Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| 2011-12-25, 11:49 | [XP]Dekil CMS V 1.5 |
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Ikeringer Novice
Posts : 250 Thanked : 3 Engine : Multi-Engine User Skill : Beginner Type : Mapper
| DEKIL CMS Versi : 1.5 Tipe : CMS(Custom Menu System) ________________________________________________________________________ CMS yang saya bikin iseng-iseng sambil belajar RGSS. kebanyakan sih Nyomot dari script lain, dirubah dan di sesuaikan, soalnya saya males ngetik sendiri ........ Dan Skill saya bener-bener Newbie soal Scripting ..... ________________________________________________________________________ Fitur :Gak ada yang Spesial, coba aja dulu. ________________________________________________________________________ InstruksiCukup COPAS di atas main ..... Masukan Icon kedalam folder icon ..... dan pastikan nama Icon sama dengan nama Commandnya.... ________________________________________________________________________ SCRIPTCMS Script - Code:
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#=============================================================================== # Dekil CMS By D'kizzakiller # Version : 1.0 # Completed Date : 23 december 2011 # Release Date : 25 December 2011 #=============================================================================== #=============================================================================== # INSTRUCTION #------------------------------------------------------------------------------- # 1. Just Copy This script. # 2. Paste Below Scene_Menu and before Main # 3. Place the Background on Graphic/Panoramas # 3. Place the menu icon on Graphic/icons # 4. Make sure that your icon has a same name with the command # ex. your Command is "Stuff" then your Icon must be named "Stuff" # 5. Place Gold Icon on Graphic/icons # 6. Don't Forget to Credit to me and Bradhawk for his enemy Bestiary #===============================================================================
#=============================================================================== # ** A LITLE CONFIGURATION WE'll NEED #-------------------------------------------------------------------------------
GAME_NAME = 'Game name'# Name of Your Game
BG_NAME = "BG" # The Name of the Background BG_OPACITY = 256 # transparency of the background BG_SCROLL_X = 0 # X scroll speed of the Background, put 0 for no scrolling, positive values go left, negative values go right BG_SCROLL_Y = -1 # Y scroll speed of the Background, put 0 for no scrolling, positive values go up, negative values go left
BG1_NAME = "001-Fog01" # Fog name BG1_OPACITY = 70 # The transparency of the fog BG1_SCROLL_X = 0 # X scroll speed of the fog, put 0 for no scrolling, positive values go left, negative values go right BG1_SCROLL_Y = 6 # Y scroll speed of the fog, put 0 for no scrolling, positive values go up, negative values go left BG1_HUE = 0
CURRENCY = 'Gold' #The Currency that you use in the game COIN_ICON = 'coin' #The name of Gold Icon #===============================================================================
#=============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------- # This class performs menu screen processing. #=============================================================================== class Scene_Menu
#----------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #----------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #=============================================================================== # ** Window_MenuCommand #------------------------------------------------------------------------------- # This window displays Command on the menu screen. #===============================================================================
class Window_MenuCommand < Window_Selectable #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 160, 240) @row_max = 7 self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = true self.index = -1 end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear @item_max = 7 #=========================================================================== # ** This is The Part where you can Change The Menu Command draw_command( 10, 0, "Item") #Item Command draw_command( 10, 31, "Skill") #Skill Command draw_command( 10, 62, "Equip") #Equip Command draw_command( 10, 93, "Status") #Status Command draw_command( 10, 124, "Bestiary") #Bestiary draw_command( 10, 155, "Save Game")#Save Game Command draw_command( 10, 186, "Quit Game")#Quit Game Command #=========================================================================== end def draw_command(x, y, command) self.contents.font.name = "Monotype Corsiva" self.contents.draw_text(x + 18 , y,100,32,command) bitmap = RPG::Cache.icon(command) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y, bitmap, src_rect) end #----------------------------------------------------------------------------- # * Cursor Rectangle Update #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 31, self.width - 32, 31) end end end #=============================================================================== # ** Window_Gname #------------------------------------------------------------------------------- # This window displays name of your game #=============================================================================== class Window_Gname < Window_Base def initialize super( 0, 0, 320, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 30 self.contents.draw_text( 0, 0, 320, 32, GAME_NAME) end end #=============================================================================== # ** Window_Gold #------------------------------------------------------------------------------- # This window displays amount of gold. #===============================================================================
