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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| 2009-12-14, 04:14 | Gold and Item Bank |
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rusted_71 Scripter Karatan
Posts : 392 Thanked : 11 Engine : RMVX Skill : Beginner Type : Scripter
| Gold and Item Bank Versi: 1.0 (satu lagi yang ga akan di update, kec. ada bug) Tipe: add-on Pengenalanscript banknya salah satu anak RMID, tapi gw cuma ngopi threadnya trus di threadnya tuh ternyata ga da scriptnya... akhirnya buat sendiri deh, ditambahin ma item bank Fitur
- Nyimpen uang ma barang
- dapet bunga dari uang yang disimpen
- barang yang di sempen bisa lebih banyak dari di tas... (max 999 bukan 99)
Screenshotslagi-lagi ga sempet bikin sceenienya kk Demoliat aja di thread gw yang atu lagi... demonya sama kok... liat di thread ini, demonya sama Scriptscuma tinggal copi aja text di spoiler di bawah ini trus paste deh di tempat script jangan lupa di atas main... di bawah default script - Spoiler:
- Code:
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class Game_Bank attr_reader :gold # amount of gold #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @gold = 0 @items = {} @weapons = {} @armors = {} end def get_interest i = rand(5000) if i == 0 j = ($game_bank.gold * 0.025).to_i $game_bank.gain_gold(j) end end def item_number(item_id) return @items.include?(item_id) ? @items[item_id] : 0 end def weapon_number(weapon_id) return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0 end def armor_number(armor_id) return @armors.include?(armor_id) ? @armors[armor_id] : 0 end def gain_gold(n) @gold = [[@gold + n, 0].max, 99999999].min end def lose_gold(n) gain_gold(-n) end def gain_item(item_id, n) if item_id > 0 @items[item_id] = [[item_number(item_id) + n, 0].max, 999].min end end def gain_weapon(weapon_id, n) if weapon_id > 0 @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 999].min end end def gain_armor(armor_id, n) if armor_id > 0 @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 999].min end end def lose_item(item_id, n) gain_item(item_id, -n) end def lose_weapon(weapon_id, n) gain_weapon(weapon_id, -n) end def lose_armor(armor_id, n) gain_armor(armor_id, -n) end end class Window_UserGold < Window_Base def initialize super(440, 320, 200, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 158, 32, "User Gold :", 1) self.contents.draw_text(4, 32, 158-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(162-cx, 32, cx, 32, $data_system.words.gold, 2) end end class Window_BankGold < Window_Base def initialize super(240, 320, 200, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 158, 32, "Bank Gold :", 1) self.contents.draw_text(4, 32, 158-cx-2, 32, $game_bank.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(162-cx, 32, cx, 32, $data_system.words.gold, 2) end end class Window_BankNumber < Window_Base def initialize dummy_bitmap = Bitmap.new(32, 32) @cursor_width = dummy_bitmap.text_size("0").width @huh = 200 - @cursor_width dummy_bitmap.dispose super(0, 0, 240, 96) self.contents = Bitmap.new(width - 32, height - 32) end def digits_max(gold) @number = 0 @index = 0 case gold when 1000000..9999999 @digits_max = 7 when 100000..999999 @digits_max = 6 when 10000..99999 @digits_max = 5 when 1000..9999 @digits_max = 4 when 100..999 @digits_max = 3 when 10..99 @digits_max = 2 when 0..9 @digits_max = 1 end @max = gold refresh update_cursor_rect end def number return @number end def update_cursor_rect self.cursor_rect.set(193 - (@index * @cursor_width), 32, @cursor_width, 32) end def update super if self.active if Input.repeat?(Input::RIGHT) and @index > 0 $game_system.se_play($data_system.cursor_se) @index -= 1 refresh end if Input.repeat?(Input::LEFT) and @index < @digits_max - 1 $game_system.se_play($data_system.cursor_se) @index += 1 refresh end if Input.repeat?(Input::UP) and @number < @max $game_system.se_play($data_system.cursor_se) @number = [@number + (10**(@index)), @max].min refresh end if Input.repeat?(Input::DOWN) and @number > 0 $game_system.se_play($data_system.cursor_se) @number = [@number - (10**(@index)), 0].max refresh end end end def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4,0,200,32,"Masukkan jumlahnya :", 1) self.contents.draw_text(4,32,200,32,@number.to_s,2) update_cursor_rect end end class Window_ItemCommand < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 64, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 3 @column_max = 3 @commands = ["Simpan", "Ambil", "Kembali"] refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) x = 4 + index * 215 self.contents.draw_text(x, 0, 128, 32, @commands[index]) end end class Window_ItemBank < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 128, 640, 352) @column_max = 2 self.index = 0 end def set(id) @id = id refresh end #-------------------------------------------------------------------------- # * Getting Items #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if @id == "deposit" if $game_party.item_number(i) > 0 @data.push($data_items[i]) end elsif @id == "collect" if $game_bank.item_number(i) > 0 @data.push($data_items[i]) end end end for i in 1...