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    Sistema de Email (Vengeance)

    Hatsuki Morturo
    Hatsuki Morturo
    Experiente
    Experiente


    Mensagens : 401
    Créditos : 50

    Sistema de Email (Vengeance) Empty Sistema de Email (Vengeance)

    Mensagem por Hatsuki Morturo Seg Ago 15, 2011 10:56 am

    Galera, eu preciso saber qual o código pra chamar a tela de enviar o email...
    O script é esse:

    Código:
    #==============================================
    # <> Mail Client v1.0
    #==============================================

    module SC # don't delete module, it's ripping if done anyway!
    RXSC_MAIL = "Mail Client Script: Ver.1.0"
    MAIL_HEAR_SOUND = true # set to true to hear a sound on receive
    end

    class Mail

    attr_accessor :mail # Mail
    attr_accessor :msg # Content of mail
    attr_accessor :account # Your e-mail account
    attr_accessor :sender # The sender
    attr_accessor :read # If it's read or new
    attr_accessor :font # Contents font

    def initialize # Define the variables we're going to use
    # Why are they global variables you ask? So we can use 'em outside this class
    @mail = [] # mail IDs
    @msg = {} # mail msgs
    @account = "#{$game_party.actors[0].name.downcase}@#{User_Edit::GAME_MAIL}" # This is the player's mail
    @sender = [] # sender IDs
    @read = {} # unread option IDs
    @font = {} # font
    end

    def received_include?(string) # check if string is in mail or sender (can be number)
    if @mail.include?(string)
    return true
    elsif @sender.include?(string)
    return true
    else
    return false
    end
    end

    def is_new?(string) # see if mail is unread
    if @read[string] == true
    return false
    elsif @read[string] == false
    return true
    else
    return false
    end
    end

    def write_mail(topic = nil,from = nil,msg = [], type = nil, font = nil)
    if SC::MAIL_HEAR_SOUND == true # Sound when receiving
    Audio.se_play("Audio/SE/055-Right01", 100, 150) # You may change the soundfile
    # In fact, you may even use Music Effects, BGM (not recommended) or BGS.
    # Change the 'se_play' to 'me_play','bgm_play' or 'bgs_play' respectivly.
    # You should also change the directory when something else than SE is used.
    end
    if topic == nil or topic == ""# Subject of message
    @mail.push("(Nenhuma Mensagem)") # if no subject specified
    else
    @mail.push(topic)
    end
    if msg == nil # Write a message in array format, like: ["line1, "line2, "etc"]
    else
    @msg[topic] = msg
    end
    if from == nil or from == "" # The sender of the mail
    @sender.push("(Enviadas)") # if no sender specified
    else
    @sender.push(from)
    end
    if font != nil
    @font[topic] = font
    end
    @read[topic] = false # set it to unread
    if type != nil # some cool stuff
    if type == 1
    # Type 1: Corrupted Mail
    @msg[topic].push("","* AUTO MAIL *","The mail is corrupted.","Sorry for this inconvinience.","","Greetings from Webmaster")
    elsif type == 2
    # Type 2: Infected Mail
    @msg[topic].push("","* AUTO MAIL *","This mail is infected.","Delete it immediately.","","Greetings from Webmaster")
    elsif type == 3
    # Type 3: Incomplete Mail
    @msg[topic].push("","* AUTO MAIL *","Mail was not sent correctly.","Some parts may have been lost.","","Greetings from Webmaster")
    elsif type == 4
    # Add more if you like, see above for the examples
    end
    end
    end
    end