class Window_Gold < Window_Base #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear draw_coin self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 14 self.contents.draw_text(0,0,64,24,CURRENCY) self.contents.font.size = 24 cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end def draw_coin bitmap = RPG::Cache.icon(COIN_ICON) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y + ch /2, bitmap, src_rect) end end #=============================================================================== # ** Window_PlayTime&Stepcount #------------------------------------------------------------------------------- # This window displays play time and Stepcount on the menu screen. #===============================================================================
class Window_PlayTime < Window_Base #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 160, 144) self.contents = Bitmap.new(width - 32, height - 32) refresh end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 24 self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Play Time") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) self.contents.font.color = system_color self.contents.draw_text(4, 64, 120, 32, "Step Count") self.contents.font.color = normal_color self.contents.draw_text(4, 84, 80, 32, $game_party.steps.to_s, 2) end #----------------------------------------------------------------------------- # * Frame Update #----------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#=============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------- # This window displays party member status on the menu screen. #===============================================================================
class Window_MenuStatus < Window_Selectable #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_battler(actor, x+50, y + 165, 256) draw_actor_name(actor, x + 150, y) draw_actor_class(actor, x + 294, y) draw_actor_level(actor, x + 294, y + 32) draw_actor_state(actor, x + 150, y + 32) draw_actor_exp(actor, x + 150, y + 64) draw_actor_hp(actor, x + 386, y + 32) draw_actor_sp(actor, x + 386, y + 64) self.contents.draw_text(x-75,y + 84,640,24,'=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=',1) end end def draw_actor_battler(actor, x, y, opacity) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #----------------------------------------------------------------------------- # * Cursor Rectangle Update #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #============================================================================= # * Window Location #=============================================================================
$data_mapinfos = load_data('Data/MapInfos.rxdata')
class Window_Location < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 24 self.contents.font.color = system_color self.contents.draw_text(0, 0, 80, 32, "Lokasi:") self.contents.font.color = normal_color name = $data_mapinfos[$game_map.map_id].name self.contents.draw_text(0, 0, 160, 75, name, 1) end end #============================================================================= #----------------------------------------------------------------------------- # * Main Processing #----------------------------------------------------------------------------- def main @bg = Plane.new @bg.bitmap = RPG::Cache.picture(BG_NAME) @bg.ox = BG_SCROLL_X @bg.oy = BG_SCROLL_Y @bg.opacity = BG_OPACITY @bg1 = Plane.new @bg1.bitmap = RPG::Cache.fog(BG1_NAME, BG1_HUE) @bg1.ox = BG1_SCROLL_X @bg1.oy = BG1_SCROLL_Y @bg1.opacity = BG1_OPACITY # Make command window @command_window = Window_MenuCommand.new @command_window.index = @menu_index @command_window.x = 480 # x position for command window @command_window.y = 0 # y position for command window @command_window.opacity = 160 #Command window Opacity