$data_weapons.size if @id == "deposit" if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end elsif @id == "collect" if $game_bank.weapon_number(i) > 0 @data.push($data_weapons[i]) end end end for i in 1...$data_armors.size if @id == "deposit" if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end elsif @id == "collect" if $game_bank.armor_number(i) > 0 @data.push($data_armors[i]) end end end # If item count is not 0, make a bitmap 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) item = @data[index] case item when RPG::Item if @id == "deposit" number = $game_party.item_number(item.id) elsif @id == "collect" number = $game_bank.item_number(item.id) end when RPG::Weapon if @id == "deposit" number = $game_party.weapon_number(item.id) elsif @id == "collect" number = $game_bank.weapon_number(item.id) end when RPG::Armor if @id == "deposit" number = $game_party.armor_number(item.id) elsif @id == "collect" number = $game_bank.armor_number(item.id) end end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 232, y, 48, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end class Scene_Bank def main @spritesetmap = Spriteset_Map.new @help_window = Window_Help.new @help_window.visible = false s1 = "Bank" s2 = "Simpan Barang" s3 = "Exit" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 g1 = "Simpan" g2 = "Ambil" g3 = "Kembali" @goldcommand_window = Window_Command.new(240, [g1, g2, g3]) @goldcommand_window.y = 288 @goldcommand_window.active = false @goldcommand_window.visible = false @itemcommand_window = Window_ItemCommand.new @itemcommand_window.active = false @itemcommand_window.visible = false @itembank_window = Window_ItemBank.new @itembank_window.visible = false @itembank_window.active = false @itembank_window.help_window = @help_window @dummy_window = Window_Base.new(0, 128, 640, 352) @dummy_window.visible = false @usergold_window = Window_UserGold.new @usergold_window.visible = false @bankgold_window = Window_BankGold.new @bankgold_window.visible = false @number_window = Window_BankNumber.new @number_window.active = false @number_window.visible = false # 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 @spritesetmap.dispose @help_window.dispose @itembank_window.dispose @dummy_window.dispose @command_window.dispose @itemcommand_window.dispose @goldcommand_window.dispose @usergold_window.dispose @bankgold_window.dispose @number_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @command_window.update @itemcommand_window.update @goldcommand_window.update @usergold_window.update @itembank_window.update @dummy_window.update @bankgold_window.update @number_window.update if @command_window.active update_command return end if @goldcommand_window.active update_gold return end if @itemcommand_window.active update_item return end if @number_window.active update_number return end if @itembank_window.active update_itembank return end end def update_help(id) case id when 1 i = rand(3) case i when 0 text = "Ada biaya administrasi 10% setiap kali kamu menyimpan uang." when 1 text = "Kamu akan mendapat bunga 2,5%, seiringnya berjalannya waktu" when 2 text = "Bank ini adalah bank paling aman di dunia, uang kamu ga akan ilang" end when 2 text = "Mau nyimpen berapa duit?" when 3 text = "Masukin jumlah yang mau di ambil." when 4 text = "Kami bisa bantu menyimpan barang-barang kamu..." end @help_window.set_text(text,1) end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) case @command_window.index when 0 # gold $game_system.se_play($data_system.decision_se) @command_window.active = false @command_window.visible = false @goldcommand_window.visible = true @goldcommand_window.active = true @usergold_window.visible = true @bankgold_window.visible = true update_help(1) @help_window.x = 0 @help_window.y = 416 @help_window.visible = true when 1 # item $game_system.se_play($data_system.decision_se) @command_window.active = false @command_window.visible = false @itemcommand_window.active = true @itemcommand_window.visible = true @dummy_window.visible = true update_help(4) @help_window.x = 0 @help_window.y = 0 @help_window.visible = true when 2 # Exit $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end def update_gold if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @goldcommand_window.visible = false @goldcommand_window.active = false @command_window.visible = true @command_window.active = true @help_window.visible = false @usergold_window.visible = false @bankgold_window.visible = false return end if Input.trigger?