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pack de scripts
5 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
pack de scripts
primero el del mini mapa
imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
nombre de los mapas
es necesario tener esta imagen
[Tienes que estar registrado y conectado para ver esa imagen]
guardarla con el nombre 'Mpname' sin comillas
debes ponerla en la carpeta graphics/system
imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
muestra el dinero que tienes en el mapa
imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
bueno espero que anden las imagenes porque soy nuevo en este sitio asi que espero que les aya gustado
imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
- Spoiler:
- Código:
#===============================================================
# ? [VX] ? MiniMap ? ?
# * Plug N Play Minimap (Don't need image~) *
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 09/06/2008
# ? Version: 1.0 Beta
#--------------------------------------------------------------
# ? Credit: KGC for XP MiniMap Script,
# this script can't be done without his MiniMap.
#--------------------------------------------------------------
module MiniMap
#===========================================================================
# [START] MINIMAP SCRIPT SETUP PART
#---------------------------------------------------------------------------
SWITCH_NO_MINIMAP = 0 # Turn ON this switch to NOT SHOW minimap
MAP_RECT = [410, 20, 100, 100] # Minimap size and position
# [X, Y, Width, Height]
# You can change it in game, by call script:
# $game_system.minimap = [X, Y, Width, Height]
MAP_Z = 0 # Minimap's Z-coordinate
# Increase this number if there is problem that minimap show below some objects.
GRID_SIZE = 5 # Minimap's grid size. Recommend to use more than 3.
MINIMAP_BORDER_COLOR = Color.new(0, 0, 255, 160) # Minimap's border color
# Color.new(Red, Green, Blue, Opacity)
MINIMAP_BORDER_SIZE = 2 # Minimap's border size
FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Passable tile color
BACKGROUND_COLOR = Color.new(0, 0, 0, 160) # Unpassable tile color
USE_OUTLINE_PLAYER = true # Draw outline around player in minimap?
PLAYER_OUTLINE_COLOR = Color.new(0, 0, 0, 192) # Player Outline color
USE_OUTLINE_EVENT = true # Draw outline around events in minimap?
EVENT_OUTLINE_COLOR = Color.new(255, 255, 255, 192) # Player Outline color
PLAYER_COLOR = Color.new(255, 0, 0, 192) # Player color
#---------------------------------------------------------------------------
OBJECT_COLOR = {} # Don't change or delete this line!
#===============================================================
# * SETUP EVENT KEYWORD & COLOR
#---------------------------------------------------------------
# ** Template:
# OBJECT_COLOR['keyword'] = Color.new(Red, Green, Blue, Opacity)
#-------------------------------------------------------------
# * 'keyword': Word you want to put in event's comment to show this color
# ** Note: 'keyword' is CASE SENSITIVE!
# * Color.new(...): Color you want
# You can put between 0 - 255 in each argument (Red, Green, Blue, Opacity)
#-------------------------------------------------------------
OBJECT_COLOR['npc'] = Color.new(30,144,255,160)
OBJECT_COLOR['treasure'] = Color.new(0,255,255,160)
OBJECT_COLOR['enemy'] = Color.new(139,35,35,160)
OBJECT_COLOR['merchant'] = Color.new(255,255,0,160)
#===========================================================================
# * [OPTIONAL] TAGS:
#---------------------------------------------------------------------------
# Change keyword for disable minimap & keyword for show event on minimap~
#-----------------------------------------------------------------------
TAG_NO_MINIMAP = '[NOMAP]'
TAG_EVENT = 'MMEV'
#---------------------------------------------------------------------------
#---------------------------------------------------------------------------
# [END] MINIMAP SCRIPT SETUP PART
#===========================================================================
def self.refresh
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.refresh
end
end
def self.update_object
if $scene.is_a?(Scene_Map)
$scene.spriteset.minimap.update_object_list
end
end
end
#==============================================================================
# ¦ RPG::MapInfo
#==============================================================================
class RPG::MapInfo
def name
return @name.gsub(/\[.*\]/) { }
end
def original_name
return @name
end
def show_minimap?
return !@name.include?(MiniMap::TAG_NO_MINIMAP)
end
end
#==============================================================================
# ¦ Game_System
#==============================================================================
class Game_System
attr_accessor :minimap
alias wora_minimap_gamsys_ini initialize
def initialize
wora_minimap_gamsys_ini
@minimap = MiniMap::MAP_RECT
end
def show_minimap
return !$game_switches[MiniMapSWITCH_NO_MINIMAP]
end
end
#==============================================================================
# ¦ Game_Map
#==============================================================================
class Game_Map
alias wora_minimap_gammap_setup setup
def setup(map_id)
wora_minimap_gammap_setup(map_id)
@db_info = load_data('Data/MapInfos.rvdata') if @db_info.nil?
