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| | Scripts pra jogos Online! | |
| | Autor | Mensagem |
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Admin Broderman Rei
Número de Mensagens : 168 Idade : 28 Localização : Na sua tela... Data de inscrição : 18/01/2008
Estatísticas Alertas: (0/5) Pontos: 0 Minhas Moedas!: 99999
| Assunto: Scripts pra jogos Online! Sáb 16 Fev - 19:02:49 | |
| Aqui abri um post, para colocar Scripts para jogos online. bom aqui apresento para vocês mais Scripts para turbinar seu jogo online. OBS: ESTES SCRIPTS SÃO APENAS PARA JOGOS ONLINE Autosave/autoload Script: para usa-lo Chame o Script: - Código:
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ma_autosave_X onde o X é o numero do save que vc qure que salve e se quiser cahamr o autoload use: - Código:
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ma_load_X mesma coisa =) Créditos pro Madajuv - Código:
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#========================================================================== # Script de Auto Save #========================================================================== # Feito por Madajuv # 29/10/06 #========================================================================== # Para iniciar o autosave no jogo # use o comando chamar sciprt com isso escrito: # # ma_autosave_X # # Troque o X por Save1 ou Save2 ou Save3 ou Save4 # # Para carregar use isto: # # ma_load_X # # Troque o X por Save1 ou Save2 ou Save3 ou Save4 # #==========================================================================
class Scene_Save < Scene_File def ma_write_save_data file = File.open("Save1.rxdata", "wb") Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) write_save_data(file) file.close end def ma_write_save_data2 file = File.open("Save2.rxdata", "wb") Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) write_save_data(file) file.close end def ma_write_save_data3 file = File.open("Save3.rxdata", "wb") Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) write_save_data(file) file.close end def ma_write_save_data4 file = File.open("Save4.rxdata", "wb") Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) write_save_data(file) file.close end end #---------------------------------------------------------------- class Scene_Load < Scene_File def ma_read_save_data file = File.open("Save1.rxdata", "rb") characters = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) $game_party.refresh file.close end def ma_read_save_data2 file = File.open("Save2.rxdata", "rb") characters = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) $game_party.refresh file.close end def ma_read_save_data3 file = File.open("Save3.rxdata", "rb") characters = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) $game_party.refresh file.close end def ma_read_save_data4 file = File.open("Save4.rxdata", "rb") characters = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) $game_party.refresh file.close end end #----------------------------------------------------------------- def ma_autosave_Save1 ma_scene_autosave_temp = Scene_Save.new ma_scene_autosave_temp.ma_write_save_data ma_scene_autosave_temp = nil end
def ma_autosave_Save2 ma_scene_autosave_temp = Scene_Save.new ma_scene_autosave_temp.ma_write_save_data2 ma_scene_autosave_temp = nil end
def ma_autosave_Save3 ma_scene_autosave_temp = Scene_Save.new ma_scene_autosave_temp.ma_write_save_data3 ma_scene_autosave_temp = nil end
def ma_autosave_Save4 ma_scene_autosave_temp = Scene_Save.new ma_scene_autosave_temp.ma_write_save_data4 ma_scene_autosave_temp = nil end
def ma_load_Save1 ma_scene_autosave_temp = Scene_Load.new ma_scene_autosave_temp.ma_read_save_data ma_scene_autosave_temp = nil end
def ma_load_Save2 ma_scene_autosave_temp = Scene_Load.new ma_scene_autosave_temp.ma_read_save_data2 ma_scene_autosave_temp = nil end
def ma_load_Save3 ma_scene_autosave_temp = Scene_Load.new ma_scene_autosave_temp.ma_read_save_data3 ma_scene_autosave_temp = nil end
def ma_load_Save4 ma_scene_autosave_temp = Scene_Load.new ma_scene_autosave_temp.ma_read_save_data ma_scene_autosave_temp = nil end
Chat Comands(comandos do chat) comandos do chat - Código:
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Version 1.0 /Version - Mostra a Versão do Jogo /Time - Mostra o tempo local /Dice - Mini Game de jogar dados /Mapname - Mostra o Nome do Mapa
