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| [ASK]bikin upgrade weapon dan blacksmith | |
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+4Nefusa 7 richter_h marjoni01 ardidigital 8 posters | Pengirim | Message |
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ardidigital Newbie
Posts : 36 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner
| Subyek: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 09:02 | |
| sesuai dengan judulnya apakah ada yang bisa bantu? terima kasih | |
| | | marjoni01 Senior
Posts : 971 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Developer
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 09:18 | |
| Uh..AKu gk tau ini bener atau gk : - Code:
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########################################################## # Weapon Level System Script # # by Akin # # # ########################################################## # Weapon Levels will produce a higher stat output # # Level weapons from the call: # # "$scene = Scene_Weapons_Upgrade.new" # # # # Search for A34sZ1A to find the formulas being used # # to calculate the stat point raise for each weapon # # and for the price increase to the cost # # # # This script uses the Window_Confirm class made by # # Prexus # # # ##########################################################
# This is the window confirm class made by Prexus class Window_Confirm < Window_Selectable def initialize(index = -1) super(192, 168, 160, 80) create_contents @item_max = 2 @column_max = 2 self.index = index self.active = false self.openness = 0 refresh end #-------------------------------------------------------------------------- def refresh for i in 0..@item_max rect = item_rect(i) self.contents.clear_rect(rect) end self.contents.draw_text(0, 0, self.contents.width, WLH, "Confirm?", 1) rect = item_rect(0) self.contents.draw_text(rect, "Yes", 1) rect = item_rect(1) self.contents.draw_text(rect, "No", 1) end #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new(0, 0, 0, 0) rect.width = (contents.width + @spacing) / @column_max - @spacing rect.height = WLH rect.x = index % @column_max * (rect.width + @spacing) rect.y = (index / @column_max * WLH) + WLH return rect end end
# This Module adds level to each weapon module RPG class Weapon < BaseItem attr_accessor :level alias akin_weapon_level_system_ini initialize def initialize akin_weapon_level_system_ini @level = 1 end end end
# This Module calculates the weapon levelup module Akin_Weapons def self.level_up(weapon_input) if weapon_input.level == nil or weapon_input.level == 0 weapon_input.level = 1 end weapon_input.level += 1 #--------Level Up Functions-------------A34sZ1A ----------------------- # The stats will increase by a 20% of their previous value + 1 # Everytime they level up using this formula # Make sure you keep the value set to an Integer by using "Integer()" # There is one more location that needs to be changed # If the formula is altered find that location with BZ8q1 weapon_input.atk = Integer(weapon_input.atk * 1.2 + 1) weapon_input.def = Integer(weapon_input.def * 1.2 + 1) weapon_input.spi = Integer(weapon_input.spi * 1.2 + 1) weapon_input.agi = Integer(weapon_input.agi * 1.2 + 1) #-------Level Up Functions End----------------------------------------- end end
#------------------------------------------------------------------------------ # Adds methods to window_base to draw actor's equiped weapon #==============================================================================
class Window_Base < Window def draw_actor_weapon(actor, x, y) self.contents.font.color = power_up_color self.contents.draw_text(x, y, 96, WLH, "Equiped :") self.contents.font.color = normal_color n = actor.weapon_id equiped_weapon = $data_weapons[n] if equiped_weapon == nil self.contents.draw_text(x + 8, y + WLH, 192, WLH, "None") else self.contents.draw_text(x + 8, y + WLH, 192, WLH, equiped_weapon.name) if equiped_weapon.level == nil or equiped_weapon.level == 0 $data_weapons[n].level = 1 equiped_weapon = $data_weapons[n] end self.contents.font.color = system_color self.contents.draw_text(x + 8, y + WLH * 2, 112, WLH, "Weapon Lvl:") self.contents.font.color = normal_color self.contents.draw_text(x + 120, y + WLH * 2, 64, WLH, equiped_weapon.level) end end end
#============================================================================== # ** Window_Char_WeaponStatus #------------------------------------------------------------------------------ # This window displays each players weapon and level on the upgrade sceen #==============================================================================