@map_info = @db_info[map_id]
end
def show_minimap?
return @map_info.show_minimap?
end
end
#==============================================================================
# ¦ Game_Event
#==============================================================================
class Game_Event < Game_Character
def mm_comment?(comment, return_comment = false )
if !@list.nil?
for i in [Tienes que estar registrado y conectado para ver este vínculo] - 1
next if @list[i].code != 108
if @list[i].parameters[0].include?(comment)
return @list[i].parameters[0] if return_comment
return true
end
end
end
return '' if return_comment
return false
end
end
#==============================================================================
# ¦ Game_MiniMap
#------------------------------------------------------------------------------
class Game_MiniMap
def initialize(tilemap)
@tilemap = tilemap
refresh
end
def dispose
@border.bitmap.dispose
@border.dispose
@map_sprite.bitmap.dispose
@map_sprite.dispose
@object_sprite.bitmap.dispose
@object_sprite.dispose
@position_sprite.bitmap.dispose
@position_sprite.dispose
end
def visible
return @map_sprite.visible
end
def visible=(value)
@map_sprite.visible = value
@object_sprite.visible = value
@position_sprite.visible = value
@border.visible = value
end
def refresh
@mmr = $game_system.minimap
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMapGRID_SIZE, 1].max
@x = 0
@y = 0
@size = [map_rect.width / grid_size, map_rect.height / grid_size]
@border = Sprite.new
@border.x = map_rect.x - MiniMap::MINIMAP_BORDER_SIZE
@border.y = map_rect.y - MiniMap::MINIMAP_BORDER_SIZE
b_width = map_rect.width + (MiniMap::MINIMAP_BORDER_SIZE * 2)
b_height = map_rect.height + (MiniMap::MINIMAP_BORDER_SIZE * 2)
@border.bitmap = Bitmap.new(b_width, b_height)
@border.bitmap.fill_rect(@border.bitmap.rect, MiniMap::MINIMAP_BORDER_COLOR)
@border.bitmap.clear_rect(MiniMap::MINIMAP_BORDER_SIZE, MiniMap::MINIMAP_BORDER_SIZE,
@border.bitmap.width - (MiniMap::MINIMAP_BORDER_SIZE * 2),
@border.bitmap.height - (MiniMap::MINIMAP_BORDER_SIZE * 2))
@map_sprite = Sprite.new
@map_sprite.x = map_rect.x
@map_sprite.y = map_rect.y
@map_sprite.z = MiniMap::MAP_Z
bitmap_width = $game_map.width * grid_size + map_rect.width
bitmap_height = $game_map.height * grid_size + map_rect.height
@map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@map_sprite.src_rect = map_rect
@object_sprite = Sprite.new
@object_sprite.x = map_rect.x
@object_sprite.y = map_rect.y
@object_sprite.z = MiniMap::MAP_Z + 1
@object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height)
@object_sprite.src_rect = map_rect
@position_sprite = Sprite_Base.new
@position_sprite.x = map_rect.x + @size[0] / 2 * grid_size
@position_sprite.y = map_rect.y + @size[1] / 2 * grid_size
@position_sprite.z = MiniMap::MAP_Z + 2
bitmap = Bitmap.new(grid_size, grid_size)
# Player's Outline
if MiniMap::USE_OUTLINE_PLAYER and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(bitmap.rect, MiniMap::PLAYER_OUTLINE_COLOR)
brect = Rect.new(bitmap.rect.x + 1, bitmap.rect.y + 1, bitmap.rect.width - 2,
bitmap.rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end
bitmap.fill_rect(brect, MiniMap::PLAYER_COLOR)
@position_sprite.bitmap = bitmap
draw_map
update_object_list
draw_object
update_position
end
def draw_map
bitmap = @map_sprite.bitmap
bitmap.fill_rect(bitmap.rect, MiniMap::BACKGROUND_COLOR)
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMapGRID_SIZE, 1].max
$game_map.width.times do |i|
$game_map.height.times do |j|
if !$game_map.passable?(i, j)
next
end
rect = Rect.new(map_rect.width / 2 + grid_size * i,
map_rect.height / 2 + grid_size * j,
grid_size, grid_size)
if grid_size >= 3
if !$game_map.passable?(i, j)
rect.height -= 1
rect.x += 1
rect.width -= 1
rect.width -= 1
rect.y += 1
rect.height -= 1
end
end
bitmap.fill_rect(rect, MiniMap::FOREGROUND_COLOR)
end
end
end
def update_object_list
@object_list = {}
$game_map.events.values.each do |e|
comment = e.mm_comment?(MiniMap::TAG_EVENT, true)
if comment != ''
type = comment.gsub(/#{MiniMap::TAG_EVENT}/){}.gsub(/\s+/){}
@object_list[type] = [] if @object_list[type].nil?
