Suporte no desenvolvimento de jogos


    Scripts do Rmxp no Rmvx

    Devilzcore
    Devilzcore
    Ocasional
    Ocasional

    Mensagens : 206
    Créditos : 83

    Scripts do Rmxp no Rmvx Empty Scripts do Rmxp no Rmvx

    Mensagem por Devilzcore em Seg Nov 15, 2010 5:12 pm

    aew pessoal estou aqui trazendo um script muito bom pra quem adora os scripts do xp mais quer criar um projeto no vx
    O script e muito simples ele permite que alguns scripts de xp funcionem no vx
    O script foi retirado do reinosrpg
    E foi criado por sandgolem & Solstice

    Para instalar ele apenas cole o script na parte de scripts adicionais
    A reinosRpg no total dos scripts testados 50% funcionaram

    Código:

    #==========================================================================
    # Script de compatiblidade (XP para VX)
    #==========================================================================
    # Criado por sandgolem & Solstice para gamebaker.com
    # Versão 3 [VX]
    # 9 de Março de 2008
    #==========================================================================

    module GameBaker
      BattleCompatibilityType = 2
    end


    $DEBUG = $TEST

    module Cache
      def self.battleback(filename); Cache.system(filename); end
      def self.fog(filename); Cache.system(filename); end
      def self.gameover(filename); Cache.system(filename); end
      def self.icon(filename); Cache.system(filename); end
      def self.panorama(filename); Cache.parallax(filename); end
    end

    module RPG
      class Armor
        def guard_element_set; return @element_set; end
      end
       
      class System
        def cursor_se; return @sounds[0]; end
        def decision_se; return @sounds[1]; end
        def cancel_se; return @sounds[2]; end
        def buzzer_se; return @sounds[3]; end
        def equip_se; return @sounds[4]; end
        def shop_se; return @sounds[17]; end
        def save_se; return @sounds[5]; end
        def load_se; return @sounds[6]; end
        def battle_start_se; return @sounds[7]; end
        def escape_se; return @sounds[8]; end
        def enemy_collapse_se; return @sounds[11]; end
        def actor_collapse_se; return @sounds[13]; end
        def windowskin_name; return 'Window'; end
      end
    end

    class Game_Actor
      def equip(type,id,test = false); change_equip_by_id(type,id,test); end
    end
     
    class Game_Battler
      attr_accessor :animation_hit, :critical, :damage, :damage_pop
     
      def current_action; return @action; end
      def sp; return @mp; end
      def sp=(num); mp = num; end
    end
     
    class Game_Character
      attr_accessor :character_hue
    end

    class Game_Interpreter
      def command_106; command_230; end
      def command_207; command_212; end
      def command_208; command_211; end
      def command_209; command_205; end
    end

    class Game_Map
      attr_accessor :autotile_names, :battleback_name, :priorities, :tileset_name
      attr_accessor :fog_blend_type, :fog_hue, :fog_opacity, :fog_ox, :fog_oy,
                    :fog_name, :fog_sx, :fog_sy, :fog_tone, :fog_zoom
      attr_accessor :panorama_hue, :terrain_tags
     
      def panorama_name; return parallax_name; end
      def panorama_name=(num); @parallax_name = num; end
    end

    class Game_Party
      def actors; members; end
      def gain_armor(id,num); gain_item($data_armors[id],num); end
      def gain_weapon(id,num); gain_item($data_weapons[id],num); end

      def gain_item(id,num,something = false)
        id = $data_items[id] if id.is_a?(Integer)
        gain_item(id,num,something)
      end
    end

    class Game_Player
      attr_accessor :transferring, :new_map_id, :new_x, :new_y, :new_direction
    end

    class Game_System
      attr_accessor :magic_number, :message_frame
     
      def battle_interpreter; return $game_troop.interpreter; end
      def bgm_play(name); gamebaker_compatibility_sound(name,'RPG::BGM'); end
      def bgs_play(name); gamebaker_compatibility_sound(name,'RPG::BGS',80); end
      def map_interpreter; return $game_map.interpreter; end
      def me_play(name); gamebaker_compatibility_sound(name,'RPG::ME'); end
      def message_position; return $game_message.position; end
      def message_position=(num); $game_message.position = num; end
      def se_play(name); gamebaker_compatibility_sound(name,'RPG::SE',80); end
     