(Input::C) case @goldcommand_window.index when 0 # deposit $game_system.se_play($data_system.decision_se) @goldcommand_window.visible = false @goldcommand_window.active = false @number_window.digits_max($game_party.gold.to_i) @number_window.visible = true @number_window.active = true @number_window.x = 0 @number_window.y = 320 @item_id = false update_help(2) when 1 #collect $game_system.se_play($data_system.decision_se) @goldcommand_window.visible = false @goldcommand_window.active = false @number_window.digits_max($game_bank.gold.to_i) @number_window.visible = true @number_window.active = true @number_window.x = 0 @number_window.y = 320 @item_id = false update_help(3) when 2 # back $game_system.se_play($data_system.decision_se) @goldcommand_window.visible = false @goldcommand_window.active = false @command_window.visible = true @command_window.active = true @help_window.visible = false @usergold_window.visible = false @bankgold_window.visible = false end return end end def update_number if @item_id == true if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @itemcommand_window.active = true @itembank_window.active = false @itembank_window.visible = false @number_window.visible = false @number_window.active = false @dummy_window.visible = true update_help(4) return end if Input.trigger?(Input::C) case @itemcommand_window.index when 0 # deposit $game_system.se_play($data_system.shop_se) @itembank_window.active = true @itembank_window.visible = true case @item when RPG::Item if $game_bank.item_number(@item.id) + @number_window.number < 999 $game_bank.gain_item(@item.id, @number_window.number) $game_party.lose_item(@item.id, @number_window.number) else i = $game_bank.item_number(@item.id) + @number_window.number - 999 $game_bank.gain_item(@item.id, @number_window.number) $game_party.lose_item(@item.id, @number_window.number) $game_party.gain_item(@item.id, i) end when RPG::Weapon if $game_bank.weapon_number(@item.id) + @number_window.number < 999 $game_bank.gain_weapon(@item.id, @number_window.number) $game_party.lose_weapon(@item.id, @number_window.number) else i = $game_bank.weapon_number(@item.id) + @number_window.number - 999 $game_bank.gain_weapon(@item.id, @number_window.number) $game_party.lose_weapon(@item.id, @number_window.number) $game_party.gain_weapon(@item.id, i) end when RPG::Armor if $game_bank.armor_number(@item.id) + @number_window.number < 999 $game_bank.gain_armor(@item.id, @number_window.number) $game_party.lose_armor(@item.id, @number_window.number) else i = $game_bank.armor_number(@item.id) + @number_window.number - 999 $game_bank.gain_armor(@item.id, @number_window.number) $game_party.lose_armor(@item.id, @number_window.number) $game_party.gain_armor(@item.id, i) end end @itembank_window.refresh @number_window.visible = false @number_window.active = false update_help(4) when 1 #collect $game_system.se_play($data_system.shop_se) @itembank_window.active = true @itembank_window.visible = true case @item when RPG::Item if $game_party.item_number(@item.id) + @number_window.number < 99 $game_bank.lose_item(@item.id, @number_window.number) $game_party.gain_item(@item.id, @number_window.number) else i = $game_party.item_number(@item.id) + @number_window.number - 99 $game_bank.lose_item(@item.id, @number_window.number) $game_bank.gain_item(@item.id, i) $game_party.gain_item(@item.id, @number_window.number) end when RPG::Weapon if $game_party.weapon_number(@item.id) + @number_window.number < 99 $game_bank.lose_weapon(@item.id, @number_window.number) $game_party.gain_weapon(@item.id, @number_window.number) else i = $game_party.weapon_number(@item.id) + @number_window.number - 99 $game_bank.lose_weapon(@item.id, @number_window.number) $game_bank.gain_weapon(@item.id, i) $game_party.gain_weapon(@item.id, @number_window.number) end when RPG::Armor if $game_party.armor_number(@item.id) + @number_window.number < 99 $game_bank.lose_armor(@item.id, @number_window.number) $game_party.gain_armor(@item.id, @number_window.number) else i = $game_party.armor_number(@item.id) + @number_window.number - 99 $game_bank.lose_armor(@item.id, @number_window.number) $game_bank.gain_armor(@item.id, i) $game_party.gain_armor(@item.id, @number_window.number) end end @itembank_window.refresh @number_window.visible = false @number_window.active = false update_help(4) when 2 # Exit $game_system.se_play($data_system.decision_se) @itemcommand_window.active = true @itembank_window.active = false @itembank_window.visible = false @dummy_window.visible = true @number_window.visible = false @number_window.active = false update_help(4) end return end else if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @goldcommand_window.visible = true @goldcommand_window.active = true @number_window.visible = false @number_window.active = false update_help(1) return end if Input.trigger?