class Window_Char_WeaponStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 384, 416) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * 96 + 2, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x, y + WLH * 2) draw_actor_level(actor, x, y + WLH * 1) draw_actor_weapon(actor, x + 96, y) end end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 # No cursor self.cursor_rect.empty elsif @index < @item_max # Normal self.cursor_rect.set(0, @index * 96, contents.width, 96) elsif @index >= 100 # Self self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else # All self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end
#============================================================================== # ** Window_Akin_Price #------------------------------------------------------------------------------ # This window displays the price of the upgrade #==============================================================================
class Window_Akin_Price < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y, price = 0) super(x, y, 160, 72) @price = price refresh(@price) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(price) self.contents.clear self.contents.draw_text(0, -4, 80, 24, "Price") draw_currency_value(price, 4, 12, 120) end end
#============================================================================== # ** Window_WeapUpgradeStatus #------------------------------------------------------------------------------ # This window displays the improvement that upgrading would give #==============================================================================
class Window_WeapUpgradeStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y corrdinate # actor : actor #-------------------------------------------------------------------------- def initialize(x, y, weapon) super(x, y, 160, WLH * 4 + 32) @weapon = weapon refresh(@weapon) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(weapon) @weapon = weapon unless @weapon == nil self.contents.clear draw_parameter(0, 0, 0) draw_parameter(0, WLH * 1, 1) draw_parameter(0, WLH * 2, 2) draw_parameter(0, WLH * 3, 3) end end #-------------------------------------------------------------------------- # * Set Parameters After Equipping # new_atk : attack after equipping # new_def : defense after equipping # new_spi : spirit after equipping # new_agi : agility after equipping #-------------------------------------------------------------------------- def set_new_stats(new_atk, new_def, new_spi, new_agi) if @new_atk != new_atk or @new_def != new_def or @new_spi != new_spi or @new_agi != new_agi @new_atk = new_atk @new_def = new_def @new_spi = new_spi @new_agi = new_agi refresh(@weapon) end end #-------------------------------------------------------------------------- # * Get Post Equip Parameter Drawing Color # old_value : parameter before equipment change # new_value : parameter after equipment change #-------------------------------------------------------------------------- def new_parameter_color(old_value, new_value) if new_value > old_value # Get stronger return power_up_color elsif new_value == old_value # No change return normal_color else # Get weaker return power_down_color end end #-------------------------------------------------------------------------- # * Draw Parameters # x : draw spot x-coordinate # y : draw spot y-coordinate # type : type of parameter (0 - 3) #-------------------------------------------------------------------------- def draw_parameter(x, y, type) case type when 0 name = Vocab::atk value = @weapon.atk new_value = @new_atk when 1 name = Vocab::def value = @weapon.def new_value = @new_def when 2 name = Vocab::spi value = @weapon.spi new_value = @new_spi when 3 name = Vocab::agi value = @weapon.agi new_value = @new_agi end self.contents.font.color = system_color self.contents.draw_text(x + 4, y, 80, WLH, name) self.contents.font.color = normal_color self.contents.draw_text(x + 50, y, 30, WLH, value, 2) self.contents.font.color = system_color self.contents.draw_text(x + 79, y, 20, WLH, ">", 1) if new_value != nil self.contents.font.color = new_parameter_color(value, new_value) self.contents.draw_text(x + 98, y, 30, WLH, new_value, 2) end end end
#============================================================================== # ** Scene_Weapons_Upgrade #------------------------------------------------------------------------------ # This class performs the weapon upgrade processing. #==============================================================================