      def gamebaker_compatibility_sound(name,type,vol = 100)
        begin
          name.play
        rescue
          pitch = 100
          if name.is_a?(RPG::AudioFile)
            vol = name.volume
            pitch = name.pitch
            name = name.name
          end
          temp = eval(type + '.new(name,' + vol.to_s + ',' + pitch.to_s + ')')
          temp.play
        end
      end
    end

    class Game_Temp
      attr_accessor :gamebaker_compat_gameover2, :battle_main_phase,
        :transition_name, :transition_processing, :battleback_name
     
      def gameover; return @gamebaker_compat_gameover2; end
      def gameover=(num)
        if num == true
          if @in_battle
            $scene.call_gameover
          else
            @next_scene = 'gameover'
          end
          return
        end
        @gamebaker_compat_gameover2 = nil
        @next_scene = nil if @next_scene == 'gameover'
      end
     
      def gamebaker_compat_scenecall(num,name)
        if num == true
          @next_scene = name
        elsif @next_scene == name
          @next_scene = nil
        end
      end
     
      def battle_calling; return @next_scene == 'battle'; end
      def battle_calling=(num); gamebaker_compat_scenecall(num,'battle'); end
      def debug_calling; return @next_scene == 'debug'; end
      def debug_calling=(num); gamebaker_compat_scenecall(num,'debug'); end
      def menu_calling; return @next_scene == 'menu'; end
      def menu_calling=(num); gamebaker_compat_scenecall(num,'menu'); end
      def name_calling; return @next_scene == 'name'; end
      def name_calling=(num); gamebaker_compat_scenecall(num,'name'); end
      def save_calling; return @next_scene == 'save'; end
      def save_calling=(num); gamebaker_compat_scenecall(num,'save'); end
      def shop_calling; return @next_scene == 'shop'; end
      def shop_calling=(num); gamebaker_compat_scenecall(num,'shop'); end
      def to_title; return @next_scene == 'title'; end
      def to_title=(num); gamebaker_compat_scenecall(num,'title'); end

      def battle_abort; return @next_scene == 'map'; end
      def battle_abort=(num); $game_temp.next_scene = "map" if num == true; end
      def battle_can_escape; return $game_troop.can_escape; end
      def battle_can_escape=(num); $game_troop.can_escape = num; end
      def battle_can_lose; return $game_troop.can_lose; end
      def battle_can_lose=(num); $game_troop.can_lose = num; end
      def battle_event_flags; return $game_troop.event_flags; end
      def battle_event_flags=(num); $game_troop.event_flags = num; end
      def battle_forcing_battler; return $game_troop.forcing_battler; end
      def battle_forcing_battler=(num); $game_troop.forcing_battler = num; end 
      def battle_troop_id; return $game_troop.troop_id; end
      def battle_troop_id=(num); $game_troop.gamebaker_compat_id = num; end
      def battle_turn; return $game_troop.turn_count; end
      def battle_turn=(num); $game_troop.turn_count = num; end
     
      def choice_cancel_type; return $game_message.choice_cancel_type; end
      def choice_cancel_type=(num); $game_message.choice_cancel_type = num; end
      def choice_max; return $game_message.choice_max; end
      def choice_max=(num); $game_message.choice_max = num; end
      def choice_proc; return $game_message.choice_proc; end
      def choice_proc=(num); $game_message.choice_proc = num; end
      def choice_start; return $game_message.choice_start; end
      def choice_start=(num); $game_message.choice_start = num; end
      def message_proc; return $game_message.main_proc; end
      def message_proc=(num); $game_message.main_proc = num; end
      def message_text; return $game_message.texts.to_s; end
      def message_text=(num); $game_message.texts = num.to_a; end
      def message_window_showing; return $game_message.visible; end
      def message_window_showing=(num); $game_message.visible = num; end
      def num_input_digits_max; return $game_message.num_input_digits_max; end
      def num_input_digits_max=(num); $game_message.num_input_digits_max = num; end
      def num_input_variable_id; return $game_message.num_input_variable_id; end
      def num_input_variable_id=(num); $game_message.num_input_variable_id = num; end
       
      def player_new_direction; return $game_player.new_direction; end
      def player_new_direction=(num); $game_player.new_direction = num; end
      def player_new_map_id; return $game_player.new_map_id; end
      def player_new_map_id=(num); $game_player.new_map_id = num; end
      def player_new_x; return $game_player.new_x; end
      def player_new_x=(num); $game_player.new_x = num; end
      def player_new_y; return $game_player.new_y; end
      def player_new_y=(num); $game_player.new_y = num; end
      def player_transferring; return $game_player.transferring; end
      def player_transferring=(num); $game_player.transferring = num; end
    end