@object_list[type] << e
end
end
end
def draw_object
bitmap = @object_sprite.bitmap
bitmap.clear
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMapGRID_SIZE, 1].max
rect = Rect.new(0, 0, grid_size, grid_size)
mw = map_rect.width / 2
mh = map_rect.height / 2
@object_list.each do |key, events|
color = MiniMap::OBJECT_COLOR[key]
next if events.nil? or color.nil?
events.each do |obj|
if !obj.character_name.empty?
rect.x = mw + obj.real_x * grid_size / 256
rect.y = mh + obj.real_y * grid_size / 256
# Event's Outline
if MiniMap::USE_OUTLINE_EVENT and MiniMap::GRID_SIZE >= 3
bitmap.fill_rect(rect, MiniMap::EVENT_OUTLINE_COLOR)
brect = Rect.new(rect.x + 1, rect.y + 1, rect.width - 2,
rect.height - 2)
bitmap.clear_rect(brect)
else
brect = bitmap.rect
end
bitmap.fill_rect(brect, color)
end
end
end
end
def update
if @mmr != $game_system.minimap
dispose
refresh
end
draw_object
update_position
if @map_sprite.visible
@map_sprite.update
@object_sprite.update
@position_sprite.update
end
end
def update_position
map_rect = Rect.new(@mmr[0], @mmr[1], @mmr[2], @mmr[3])
grid_size = [MiniMapGRID_SIZE, 1].max
sx = $game_player.real_x * grid_size / 256
sy = $game_player.real_y * grid_size / 256
@map_sprite.src_rect.x = sx
@map_sprite.src_rect.y = sy
@object_sprite.src_rect.x = sx
@object_sprite.src_rect.y = sy
end
end
#==============================================================================
# ¦ Spriteset_Map
#------------------------------------------------------------------------------
class Spriteset_Map
attr_reader :minimap
alias wora_minimap_sprsetmap_ini initialize
alias wora_minimap_sprsetmap_dis dispose
alias wora_minimap_sprsetmap_upd update
def initialize
wora_minimap_sprsetmap_ini
if $game_map.show_minimap?
@minimap = Game_MiniMap.new(@tilemap)
$game_system.show_minimap = true if $game_system.show_minimap.nil?
@minimap.visible = $game_system.show_minimap
end
end
def dispose
@minimap.dispose if !@minimap.nil?
wora_minimap_sprsetmap_dis
end
def update
if !@minimap.nil?
if $game_system.show_minimap
@minimap.visible = true
@minimap.update
else
@minimap.visible = false
end
end
wora_minimap_sprsetmap_upd
end
end
#==============================================================================
# ¦ Scene_Map
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
attr_reader :spriteset
end
nombre de los mapas
es necesario tener esta imagen
[Tienes que estar registrado y conectado para ver esa imagen]
guardarla con el nombre 'Mpname' sin comillas
debes ponerla en la carpeta graphics/system
- Spoiler:
- Código:
#_______________________________________________________________________________
# MOG_Location_Name_VX V1.0
#_______________________________________________________________________________
# By Moghunter
#
#_______________________________________________________________________________
# Apresenta uma janela com o nome do map.
# É necessário ter uma imagem com o nome de MAPNAME
# dentro da pasta Graphics/System.
#_______________________________________________________________________________
module MOG
#Font Name.
MPFONT = "Georgia"
#Fade ON/OFF(True - False).
MPNMFD = true
#Fade Time.
MPNMTM = 10
#Window Position.