(Input::C) case @goldcommand_window.index when 0 # deposit $game_system.se_play($data_system.shop_se) j = (@number_window.number * 0.9).to_i @goldcommand_window.visible = true @goldcommand_window.active = true if $game_bank.gold + j < 99999999 $game_bank.gain_gold(j) $game_party.lose_gold(@number_window.number) else i = $game_bank.gold + @number_window.number - 99999999 $game_bank.gain_gold(j) $game_party.lose_gold(@number_window.number) $game_party.gain_gold(i) end @usergold_window.refresh @bankgold_window.refresh @number_window.visible = false @number_window.active = false update_help(1) when 1 #collect $game_system.se_play($data_system.shop_se) @goldcommand_window.visible = true @goldcommand_window.active = true if $game_party.gold + @number_window.number < 9999999 $game_bank.lose_gold(@number_window.number) $game_party.gain_gold(@number_window.number) else i = $game_party.gold + @number_window.number - 9999999 $game_party.gain_gold(@number_window.number) $game_bank.lose_gold(@number_window.number) $game_bank.gain_gold(i) end @usergold_window.refresh @bankgold_window.refresh @number_window.visible = false @number_window.active = false update_help(1) when 2 # Exit $game_system.se_play($data_system.decision_se) @goldcommand_window.visible = true @goldcommand_window.active = true @number_window.visible = false @number_window.active = false update_help(1) end return end end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @itemcommand_window.visible = false @itemcommand_window.active = false @command_window.visible = true @command_window.active = true @help_window.visible = false @dummy_window.visible = false return end if Input.trigger?(Input::C) case @itemcommand_window.index when 0 # deposit $game_system.se_play($data_system.decision_se) @itemcommand_window.active = false @dummy_window.visible = false @itembank_window.visible = true @itembank_window.set("deposit") @itembank_window.active = true when 1 #collect $game_system.se_play($data_system.decision_se) @itemcommand_window.active = false @dummy_window.visible = false @itembank_window.visible = true @itembank_window.set("collect") @itembank_window.active = true when 2 # Exit $game_system.se_play($data_system.decision_se) @itemcommand_window.visible = false @itemcommand_window.active = false @command_window.visible = true @command_window.active = true @help_window.visible = false @dummy_window.visible = false end end end def update_itembank if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @itemcommand_window.active = true @itembank_window.active = false @itembank_window.visible = false @dummy_window.visible = true update_help(4) return end if Input.trigger?(Input::C) case @itemcommand_window.index when 0 # deposit $game_system.se_play($data_system.decision_se) @itembank_window.visible = false @itembank_window.active = false @dummy_window.visible = true @item = @itembank_window.item case @item when RPG::Item @number_window.digits_max($game_party.item_number(@item.id)) when RPG::Weapon @number_window.digits_max($game_party.weapon_number(@item.id)) when RPG::Armor @number_window.digits_max($game_party.armor_number(@item.id)) end @number_window.visible = true @number_window.x = 320 - @number_window.width / 2 @number_window.y = 240 - @number_window.height / 2 @number_window.active = true @item_id = true when 1 #collect $game_system.se_play($data_system.decision_se) @itembank_window.active = false @itembank_window.visible = false @dummy_window.visible = true @item = @itembank_window.item case @item when RPG::Item @number_window.digits_max($game_bank.item_number(@item.id)) when RPG::Weapon @number_window.digits_max($game_bank.weapon_number(@item.id)) when RPG::Armor @number_window.digits_max($game_bank.armor_number(@item.id)) end @number_window.visible = true @number_window.active = true @number_window.x = 320 - @number_window.width / 2 @number_window.y = 240 - @number_window.height / 2 @item_id = true end end end end class Scene_Title alias origi_new_game command_new_game def command_new_game origi_new_game $game_bank = Game_Bank.new end end class Scene_Save < Scene_File alias origi_write write_save_data def write_save_data(file) origi_write(file) Marshal.dump($game_bank, file) end end class Scene_Load < Scene_File alias origi_read read_save_data def read_save_data(file) origi_read(file) $game_bank = Marshal.load(file) end end
Credits
- anak2 RMID yang dah mengilhami saya bikin script ini
- jangan lupa kasih komen ya...