Version 1.1 /status - Mostra o Nome do jogador, e seu level /users - Mostra quantos players estão online Script: - Código:
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#=============================================================================== # ** Scene_Chat (1) Chat Commands #------------------------------------------------------------------------------- # Author Freakboy # Version 1.1 # Date 11-04-06 #===============================================================================
class Scene_Chat #------------------------------------------------------------------------- # * Updates Enter, Space, F5, ESC, F6 #------------------------------------------------------------------------- def update_controls # Sends chat message. if Input.triggerd?(13) if @input_window.text.size == 0 $game_system.se_play($data_system.buzzer_se) return elsif User_Edit::ENABLE_MC for mp in Network::Main.mapplayers.values next if mp == nil next if mp.map_id != $game_map.map_id name = Network::Main.name textss = @input_window.text Network::Main.mchat(mp.netid,"#{name}) #{textss}") end name = Network::Main.name textss = @input_window.text id = Network::Main.id Network::Main.mchat(id,"#{name}) #{textss}") @input_window.text.clear return else # Split Text text = @input_window.text.to_s.split # Check if Text has a '/' if text[0].include?('/') # Call Commands method update_client_commands(text[0]) # Clear Text Input Window @input_window.text.clear return end name = Network::Main.name Network::Main.socket.send("<chat>#{name}) #{@input_window.text}</chat>\n") @input_window.text.clear return end end # Clear the Chat Log $game_temp.chat_log.clear if Input.triggerd?(Input::Fkeys[6]) # Return to the Map $scene = Scene_Map.new if Input.triggerd?(Input::Fkeys[5]) or Input.triggerd?(Input::Esc) #Space @input_window.text.push(" ") if Input.triggerd?(Input::Space) # Removes last entry in test. @input_window.text.delete_at(-1) if Input.triggerd?(Input::Back) and @input_window.text.size != 0 end #------------------------------------------------------------------------- # * Update Client Command ( command ) #------------------------------------------------------------------------- def update_client_commands(key) # Send the Command to the Chat Window $game_temp.chat_log.push("#{key}") # Refresh to draw Command in Chat Window @chat_window.refresh # Remove the '/' from the Command key.slice!('/') # Capitalize the Command key.capitalize! # Set Each Command case key # Return Game Version when "Version" $game_temp.chat_log.push("Version: #{User_Edit::VERSION}") # Return the Current Map Name when "Mapname" name = load_data("Data/MapInfos.rxdata")[$game_map.map_id].name $game_temp.chat_log.push("Map Name: #{name}") # Return the Local TIme when "Time" time = Time.now time = "#{time.hour}:#{time.min}:#{time.min}" $game_temp.chat_log.push("Current Time is: #{time}") # Mini-Game: Dice when "Dice" n = $game_party.actors[0].name number = rand(6) Network::Main.socket.send("<chat>Dice: #{n} throwed a #{number+1}</chat>\n") # Status : player data when "Status" $game_temp.chat_log.push("Username: #{$game_party.actors[0].name}") $game_temp.chat_log.push("Level: #{$game_party.actors[0].level}") $game_temp.chat_log.push("Group: #{Network::Main.group}") # Total Users Online when "Users" players_online = "Online Players #{Network::Main.players.size}" $game_temp.chat_log.push(players_online) # Otherwise Draw 'Unknown Command <cmd>' else $game_temp.chat_log.push("Unknown Command ' #{key} '") end @chat_window.refresh end end Agora vou ensinar como colocar um Background na tela de Login, para não ficar aquele vazio tosco u.U. é simples e facil: No Script: [SC] Scene_Login, Adcione estas linhas: - Código:
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@background = Sprite.new @background.bitmap = RPG::Cache.title('Nome da foto na pasta title aqui') E esta linha: - Código:
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# Dispose stuff. Coloque abaixo dela este codigo: - Código:
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@background.dispose e pronto ^^, simples fácil, funcional =) Chat Filter: o Chat Filter, sim isso mesmo, lembra de quando você foi jogar um jogo online e você não poderia escrever palavrões no chat, e apareçia outra mensagem em vez do palavrão, pois é no seu jogo vc tbm pode isso, basta usar este script. - Código:
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def refresh for i in 0...$game_temp.chat_log.size $game_temp.chat_log[i].gsub!("shit") {("poop")} $game_temp.chat_log[i].gsub!("*LOVE*") {("fart")} $game_temp.chat_log[i].gsub!("bitch") {("female dog")} $game_temp.chat_log[i].gsub!("ass") {("donkey")} $game_temp.chat_log[i].gsub!("cunt") {("can\'t")} $game_temp.chat_log[i].gsub!("pussy") {("female organ")} $game_temp.chat_log[i].gsub!("vagina") {("female organ")} $game_temp.chat_log[i].gsub!("dick") {("penis")} $game_temp.chat_log[i].gsub!("penis") {("male organ")} $game_temp.chat_log[i].gsub!("nigger") {("digger")} $game_temp.chat_log[i].gsub!("cracker") {("cookie")} $game_temp.chat_log[i].gsub!("faggot") {("maggot")} $game_temp.chat_log[i].gsub!("fag") {("cigarette")} end window_chat_refresh end end Bem Simples, eles funcionam assim: - Código:
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$game_temp.chat_log[i].gsub!("palavrão ou qualquer coisa aqui) {(Palavra que irá substituir o palavrão aqui)} Ou seja para adcionar basta apenas copiar este linha e substituir a palavra exemplo pela sua OBS: você deve adcionar esta linha no "Def Refresh" abaixo do "for i in 0...$game_temp.chat_log.size", se quiser substituir as existentes fique a vontade tbm Nao cabe mais eu vou por otro post. Créditos totais a cayoda pelo topico. | |
| | | Admin Broderman Rei
Número de Mensagens : 168 Idade : 28 Localização : Na sua tela... Data de inscrição : 18/01/2008
Estatísticas Alertas: (0/5) Pontos: 0 Minhas Moedas!: 99999
| Assunto: Re: Scripts pra jogos Online! Sáb 16 Fev - 19:03:23 | |
| Scene_Register Fix for PMs, sim lembra de quando vocÊ entra no jogo você recebia uma mensagem automatica do servidor? pois é, aqui é a mesma coisa e você tbm pode desfrutar disto: - Código:
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class Scene_Register #-------------------------------------------------------------------------- # Main Processing #-------------------------------------------------------------------------- def main #Initiates Windows @modwin = Window_Motd.new #@modwin.x -=15 @modwin.width = 450 @welwin = Window_Welcome.new @welwin.width = 450 #@welwin.x -= 15 @base_window = Window_Dummys.new(100,100,450,280) #(100-15,100,450,280) @base_window.set_text(User_Edit::REGISTER_TITLE, 20, 20) @status_window = Window_Dummys.new((150 + User_Edit::MAX_USER_LETTERS*2 + 180),130,180,180) @status_window.x = 150 + User_Edit::MAX_USER_LETTERS*2 + 180 #- 15 @status_window.set_text(User_Edit::REGISTERING_TITLE, 0, 0) @status_window.opacity = 160
@user_window = Window_Username.new #@user_window.x -=15 @user_window.active = true @user_window.width = User_Edit::MAX_USER_LETTERS*2 + 180 @pass_window = Window_Password.new #@pass_window.x -=15 @pass_window.active = false @pass_window.width = User_Edit::MAX_USER_LETTERS*2 + 180 @register_button = Window_Button.new(160,320,120,48) #(160-15,320,120,48) @register_button.set_text(User_Edit::REGISTER_BUTTON,20) @exit_button = Window_Button.new(290,320,120,48)#(290-15,320,120,48) @exit_button.set_text(User_Edit::RETURN_BUTTON.to_s,20) #Sets the cursor pos @cursor_pos = 1 #sets necassary variables @password = [] @user_name = [] @returned = false
# Graphic Transition. Graphics.transition # Srarts LOOP Update. loop do # Update Network::Base.update # calls update method. update #Checks if the scene self. if $scene != self #If not break. break end end # Wait. Graphics.freeze # Dispose stuff. @user_window.dispose @pass_window.dispose @register_button.dispose @exit_button.dispose @base_window.dispose @status_window.dispose @modwin.dispose @welwin.dispose end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update #Updates Windows. @user_window.update @pass_window.update @register_button.update @exit_button.update @base_window.update @status_window.update @modwin.update @welwin.update @user_window.active = true if @cursor_pos == 1 @user_window.active = false if @cursor_pos != 1 @pass_window.active = true if @cursor_pos == 2 @pass_window.active = false if @cursor_pos != 2 blink_reg if @cursor_pos == 3 and User_Edit::BLINKBUT @register_button.set_text("► " + User_Edit::REGISTER_BUTTON.to_s) if @cursor_pos == 3 @register_button.contents_opacity = 250 if @cursor_pos != 3 @register_button.set_text(User_Edit::REGISTER_BUTTON.to_s,0,20) if @cursor_pos != 3 blink_exit