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 (Ask) SyntaxError

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(Ask) SyntaxError  Empty2011-06-28, 21:43
Post(Ask) SyntaxError
#1
LowlingLife 
Administrator
Administrator
LowlingLife

Kosong
Posts : 2000
Thanked : 25
Engine : Multi-Engine User
Awards:

(Ask) SyntaxError  Vide
Para kakak-kakak scripter, saya ingin minta tolong...
Saya me-remake alias meng-edit script buatan statesman88.
Setelah beberapa saat, saya bingung dan menemukan beberapa jalan buntu...

1. Jika ingin memakai faceset yang sesuai dengan nama actor, stringnya apa?
Saya sudah mencoba seperti :
bitmap = RPG::Cache.picture(actor.id.to_s)
bitmap = RPG::Cache.picture("#{actor.name}_face")
Tetep aja gak ketemu solusinya...

2. Tolong periksa script saya.....
http://www.media*fire.com/?fz4erte43ugo7y3
Setelah saya coba, keluar SyntaxError pada line terakhir script saya ini.....

Mohon pencerahannya.......
(Ask) SyntaxError  Empty2011-06-28, 22:12
PostRe: (Ask) SyntaxError
#2
DrDhoom 
Doomed Zombie
DrDhoom

Level 5
Posts : 629
Thanked : 22
Engine : Multi-Engine User
Skill : Intermediate
Type : Scripter

(Ask) SyntaxError  Vide
Full Edit*
Edit lagi*
Ternyata ini untuk RGSS toh... momod atau mimin silahkan pindah...
dan untuk yang no 2 kan bisa langsung di paste kesini... toh isi nya file .txt :swt:

1. Di XP ga ada Faceset nya... jadi di set dulu... misal Face_(Actor ID) ga baca tadi
bitmap = RPG::Cache.picture(actor.name)
face = Bitmap.new(bitmap)

2. ya pantes error... banyak bener Class yang ga ditutup pake "end"
nih fix nya
Code:
###############################################################################
###############################################################################
# Actor Biography - Enchanced Version
# Author : LowlingLife
# Level :
# Starting date : 26-6-2011
# Remake from : statesman88's Revised Character Biography Script @ RMRK.net
# Original Author : Rune (statesman88 meng-revised scriptnya dari script Rune.)
###############################################################################
###############################################################################
# PENGGUNAAN

# - Menqoute dari script statesman88 Revised Character Biography  :
# "This is a script that calls a window that displays different
# aspects about a character... like their age, height, weight,
# gender etc."

# - Script ini memungkinkan kamu menampilkan Scene_Biography.

# Di sana kamu bisa menampilkan biografi karakter kamu.

# INSTRUKSI

# - Untuk permulaan, copy semua faceset yang ada di folder picture demo
# ke folder picture project kamu. Lalu namakan faceset sesuai nama aktor
# dengan ditambah "_face" (tanpa tanda kutip) di belakang namanya.
# (di configuration area, kamu bisa mengubah ekstensi nama)

# - Size dari faceset tersebut tidaklah fixed, jadi harus berukuran 96 x 96.

# - Taruh script ini di atas Main dan dibawah Scene_Debug

# - Aspek biografi terdiri dari :
# @ bio_umur > Umur
# @ bio_jeniskelamin > Jenis Kelamin

# FITUR

# - Menambah window jadi gak desak-desakkan.
# - Manambah fitur Faceset.
# - Menambah fitur Charset.
# - Merapikan dan mentranslate ke Bahasa Indonesia.

# - CREDIT

# statesman88 - Revised Character Biography Script
# Rune - Original Script of Revised Character Biography Script
# saya / LowlingLife - Merapikan, mentranslate, meng-edit, dan memperbagus
###############################################################################
###############################################################################

################################################################################
#########################CONFIGURATION AREA START###############################
################################################################################
$charwindow_x = 200
$charwindow_y = 0
# Di sini kamu bisa mengganti x dan y (koordinat) dari Window_Char.
# (lebih baik tinggalkan saja seperti ini. kecuali kalo kamu sudah tahu apa yang kamu perbuat.)

$infowindow_x = 320
$infowindow_y = 0
# Di sini kamu bisa mengganti x dan y (koordinat) dari Window_Info.
# (lebih baik tinggalkan saja seperti ini. kecuali kalo kamu sudah tahu apa yang kamu perbuat.)

$historywindow_x = 0
$historywindow_y = 200
# Di sini kamu bisa mengganti x dan y (koordinat) dari Window_History.
# (lebih baik tinggalkan saja seperti ini. kecuali kalo kamu sudah tahu apa yang kamu perbuat.)