    class Game_Troop
      attr_accessor :event_flags, :gamebaker_compat_id, :troop_id, :turn_count
     
      alias_method :gamebaker_compatibility_setup, :setup
      def setup(troop_id)
        if @gamebaker_compat_id
          troop_id = @gamebaker_compat_id
          @gamebaker_compat_id = nil
        end
        gamebaker_compatibility_setup(troop_id)
      end
    end

    class Scene_Battle
      alias_method :gamebaker_compatibility_gameoverjudge, :judge_win_loss
      def judge_win_loss
        if $game_temp.in_battle && $game_party.all_dead?
          $game_temp.gamebaker_compat_gameover2 = true
        else
          $game_temp.gamebaker_compat_gameover2 = nil
        end
        return gamebaker_compatibility_gameoverjudge
      end
     
     
      def update_phase4_step3; end
      def update_phase4_step4; end
      def update_phase4_step5; end
       
      alias_method :gamebaker_compatibility_dispaction, :display_action_effects
      def display_action_effects(target, action = nil)
        gamebaker_compatibility_dispaction(target, action)
        update_phase4_step5
      end
     
      alias_method :gamebaker_compatibility_displayanim, :display_animation
      def display_animation(targets, animation_id)
        update_phase4_step3
        gamebaker_compatibility_displayanim(targets, animation_id)
        update_phase4_step4
      end   

      if GameBaker::BattleCompatibilityType == 1
       
        def end_actor_select; end_target_actor_selection; end
        def end_enemy_select; end_target_enemy_selection; end
        def end_item_select; end_item_selection; end
        def end_skill_select; end_skill_selection; end
        def judge; return judge_win_loss; end
        def make_item_action_result; execute_action_item; end
        def make_skill_action_result; execute_action_skill; end
        def phase3_next_actor; next_actor; end
        def phase3_prior_actor; prior_actor; end
        def phase3_setup_command_window; start_actor_command_selection; end
        def start_actor_select; start_target_actor_selection; end
        def start_enemy_select; start_target_enemy_selection; end
        def start_item_select; start_item_selection; end
        def start_phase2; start_party_command_selection; end
        def start_phase4; start_main; end
        def start_phase5; process_victory; end
        def start_skill_select; start_skill_selection; end
        def update_phase2; update_party_command_selection; end
        def update_phase2_escape; process_escape; end
        def update_phase3; update_actor_command_selection; end
        def update_phase3_actor_select; update_target_actor_selection; end
        def update_phase3_basic_command; update_actor_command_selection; end
        def update_phase3_enemy_select; update_target_enemy_selection; end
        def update_phase3_item_select; update_item_selection; end
        def update_phase3_skill_select; update_skill_selection; end
        def update_phase4_step1; process_action; end
        def update_phase4_step2; execute_action; end
        def update_phase4_step6; process_action; end
         
      elsif GameBaker::BattleCompatibilityType == 2
         
        def end_actor_select; end
        def end_enemy_select; end
        def end_item_select; end
        def end_skill_select; end
        def make_item_action_result; end
        def make_skill_action_result; end
        def phase3_next_actor; end
        def phase3_prior_actor; end
        def phase3_setup_command_window; end
        def start_actor_select; end
        def start_enemy_select; end
        def start_item_select; end
        def start_phase2; end
        def start_phase4; end
        def start_phase5; end
        def start_skill_select; end
        def update_phase2; end
        def update_phase2_escape; end
        def update_phase3; end
        def update_phase3_actor_select; end
        def update_phase3_basic_command; end
        def update_phase3_enemy_select; end
        def update_phase3_item_select; end
        def update_phase3_skill_select; end
        def update_phase4_step1; end
        def update_phase4_step2; end
        def update_phase4_step6; end
         
        alias_method :gamebaker_compatibility_endactor, :end_target_actor_selection
        def end_target_actor_selection
          gamebaker_compatibility_endactor
          end_actor_select
        end
       
        alias_method :gamebaker_compatibility_endenemy, :end_target_enemy_selection
        def end_target_enemy_selection
          gamebaker_compatibility_endenemy
          end_enemy_select
        end
       
        alias_method :gamebaker_compatibility_enditem, :end_item_selection
        def end_item_selection
          gamebaker_compatibility_enditem
          end_item_select
        end
       
