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Interacting System
Game Design :: Engine :: RPG Maker :: Script RPG Maker IND :: RPG VX ACE
Page 1 of 1
Interacting System
XS - Sistem Berinteraksi
versi 1.0a
pengantar
Script ini akan menambahkan sistem berinteraksi untuk acara. Ini berarti suatu peristiwa tidak akan mulai sampai waktu yang cukup singkat waktu telah berlalu. Ketika berinteraksi terjadi bar akan menunjukkan berapa lama Anda harus menunggu.
Hal ini dimaksudkan untuk digunakan dengan ABS karena jika musuh hits Anda berinteraksi akan terputus. Gerakan pemain juga akan menyebabkan hal yang sama.
fitur
Kemampuan untuk memiliki sistem berinteraksi untuk acara tertentu. (Mereka harus memiliki komentar khusus untuk menjadi interaktif)
Mudah untuk setup.
Set nilai maks awal dan berapa lama waktu yang dibutuhkan untuk memperbarui untuk bar berinteraksi.
Tampilkan ikon balon saat berinteraksi dengan peristiwa (opsional).
Kemampuan untuk menghidupkan bar berinteraksi (fade in / out animasi).
Dan banyak lagi!
versi 1.0a
pengantar
Script ini akan menambahkan sistem berinteraksi untuk acara. Ini berarti suatu peristiwa tidak akan mulai sampai waktu yang cukup singkat waktu telah berlalu. Ketika berinteraksi terjadi bar akan menunjukkan berapa lama Anda harus menunggu.
Hal ini dimaksudkan untuk digunakan dengan ABS karena jika musuh hits Anda berinteraksi akan terputus. Gerakan pemain juga akan menyebabkan hal yang sama.
fitur
Kemampuan untuk memiliki sistem berinteraksi untuk acara tertentu. (Mereka harus memiliki komentar khusus untuk menjadi interaktif)
Mudah untuk setup.
Set nilai maks awal dan berapa lama waktu yang dibutuhkan untuk memperbarui untuk bar berinteraksi.
Tampilkan ikon balon saat berinteraksi dengan peristiwa (opsional).
Kemampuan untuk menghidupkan bar berinteraksi (fade in / out animasi).
Dan banyak lagi!
- screen:
- system core:
- #==============================================================================
# XaiL System - Core
# Author: Nicke
# Created: 07/01/2012
# Edited: 28/01/2013
# Version: 2.1e
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Core script for XaiL System.
# Caution! This needs to be located before any other XS scripts.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-CORE"] = true
module Colors
#--------------------------------------------------------------------------#
# * Colors
#--------------------------------------------------------------------------#
White = Color.new(255,255,255)
LightRed = Color.new(255,150,150)
LightGreen = Color.new(150,255,150)
LightBlue = Color.new(150,150,255)
DarkYellow = Color.new(225,225,20)
Alpha = Color.new(0,0,0,128)
AlphaMenu = 100
end
module XAIL
module CORE
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# Graphics.resize_screen(width, height )
Graphics.resize_screen(544, 416)
# FONT DEFAULTS:
Font.default_name = ["VL Gothic"]
Font.default_size = 20
Font.default_bold = false
Font.default_italic = false
Font.default_shadow = true
Font.default_outline = true
Font.default_color = Colors::White
Font.default_out_color = Colors::Alpha
# USE_TONE = true/false:
# Window tone for all windows ingame. Default: true.
USE_TONE = false
# SAVE
SAVE_MAX = 20 # Default 16.
SAVE_FILE_VIS = 4 # Default 4.