class Scene_Weapons_Upgrade < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # weapon_up_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(weapon_up_index = 0, player_index = 0) @weapon_up_index = weapon_up_index @actor_index = player_index @actor = $game_party.members[player_index] n = @actor.weapon_id @weapon = $data_weapons[n] end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_select_window @gold_window = Window_Gold.new(384, 360) @character_window = Window_Char_WeaponStatus.new(0, 0) @header_window = Window_Base.new(384, 0, 160, 80) #--------Shop Heading --------------------A34sZ1A ----------------------- @header_window.contents.draw_text(0, 0, 128, 24, "Select Weapon", 1) @header_window.contents.draw_text(0, 24, 128, 24, "to Upgrade", 1) #--------Shop Heading End ----------------A34sZ1A ----------------------- @upgrade_window = Window_WeapUpgradeStatus.new(384, 160, @weapon) @upgrade_window.visible = false @price_window = Window_Akin_Price.new(384, 288, 0) @price_window.visible = false @confirm_window = Window_Confirm.new @confirm_window.visible = false end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @select_window.dispose @gold_window.dispose @character_window.dispose @header_window.dispose @upgrade_window.dispose @price_window.dispose @confirm_window.dispose $game_party.last_actor_index = 0 end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @select_window.update @gold_window.update @character_window.update @confirm_window.update if @select_window.active @upgrade_window.visible = false @price_window.visible = false update_select_selection elsif @character_window.active @upgrade_window.visible = true @price_window.visible = true update_actor_selection update_weapon_upgrade elsif @confirm_window.active update_confirm_window_selection end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_select_window #-------- Menu Vocabulary -------------A34sZ1A ------------------------ s1 = "Upgrade" s2 = "Exit" #------- Menu Vocabulary End------------------------------------------- @select_window = Window_Command.new(160, [s1, s2]) @select_window.x = 384 @select_window.y = 80 @select_window.index = @weapon_up_index end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_select_selection if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) Sound.play_decision case @select_window.index when 0 # Upgrade start_actor_selection when 1 # Back return_scene end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @select_window.active = false @character_window.active = true @character_window.index = 0 end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @select_window.active = true @character_window.active = false @character_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) @upgrade_window.visible = false @price_window.visible = false Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @character_window.index upgrade_weapon($game_party.last_actor_index) end end #-------------------------------------------------------------------------- # * Update Confirm Window #-------------------------------------------------------------------------- def update_confirm_window_selection if Input.trigger?(Input::B) Sound.play_cancel @confirm_window.active = false @confirm_window.visible = false @confirm_window.index = 0 @character_window.active = true @confirm_window.close elsif Input.trigger?(Input::C) if @confirm_window.index == 0 # Yes @confirm_window.active = false @confirm_window.visible = false @confirm_window.index = 0 @character_window.active = true Sound.play_use_skill player_index = @character_window.index @actor = $game_party.members[player_index] n = @actor.weapon_id equiped_weapon = $data_weapons[n] $game_party.lose_gold(@price) Akin_Weapons.level_up(equiped_weapon) @character_window.refresh @gold_window.refresh elsif @confirm_window.index == 1 # No Sound.play_cancel @confirm_window.active = false @confirm_window.visible = false @confirm_window.index = 0 @character_window.active = true @confirm_window.close end end end #-------------------------------------------------------------------------- # * Update Upgrade Window #-------------------------------------------------------------------------- def update_weapon_upgrade player_index = @character_window.index @actor = $game_party.members[player_index] n = @actor.weapon_id @weapon = $data_weapons[n] unless @weapon == nil #--------The Price formula -------------A34sZ1A ----------------------- # The stats will increase by a 20% of their previous value + 1 # Make this formula the same as the lvl up formula to make # The proper value display in the upgrade window # Make sure you keep the value set to an Integer by using ".to_i" # There is one more loaction of the price formula # find it with "SER23" temp = Math.exp(@weapon.level / 1.7) @price = 500 * @weapon.level + temp @price = @price.to_i #-------Price formula End --------------------------------------------- @upgrade_window.refresh(@weapon) @price_window.refresh(@price) @upgrade_window.visible = true @price_window.visible = true if @weapon.level < 20 #--------Level Up Functions------BZ8q1-------A34sZ1A ----------------------- # The stats will increase by a 20% of their previous value + 1 # Make this formula the same as the lvl up formula to make # The proper value display in the upgrade window # Make sure you keep the value set to an Integer by using "Integer()" after_atk = Integer(@weapon.atk * 1.2 + 1) after_def = Integer(@weapon.def * 1.2 + 1) after_spi = Integer(@weapon.spi * 1.2 + 1) after_agi = Integer(@weapon.agi * 1.2 + 1) #-------Level Up Functions End----------------------------------------- @upgrade_window.set_new_stats(after_atk, after_def, after_spi, after_agi) else @upgrade_window.set_new_stats(@weapon.atk, @weapon.def, @weapon.spi, @weapon.agi) @price_window.refresh("N/A") end else @upgrade_window.visible = false @price_window.visible = false end end #-------------------------------------------------------------------------- # * Upgrade Weapon Selected #-------------------------------------------------------------------------- def upgrade_weapon(player_index) @actor = $game_party.members[player_index] n = @actor.weapon_id equiped_weapon = $data_weapons[n] if equiped_weapon == nil Sound.play_buzzer else #--------The Price formula ----SER23---------A34sZ1A ------------------- # The stats will increase by a 20% of their previous value + 1 # Make this formula the same as the lvl up formula to make # The proper value display in the upgrade window # Make sure you keep the value set to an Integer by using ".to_i" temp = Math.exp(@weapon.level / 1.7) @price = 100 * @weapon.level + temp @price = @price.to_i #-------Price formula End --------------------------------------------- #--------Item Max Level-------------A34sZ1A ----------------------- # Change the number after "if equiped_weapon.level >=" # to whatever you want the max weapon level to be if equiped_weapon.level >= 20 #--------Item Max Level End----- ---A34sZ1A ----------------------- Sound.play_buzzer elsif @price > $game_party.gold Sound.play_buzzer else Sound.play_decision @confirm_window.visible = true @character_window.active = false @confirm_window.open @confirm_window.index = 0 @confirm_window.active = true end @character_window.refresh end end
#-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene #--------End Return-------------A34sZ1A ----------------------- # Edit this line of code if you want to use this system as # part of the main menu #$scene = Scene_Menu.new(0) #Change this number to the options spot -1 on main menu $scene = Scene_Map.new end end
# This edits the Scene_File class to add on saving and loading of weapon levels class Scene_File < Scene_Base #-------------------------------Alias List alias akin_weaps_write_save_data write_save_data alias akin_weaps_read_save_data read_save_data
def write_save_data(file) akin_weaps_write_save_data(file) Marshal.dump($data_weapons, file) end
def read_save_data(file) akin_weaps_read_save_data(file) $data_weapons = Marshal.load(file) end end
Terus mungkin 1nya lagi : http://www.rpgmakervx.net/index.php?showtopic=36802&hl=Darkcloud Well saya juga gk tau sih bener atau gknya Coba2 aja dulu | |
| | | richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
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| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 10:49 | |
| setau ane ngga ada yang bikin kek ginian, dan ane pernah bikin sama si maxumus_Prime dan akhirnya ditinggalkan tuh, yang diliatin sama sirop boleh juga | |
| | | ardidigital Newbie
Posts : 36 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 11:55 | |
| gak ada yang pake event? apa memang harus script? | |
| | | Nefusa 7 Senior
Posts : 954 Thanked : 6 Engine : RMXP Skill : Intermediate Type : Scripter
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 12:45 | |
| - ardidigital wrote:
- gak ada yang pake event?
apa memang harus script? loh.. beneran pengen event? ribet loh... padahal script itu memudahkan segalanya coba saja kalo event, kamu musti harus atur Conditional Branch dll nah.. bila pake script, kamu hanya tinggal call scriptnya saja mudahkan sebenernya paham gag sih? thx~ | |
| | | Nipi! Newbie
Posts : 20 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner Type : Writer
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 12:54 | |
| Kalau ngeliat yang script weapon level itu kayaknya cuma buat nambah level n kurang nyambung untuk blacksmithing ~__~
Tapi kalau mau bikin make event ingame, conditional branchnya sepertinya harus banyak (banget) kayaknya, soalnya material-material untuk blacksmithnya kan harus ada semua...