        alias_method :gamebaker_compatibility_endskill, :end_skill_selection
        def end_skill_selection
          gamebaker_compatibility_endskill
          end_skill_select
        end
       
        alias_method :gamebaker_compatibility_judge, :judge_win_loss
        def judge; return gamebaker_compatibility_judge; end
        def judge_win_loss; return judge; end

        alias_method :gamebaker_compatibility_execitem, :execute_action_item
        def execute_action_item
          gamebaker_compatibility_execitem
          make_item_action_result
        end 

        alias_method :gamebaker_compatibility_execskill, :execute_action_skill
        def execute_action_skill
          gamebaker_compatibility_execskill
          make_skill_action_result
        end 

        alias_method :gamebaker_compatibility_nextactor, :next_actor
        def next_actor
          gamebaker_compatibility_nextactor
          phase3_next_actor
        end 

        alias_method :gamebaker_compatibility_prioractor, :prior_actor
        def prior_actor
          gamebaker_compatibility_prioractor
          phase3_prior_actor
        end 

        alias_method :gamebaker_compatibility_startactorc, :start_actor_command_selection
        def start_actor_command_selection
          gamebaker_compatibility_startactorc
          phase3_setup_command_window
        end 

        alias_method :gamebaker_compatibility_startactor, :start_target_actor_selection
        def start_target_actor_selection
          gamebaker_compatibility_startactor
          start_actor_select
        end 

        alias_method :gamebaker_compatibility_startenemy, :start_target_enemy_selection
        def start_target_enemy_selection
          gamebaker_compatibility_startenemy
          start_enemy_select
        end 

        alias_method :gamebaker_compatibility_startitem, :start_item_selection
        def start_item_selection
          gamebaker_compatibility_startitem
          start_item_select
        end

        alias_method :gamebaker_compatibility_startskill, :start_skill_selection
        def start_skill_selection
          gamebaker_compatibility_startskill
          start_skill_select
        end

        alias_method :gamebaker_compatibility_startparty, :start_party_command_selection
        def start_party_command_selection
          gamebaker_compatibility_startparty
          start_phase2
        end

        alias_method :gamebaker_compatibility_startmain, :start_main
        def start_main
          gamebaker_compatibility_startmain
          start_phase4
        end

        alias_method :gamebaker_compatibility_procvictory, :process_victory
        def process_victory
          gamebaker_compatibility_procvictory
          start_phase5
        end

        alias_method :gamebaker_compatibility_partycom, :update_party_command_selection
        def update_party_command_selection
          gamebaker_compatibility_partycom
          update_phase2
        end

        alias_method :gamebaker_compatibility_procescape, :process_escape
        def process_escape
          gamebaker_compatibility_procescape
          update_phase2_escape
        end

        alias_method :gamebaker_compatibility_procaction, :process_action
        def process_action
          update_phase4_step6
          gamebaker_compatibility_procaction
          update_phase4_step1
        end

        alias_method :gamebaker_compatibility_execaction, :execute_action
        def execute_action
          gamebaker_compatibility_execaction
          update_phase4_step2
        end   
       
        alias_method :gamebaker_compatibility_updactor, :update_actor_command_selection
        def update_actor_command_selection
          gamebaker_compatibility_updactor
          update_phase3
          update_phase3_basic_command
        end

        alias_method :gamebaker_compatibility_updtactor, :update_target_actor_selection
        def update_target_actor_selection
          gamebaker_compatibility_updtactor
          update_phase3_actor_select
        end

        alias_method :gamebaker_compatibility_updenemy, :update_target_enemy_selection
        def update_target_enemy_selection
          gamebaker_compatibility_updenemy
          update_phase3_enemy_select
        end

        alias_method :gamebaker_compatibility_upditem, :update_item_selection
        def update_item_selection
          gamebaker_compatibility_upditem
          update_phase3_item_select
        end

        alias_method :gamebaker_compatibility_updskill, :update_skill_selection
        def update_skill_selection
          gamebaker_compatibility_updskill
          update_phase3_skill_select
        end