# JAPANESE = true/false
JAPANESE = false
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
# // Method to determine japanese game.
def japanese? ; return XAIL::CORE::JAPANESE ; end
end
#==============================================================================#
# ** String
#==============================================================================#
class String
def to_class(parent = Kernel)
# // Method to convert string to class.
chain = self.split "::"
klass = parent.const_get chain.shift
return chain.size < 1 ? (klass.is_a?(Class) ? klass : nil) : chain.join("::").to_class(klass)
rescue
nil
end
def cap_words
# // Method to capitalize every word.
self.split(' ').map {|w| w.capitalize }.join(' ')
end
def slice_char(char)
# // Method to slice char.
self.split(char).map {|w| w.sub(char, " ") }.join(" ")
end
end
#==============================================================================#
# ** Vocab
#==============================================================================#
class << Vocab
def xparam(id)
# // Method to return xparam name.
case id
when 0 ; "Hit Chance"
when 1 ; "Evasion"
when 2 ; "Critical Chance"
when 3 ; "Critical Evasion"
when 4 ; "Magic Evasion"
when 5 ; "Magic Reflection"
when 6 ; "Counter Attack"
when 7 ; "HP Regeneration"
when 8 ; "MP Regeneration"
when 9 ; "TP Regeneration"
end
end
end
#==============================================================================
# ** Sound
#==============================================================================
class << Sound
def play(name, volume, pitch, type = :se)
# // Method to play a sound. If specified name isn't valid throw an error.
case type
when :se ; RPG::SE.new(name, volume, pitch).play rescue valid?(name)
when :me ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)
when :bgm ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)
when :bgs ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)
end
end
def valid?(name)
# // Method to raise error if specified sound name is invalid.
msgbox("Error. Unable to find sound file: " + name)
exit
end
end
#==============================================================================
# ** DataManager
#==============================================================================
class << DataManager
def savefile_max
# // Method override, save file max.
return XAIL::CORE::SAVE_MAX
end
end
#==============================================================================
# ** DataManager
#==============================================================================
class << SceneManager
def call_ext(scene_class, args = nil)
# // Method to call a scene with arguments.
@stack.push(@scene)
@scene = scene_class.new(args)
end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase
def visible_max
# // Method override, visible_max for save files.
return XAIL::CORE::SAVE_FILE_VIS
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Importing font fix that will remove weird characters.
# Adding new methods such as new gauge, actor param, font text, icon drawing,
# big icon drawing and a line with a shadow.
#==============================================================================
class Window_Base < Window
# // Importing Custom font fix. (Credit Lone Wolf).
alias :process_normal_character_vxa :process_normal_character
def process_normal_character(c, pos)
return unless c >= ' '
process_normal_character_vxa(c, pos)
end unless method_defined? :process_normal_character
def draw_text_ex_no_reset(x, y, text)
# // Method to draw ex text without resetting the font.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
alias xail_core_winbase_upt_tone update_tone
def update_tone(*args, &block)
# // Method to change tone of the window.
return unless XAIL::CORE::USE_TONE
xail_core_winbase_upt_tone(*args, &block)
end
def draw_gauge_ex(x, y, width, height, rate, color1, color2)
# // Method to draw a gauge.
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))
contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))
contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
end
def draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor parameters with a gauge.
case param_id
when 2 ; param_rate = actor.param(2) / actor.param_max(2).to_f
when 3 ; param_rate = actor.param(3) / actor.param_max(3).to_f
when 4 ; param_rate = actor.param(4) / actor.param_max(4).to_f
when 5 ; param_rate = actor.param(5) / actor.param_max(5).to_f
when 6 ; param_rate = actor.param(6) / actor.param_max(6).to_f
when 7 ; param_rate = actor.param(7) / actor.param_max(7).to_f
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, Vocab::param(param_id))
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)
reset_font_settings
end
def draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor xparameters with a gauge.
case xparam_id
when 0
xparam_rate = actor.xparam(0) / 100.to_f
xparam_name = Vocab.xparam(0)
when 1
xparam_rate = actor.xparam(1) / 100.to_f
xparam_name = Vocab.xparam(1)
when 2
xparam_rate = actor.xparam(2) / 100.to_f
xparam_name = Vocab.xparam(2)
when 3
xparam_rate = actor.xparam(3) / 100.to_f
xparam_name = Vocab.xparam(3)
when 4
xparam_rate = actor.xparam(4) / 100.to_f
xparam_name = Vocab.xparam(4)
when 5
xparam_rate = actor.xparam(5) / 100.to_f
xparam_name = Vocab.xparam(5)
when 6
xparam_rate = actor.xparam(6) / 100.to_f
xparam_name = Vocab.xparam(6)
when 7
xparam_rate = actor.xparam(7) / 100.to_f
xparam_name = Vocab.xparam(7)
when 8
xparam_rate = actor.xparam(8) / 100.to_f
xparam_name = Vocab.xparam(8)
when 9
xparam_rate = actor.xparam(9) / 100.to_f
xparam_name = Vocab.xparam(9)
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, xparam_name)
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)
reset_font_settings
end
def draw_line_ex(x, y, color, shadow)