if @cursor_pos == 4 and User_Edit::BLINKBUT @exit_button.set_text("► " + User_Edit::RETURN_BUTTON.to_s) if @cursor_pos == 4 @exit_button.contents_opacity = 250 if @cursor_pos != 4 @exit_button.set_text(User_Edit::RETURN_BUTTON.to_s,20) if @cursor_pos != 4 if @registering_update register return end #Updates User Name or Password update_user if @user_window.active update_pass if @pass_window.active #Updates Mouse and Keys update_controls end
#-------------------------------------------------------------------------- # Blink Register #-------------------------------------------------------------------------- def blink_reg if not @returned @register_button.contents_opacity -= 5 @returned = true if @register_button.contents_opacity <= 50 else @register_button.contents_opacity += 5 @returned = false if @register_button.contents_opacity >= 250 end end #-------------------------------------------------------------------------- # Blink Exit #-------------------------------------------------------------------------- def blink_exit if not @returned @exit_button.contents_opacity -= 5 @returned = true if @exit_button.contents_opacity <= 50 else @exit_button.contents_opacity += 5 @returned = false if @exit_button.contents_opacity >= 250 end end #-------------------------------------------------------------------------- # Update User #-------------------------------------------------------------------------- def update_user #Checks for backspace. @user_name.delete_at(-1) if Input.triggerd?(Input::Back) and @user_name.size != 0 return if @user_name.size == User_Edit::MAX_USER_LETTERS #Checks for Numberkeys input. for key in Input::Numberkeys.keys @user_name.push(key.to_s) if Input.triggerd?(Input::Numberkeys[key]) end #Checks for Letter input. for key in Input::Letters.keys if Input.triggerd?(Input::Letters[key]) if Input.pressed?(Input::Shift) @user_name.push(key.upcase) else @user_name.push(key.downcase) end end end #Checks for Underscore if Input.triggerd?(Input::Underscore) if Input.pressed?(Input::Shift) @user_name.push("_") else @user_name.push("-") end end @user_window.text = @user_name.to_s @user_window.update return #ends method end #-------------------------------------------------------------------------- # Update Password #-------------------------------------------------------------------------- def update_pass @password.delete_at(-1) if Input.triggerd?(Input::Back) and @password.size != 0 return if @password.size == User_Edit::MAX_PASS_LETTERS #Checks for Numberkeys input. for key in Input::Numberkeys.keys if Input.triggerd?(Input::Numberkeys[key]) @password.push(key) end end #Checks for Letter input. for key in Input::Letters.keys if Input.triggerd?(Input::Letters[key]) if Input.pressed?(Input::Shift) @password.push(key.upcase.to_s) else @password.push(key.downcase.to_s) end end end @pass_window.text = @password @pass_window.update return #ends method end #-------------------------------------------------------------------------- # Update Controls #-------------------------------------------------------------------------- def update_controls #Exits if pressed ESC if Input.triggerd?(Input::Esc) # Play decision SE $game_system.se_play($data_system.decision_se) # Goes to Scene_Login $scene = Scene_Login.new return end #Checks if Left Mouse Buttons is pressed if Input.pressed?(Input::Mouse_Left) #Checks the position of the mouse and calls a method or a scene if mouse_over?(@pass_window) $game_system.se_play($data_system.decision_se) if not @pass_window.active @pass_window.active = true @user_window.active = false @cursor_pos = 2 return end if mouse_over?(@user_window) $game_system.se_play($data_system.decision_se) if not @user_window.active @user_window.active = true @pass_window.active = false @cursor_pos = 1 return end if mouse_over?(@register_button) $game_system.se_play($data_system.decision_se) if not @cursor_pos == 3 @user_window.active = false @pass_window.active = false @cursor_pos = 3 @registering_update = true register return end if mouse_over?(@exit_button) $game_system.se_play($data_system.decision_se) if not @cursor_pos == 4 @user_window.active = false @pass_window.active = false @cursor_pos = 4 $scene = Scene_Login.new return end return end #Moves the cursor if Input.trigger?(Input::DOWN) or Input.trigger?