      elsif GameBaker::BattleCompatibilityType == 3
         
        def end_actor_select; gamebaker_compatibility_endactor; end
        def end_enemy_select; gamebaker_compatibility_endenemy; end
        def end_item_select; gamebaker_compatibility_enditem; end
        def end_skill_select; gamebaker_compatibility_endskill; end
        def make_item_action_result; gamebaker_compatibility_execitem; end
        def make_skill_action_result; gamebaker_compatibility_execskill; end
        def phase3_next_actor; gamebaker_compatibility_nextactor; end
        def phase3_prior_actor; gamebaker_compatibility_prioractor; end
        def phase3_setup_command_window; gamebaker_compatibility_startactorc; end
        def start_actor_select; gamebaker_compatibility_startactor; end
        def start_enemy_select; gamebaker_compatibility_startenemy; end
        def start_item_select; gamebaker_compatibility_startitem; end
        def start_phase2; gamebaker_compatibility_startparty; end
        def start_phase4; gamebaker_compatibility_startmain; end
        def start_phase5; gamebaker_compatibility_procvictory; end
        def start_skill_select; gamebaker_compatibility_startskill; end
        def update_phase2; gamebaker_compatibility_partycom; end
        def update_phase2_escape; gamebaker_compatibility_procescape; end
        def update_phase3; gamebaker_compatibility_updactor; end
        def update_phase3_actor_select; gamebaker_compatibility_updtactor; end
        def update_phase3_basic_command; end
        def update_phase3_enemy_select; gamebaker_compatibility_updenemy; end
        def update_phase3_item_select; gamebaker_compatibility_upditem; end
        def update_phase3_skill_select; gamebaker_compatibility_updskill; end
        def update_phase4_step1; gamebaker_compatibility_procaction; end
        def update_phase4_step2; gamebaker_compatibility_execaction; end
        def update_phase4_step6; end
         
        alias_method :gamebaker_compatibility_endactor, :end_target_actor_selection
        def end_target_actor_selection
          end_actor_select
        end
       
        alias_method :gamebaker_compatibility_endenemy, :end_target_enemy_selection
        def end_target_enemy_selection
          end_enemy_select
        end
       
        alias_method :gamebaker_compatibility_enditem, :end_item_selection
        def end_item_selection
          end_item_select
        end
       
        alias_method :gamebaker_compatibility_endskill, :end_skill_selection
        def end_skill_selection
          end_skill_select
        end
       
        alias_method :gamebaker_compatibility_judge, :judge_win_loss
        def judge; return gamebaker_compatibility_judge; end
        def judge_win_loss; return judge; end

        alias_method :gamebaker_compatibility_execitem, :execute_action_item
        def execute_action_item
          make_item_action_result
        end 

        alias_method :gamebaker_compatibility_execskill, :execute_action_skill
        def execute_action_skill
          make_skill_action_result
        end 

        alias_method :gamebaker_compatibility_nextactor, :next_actor
        def next_actor
          phase3_next_actor
        end 

        alias_method :gamebaker_compatibility_prioractor, :prior_actor
        def prior_actor
          phase3_prior_actor
        end 

        alias_method :gamebaker_compatibility_startactorc, :start_actor_command_selection
        def start_actor_command_selection
          phase3_setup_command_window
        end 

        alias_method :gamebaker_compatibility_startactor, :start_target_actor_selection
        def start_target_actor_selection
          start_actor_select
        end 

        alias_method :gamebaker_compatibility_startenemy, :start_target_enemy_selection
        def start_target_enemy_selection
          start_enemy_select
        end 

        alias_method :gamebaker_compatibility_startitem, :start_item_selection
        def start_item_selection
          start_item_select
        end

        alias_method :gamebaker_compatibility_startskill, :start_skill_selection
        def start_skill_selection
          start_skill_select
        end

        alias_method :gamebaker_compatibility_startparty, :start_party_command_selection
        def start_party_command_selection
          start_phase2
        end

        alias_method :gamebaker_compatibility_startmain, :start_main
        def start_main
          start_phase4
        end

        alias_method :gamebaker_compatibility_procvictory, :process_victory
        def process_victory
          start_phase5
        end

        alias_method :gamebaker_compatibility_partycom, :update_party_command_selection
        def update_party_command_selection
          update_phase2
        end

        alias_method :gamebaker_compatibility_procescape, :process_escape
        def process_escape
          update_phase2_escape
        end

        alias_method :gamebaker_compatibility_procaction, :process_action
        def process_action
          update_phase4_step6
          update_phase4_step1
        end

        alias_method :gamebaker_compatibility_execaction, :execute_action
        def execute_action
          update_phase4_step2
        end   
       
        alias_method :gamebaker_compatibility_updactor, :update_actor_command_selection
        def update_actor_command_selection
          update_phase3
          update_phase3_basic_command
        end

        alias_method :gamebaker_compatibility_updtactor, :update_target_actor_selection
        def update_target_actor_selection
          update_phase3_actor_select
        end