Tapi liat2 mbah gugel, nemu website yang judulnya blacksmith/alchemy script gitu, for xp. http://rmrk.net/index.php?topic=34299.0 Scriptnya bahasa jerman n blum pernah coba, cuma share doang yaa ^ ^' | |
| | | ardidigital Newbie
Posts : 36 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 13:38 | |
| oh hehehe lupa bukan material tapi uang soalnya ribet kalo material | |
| | | IAmGust Novice
Posts : 120 Thanked : 0 Engine : RMVX Type : Artist
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 13:52 | |
| @ardi yakin om kalo mau pake event? kalo iya, menurut saya basicnya kaya gini: - Code:
-
1. Bikin 1 event NPC, action button untuk triggernya, graphic up to you
2. Dipage 1, bikin message sama show choice, cancelnya tergantung. Misal ada 3 weapon yang bisa diupgrade, ya cancelnya dicase 4. Soal message disini kita buat aja "Mau meng-upgrade senjata? Senjata apa yang anda ingin upgrade?" choicenya disini kita bikin 3, yaitu Bronze Sword, Bronze Dagger, Bronze Axe, choice ke 4 nya kita bikin buat batalin. 3. Untuk case Bronze Sword, buat Conditional Branch, pilih tab nomor 4, Weapon, dan pilih Bronze Sword, jgn lupa centang include equipment. Jadi conditional branch ini akan mengecek apakah player punya Bronze Sword? kalau punya lanjut, kalau tidak punya distop process eventnya.
4. Sekarang kita ke conditional branch tadi, dicase player punya Bronze Sword, bikin conditional branch lagi, ke tab nomor 4, pilih gold, disini kita buat aja harga upgrade 800, jadi dibox nya kita tulis 800 or more. Jadi conditional branch ini akan mengecek apakah player punya uang cukup? dan satu lagi, di case elsenya, alias player ga punya tuh sword, kita bikin message "Sorry, lu ga punya senjatanya."
5. Lalu jika player punya uangnya, tinggal change equipment dari Bronze Sword ke Iron Sword, atau item apapun yang lebih khasiatnya.
6. Untuk Dagger/Axe atau senjata lainnya, sama kaya yang diatas.
Terakhir diubah oleh IAmGust tanggal 2012-06-28, 14:00, total 1 kali diubah (Reason for editing : ngerapihin) | |
| | | Nipi! Newbie
Posts : 20 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner Type : Writer
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 16:21 | |
| Kalau mau make event yang kayak bang gust bilang Bronze Sword > Iron Sword, bukannya lebih baik beli di toko? Kecuali bang ardi mau menuhin database dengan 'Bronze Sword + 1' dst2... | |
| | | Ameron ♚ Leader of Ameron™ ♚
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
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Awards: | Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 16:31 | |
| @Ts errr... Bisa dijelasin lagi? upgrade weapon yang seperti apa yang anda inginkan? seperti game apa? suikoden? FF8? or lainnya? sorry... takut salah... Tapi kalau kayak suikoden sangat sedikit rumit pake event, itu memang harus wajib pake script | |
| | | ardidigital Newbie
Posts : 36 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 17:23 | |
| @all upgrade weapon seperti suikoden pada lvl tertentu, senjatanya bisa ganti nama otomatis | |
| | | Ameron ♚ Leader of Ameron™ ♚
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
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Awards: | Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 18:27 | |
| kalau kayak suikoden bisa juga tuh pakai script yang dikasih om marjhoni dan anda harus memiliki kgc equip apalah itu saya lupa untuk menghilangkan choice weapon tapi yang dikasih itu bukan atk aja yang bertambah tapi semuanya ikut bertambah(seperti ATK,DEF,SPI, dan AGI) Butuh di set tuh.. Mungkin kalau ada waktu bisa saya set Tapi ini mungkin ya bukan janji | |
| | | ardidigital Newbie
Posts : 36 Thanked : 0 Engine : Multi-Engine User Skill : Very Beginner
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-06-28, 21:38 | |
| @^ thanks ya ane tunggu walau bukan janji hehehe | |
| | | ingin.JBL Newbie
Posts : 4 Thanked : 0 Engine : RMVX Skill : Intermediate Type : Developer
| Subyek: Re: [ASK]bikin upgrade weapon dan blacksmith 2012-07-01, 10:31 | |
| pake event bisa tapi kalo di blacksmith gitu ane belom mudeng... paling scrictp2 panjang gitu apa gak kalo bisa pake commont event | |
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