(Input::RIGHT) # Play decision SE $game_system.se_play($data_system.cursor_se) @user_window.active = true if @cursor_pos == 4 @user_window.active = false if @cursor_pos == 1 @pass_window.active = true if @cursor_pos == 1 @pass_window.active = false if @cursor_pos == 2 @cursor_pos += 1 if @cursor_pos != 5 @cursor_pos = 1 if @cursor_pos == 5 return end if Input.trigger?(Input::UP) or Input.trigger?(Input::LEFT) # Play decision SE $game_system.se_play($data_system.cursor_se) @user_window.active = true if @cursor_pos == 2 @user_window.active = false if @cursor_pos == 1 @pass_window.active = true if @cursor_pos == 3 @pass_window.active = false if @cursor_pos == 2 @cursor_pos -= 1 if @cursor_pos != 0 @cursor_pos = 4 if @cursor_pos == 0 return end #If pressed enter if Input.trigger?(Input::C) and not Input.pressed?(Input::Letters["C"]) # Play decision SE if @cursor_pos == 3 $game_system.se_play($data_system.decision_se) register @registering_update = true end $game_system.se_play($data_system.decision_se) if @cursor_pos == 4 $scene = Scene_Login.new if @cursor_pos == 4 return end end #-------------------------------------------------------------------------- # Register #-------------------------------------------------------------------------- def register #Checks if all the fields are not empty if @pass_window.text != [] && @pass_window.text != nil && @pass_window.text != "" && @user_window.text != [] && @user_window.text != nil && @user_window.text != "" #Displays message. @status_window.set_text(User_Edit::REGISTERING_TITLE, 0, 0) @status_window.set_text2(User_Edit::REGISTER_STATUS, 0, 42) #checks if the username already exists if Network::Main.user_exist?(@user_name) == true and @registering_update and @cursor_pos != 1 #If it does, returns "Username already exists" @status_window.set_text2(User_Edit::REGISTER_DENIED, 0, 42+22) @cursor_pos = 1 @registering_update = false elsif @cursor_pos != 1 and @registering_update #If it doesn't exist, sends the informations to the server. @cursor_pos = 1 Network::Main.send_register(@user_name, @password) @status_window.set_text2(User_Edit::REGISTERED, 0, 42+22+22) Network::Main.send_login(@user_name, @password) @registering_update = false Network::Main.socket.send("<22b>#{@user_name}\n") Network::Main.write_pms("$NEWPM") Network::Main.write_pms("$to_from") Network::Main.write_pms("Admin") Network::Main.write_pms("$Subject") Network::Main.write_pms("Welcome") Network::Main.write_pms("$Message") servername = Network::Main.servername Network::Main.write_pms("Welcome to #{servername}. Enjoy your stay.") end else #if the fields are empty @status_window.set_text(User_Edit::REGISTERING_TITLE, 0, 0) @status_window.set_text2(User_Edit::REGISTER_ERROR, 0, 42-22) @registering_update = false end end #-------------------------------------------------------------------------- # CHeck's If mouse is over <window> #-------------------------------------------------------------------------- def mouse_over?(window) if $mouse.x > window.x and $mouse.x < window.x + window.width and $mouse.y > window.y and $mouse.y < window.y + window.height return true end return false end
#-------------------------------------------------------------------------- # End Of class #-------------------------------------------------------------------------- end Para modificalo procure esta linha: - Código:
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Network::Main.write_pms("Welcome to #{servername}. Enjoy your stay.") Modifique o A frase que está entre as aspas. Créditos no Script. Mais scripts online estão chegando aguarde Créditos a cayoda pelo tópico.[u] | |
| | | Revin Explorador
Número de Mensagens : 9 Idade : 32 Localização : Aracaju-SE Data de inscrição : 17/02/2008
Estatísticas Alertas: (0/5) Pontos: 0 Minhas Moedas!: 45
| Assunto: Re: Scripts pra jogos Online! Dom 17 Fev - 18:13:13 | |
| Coloca os scripts em spoiler, pra naum fiar mto grande o tópico. | |
| | | Sorcer Loko Cientista
Número de Mensagens : 51 Data de inscrição : 01/02/2008
Estatísticas Alertas: (0/5) Pontos: 10 / RST: 360 XD!! Minhas Moedas!: 210
| Assunto: Re: Scripts pra jogos Online! Dom 17 Fev - 19:06:31 | |
| eh... ai apenas se o cara clicar vai aparecer o topico !!! valeu ai.. vo postar um pack de script online ja | |
| | | Conteúdo patrocinado
| Assunto: Re: Scripts pra jogos Online! | |
| |
| | | | Scripts pra jogos Online! | |
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