# // Method to draw a line with a shadow.
line_y = y + line_height / 2 - 1
contents.fill_rect(x, line_y, contents_width, 2, color)
line_y += 1
contents.fill_rect(x, line_y, contents_width, 2, shadow)
end
def draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])
# // Method to draw icons in a horizonal or vertical alignment.
for i in icons
# // If included in offset do extra line_height.
for o in offset_icon
if i == o
y += line_height * 1 if alignment == :vertical
x += line_height * 1 if alignment == :horizontal
end
end
draw_icon(i.nil? ? nil : i, x.nil? ? 0 : x, y.nil? ? 0 : y) rescue nil
y += line_height if alignment == :vertical
x += line_height if alignment == :horizontal
next if i.nil?
end
end
def draw_big_icon(icon, x, y, width, height, opacity = 255)
# // Method to draw a big icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
rect2 = Rect.new(x, y, width, height)
contents.stretch_blt(rect2, bitmap, rect, opacity)
end
def draw_font_text(text, x, y, width, alignment, font, size, color, bold = true, shadow = true)
# // Method to draw font text.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
draw_text(x, y, width, calc_line_height(text), text, alignment)
reset_font_settings
end
def draw_font_text_ex(text, x, y, font, size, color, bold = true, shadow = true)
# // Method todraw font text. (Special)
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
reset_font_settings
end
end
#==============================================================================#
# ** Window_Selectable
#------------------------------------------------------------------------------
# Adding support for pageleft and pageright for window selectable.
#==============================================================================#
class Window_Selectable < Window_Base
def cursor_pageright ; end
def cursor_pageleft ; end
alias xail_core_winselect_process_cursor_move process_cursor_move
def process_cursor_move(*args, &block)
# // Method to process cursor movement.
xail_core_winselect_process_cursor_move(*args, &block)
cursor_pageright if !handle?(:pageright) && Input.trigger?(:RIGHT)
cursor_pageright if !handle?(:pageleft) && Input.trigger?(:LEFT)
end
alias xail_core_winselect_process_handling process_handling
def process_handling(*args, &block)
# // Method to process handling.
xail_core_winselect_process_handling(*args, &block)
return process_pageright if handle?(:pageright) && Input.trigger?(:RIGHT)
return process_pageleft if handle?(:pageleft) && Input.trigger?(:LEFT)
end
def process_pageright
# // Method to process page right.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageright)
end
def process_pageleft
# // Method to process page left.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageleft)
end
end
#==============================================================================#
# ** Window_Icon
#------------------------------------------------------------------------------
# New Window :: Window_Icon - A window for drawing icon(s).
#==============================================================================#
class Window_Icon < Window_Base
attr_accessor :enabled
attr_accessor :alignment
def initialize(x, y, window_width, hsize)
# // Method to initialize the icon window.
super(0, 0, window_width, window_height(hsize))
@icons = []
@index = 0
@enabled = true
@alignment = 0
refresh
end
def window_height(hsize)
# // Method to return the height.
fitting_height(hsize)
end
def refresh
# // Method to refresh the icon window.
contents.clear
end
def draw_cmd_icons(icons, index)
# // Draw all of the icons.
return if !@enabled
count = 0
for i in icons
align = 0
x = 110
next if i[index].nil?
case @alignment
when 1, 2 ; align = -110
end
draw_icon(i[index], x + align, 24 * count)
count += 1
break if (24 * count > height - 24)
end
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Adding check item method to return a item based on the type.