    # This is the topic window or in other words the message window.
    # So this is the window where the contents of a mail is shown.
    # You may change it in how you want it actually.
    # Screwing this up is your own fault... but then again, you can always repaste...
    class Window_Topic < Window_Base

    def initialize(mail)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.contents.font.color = normal_color
    self.visible = false
    @mail = mail # This is the index of the inbox and will be converted to the mail ID
    refresh
    end

    def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    unless @mail == "none" # Just a block
    self.contents.draw_text(4, 0, self.width - 40, 32, "Assunto: #{$mail.mail[@mail]}")
    self.contents.draw_text(4, 32, self.width - 40, 32, "De: #{$mail.sender[@mail]}")
    self.contents.draw_text(4, 64, self.width - 40, 32, "Para: #{$mail.account}")
    rect = Rect.new(0, 100, self.width, 2)
    self.contents.fill_rect(rect, Color.new(255, 255, 255)) # Modify the color as pleased
    end
    end

    def show_msg(msg) # Show the mail message contents
    @topic = $mail.mail[@mail].to_s
    @msg = $mail.msg[@topic]
    y = 85 # start line 1 at this y-position
    unless @msg == nil or @mail == "none" # Also just a block
    for line in 0...3 # this is the message, as you see, max lines is 20
    y += 16 # space between the lines
    self.contents.font.size = 22 # font size
    if $mail.font[@topic] != nil
    self.contents.font.name = $mail.font[@topic] # own font
    end
    self.contents.draw_text(4, y, self.width, 32, @msg[line].to_s)
    end
    end
    end
    end

    # This is the inbox
    # When email is received it will be added at the end of the list.
    # So that you can see, like the real one, which one's old or new.
    class Window_Inbox < Window_Selectable

    def initialize
    super(0, 64, 640, 416)
    @column_max = 1
    self.index = 0
    refresh
    end

    def item
    return @data[self.index]
    end

    def refresh
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    for i in 0...$mail.mail.size # This is the var for mails
    @data.push($mail.mail[i])
    end
    @item_max = @data.size
    if @item_max >= 0
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = 24
    for i in 0...@item_max
    draw_item(i)
    end
    end
    end

    def draw_item(index)
    item = @data[index]
    self.contents.font.color = normal_color
    x = 4
    y = index * 32 # 32 stands for space between lines
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(x, y, self.width - 40, 32, item.to_s) # mail topic (subject)
    self.contents.draw_text(x + 400, y, self.width - 40, 32, $mail.sender[index].to_s) # Sender
    if $mail.read[item] == false
    self.contents.font.color = Color.new(130,225,89)
    #self.contents.font.color = normal_color
    self.contents.draw_text(x + 300, y, self.width - 40, 32, "NEW") # if mail is unread
    else
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 300, y, self.width - 40, 32, "") # if mail is read, change as pleased
    end
    end
    end

    # This is the built-in mail client.
    # You may modify it but try not to screw it too much up.
    class Scene_Mail

    def main
    @help_window = Window_Help.new
    if $mail.mail.size == 0 or $mail.mail == nil
    @help_window.set_text("#{$mail.account}// EMAIL: 0.")
    else
    @help_window.set_text("#{$mail.account}// EMAIL: #{$mail.mail.size}")
    end
    @help_window.z = 100
    @inbox = Window_Inbox.new
    @inbox.active = true
    @inbox.visible = true
    @inbox.z = 200
    @topic_window = Window_Topic.new("none")
    @topic_window.z = 100
    @message_window = Window_Message.new # For msg's to show...
    Graphics.transition
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    Graphics.freeze
    @inbox.dispose
    @topic_window.dispose
    @message_window.dispose
    @help_window.dispose
    end

    def update
    @message_window.update
    @inbox.update
    @help_window.update
    @topic_window.update
    if $game_temp.message_window_showing
    return
    end
    if @inbox.active == false
    update_topic
    return
    end
    if @inbox.active == true
    update_inbox
    return
    end
    end