# If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Draw the game name window @gname_window = Window_Gname.new @gname_window.x = 0 @gname_window.y = 0 @gname_window.opacity = 160 # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 480 @playtime_window.y = 336 @playtime_window.opacity = 160 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 320 @gold_window.y = 0 @gold_window.opacity = 160 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 0 @status_window.opacity = 100 @status_window.contents_opacity = 44 # make Location window @location_window = Window_Location.new @location_window.x = 480 @location_window.y = 240 @location_window.opacity = 160 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @gname_window.dispose @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @location_window.dispose @bg.dispose @bg1.dispose end #----------------------------------------------------------------------------- # * Frame Update #----------------------------------------------------------------------------- def update # Update windows @gname_window.update @command_window.update @playtime_window.update @gold_window.update @status_window.update @location_window.update @bg.ox += BG_SCROLL_X @bg.oy += BG_SCROLL_Y @bg1.ox += BG1_SCROLL_X @bg1.oy += BG1_SCROLL_Y # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #----------------------------------------------------------------------------- # * Frame Update (when command window is active) #----------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 @status_window.opacity = 160 @gname_window.visible = false @gold_window.visible = false @playtime_window.visible = false @command_window.visible = false @location_window.visible = false @status_window.contents_opacity = 256 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 @status_window.opacity = 160 @gname_window.visible = false @gold_window.visible = false @playtime_window.visible = false @command_window.visible = false @location_window.visible = false @status_window.contents_opacity = 256 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 @status_window.opacity = 160 @gname_window.visible = false @gold_window.visible = false @playtime_window.visible = false @command_window.visible = false @location_window.visible = false @status_window.contents_opacity = 256 when 4 $game_system.se_play($data_system.decision_se) $scene = Scene_Bestiary.new when 5 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 6 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #----------------------------------------------------------------------------- # * Frame Update (when status window is active) #----------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 @status_window.opacity = 100 @gname_window.visible = true @gold_window.visible = true @playtime_window.visible = true @command_window.visible = true @location_window.visible = true @status_window.contents_opacity = 44 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end
CMS Script V 1.5 - Code:
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#=============================================================================== # Dekil CMS By D'kizzakiller # Version : 1.5 # Completed Date : 16 April 2011 # Release Date : 18 April 2011 #=============================================================================== =begin =============================================================================== INSTRUCTION ------------------------------------------------------------------------------- 1. Just Copy This script. 2. Paste Below Scene_Menu and before Main 3. Place the Background on Graphic/Pictures 3. Place the menu icon on Graphic/icons 4. Make sure that your icon has a same name with the command ex. your Command is "Stuff" then your Icon must be named "Stuff" 5. Place Gold Icon on Graphic/icons 6. Place Your Bar frame on Graphic/Pictures also with the HP bar and SP bar 7. Don't Forget to Credit to me, Bradhawk for his enemy Bestiary, and Fantasist for his Moving Windows Script =============================================================================== ================================================================================ CHANGE LOG -------------------------------------------------------------------------------- V 1.0 - first Realease ------------------------------------------------------------------------------- V 1.5 - Add HP and SP Bar to Menu Status - Add Moving Windows Script - Change the draw_actor_battler method to make it looked better ================================================================================ =end #=============================================================================== # ** A LITLE CONFIGURATION WE'll NEED #-------------------------------------------------------------------------------
GAME_NAME = 'Game name'# Name of Your Game
BG_NAME = "BG" # The Name of the Background BG_OPACITY = 256 # transparency of the background BG_SCROLL_X = 0 # X scroll speed of the Background, put 0 for no scrolling, positive values go left, negative values go right BG_SCROLL_Y = -1 # Y scroll speed of the Background, put 0 for no scrolling, positive values go up, negative values go left
BG1_NAME = "001-Fog01" # Fog name BG1_OPACITY = 70 # The transparency of the fog BG1_SCROLL_X = 0 # X scroll speed of the fog, put 0 for no scrolling, positive values go left, negative values go right BG1_SCROLL_Y = 6 # Y scroll speed of the fog, put 0 for no scrolling, positive values go up, negative values go left BG1_HUE = 0
CURRENCY = 'Gold' #The Currency that you use in the game COIN_ICON = 'coin' #The name of Gold Icon #===============================================================================