Terakhir diubah oleh rusted_71 tanggal 2009-12-16, 19:34, total 1 kali diubah (Reason for editing : masukin script ke kode, biar jadi lebih gampang dibaca) |
| | | 2009-12-14, 10:35 | Re: Gold and Item Bank |
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Notorius Veteran
Posts : 1408 Thanked : 0 Engine : RMVX Skill : Intermediate Type : Event Designer
| Waw keren! Numpang dipake buat belajar ya! EDIT: Untuk mengingatkan (harus berlaga gini neh, kan ikutan modhunt), script jangan dispoiler, karena akan menyulitkan user, di code ajah dan, anda lupa menaruh 'instructions' ! ntr yg make bingung lagih |
| | | 2009-12-16, 19:32 | Re: Gold and Item Bank |
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rusted_71 Scripter Karatan
Posts : 392 Thanked : 11 Engine : RMVX Skill : Beginner Type : Scripter
| ya kk... gw ga tau klo spoiler malah jadi kayak gini... tar di ubah deh... instruksinya kan dah ada walaupun dikit... tuh loh... kopi script di bawah ini trus paste di atas main dan di bawah default script thx ya... |
| | | 2010-03-30, 20:32 | Re: Gold and Item Bank |
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bravo123 Newbie
Posts : 3 Thanked : 0 Engine : RMVX
| saya mau tanya,,, naruhnya di mana yach ??? tolong screenshot nya,,, belum ngerti soal scrip" kaya gini |
| | | 2010-03-30, 21:40 | Re: Gold and Item Bank |
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rusted_71 Scripter Karatan
Posts : 392 Thanked : 11 Engine : RMVX Skill : Beginner Type : Scripter
| waduh kk... tolong jangan necro (ngepost di thread yang dah 3 bulan lebih ga aktif)... klo mo tanya, bikin thread baru aja... klo naro scriptnya... kk bikin kolom baru di script editor di atas main. trus copy paste semua scriptnya di kolom baru itu |
| | | 2010-08-09, 14:42 | Re: Gold and Item Bank |
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Shazuu Newbie
Posts : 64 Thanked : 1 Engine : Multi-Engine User Skill : Intermediate Type : Event Designer
| abiz di masukkin ke script trus diapain?? |
| | | 2010-08-09, 15:36 | Re: Gold and Item Bank |
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rusted_71 Scripter Karatan
Posts : 392 Thanked : 11 Engine : RMVX Skill : Beginner Type : Scripter
| dah dimasukin? bis tuh di apus lagi... hehehehe becanda-becanda coba kamu biat event baru di map kamu, trus pilih script di event itu... page terakhir di event dah pokoknya... udah? keluar window script kecil kan...? bis tuh ketik kode di bawah ini... harus sama ya... ^^ $scene = Scene_Bank.new bis tuh coba deh, pas lagi maen coba ngomong ma tuh event, klo ga keluar banknya bilang saya... |
| | | 2012-03-28, 09:37 | Re: Gold and Item Bank |
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Radis3D Sang Iblis
Posts : 755 Thanked : 3 Engine : RMVX Ace Skill : Very Beginner Type : Writer
Awards:
| di tempatku G ada gan eventnya... gimana tuh? *NEWBIE |
| | | 2012-03-28, 10:54 | Re: Gold and Item Bank |
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F# != Admin
Stupid Moderator
Posts : 396 Thanked : 11 Engine : Multi-Engine User Skill : Very Beginner Type : Writer
| @Radis: event nya ngga ada? hmm, apakah anda sudah menguasai dasar RMXP? maaf saya sendiri tidak pernah memakai engine rmxp oh iya: maaf kk: bisa baca lagi peraturan di forum ini? https://rmid.forumotion.net/h1-boardruleslebih tepat nya di poin ini: - Quote :
- Necropost
Dilarang membangkitkan thread yang sudah lama tidak aktif tanpa alasan yang jelas dan penting (Contoh: Hanya ingin mengucapkan terima kasih, bertanya tidak penting, dsb). Thread berumur lebih dari 3 bulan dan sudah tidak aktif akan kami anggap necropost (Kecuali thread yang di sticky). untuk bertanya lebih jelas nya mengenai script ini anda bisa PM rusted_71 karena tread ini sepertinya sudah lama sekali, untuk sementara terpaksa saya lock, untuk rusted_71 bisa kirim pesan untuk membuka kembali tread ini kalau ada update kepada saya, glomod, mimin, dsb |
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