    def update_inbox
    if $mail.mail.size == 0 or $mail.mail == nil
    @inbox.index = -1
    end
    if Input.trigger?(Input::C) # selecting the topic at inbox
    if @inbox.index == nil or $mail.mail.size == 0 # if no topics...
    $game_system.se_play($data_system.buzzer_se) # errrr
    return
    end
    $game_system.se_play($data_system.decision_se)
    @topic_window.contents.clear
    @topic_window = Window_Topic.new(@inbox.index)
    @topic_window.show_msg(@inbox.index)
    if $mail.read[$mail.mail[@inbox.index]] == false
    $mail.read[$mail.mail[@inbox.index]] = true
    @inbox.refresh
    end
    @topic_window.visible = true
    @inbox.active = false
    @inbox.visible = false
    @help_window.visible = false
    end
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new # This would be the previous scene
    end
    if Input.trigger?(Input::Z) # Deletes selected email
    $mail.mail.delete_at(@inbox.index)
    $mail.msg.delete(@inbox.index)
    $mail.sender.delete_at(@inbox.index)
    $game_system.se_play($data_system.decision_se)
    @inbox.refresh
    if $mail.mail.size == 0
    @inbox.index = 0
    @help_window.set_text("#{$mail.account}// EMAIL: 0")
    else
    @help_window.set_text("#{$mail.account}// EMAIL: #{$mail.mail.size}")
    end
    if @inbox.index > 1
    @inbox.index -= 1
    else
    @inbox.index = 0
    end
    end
    if Input.trigger?(Input::X) # Deletes all
    $mail.mail.clear
    $mail.msg.clear
    $mail.sender.clear
    $game_system.se_play($data_system.decision_se)
    @inbox.refresh
    @help_window.set_text("#{$mail.account}// EMAIL: #{$mail.mail.size}")
    @inbox.index = -1 # this will make the cursor be hidden (cuz there arent any mails)
    end
    end

    def update_topic # this command is for the topic window, add stuff if you like
    if Input.trigger?(Input::B) # cancel button to return to inbox
    $game_system.se_play($data_system.cancel_se)
    @inbox.active = true
    @inbox.visible = true
    @help_window.visible = true
    @topic_window.visible = false
    end
    end
    end


    #==============================================================================
    # ■ Scene_Text
    #------------------------------------------------------------------------------
    #  メニュー画面の処理を行うクラスです。
    #==============================================================================

    class Scene_Write_Mail
      #-----------------------------------------------------------------------
      # ● メイン処理
      #--------------------------------------------------------------------------
      def main
        @input_dest_window = Input_MDest.new(12)
        @input_topic_window = Input_MTopic.new(20)
        @text_linee_1 = Input_MText.new(50)     
        @text_linee_2 = Input_MText.new(50,0,195)
        @text_linee_3 = Input_MText.new(50,0,260)
        #@back = Window_Back.new
        @send_button = Window_Button.new(500,400,64,48)
        @send_button.set_text('Enviar')
        Graphics.transition
        # メインループ
        loop do
          # ゲーム画面を更新
          Graphics.update
          # 入力情報を更新
          Input.update
          # フレーム更新
          update
          # 画面が切り替わったらループを中断
          if $scene != self
            break
          end
        end
        # トランジション準備
        Graphics.freeze
        @input_dest_window.dispose
        @input_topic_window.dispose
        @text_linee_1.dispose
        @text_linee_2.dispose
        @text_linee_3.dispose
        @send_button.dispose
        #@back.dispose
      end
      #--------------------------------------------------------------------------
      # ● フレーム更新
      #--------------------------------------------------------------------------
      def update
      $mouse.update
      if #$mouse.over?(@send_button) and Input.trigger?(Input::Mouse_Left)
      #$mail.write_mail(@input_topic_window.testo,$game_party.actors[0].name,[@text_linee_1.testo,@text_linee_2.testo,@text_linee_3.testo])
      Network::Main.socket.send("<10b>mail('#{@input_topic_window.testo}','#{$game_party.actors[0].name}','#{@text_linee_1.testo}','#{@text_linee_2.testo}','#{@text_linee_3.testo}','#{@input_dest_window.testo}')\n")
      $scene = Scene_Reinit.new
      return
      end