# 0 = Upper Left.
# 1 = Lower Left.
# 2 = Upper Right.
# 3 = Lower Right.
MPNMPS = 2
# Disable Switch(ID).
WM_SWITCH_VIS_DISABLE = 15
end
#_________________________________________________
###############
# Game_System #
###############
class Game_System
attr_accessor :fdtm
attr_accessor :mpnm_x
attr_accessor :mpnm_y
alias mog_vx06_initialize initialize
def initialize
mog_vx06_initialize
@fdtm = 255 + 40 * MOG::MPNMTM
if MOG::MPNMPS == 0
@mpnm_x = -300
@mpnm_y = 0
elsif MOG::MPNMPS == 1
@mpnm_x = -300
@mpnm_y = 320
elsif MOG::MPNMPS == 2
@mpnm_x = 640
@mpnm_y = 0
else
@mpnm_x = 640
@mpnm_y = 320
end
end
def mpnm_x
return @mpnm_x
end
def mpnm_y
return @mpnm_y
end
def fdtm
if @fdtm <= 0
@fdtm = 0
end
return @fdtm
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window Base #
###############
class Window_Base < Window
def nd_mapic
mapic = Cache.system("")
end
def draw_mpname(x,y)
mapic = Cache.system("Mpname") rescue nd_mapic
cw = mapic.width
ch = mapic.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 65, mapic, src_rect)
self.contents.font.name = MOG::MPFONT
self.contents.font.size = 22
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 76, y + 27, 110, 32, $game_map.mpname.to_s,1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 75, y + 26, 110, 32, $game_map.mpname.to_s,1)
end
end
##########
# Mpname #
##########
class Mpname < Window_Base
def initialize(x , y)
super($game_system.mpnm_x, $game_system.mpnm_y, 250, WLH + 70)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_mpname(10,0)
end
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog_vx06_start start
def start
@mpnm = Mpname.new($game_system.mpnm_x, $game_system.mpnm_y)
@mpnm.contents_opacity = $game_system.fdtm
if $game_switches[MOGWM_SWITCH_VIS_DISABLE] == false
@mpnm.visible = true
else
@mpnm.visible = false
end
mog_vx06_start
end
alias mog_vx06_terminate terminate
def terminate
mog_vx06_terminate
@mpnm.dispose
end
alias mog_vx06_update update
def update
mog_vx06_update
location_name_update
end
def location_name_update
$game_system.mpnm_x = @mpnm.x
$game_system.mpnm_y = @mpnm.y
if $game_switches[MOGWM_SWITCH_VIS_DISABLE] == true or $game_system.fdtm <= 0
@mpnm.visible = false
else
@mpnm.visible = true
end
if MOG::MPNMPS == 0 or MOG::MPNMPS == 1
if @mpnm.x < 0
@mpnm.x += 5
elsif @mpnm.x >= 0
@mpnm.x = 0
end
else
if @mpnm.x > 300
@mpnm.x -= 5
elsif @mpnm.x <= 300
@mpnm.x = 300
end
end
@mpnm.contents_opacity = $game_system.fdtm
if MOG::MPNMFD == true
$game_system.fdtm -= 3
end
end
alias mog_vx06_update_transfer_player update_transfer_player
def update_transfer_player
return unless $game_player.transfer?
@mpnm.contents_opacity = 0
mog_vx06_update_transfer_player
if MOG::MPNMPS == 0
$game_system.mpnm_x = -340
$game_system.mpnm_y = 0
elsif MOG::MPNMPS == 1
$game_system.mpnm_x = -340
$game_system.mpnm_y = 320
elsif MOG::MPNMPS == 2
$game_system.mpnm_x = 640
$game_system.mpnm_y = 0
else
$game_system.mpnm_x = 640
$game_system.mpnm_y = 320
end
@mpnm.y = $game_system.mpnm_y
@mpnm.x = $game_system.mpnm_x
$game_system.fdtm = 255 + 60 * MOG::MPNMTM
@mpnm.refresh
end
end
$mogscript = {} if $mogscript == nil
$mogscript["location_name_vx"] = true
imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
muestra el dinero que tienes en el mapa
imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
- Spoiler:
- Código:
#========================================================================#
#========================================================================#
# #*****************# Muestra el dinero en el mapa con #
# #*** By Falcao ***# iconos y el nombre de la base de #
# #*****************# datos. GoldMap v1.0 #
# RMVX Credits to Falcao. #
# makerpalace.forumotion.com #
#========================================================================#
module Gold_Map
#------------------------------------------------------------------------
# Interruptor que desactiva la muestra de dinero en el mapa
Gold_disable = 5
#------------------------------------------------------------------------
#Posision X del dinero en el mapa
Posision_X = 410
#------------------------------------------------------------------------
#Posision Y del dinero en el mapa
Posision_Y = 333
#------------------------------------------------------------------------
end
class Window_Gold_map < Window_Base
def initialize
super(0, 0, 135, 85)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