        alias_method :gamebaker_compatibility_updenemy, :update_target_enemy_selection
        def update_target_enemy_selection
          update_phase3_enemy_select
        end

        alias_method :gamebaker_compatibility_upditem, :update_item_selection
        def update_item_selection
          update_phase3_item_select
        end

        alias_method :gamebaker_compatibility_updskill, :update_skill_selection
        def update_skill_selection
          update_phase3_skill_select
        end
      end
    end
     
    class Scene_Equip
      alias_method :gamebaker_compatibility_init, :initialize
      def initialize
        gamebaker_compatibility_init
        @right_window = @equip_window
      end
    end
     
    class Scene_Load
      def initialize; $scene = Scene_File.new(false,true,false); end
    end

    class Scene_Save
      def initialize; $scene = Scene_File.new(true,false,false); end
    end
     
    class Spriteset_Battle
      attr_reader :viewport1, :viewport2
    end

    class Window_InputNumber < Window_NumberInput
    end

    class Window_Selectable
      attr_accessor :column_max, :item_max
    end

    Creditos à

    Criadores sandgolem & Solstice

    Local localizado ReinosRPG

    Disbonibilizando eu aldosilva.


    Última edição por aldosilva. em Ter Nov 16, 2010 2:39 pm, editado 1 vez(es)
    ' Wwebr
    ' Wwebr
    Membro Ativo
    Membro Ativo

    Medalhas : Scripts do Rmxp no Rmvx Trophy11
    Mensagens : 347
    Créditos : 72

    Scripts do Rmxp no Rmvx Empty Re: Scripts do Rmxp no Rmvx

    Mensagem por ' Wwebr em Seg Nov 15, 2010 8:29 pm

    Eita *-*
    Muito bom cara, e muito util tambem
    +1cred

    Fallowz ~//


    _________________
    Scripts do Rmxp no Rmvx 2ppa821

    ---

    - Baía de Barbalian -

    Lista Negra:
    Preto - Foda-se, morre!
    Vermelho - Morre também!
    Laranja - Se esfaqueia, se enforca, não importa. Só se mata!

    Quem começou com essa babaquisse!
    Quem apoia essa babaquisse!
    Quem gosta dessa babaquisse!


    Valentine
    Valentine
    Administrador
    Administrador

    Medalhas : Scripts do Rmxp no Rmvx 94JxvScripts do Rmxp no Rmvx ZgLkiRU
    Mensagens : 5105
    Créditos : 1129

    Scripts do Rmxp no Rmvx Empty Re: Scripts do Rmxp no Rmvx

    Mensagem por Valentine em Seg Nov 15, 2010 9:49 pm

    vai servir pra muita gente
    + 1 crédito


    _________________
    Scripts do Rmxp no Rmvx AIymW
    Devilzcore
    Devilzcore
    Ocasional
    Ocasional

    Mensagens : 206
    Créditos : 83

    Scripts do Rmxp no Rmvx Empty Re: Scripts do Rmxp no Rmvx

    Mensagem por Devilzcore em Qua Nov 17, 2010 5:22 pm

    vlw pelos Creditos Wink
    HugoFreitas
    HugoFreitas
    Administrador
    Administrador

    Medalhas : Scripts do Rmxp no Rmvx Medal_55
    Mensagens : 633
    Créditos : 175

    Scripts do Rmxp no Rmvx Empty Re: Scripts do Rmxp no Rmvx

    Mensagem por HugoFreitas em Qua Nov 17, 2010 6:11 pm

    Show!

    +1 Cred.


    _________________
    Scripts do Rmxp no Rmvx Brsnip10
    Scripts do Rmxp no Rmvx DqtrI
    ZeroXP
    ZeroXP
    Membro Ativo
    Membro Ativo

    Mensagens : 341
    Créditos : 31

    Scripts do Rmxp no Rmvx Empty Re: Scripts do Rmxp no Rmvx

    Mensagem por ZeroXP em Dom Jun 19, 2011 8:46 am

    OMG *--*
    Muito Bom!
    + Cred Scripts do Rmxp no Rmvx 2620290309


    _________________
    Clique e ajude a Lunact Cast !
    Scripts do Rmxp no Rmvx 15yi05i

    Conteúdo patrocinado

    Scripts do Rmxp no Rmvx Empty Re: Scripts do Rmxp no Rmvx

    Mensagem por Conteúdo patrocinado


      Data/hora atual: Qua Jun 03, 2020 10:03 pm