#==============================================================================
class Game_Party < Game_Unit
def check_item?(item, type)
# // Method to return a item based on the type.
case type
when :items ; $data_items[item]
when :weapons ; $data_weapons[item]
when :armors ; $data_armors[item]
when :gold ; item
when :exp ; item
end
end
end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adding methods to check for comments on events.
#==============================================================================
class Game_Event < Game_Character
def comment?(comment)
# // Method to check if comment is included in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0].include?(comment)
return true
end
end
end
end
return false
end
def comment_int?(comment)
# // Method to check for a integer in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/
return ($1.to_i > 0 ? $1.to_i : 0)
end
end
end
end
end
def comment_string?(comment)
# // Method to check for a string in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\w*)>?/
return $1.to_s
end
end
end
end
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
- interact system:
- #==============================================================================
# XaiL System - Interacting System
# Author: Nicke
# Created: 06/05/2013
# Edited: 07/05/2013
# Version: 1.0a
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Interacting System. Enables events to be interactive meaning you need to
# wait a short amount of time before the event starts.
#
# This script is intended to be used with an ABS because if an enemy hits you
# the interacting will be interrupted. Player movement will also cause the
# same thing.
#
# To enable interacting for events use the following comment:
# <INTERACTIVE> (Can be changed to something else in the settings)
#
# The interacting bara supports a fading animation as well which is set
# to true at default.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-INTERACTING_SYSTEM"] = true
module XAIL
module INTERACTING_SYS
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# FONT = [name, size, color, bold, italic, shadow]
FONT = ["Calibri", 20, Color.new(255,255,255), true, false, true]
# Interacting images.
# IMG [back_image, front_image] (Located in Graphics/Pictures)
IMG = ["Hud_Back", "Hud_Interacting"]
# Set the interacting bar's width and heights.
# BAR = [width, height]
BAR = [141, 60]
# Initial timer to interact.
# This sets how fast the interacting bar should update.
# INITIAL_TIMER = integer
INITIAL_TIMER = 4
# Set the max value for interacting bar.
# The initial timer is depended on this value.
# MAX = integer
MAX = 300
# Set the interacting text. Can be set to nil to disable.
# TEXT = string
TEXT = "Interacting..."
# Show a balloon when interacting.
# BALLOON_ID = ballon_id, set to nil to disable.
BALLOON_ID = 8
# Should the interacting bar fade in/out?
# ANIMATE = true/false
ANIMATE = true
# How long it would take to fade in/out if animate is set to true.
# FADE = integer
FADE_IN = 25
FADE_OUT = 25
# Set the comment to use for interacting events.
# CMT = string
CMT = "<INTERACTIVE>"
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
unless $imported["XAIL-XS-CORE"]
# // Error handler when XS - Core is not installed.
msg = "The script %s requires the latest version of XS - Core in order to function properly."
name = "XS - Interacting System"
msgbox(sprintf(msg, name))
exit
end
#==============================================================================
# ** Game_Event
#==============================================================================
class Game_Event < Game_Character
alias xail_int_system_gm_evt_setup_page_settings setup_page_settings
def setup_page_settings(*args, &block)
# // Method to setup page settings for the event.
xail_int_system_gm_evt_setup_page_settings(*args, &block)
setup_interacting_bar
end
def setup_interacting_bar
# // Method to set ineractive state.
if comment?(XAIL::INTERACTING_SYS::CMT)
@interacting = false
@int_spr = ::Sprite.new(@viewport)
@int_spr.bitmap = Bitmap.new(XAIL::INTERACTING_SYS::BAR[0], XAIL::INTERACTING_SYS::BAR[1])
@int_min = 0
@int_max = XAIL::INTERACTING_SYS::MAX
@old_hp = $game_party.leader.hp
if XAIL::INTERACTING_SYS::ANIMATE
@int_spr.opacity = 0
@timer = 0
end
end
end
def draw_int_gauge(bitmap, x, y, back, image, min, max)
# // Method to draw a interactive gauge.
src_rect = Rect.new(0, 0, back.width, back.height)
bitmap.blt(x, y, back, src_rect)
src_rect = Rect.new(0, 0, image.width * min / max, image.height)
bitmap.blt(x, y, image, src_rect)