#============================================================================== # Moving windows (Alpha 2) # by Fantasist #------------------------------------------------------------------------------ # This adds the 'move' function to windows. Syntax is # @window.move(dest_x, dest_y) # where # @window :The window you want to move # dest_x :Destination x coordinate # dest_y :Destination y coordinate #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- alias moving_win_base_init initialize def initialize(x, y, w, h) moving_win_base_init(x, y, w, h) @dest_x, @dest_y = x, y @tot_x = @tot_y = 0 end #-------------------------------------------------------------------------- # * moving? - checks if the window needs moving #-------------------------------------------------------------------------- def moving? return self.x != @dest_x || self.y != @dest_y end #-------------------------------------------------------------------------- # * Move - prepares variables and sets off the moving process #-------------------------------------------------------------------------- def move(dest_x, dest_y) @dest_x = dest_x @dest_y = dest_y @tot_x = (dest_x - self.x).abs @tot_y = (dest_y - self.y).abs end #-------------------------------------------------------------------------- # Move Windows - the actual processing of movement #-------------------------------------------------------------------------- def move_wins x = self.x y = self.y dist_x = [((@dest_x-x).abs/3.0).ceil, (@tot_x/3.0).ceil].min dist_y = [((@dest_y-y).abs/3.0).ceil, (@tot_y/3.0).ceil].min @dest_x > x ? self.x += dist_x : self.x -= dist_x @dest_y > y ? self.y += dist_y : self.y -= dist_y end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias upd_win_base_move update def update upd_win_base_move move_wins if moving? end end #===============================================================================
#=============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------- # This class performs menu screen processing. #=============================================================================== class Scene_Menu
#----------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #----------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #=============================================================================== # ** Window_MenuCommand #------------------------------------------------------------------------------- # This window displays Command on the menu screen. #===============================================================================
class Window_MenuCommand < Window_Selectable #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 160, 240) @row_max = 7 self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = true self.index = -1 end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear @item_max = 7 #=========================================================================== # ** This is The Part where you can Change The Menu Command draw_command( 10, 0, "Item") #Item Command draw_command( 10, 31, "Skill") #Skill Command draw_command( 10, 62, "Equip") #Equip Command draw_command( 10, 93, "Status") #Status Command draw_command( 10, 124, "Bestiary") #Bestiary draw_command( 10, 155, "Save Game")#Save Game Command draw_command( 10, 186, "Quit Game")#Quit Game Command #=========================================================================== end def draw_command(x, y, command) self.contents.font.name = "Monotype Corsiva" self.contents.draw_text(x + 18 , y,100,32,command) bitmap = RPG::Cache.icon(command) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y, bitmap, src_rect) end #----------------------------------------------------------------------------- # * Cursor Rectangle Update #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 31, self.width - 32, 31) end end end #=============================================================================== # ** Window_Gname #------------------------------------------------------------------------------- # This window displays name of your game #=============================================================================== class Window_Gname < Window_Base def initialize super( 0, 0, 320, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 30 self.contents.draw_text( 0, 0, 320, 32, GAME_NAME) end end #=============================================================================== # ** Window_Gold #------------------------------------------------------------------------------- # This window displays amount of gold. #===============================================================================
class Window_Gold < Window_Base #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear draw_coin self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 14 self.contents.draw_text(0,0,64,24,CURRENCY) self.contents.font.size = 24 cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end def draw_coin bitmap = RPG::Cache.icon(COIN_ICON) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y + ch /2, bitmap, src_rect) end end #=============================================================================== # ** Window_PlayTime&Stepcount #------------------------------------------------------------------------------- # This window displays play time and Stepcount on the menu screen. #===============================================================================
