target_x - self.x + x_plus
    pos_y = @battler.target_y - self.y + y_plus
    @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
    @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
    # End count
    @direct_attack_cnt -= 1
    # Last movement (Insurance: Last correction)
    if @direct_attack_cnt <= 0
      @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
      @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
      # NEXT Phase
      @direct_attack_cnt = 5
      @direct_attack_phase += 1
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Attack Operation Return]
  #--------------------------------------------------------------------------
  def diratk_wait
    # End Count
    @direct_attack_cnt -= 1
    # Last Movement
    if @direct_attack_cnt <= 0
      # Pose Change
      @pattern = 3
      # END Phase
      @direct_attack_phase = 0
      @battler.motion_stop = false
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Attack Operation Return]
  #--------------------------------------------------------------------------
  def diratk_attack
    # Pose Change
    @pattern = 1
    # End Wait Count
    @direct_attack_cnt = @direct_move_cnt
    # NEXT Phase
    @direct_attack_phase += 1
  end
  #--------------------------------------------------------------------------
  # ● Proximity Attack Execution [Move Operation (Return)]
  #--------------------------------------------------------------------------
  def diratk_back
    # The next movement location is figured out by the distance between
    # current position and target position.
    pos_x = @battler.screen_x - self.x
    pos_y = @battler.screen_y - self.y
    @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
    @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
    # End Count
    @direct_attack_cnt -= 1
    # Last Movement
    if @direct_attack_cnt == 0
      @battler_x_plus = 0
      @battler_y_plus = 0
      # NEXT Phase
      @direct_attack_phase += 1
    end
  end
  #--------------------------------------------------------------------------
  # ● Proximity attack execution    [Operation End]
  #--------------------------------------------------------------------------
  def diratk_end
    init_direct_attack
    @battler.motion_stop = false
    # END Phase
    @direct_attack_phase = 0
  end
end
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