end
def create_interacting_bar
# // Create interacting bar with text.
@int_spr.bitmap.clear
@int_spr.x = ($game_player.screen_x + @int_spr.bitmap.width) / 2
@int_spr.y = ($game_player.screen_y - @int_spr.bitmap.height) - 40
@int_spr.z = 300
@int_back = Cache.picture(XAIL::INTERACTING_SYS::IMG[0])
@int_front = Cache.picture(XAIL::INTERACTING_SYS::IMG[1])
draw_int_gauge(@int_spr.bitmap, 0, 28, @int_back, @int_front, @int_min, @int_max)
text = XAIL::INTERACTING_SYS::TEXT
unless text.nil?
@int_spr.bitmap.font.name = XAIL::INTERACTING_SYS::FONT[0]
@int_spr.bitmap.font.size = XAIL::INTERACTING_SYS::FONT[1]
@int_spr.bitmap.font.color = XAIL::INTERACTING_SYS::FONT[2]
@int_spr.bitmap.font.bold = XAIL::INTERACTING_SYS::FONT[3]
@int_spr.bitmap.font.italic = XAIL::INTERACTING_SYS::FONT[4]
@int_spr.bitmap.font.shadow = XAIL::INTERACTING_SYS::FONT[5]
@int_spr.bitmap.draw_text(0, 0, @int_spr.bitmap.width, 48, text)
end
end
def dipose_interacting_bar
# // Dipose interacting bar.
@int_spr.dispose unless @int_spr.nil? ; @int_spr = nil
end
def clear_interacting_bar
# // Dispose interactive bar.
dipose_interacting_bar ; setup_interacting_bar
end
alias xail_int_system_gm_evt_start start
def start(*args, &block)
# // Method to start an event.
return @interacting = true if comment?(XAIL::INTERACTING_SYS::CMT)
xail_int_system_gm_evt_start(*args, &block)
end
def animate_interacting_bar(type)
# // Method to animate the interacting bar.
case type
when :in
unless @int_spr.opacity >= 255
@int_spr.opacity += XAIL::INTERACTING_SYS::FADE_IN
end
when :out
unless @int_spr.opacity <= 0
@int_spr.opacity -= XAIL::INTERACTING_SYS::FADE_OUT
else
clear_interacting_bar
end
end
end
def interacting_interrupted?
# // Method to check if the player is interrupted when interacting.
if $game_player.moving? || @old_hp != $game_party.leader.hp ||
$game_player.dash?
if XAIL::INTERACTING_SYS::ANIMATE
animate_interacting_bar(:out)
else
clear_interacting_bar
end
return true
end
end
alias xail_int_system_gm_evt_update update
def update(*args, &block)
# // Method to update an event.
xail_int_system_gm_evt_update(*args, &block)
if comment?(XAIL::INTERACTING_SYS::CMT) and @interacting
unless @int_min >= @int_max
return if interacting_interrupted?
create_interacting_bar
animate_interacting_bar(:in) if XAIL::INTERACTING_SYS::ANIMATE
# // Show ballon.
b_id = XAIL::INTERACTING_SYS::BALLOON_ID
$game_player.balloon_id = b_id unless b_id.nil?
@int_min += XAIL::INTERACTING_SYS::INITIAL_TIMER
else
if XAIL::INTERACTING_SYS::ANIMATE
animate_interacting_bar(:out)
else
@interacting = false
clear_interacting_bar
end
return if empty? or @starting
@starting = true
lock if trigger_in?([0,1,2])
end
end
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
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» FPSC v1.19 Ardnaline system
» Menu system and Select Difficulty Mode
» NEO MENU SYSTEM V1.04
» FPSC v1.19 Ardnaline system
» Menu system and Select Difficulty Mode
Game Design :: Engine :: RPG Maker :: Script RPG Maker IND :: RPG VX ACE
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Tue Nov 12, 2013 8:11 am by A|L|F|DGI|Wibie Sultan
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