class Window_PlayTime < Window_Base #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 160, 144) self.contents = Bitmap.new(width - 32, height - 32) refresh end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 24 self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Play Time") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) self.contents.font.color = system_color self.contents.draw_text(4, 64, 120, 32, "Step Count") self.contents.font.color = normal_color self.contents.draw_text(4, 84, 80, 32, $game_party.steps.to_s, 2) end #----------------------------------------------------------------------------- # * Frame Update #----------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#=============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------- # This window displays party member status on the menu screen. #===============================================================================
class Window_MenuStatus < Window_Selectable #----------------------------------------------------------------------------- # * Object Initialization #----------------------------------------------------------------------------- def initialize super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #----------------------------------------------------------------------------- # * Refresh #----------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_battler(actor, x+50, y + 95, 256) draw_actor_name(actor, x + 145, y -5) draw_actor_class(actor, x + 289, y -5) draw_actor_level(actor, x + 289, y + 27) draw_actor_state(actor, x + 145, y + 27) draw_actor_exp(actor, x + 85, y + 64) draw_bar(x+405,y+90) draw_hpbar(actor, x+ 292, y+53) draw_spbar(actor, x + 292, y + 75) draw_actor_hp(actor, x + 346, y + 44) self.contents.draw_text(x-75,y + 79,640,24,'=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=',1) end end def draw_actor_battler(actor, x, y, opacity) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width ch = 100 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end def draw_bar(x,y) bitmap = RPG::Cache.picture('BAR') cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end def draw_hpbar(actor,x,y) bitmap = RPG::Cache.picture('HP_Bar') actor_hp = actor.hp * 100 / actor.maxhp hp = actor_hp*2.4 cw = hp ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x, y, bitmap, src_rect) end def draw_spbar(actor,x,y) bitmap = RPG::Cache.picture('MP_Bar') actor_sp = actor.sp * 100 / actor.maxsp cw = actor_sp * 1.6 ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x, y, bitmap, src_rect) end #----------------------------------------------------------------------------- # * Cursor Rectangle Update #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #============================================================================= # * Window Location #=============================================================================
$data_mapinfos = load_data('Data/MapInfos.rxdata')
class Window_Location < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.name = "Monotype Corsiva" self.contents.font.size = 24 self.contents.font.color = system_color self.contents.draw_text(0, 0, 80, 32, "Lokasi:") self.contents.font.color = normal_color name = $data_mapinfos[$game_map.map_id].name self.contents.draw_text(0, 0, 160, 75, name, 1) end end #============================================================================= #----------------------------------------------------------------------------- # * Main Processing #----------------------------------------------------------------------------- def main @bg = Plane.new @bg.bitmap = RPG::Cache.picture(BG_NAME) @bg.ox = BG_SCROLL_X @bg.oy = BG_SCROLL_Y @bg.opacity = BG_OPACITY @bg1 = Plane.new @bg1.bitmap = RPG::Cache.fog(BG1_NAME, BG1_HUE) @bg1.ox = BG1_SCROLL_X @bg1.oy = BG1_SCROLL_Y @bg1.opacity = BG1_OPACITY # Make command window @command_window = Window_MenuCommand.new @command_window.index = @menu_index @command_window.move(480, 0) @command_window.opacity = 160 #Command window Opacity