      if @input_dest_window #Input.trigger?(Input::Mouse_Left)#$mouse.over?(@input_dest_window)
      @input_dest_window.update
      return
      end
      if@input_topic_window #Input.trigger?(Input::Mouse_Left)#$mouse.over?(@input_topic_window)
      @input_topic_window.update
      return
      end   
      if @text_linee_1 #Input.trigger?(Input::Mouse_Left)#$mouse.over?(@text_linee_1)
      @text_linee_1.update
      return
      end   
      if @text_linee_2 #Input.trigger?(Input::Mouse_Left)#$mouse.over?(@text_linee_2)
      @text_linee_2.update
      return
      end   
      if @text_linee_3 #Input.trigger?(Input::Mouse_Left)#$mouse.over?(@text_linee_3)
      @text_linee_3.update
      return
      end   
      if Input.trigger?(Input::B)
      $scene = Scene_Map.new
      end 
      end
     

    end


    module Network
    class Main
      def self.mail(a,b,c,d,e,f)
      $mail.write_mail(a,b,[c,d,e]) if $game_party.actors[0].name.downcase == f
      end
     
     
    end
    end

    #==============================================================================
    # ** Input_MDest
    #------------------------------------------------------------------------------
    #  PERMETTE DI SCRIVERE UN TESTO DENTRO UNA CASELLA
    #==============================================================================
    #topic = nil,from = nil,msg = []

    class Input_MDest < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(massimo,x=0,y=0,a=640,b=64)
        super(x,y,a,b)
        self.contents = Bitmap.new(width - 32, height - 32)
        @text = []
        @massimo = massimo
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = normal_color
        self.contents.draw_text(0,-8, 640, 32, "Para: ")
        self.contents.draw_text(120,-8, 640, 32, "#{@text.to_s}")
      end
     
      def testo
        return @text.to_s
      end
     
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        #update keys
        update_rup_keys if !Input.pressed?(Input::Shift)
        update_rlow_keys if Input.pressed?(Input::Shift)
        #Space
        @text.push(" ") if Input.triggerd?(Input::Space)
        # Removes last entry in test.
        @text.delete_at(-1) if Input.triggerd?(Input::Back) and @text.size != 0
        refresh
     end

        def update_rup_keys
        #Checks for Numberkeys input.
        for key in Input::Numberkeys.keys
          @text.push(key.to_s) if Input.triggerd?(Input::Numberkeys[key])
        end
        #Checks for Letter input.
        for key in Input::Letters.keys
          @text.push(key.downcase.to_s) if Input.triggerd?(Input::Letters[key])   
        end
       
        #Checks for other keys
        @text.push("-") if Input.triggerd?(Input::Underscore)
        @text.push(".") if Input.triggerd?(Input::Dot)
        @text.push(",") if Input.triggerd?(Input::Comma)
        @text.push("/") if Input.triggerd?(Input::Backslash)
        @text.push("'") if Input.triggerd?(Input::Quote)
        @text.push("=") if Input.triggerd?(Input::Equal)
      end
      #-------------------------------------------------------------------------
      # * Updates LowerKeys
      #-------------------------------------------------------------------------
      def update_rlow_keys
        #Checks for Numberkeys input.
        for key in Input::Numberkeys.keys
          if Input.triggerd?(Input::Numberkeys[key])
              @text.push("!") if key == 1
              @text.push("@") if key == 2
              @text.push("?") if key == 3
              @text.push("$") if key == 4
              @text.push("%") if key == 5
              @text.push("^") if key == 6
              @text.push("&") if key == 7
              @text.push("*") if key == 8
              @text.push("(") if key == 9
              @text.push(")") if key == 0
            end
        end
        #Checks for Letter input.
        for key in Input::Letters.keys
          @text.push(key.upcase.to_s) if Input.triggerd?(Input::Letters[key])       
        end
        #Checks for Other keys
        @text.push("_") if Input.triggerd?(Input::Underscore) 
        @text.push(">") if Input.triggerd?(Input::Dot)
        @text.push("<") if Input.triggerd?(Input::Comma)
        @text.push("?") if Input.triggerd?(Input::Backslash)
        @text.push("''") if Input.triggerd?(Input::Quote)
        @text.push("+") if Input.triggerd?(Input::Equal)
      end
     