################################################################################
###########################CONFIGURATION AREA END###############################
################################################################################

#------------------------------------------------------------------------------#

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window

  #--------------------------------------------------------------------------
  # * Draw Muka Aktor
  #    actor : actor
  #    x : draw spot x-coordinate
  #    y : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_muka_aktor(actor, x, y)
    bitmap = RPG::Cache.picture(actor.id.to_s)
    # Saya pakai salah satunya... Gak tahu mana yang bener...
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
  end

  #--------------------------------------------------------------------------
  # * Bio_Umur
  #--------------------------------------------------------------------------
  def bio_umur
    case(@actor.id)
    when 1
      self.contents.draw_text(58, 20, 320, 32, "19")
    when 2
      self.contents.draw_text(58, 20, 320, 32, "21")
    when 3
      self.contents.draw_text(58, 20, 320, 32, "30")
    when 4
      self.contents.draw_text(58, 20, 320, 32, "20")
    when 5
      self.contents.draw_text(58, 20, 320, 32, "17")
    when 6
      self.contents.draw_text(58, 20, 320, 32, "25")
    when 7
      self.contents.draw_text(58, 20, 320, 32, "19")
    when 8
      self.contents.draw_text(58, 20, 320, 32, "22")
    end
  end
  #--------------------------------------------------------------------------
  # * Bio_JenisKelamin
  #--------------------------------------------------------------------------
  def bio_jeniskelamin
    case(@actor.id)
    when 1
      self.contents.draw_text(132, 40, 320, 32, "Pria")
    when 2
      self.contents.draw_text(132, 40, 320, 32, "Pria")
    when 3
      self.contents.draw_text(132, 40, 320, 32, "Pria")
    when 4
      self.contents.draw_text(132, 40, 320, 32, "Wanita")
    when 5
      self.contents.draw_text(132, 40, 320, 32, "Wanita")
    when 6
      self.contents.draw_text(132, 40, 320, 32, "Pria")
    when 7
      self.contents.draw_text(132, 40, 320, 32, "Wanita")
    when 8
      self.contents.draw_text(132, 40, 320, 32, "Wanita")
    end
  end
  #--------------------------------------------------------------------------
  # * Bio_Ras
  #--------------------------------------------------------------------------
  def bio_ras
    case(@actor.id)
    when 1
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    when 2
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    when 3
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    when 4
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    when 5
      self.contents.draw_text(48, 60, 320, 32, "Elf")
    when 6
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    when 7
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    when 8
      self.contents.draw_text(48, 60, 320, 32, "Manusia")
    end
    end
  #--------------------------------------------------------------------------
  # * Bio_Pekerjaan
  #--------------------------------------------------------------------------
  def bio_pekerjaan
    case(@actor.id)
    when 1
      self.contents.draw_text(98, 80, 320, 32, "Fighter")
    when 2
      self.contents.draw_text(98, 80, 320, 32, "Lancer")
    when 3
      self.contents.draw_text(98, 80, 320, 32, "Warrior")
    when 4
      self.contents.draw_text(98, 80, 320, 32, "Thief")
    when 5
      self.contents.draw_text(98, 80, 320, 32, "Hunter")
    when 6
      self.contents.draw_text(98, 80, 320, 32, "Gunner")
    when 7
      self.contents.draw_text(98, 80, 320, 32, "Cleric")
    when 8
      self.contents.draw_text(98, 80, 320, 32, "Mage")
    end
    end
  #--------------------------------------------------------------------------
  # * Bio_KotaAsal
  #--------------------------------------------------------------------------
   def bio_kotaasal
    case(@actor.id)
    when 1
      self.contents.draw_text(98, 100, 320, 32, "Random Town")
    when 2
      self.contents.draw_text(98, 100, 320, 32, "Random Castle")
    when 3
      self.contents.draw_text(98, 100, 320, 32, "Random City")
    when 4
      self.contents.draw_text(98, 100, 320, 32, "Random Village")
    when 5
      self.contents.draw_text(98, 100, 320, 32, "Random Elf Village")
    when 6
      self.contents.draw_text(98, 100, 320, 32, "Random City")
    when 7
      self.contents.draw_text(98, 100, 320, 32, "Random Village")
    when 8
      self.contents.draw_text(98, 100, 320, 32, "Random Town")
    end
  end
  #--------------------------------------------------------------------------
  # * Bio_Berat
  #--------------------------------------------------------------------------
  def bio_berat
    case(@actor.id)
    when 1
      self.contents.draw_text(58, 120, 320, 32, "66 kg.")
    when 2
      self.contents.draw_text(58, 120, 320, 32, "64 kg.")
    when 3
      self.contents.draw_text(58, 120, 320, 32, "63 kg.")
    when 4
      self.contents.draw_text(58, 120, 320, 32, "62 kg.")
    when 5
      self.contents.draw_text(58, 120, 320, 32, "64 kg.")
    when 6
      self.contents.draw_text(58, 120, 320, 32, "65 kg.")
    when 7
      self.contents.draw_text(58, 120, 320, 32, "64 kg.")
    when 8
      self.contents.draw_text(58, 120, 320, 32, "63 kg.")
    end
  end
  #--------------------------------------------------------------------------
  # * Bio_Tinggi
  #--------------------------------------------------------------------------
  def bio_tinggi
    case(@actor.id)
    when 1
      self.contents.draw_text(64, 140, 320, 32, "172 cm.")
    when 2
      self.contents.draw_text(64, 140, 320, 32, "170 cm.")
    when 3
      self.contents.draw_text(64, 140, 320, 32, "168 cm.")
    when 4
      self.contents.draw_text(64, 140, 320, 32, "167 cm.")
    when 5
      self.contents.draw_text(64, 140, 320, 32, "165 cm.")
    when 6
      self.contents.draw_text(64, 140, 320, 32, "166 cm.")
    when 7
      self.contents.draw_text(64, 140, 320, 32, "172 cm.")
    when 8
      self.contents.draw_text(64, 140, 320, 32, "170 cm.")
    end
  end
  #--------------------------------------------------------------------------
  # * Bio_History
  #--------------------------------------------------------------------------
  def bio_history
    case(@actor.id)
  when 1
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 2
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 3
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 4
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 5
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 6
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 7
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    when 8
    self.contents.draw_text(0, 0, 640, 32, "Kalimat 1")
    self.contents.draw_text(0, 20, 640, 32, "Kalimat 2")
    self.contents.draw_text(0, 40, 640, 32, "Kalimat 3")
    self.contents.draw_text(0, 60, 640, 32, "Kalimat 4")
    self.contents.draw_text(0, 80, 640, 32, "Kalimat 5")
    self.contents.draw_text(0, 100, 640, 32, "Kalimat 6")
    self.contents.draw_text(0, 120, 640, 32, "Kalimat 7")
    self.contents.draw_text(0, 140, 640, 32, "Kalimat 8")
    self.contents.draw_text(0, 160, 640, 32, "Kalimat 9")
    self.contents.draw_text(0, 180, 640, 32, "Kalimat 10")
    self.contents.draw_text(0, 200, 640, 32, "Kalimat 11")
    self.contents.draw_text(0, 220, 640, 32, "Kalimat 12")
    end
  end
end
#==============================================================================
# ** Window_Face
#------------------------------------------------------------------------------
# This class shows faceset of the actor in Scene_Biography.
#(sok inggris!!! hehehehe...... iseng doang..)
#==============================================================================