# If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Draw the game name window @gname_window = Window_Gname.new @gname_window.move(0,0) @gname_window.opacity = 160 # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.move(480,336) @playtime_window.opacity = 160 # Make gold window @gold_window = Window_Gold.new @gold_window.move(320,0) @gold_window.opacity = 160 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 0 @status_window.opacity = 100 @status_window.contents_opacity = 44 # make Location window @location_window = Window_Location.new @location_window.move(480,240) @location_window.opacity = 160 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @gname_window.dispose @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @location_window.dispose @bg.dispose @bg1.dispose end #----------------------------------------------------------------------------- # * Frame Update #----------------------------------------------------------------------------- def update # Update windows @gname_window.update @command_window.update @playtime_window.update @gold_window.update @status_window.update @location_window.update @bg.ox += BG_SCROLL_X @bg.oy += BG_SCROLL_Y @bg1.ox += BG1_SCROLL_X @bg1.oy += BG1_SCROLL_Y # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #----------------------------------------------------------------------------- # * Frame Update (when command window is active) #----------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 @status_window.opacity = 160 @gname_window.move(-160,-64) @command_window.move(660, -240) @playtime_window.move(660,480) @gold_window.move(@gold_window.x, - 64) @location_window.move(660,@location_window.y) @status_window.contents_opacity = 255 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 @status_window.opacity = 160 @gname_window.move(-160,-64) @command_window.move(660, -240) @playtime_window.move(660,480) @gold_window.move(@gold_window.x, - 64) @location_window.move(660,@location_window.y) @status_window.contents_opacity = 255 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 @status_window.opacity = 160 @gname_window.move(-160,-64) @command_window.move(660, -240) @playtime_window.move(660,480) @gold_window.move(@gold_window.x, - 64) @location_window.move(660,@location_window.y) @status_window.contents_opacity = 255 when 4 $game_system.se_play($data_system.decision_se) @gname_window.move(-160,-64) @command_window.move(660, -240) @playtime_window.move(660,480) @gold_window.move(@gold_window.x, - 64) @location_window.move(660,@location_window.y) $scene = Scene_Bestiary.new when 5 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) @gname_window.move(-160,-64) @command_window.move(660, -240) @playtime_window.move(660,480) @gold_window.move(@gold_window.x, - 64) @location_window.move(660,@location_window.y) # Switch to save screen $scene = Scene_Save.new when 6 # end game # Play decision SE $game_system.se_play($data_system.decision_se) @gname_window.move(-160,-64) @command_window.move(660, -240) @playtime_window.move(660,480) @gold_window.move(@gold_window.x, - 64) @location_window.move(660,@location_window.y) # Switch to end game screen $scene = Scene_End.new end return end end #----------------------------------------------------------------------------- # * Frame Update (when status window is active) #----------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 @status_window.opacity = 100 $game_system.se_play($data_system.decision_se) @gname_window.move(0,0) @command_window.move(480, 0) @playtime_window.move(480,336) @gold_window.move(@gold_window.x,0) @location_window.move(480,@location_window.y) @status_window.contents_opacity = 44 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end Bradhawk's Enemy bestiary - Code:
-
class Scene_Map alias bestiary_battle call_battle def call_battle troop = $data_troops[$game_temp.battle_troop_id].members for i in 0...troop.size unless $pernah_ketemu.include?(troop[i].enemy_id) $pernah_ketemu.push(troop[i].enemy_id) end end bestiary_battle end end class Scene_Title alias bestiary_main main def main $pernah_ketemu = [] bestiary_main end end class Window_Bestiary < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 64, 640, 416) @column_max = 2 self.index = 0 refresh end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def enemy return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @ga = [] @data = [] # Add item for i in 1...$data_enemies.size @data.push($data_enemies[i]) end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) enemy = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 width = self.contents.text_size("88888").width if $pernah_ketemu.include?(enemy.id) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, enemy.name, 0) self.contents.draw_text(x + 225, y, width, 32, enemy.maxhp.to_s, 2) else @ga.push(enemy.id) self.contents.font.color = disabled_color self.contents.draw_text(x + 28, y, 212, 32, "????", 0) self.contents.draw_text(x + 225, y, width, 32, "????", 2) end bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue) opacity = self.contents.font.color == normal_color ? 255 : 25 src_rect = bitmap.rect dest_rect = Rect.new(x, y + 3, 24, 24) self.contents.stretch_blt(dest_rect, bitmap, src_rect, opacity) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(@ga.include?(self.enemy.id) ? "???????" : self.enemy.name) end end