     
     
    end
    #==============================================================================
    # ** Input_MTopic
    #------------------------------------------------------------------------------
    #  PERMETTE DI SCRIVERE UN TESTO DENTRO UNA CASELLA
    #==============================================================================
    #topic = nil,from = nil,msg = [], type = nil, font = nil)
    class Input_MTopic < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(massimo,x=0,y=65,a=640,b=64)
        super(x,y,a,b)
        self.contents = Bitmap.new(width - 32, height - 32)
        @text = []
        @massimo = massimo
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = normal_color
        self.contents.draw_text(0,-8, 640, 32, "Assunto: ")
        self.contents.draw_text(120,-8, 640, 32, "#{@text.to_s}")
      end
     
      def testo
        return @text.to_s
      end
     
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        #update keys
        update_rup_keys if !Input.pressed?(Input::Shift)
        update_rlow_keys if Input.pressed?(Input::Shift)
        #Space
        @text.push(" ") if Input.triggerd?(Input::Space)
        # Removes last entry in test.
        @text.delete_at(-1) if Input.triggerd?(Input::Back) and @text.size != 0
        refresh
     end

        def update_rup_keys
        #Checks for Numberkeys input.
        for key in Input::Numberkeys.keys
          @text.push(key.to_s) if Input.triggerd?(Input::Numberkeys[key])
        end
        #Checks for Letter input.
        for key in Input::Letters.keys
          @text.push(key.downcase.to_s) if Input.triggerd?(Input::Letters[key])   
        end
       
        #Checks for other keys
        @text.push("-") if Input.triggerd?(Input::Underscore)
        @text.push(".") if Input.triggerd?(Input::Dot)
        @text.push(",") if Input.triggerd?(Input::Comma)
        @text.push("/") if Input.triggerd?(Input::Backslash)
        @text.push("'") if Input.triggerd?(Input::Quote)
        @text.push("=") if Input.triggerd?(Input::Equal)
      end
      #-------------------------------------------------------------------------
      # * Updates LowerKeys
      #-------------------------------------------------------------------------
      def update_rlow_keys
        #Checks for Numberkeys input.
        for key in Input::Numberkeys.keys
          if Input.triggerd?(Input::Numberkeys[key])
              @text.push("!") if key == 1
              @text.push("@") if key == 2
              @text.push("?") if key == 3
              @text.push("$") if key == 4
              @text.push("%") if key == 5
              @text.push("^") if key == 6
              @text.push("&") if key == 7
              @text.push("*") if key == 8
              @text.push("(") if key == 9
              @text.push(")") if key == 0
            end
        end
        #Checks for Letter input.
        for key in Input::Letters.keys
          @text.push(key.upcase.to_s) if Input.triggerd?(Input::Letters[key])       
        end
        #Checks for Other keys
        @text.push("_") if Input.triggerd?(Input::Underscore) 
        @text.push(">") if Input.triggerd?(Input::Dot)
        @text.push("<") if Input.triggerd?(Input::Comma)
        @text.push("?") if Input.triggerd?(Input::Backslash)
        @text.push("''") if Input.triggerd?(Input::Quote)
        @text.push("+") if Input.triggerd?(Input::Equal)
      end
     
     
     
    end

    #==============================================================================
    # ** Input_MText
    #------------------------------------------------------------------------------
    #  PERMETTE DI SCRIVERE UN TESTO DENTRO UNA CASELLA
    #==============================================================================
    #topic = nil,from = nil,msg = []

    class Input_MText < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(mass,x=0,y=130,a=640,b=64)
        super(x,y,a,b)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.opacity = 0
        @text = []
        @massimo = mass
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = normal_color
        self.contents.draw_text(0,-8, 640, 32, "Linha: #{@text.to_s}")
      end
     
      def testo
        return @text.to_s
      end
     
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        #update keys
        update_rup_keys if !Input.pressed?(Input::Shift)
        update_rlow_keys if Input.pressed?(Input::Shift)
        #Space
        @text.push(" ") if Input.triggerd?(Input::Space)
        # Removes last entry in test.
        @text.delete_at(-1) if Input.triggerd?(Input::Back) and @text.size != 0
        refresh
     end

        def update_rup_keys
        #Checks for Numberkeys input.
        for key in Input::Numberkeys.keys
          @text.push(key.to_s) if Input.triggerd?(Input::Numberkeys[key]) if @text.size <= @massimo
        end
        #Checks for Letter input.
        for key in Input::Letters.keys
          @text.push(key.downcase.to_s) if Input.triggerd?(Input::Letters[key]) if @text.size <= @massimo 
        end
       