class Window_Face < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize(actor)
   super(0, 0, 160, 200)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
   self.contents.clear
   draw_muka_aktor(@actor, 0, 0)
  end
end
#==============================================================================
# ** Window_Char
#------------------------------------------------------------------------------
# This class shows the actor charset in Scene_Biography.
#==============================================================================

class Window_Char < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize(actor)
   super($charwindow_X, $charwindow_y, 160, 200)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
   self.contents.clear
   draw_actor_graphic(@actor, 0, 0)
end
end
#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
# This class shows actor information in Scene_Biography
#==============================================================================

class Window_Info < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize(actor)
  super($infowindow_x, $infowindow_y, 320, 200)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 320, 32, "Nama :")
    draw_actor_name(@actor, 64, 0)
    self.contents.draw_text(0, 20, 320, 32, "Umur :")
    bio_umur
    self.contents.draw_text(0, 40, 320, 32, "Jenis Kelamin :")
    bio_jeniskelamin
    self.contents.draw_text(0, 60, 320, 32, "Ras :")
    bio_ras
    self.contents.draw_text(0, 80, 320, 32, "Pekerjaan :")
    bio_pekerjaan
    self.contents.draw_text(0, 100, 320, 32, "Kota Asal :")
    bio_kotaasal
    self.contents.draw_text(0, 120, 320, 32, "Berat :")
    bio_berat
    self.contents.draw_text(0, 140, 320, 32, "Tinggi :")
    bio_tinggi
   end
end

#==============================================================================
# ** Window_History
#------------------------------------------------------------------------------
# This class shows history in Scene_Biography
#==============================================================================
class Window_History < Window_Base
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize(actor)
   super($historywindow_x, $historywindow_x, 640, 280)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
   end
   #--------------------------------------------------------------------------
   # * Refresh
   #--------------------------------------------------------------------------
   def refresh
    self.contents.clear
    bio_history
  end
end


#==============================================================================
# ** Scene_Biography
#------------------------------------------------------------------------------
#  This class performs Scene_Biography
#==============================================================================

class Scene_Biography

  #--------------------------------------------------------------------------
  # * Object Initialization
  #    actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @face_window = Window_Face.new(@actor)
    @char_window = Window_Char.new(@actor)
    @info_window = Window_Info.new(@actor)
    @history_window = Window_History.new(@actor)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @face_window.dispose
    @char_window.dispose
    @info_window.dispose
    @history_window.dispose
  end
  def update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(4)
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Biography.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Biography.new(@actor_index)
      return
    end
  end
end
(Ask) SyntaxError  Empty2011-06-29, 08:30
PostRe: (Ask) SyntaxError
#3
LowlingLife 
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LowlingLife

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(Ask) SyntaxError  Vide
Hehehe...... Ternyata salahnya kecil tapi fatal..... Saya juga tadinya post scriptnya di sini, tapi males dan akhirnya upload ke media*fire..... Wah, maklum lah... Saya newbie scripter... Baru belajar.... Makasih banget kakak DrDhoom.
Entar saya kasih kakak credit deh!!!! THX banget ya!!!
Buat mod dan admin, bisa di lock thread ini!
(Ask) SyntaxError  Empty
PostRe: (Ask) SyntaxError
#4
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