class Window_EnemyStatus < Window_Base def initialize super(0, 64, 640, 416) self.contents = Bitmap.new(width - 32, height - 32) end def set(enemy) @enemy = enemy refresh end def refresh self.contents.clear bitmap = RPG::Cache.battler(@enemy.battler_name, @enemy.battler_hue) src_rect = bitmap.rect dest_rect = Rect.new(160-(180/2), 240-(224/2), 180, 224) self.contents.stretch_blt(dest_rect, bitmap, src_rect, 255) width = self.contents.text_size("88888").width gold = @enemy.gold.to_s + " " + $data_system.words.gold self.contents.font.color = system_color self.contents.draw_text(32, 48, width, 32, $data_system.words.hp, 0) self.contents.draw_text(32, 80, width, 32, $data_system.words.sp, 0) self.contents.draw_text(150, 48, width, 32, "EXP", 0) self.contents.draw_text(150, 80, width + 16, 32, "Fund", 0) self.contents.draw_text(320, 16, width + 100, 32, "Attributes", 0) self.contents.draw_text(320, 48, width, 32, $data_system.words.str, 0) self.contents.draw_text(320, 80, width, 32, $data_system.words.dex, 0) self.contents.draw_text(320, 112, width, 32, $data_system.words.agi, 0) self.contents.draw_text(320, 144, width, 32, $data_system.words.int, 0) self.contents.draw_text(450, 48, width + 32, 32, $data_system.words.pdef, 0) self.contents.draw_text(450, 80, width + 32, 32, $data_system.words.mdef, 0) self.contents.draw_text(320, 188, width + 100, 32, "Element", 0) self.contents.draw_text(320, 224, width + 100, 32, "Fire", 0) self.contents.draw_text(320, 256, width + 100, 32, "Thunder", 0) self.contents.draw_text(320, 288, width + 100, 32, "Earth", 0) self.contents.draw_text(320, 320, width + 100, 32, "Darkness", 0) self.contents.draw_text(485, 224, width + 100, 32, "Ice", 0) self.contents.draw_text(485, 256, width + 100, 32, "Water", 0) self.contents.draw_text(485, 288, width + 100, 32, "Wind", 0) self.contents.draw_text(485, 320, width + 100, 32, "Light", 0) self.contents.font.color = normal_color self.contents.draw_text(16, 16, 260, 32, @enemy.name.upcase, 1) self.contents.draw_text(80, 48, width, 32, @enemy.maxhp.to_s, 0) self.contents.draw_text(80, 80, width, 32, @enemy.maxsp.to_s, 0) self.contents.draw_text(220, 48, width, 32, @enemy.exp.to_s, 0) self.contents.draw_text(380, 48, width, 32, @enemy.str.to_s, 0) self.contents.draw_text(380, 80, width, 32, @enemy.dex.to_s, 0) self.contents.draw_text(380, 112, width, 32, @enemy.agi.to_s, 0) self.contents.draw_text(380, 144, width, 32, @enemy.int.to_s, 0) self.contents.draw_text(520, 48, width, 32, @enemy.pdef.to_s, 0) self.contents.draw_text(520, 80, width, 32, @enemy.mdef.to_s, 0) self.contents.draw_text(220, 80, width, 32, gold, 0) for i in 1...9 case @enemy.element_ranks[i] when 1 besar = "Double" color = text_color(2) when 2 besar = "Weak" color = text_color(6) when 3 besar = "Normal" color = text_color(7) when 4 besar = "Half" color = text_color(3) when 5 besar = "Immune" color = text_color(4) when 6 besar = "Absorb" color = text_color(1) end case i when 1 fire = besar fire_color = color when 2 ice = besar ice_color = color when 3 thunder = besar thunder_color = color when 4 water = besar water_color = color when 5 earth = besar earth_color = color when 6 wind = besar wind_color = color when 7 light = besar light_color = color when 8 darkness = besar darkness_color = color end end self.contents.font.color = fire_color self.contents.draw_text(410, 224, width + 100, 32, fire, 0) self.contents.font.color = thunder_color self.contents.draw_text(410, 256, width + 100, 32, thunder, 0) self.contents.font.color = earth_color self.contents.draw_text(410, 288, width + 100, 32, earth, 0) self.contents.font.color = darkness_color self.contents.draw_text(410, 320, width + 100, 32, darkness, 0) self.contents.font.color = ice_color self.contents.draw_text(545, 224, width + 100, 32, ice, 0) self.contents.font.color = water_color self.contents.draw_text(545, 256, width + 100, 32, water, 0) self.contents.font.color = wind_color self.contents.draw_text(545, 288, width + 100, 32, wind, 0) self.contents.font.color = light_color self.contents.draw_text(545, 320, width + 100, 32, light, 0) end end class Scene_Bestiary def main make_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end # Prepare for transition Graphics.freeze dispose_window end def make_window @enemy_window = Window_Bestiary.new @status_window = Window_EnemyStatus.new @status_window.visible = false @status_window.active = false @help_window = Window_Help.new @enemy_window.help_window = @help_window end def dispose_window @help_window.dispose @enemy_window.dispose @status_window.dispose end def update @help_window.update @enemy_window.update @status_window.update # If item window is active: call update_item if @enemy_window.active update_enemy return end # If target window is active: call update_target if @status_window.active update_status return end end def update_enemy # 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(5) return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed enemy = @enemy_window.enemy if $pernah_ketemu.include?(enemy.id) $game_system.se_play($data_system.decision_se) @enemy_window.active = false @enemy_window.visible = false @status_window.set(enemy) @status_window.active = true @status_window.visible = true else $game_system.se_play($data_system.buzzer_se) end return end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @enemy_window.active = true @enemy_window.visible = true @status_window.active = false @status_window.visible = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.cancel_se) @enemy_window.active = true @enemy_window.visible = true @status_window.active = false @status_window.visible = false return end end end end ________________________________________________________________________ ScreenShots V1.0Saat command window aktif https://i.servimg.com/u/f49/16/49/90/14/sscms10.jpg - Spoiler:
Saat Status window aktif https://i.servimg.com/u/f49/16/49/90/14/sscms210.jpg - Spoiler:
V1.5Saat command window aktif https://i.servimg.com/u/f49/16/49/90/14/ss_dek11.jpg - Spoiler:
Saat Status Window Aktif https://i.servimg.com/u/f49/16/49/90/14/ss_dek12.jpg - Spoiler:
________________________________________________________________________ DEMOFile buat yang Versi 1.0 nya ilang V 1.5http://www.media*fire.com/?7t7c5u1jiktv411 * note : Hapus tanda Bintang (*) ________________________________________________________________________ CREDITCMS Script by D'kizzakiller Enemy Bestiary Script by Bradhawk beberapa potong script kecil oleh Rune Moving windows by Fantasist ________________________________________________________________________
Terakhir diubah oleh d'kizzakiller tanggal 2012-04-17, 10:51, total 2 kali diubah |
| | | 2011-12-25, 11:55 | Re: [XP]Dekil CMS V 1.5 |
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McPherson Senior
Posts : 777 Thanked : 7 Engine : Multi-Engine User Skill : Intermediate Type : Mapper
Awards:
| wow.. wow! stelah absen dr rmid berapa lama.. trnyata sdang merambah dunia scripting.. Nice share, bos Kizza! dliad dr SSnya, kereenn.. |
| | | 2011-12-25, 11:59 | Re: [XP]Dekil CMS V 1.5 |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Wow!!! Keren!!!! Mantep nih!!! Gak nyangka sekarang banyak Scripter!!! |
| | | 2011-12-25, 12:00 | Re: [XP]Dekil CMS V 1.5 |
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Nefusa 7 Senior
Posts : 954 Thanked : 6 Engine : RMXP Skill : Intermediate Type : Scripter
| wah dari screenshotnya kok keliatan bagus ijin DL dulu ya . . |
| | | 2011-12-25, 12:03 | Re: [XP]Dekil CMS V 1.5 |
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Bcyborg21 Novice
Posts : 204 Thanked : 1 Engine : RMVX Skill : Advanced Type : Artist
| , hmmmmm,, ,, kayaknya bagus nih . . . ,, Ijin donlot Ya . . . . . . . . . ,, menuju TKP |
| | | 2011-12-25, 12:27 | Re: [XP]Dekil CMS V 1.5 |
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Ikeringer Novice
Posts : 250 Thanked : 3 Engine : Multi-Engine User Skill : Beginner Type : Mapper
| @Pherson ... ane bukan lagi merambah dunia Scripting., ini sebenernya udah dibikin lama, cuman baru aja bisa di selesaikan dan di Share ... @Lowlinglife saya bukan scripter... hanya seseorang yang mengerti script sedikit @Nufus & Bcyborg Silahkan Di download dan termakasih ..... |
| | | 2011-12-25, 13:14 | Re: [XP]Dekil CMS V 1.5 |
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Garry Laly Senior
Posts : 651 Thanked : 3 Engine : Multi-Engine User Skill : Beginner
| Hebat Jadi ngiri Harus belajar juga nih Ng.... Bagus bos Tapi sayang buat XP Yang VX dong Bisa buat tempat request juga nih |
| | | 2011-12-27, 09:56 | Re: [XP]Dekil CMS V 1.5 |
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privateer Novice
Posts : 253 Thanked : 1 Engine : RMXP Skill : Advanced Type : Scripter
| @ om d'kizzakiller : bagus banget om ! Gak nyangka om juga jadi scripter ! |
| | | 2011-12-27, 09:59 | Re: [XP]Dekil CMS V 1.5 |
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Aegis Legendary
Posts : 2152 Thanked : 56 Engine : Multi-Engine User Skill : Very Beginner Type : Artist
Awards:
| tampilan window di SS yg pertama kok keliatannya rame banget ya IMO terlalu penuh |
| | | 2011-12-27, 10:05 | Re: [XP]Dekil CMS V 1.5 |
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Ikeringer Novice
Posts : 250 Thanked : 3 Engine : Multi-Engine User Skill : Beginner Type : Mapper
| @Gar.... Belajar sana gih .... tapi jangan Request ama saya ..... kerjanya mood2an .... kadang baru 1/2 jam dikerjain pindah lagi belajar spriting .... kalo Request bisa2 2 bulan baru jadi ... @Privateer Makasih ..... dan ... saya ulangi lagi ..... saya bukan scripter... hanya seseorang yang mengerti script sedikit @Aegis ... Sama ... IMO juga terlalu penuh ... makanya lagi pengen buat Updatean-nya .... |
| | | 2011-12-27, 10:07 | Re: [XP]Dekil CMS V 1.5 |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| @ om d'kizza : Wah, copas kata-kata saya!!! Saya sih udah coba CMSnya, wah keren! Bagus, jadi CMSnya ini pake animated windows... Pokoknya ! |
| | | 2011-12-27, 10:45 | Re: [XP]Dekil CMS V 1.5 |
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Garry Laly Senior
Posts : 651 Thanked : 3 Engine : Multi-Engine User Skill : Beginner
| Wah bentar yo Request deh Ini lagi belajar |
| | | 2012-04-17, 08:21 | Re: [XP]Dekil CMS V 1.5 |
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Ikeringer Novice
Posts : 250 Thanked : 3 Engine : Multi-Engine User Skill : Beginner Type : Mapper
| Up UpdateVersi 1.5 rilis, silahkan Liat di First Post. |
| | | | Re: [XP]Dekil CMS V 1.5 |
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