        #Checks for other keys
        @text.push("-") if Input.triggerd?(Input::Underscore)
        @text.push(".") if Input.triggerd?(Input::Dot)
        @text.push(",") if Input.triggerd?(Input::Comma)
        @text.push("/") if Input.triggerd?(Input::Backslash)
        @text.push("'") if Input.triggerd?(Input::Quote)
        @text.push("=") if Input.triggerd?(Input::Equal)
      end
      #-------------------------------------------------------------------------
      # * Updates LowerKeys
      #-------------------------------------------------------------------------
      def update_rlow_keys
        #Checks for Numberkeys input.
        for key in Input::Numberkeys.keys
          if Input.triggerd?(Input::Numberkeys[key])
              @text.push("!") if key == 1
              @text.push("@") if key == 2
              @text.push("?") if key == 3
              @text.push("$") if key == 4
              @text.push("%") if key == 5
              @text.push("^") if key == 6
              @text.push("&") if key == 7
              @text.push("*") if key == 8
              @text.push("(") if key == 9
              @text.push(")") if key == 0
            end
        end
        #Checks for Letter input.
        for key in Input::Letters.keys
          @text.push(key.upcase.to_s) if Input.triggerd?(Input::Letters[key])       
        end
        #Checks for Other keys
        @text.push("_") if Input.triggerd?(Input::Underscore) 
        @text.push(">") if Input.triggerd?(Input::Dot)
        @text.push("<") if Input.triggerd?(Input::Comma)
        @text.push("?") if Input.triggerd?(Input::Backslash)
        @text.push("''") if Input.triggerd?(Input::Quote)
        @text.push("+") if Input.triggerd?(Input::Equal)
      end
     
    end
    Eu já tentei chamando essa scene:
    Código:
    Scene_Write_Mail
    Eu preciso chamar essa scene por eventos, pra poder enviar a mensagem a partir de um npc.


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    Sistema de Email (Vengeance) Empty Re: Sistema de Email (Vengeance)

    Mensagem por Komuro Takashi Seg Ago 15, 2011 1:14 pm

    Tenta esse:

    Spoiler:


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    Mensagem por Hatsuki Morturo Seg Ago 15, 2011 1:47 pm

    Nem da já tentei também.


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    Mensagem por Jonny Seg Ago 15, 2011 8:41 pm

    este script nao es incopatible con el NP master 3.0 XD


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    Mensagem por Hatsuki Morturo Seg Ago 15, 2011 9:30 pm

    Kakashy, não entendi sua msg, eu sei que não é incompatível, mas todos os comandos que tento, dão erro.
    E o comando que veio com seu np, só mostra como enviar um email da adm, ou seja, por eventos já programados, eu queria que fosse possível o player criar a msg.


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    Sistema de Email (Vengeance) Empty Re: Sistema de Email (Vengeance)

    Mensagem por Jonny Ter Ago 16, 2011 12:04 am

    sim aun nao esta completo mi sistema de e-mail!!


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    Mensagem por Hatsuki Morturo Ter Ago 16, 2011 1:29 pm

    Ah... ok então, vou tentar fazer um aqui, quando tiver pronto me avisa.


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    Mensagem por BrunoFox Sex Ago 19, 2011 6:33 pm

    hat ele disse que o script não é compativel com netplay


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    Mensagem por Hatsuki Morturo Sex Ago 19, 2011 7:29 pm

    Maker, o sistema é compatível sim, mas ainda não tem certas funções.


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