icon = Cache.system("IconSet")
src_rect = Rect.new(0, 216, 24, 26)
self.contents.blt(30 , 30,icon, src_rect)
cx = contents.text_size($data_system.terms.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(-20, 30, 120, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(100-cx, -3, cx, 32, $data_system.terms.gold, 2)
end
def update
refresh
end
end
class Scene_Map
include Gold_Map
alias falcao_gold_main main
def main
@gold_map = Window_Gold_map.new
@gold_map.x = Posision_X
@gold_map.y = Posision_Y
if $game_switches[Gold_disable] == false
@gold_map.visible = true
else
@gold_map.visible = false
end
falcao_gold_main
@gold_map.dispose
end
alias falcao_gold_update update
def update
@gold_map.update
if $game_switches[Gold_disable] == false
@gold_map.visible = true
else
@gold_map.visible = false
end
falcao_gold_update
end
end
bueno espero que anden las imagenes porque soy nuevo en este sitio asi que espero que les aya gustado
Última edición por Mike_182 el Miér 04 Abr 2012, 12:13 pm, editado 5 veces (Razón : Por favor, poner el script entre [CODE])
brian10- 0
-
29
13
28
0
Extras
Sobre mí::
Re: pack de scripts
.... QUE .... CARAJO ..... HICISTE?? ... jeje
Los Script son buenos de eso no hay problema, lo que te voy a criticar son dos cosas
1ra. Intenta poner los Script en Spoliers o en Código, ves arriba de donde escribis que tenes los tipos de escritura, negrita cursiva y eso... bueno donde dice otros, seleccionas spolier y los pones así, de esa manera el post es mas simple y compacto! o también lo podes poner en código, que código esta alado de Citar, contando la Negrita como primera y yendo para la derecha es el quinto botón, ... ademas pone el script adentro del ["code] ["/code]
2do. Después!! Las imágenes!, no las podes subir así esa es tu maquina no podemos descargarlas ni nada, lo que tenes que hacer es subirlas a ImageShark o a Photobucket, acá te dejo el link
[Tienes que estar registrado y conectado para ver este vínculo]
Ahi te haces una cuenta y las subís es muy fácil!.
Espero que te aya servido!, y depaso buen aporte, son bastante buenos ^^ +1
Suerte!!
Syfer
Los Script son buenos de eso no hay problema, lo que te voy a criticar son dos cosas
1ra. Intenta poner los Script en Spoliers o en Código, ves arriba de donde escribis que tenes los tipos de escritura, negrita cursiva y eso... bueno donde dice otros, seleccionas spolier y los pones así, de esa manera el post es mas simple y compacto! o también lo podes poner en código, que código esta alado de Citar, contando la Negrita como primera y yendo para la derecha es el quinto botón, ... ademas pone el script adentro del ["code] ["/code]
2do. Después!! Las imágenes!, no las podes subir así esa es tu maquina no podemos descargarlas ni nada, lo que tenes que hacer es subirlas a ImageShark o a Photobucket, acá te dejo el link
[Tienes que estar registrado y conectado para ver este vínculo]
Ahi te haces una cuenta y las subís es muy fácil!.
Espero que te aya servido!, y depaso buen aporte, son bastante buenos ^^ +1
Suerte!!
Syfer
Slyfer- 500
-
29
563
1236
67
Extras
Sobre mí:: Soy un gran fan de Animes!!!! y me encanta RPG Maker VX y mas ayudar a otros ^^ ademas soy un Enginer en progreso, se algo sobre mapeo, y tengo alma de Writter xD!!!
Re: pack de scripts
como dice slyfy el texto va entre los codigos no
despues
pero igual buen aporte sigue asi
despues
pero igual buen aporte sigue asi
Piranha- 300
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Sobre mí:: Soy un exboxeador fracasado :P (aa se crean soi un boxeador principiante en ascenso)y sere campeon mundial :D
Re: pack de scripts
Ya te lo edite(no se si son mas scripts), pero por favor sube las imagenes a un servidor porque no podemos ver tus documentos.
El codigo de los scripts es asi:
Saludos !
El codigo de los scripts es asi:
- Código:
[code]#SCRIPT#[/code]
Saludos !
Mike_182- Super Moderador
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Sobre mí::
Re: pack de scripts
si no se ven las imagenes solo dan click derecho sobre la imagen y le dan a copiar url de la imagen y la pegan en otra pestaña y hay la ven
suerte!!!
suerte!!!
brian10- 0
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Sobre mí::
tutorial
por que no explicas donde debes poner cada uno y como, tengo problema con los errores
totodiper- 0
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