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    Script ou evento não sei

    jonathas
    jonathas
    Iniciante
    Iniciante


    Mensagens : 49
    Créditos : 1

    Ficha do personagem
    Nível: 1
    Experiência:
    Script ou evento não sei  Left_bar_bleue0/0Script ou evento não sei  Empty_bar_bleue  (0/0)
    Vida:
    Script ou evento não sei  Left_bar_bleue30/30Script ou evento não sei  Empty_bar_bleue  (30/30)

    Script ou evento não sei  Empty Script ou evento não sei

    Mensagem por jonathas Sex Nov 22, 2013 6:41 pm

    Bem eu queria saber,  como fazer os personagens seguir o perso principal, já busquei e já tentei fazer mais eu não consegui, ai eu queria a ajuda de vocês para saber como se faz algo de tipo, se é script e se tem um escript ou um evento e como se faz. bem é isso e obg :)
    Naruto RPG Maker
    Naruto RPG Maker
    Semi-Experiente
    Semi-Experiente


    Mensagens : 125
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    Script ou evento não sei  Empty Re: Script ou evento não sei

    Mensagem por Naruto RPG Maker Sex Nov 22, 2013 6:55 pm

    O que você quer é o Caterpillar. Tem esses scripts:
    Código:
    # SEGUIR O LIDER
    # Criado por fukuyama
    # TRAIN_ACTOR_TRANSPARENT_SWITCH = false

    TRAIN_ACTOR_TRANSPARENT_SWITCH = true
    TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
    #
    #
    #
    DOWN_LEFT = 1
    DOWN_RIGHT = 3
    UP_LEFT = 7
    UP_RIGHT = 9
    JUMP = 5

    class Game_Party_Actor < Game_Character
    def initialize
    super()
    @through = true
    end
    def setup(actor)
    #
    if actor != nil
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    else
    @character_name = ""
    @character_hue = 0
    end
    #
    @opacity = 255
    @blend_type = 0
    end
    def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
    return $game_player.screen_z(height) - 1
    end
    super(height)
    end
    #
    #
    #
    #
    def move_down(turn_enabled = true)
    #
    if turn_enabled
    turn_down
    end
    #
    if passable?(@x, @y, Input::DOWN)
    #
    turn_down
    #
    @y += 1
    end
    end
    #
    #
    #
    #
    def move_left(turn_enabled = true)
    #
    if turn_enabled
    turn_left
    end
    #
    if passable?(@x, @y, Input::LEFT)
    #
    turn_left
    #
    @x -= 1
    end
    end
    #
    #
    #
    #
    def move_right(turn_enabled = true)
    #
    if turn_enabled
    turn_right
    end
    #
    if passable?(@x, @y, Input::RIGHT)
    #
    turn_right
    #
    @x += 1
    end
    end
    #
    #
    #
    #
    def move_up(turn_enabled = true)
    #
    if turn_enabled
    turn_up
    end
    #
    if passable?(@x, @y, Input::UP)
    #
    turn_up
    #
    @y -= 1
    end
    end
    #
    #
    #
    def move_lower_left
    #
    unless @direction_fix
    #
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    #
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    #
    @x -= 1
    @y += 1
    end
    end
    #
    #
    #
    def move_lower_right
    #
    unless @direction_fix
    #
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    #
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    #
    @x += 1
    @y += 1
    end
    end
    #
    #
    #
    def move_upper_left
    #
    unless @direction_fix
    #
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    #
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    #
    @x -= 1
    @y -= 1
    end
    end
    #
    #
    #
    def move_upper_right
    #
    unless @direction_fix
    #
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    #
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    #
    @x += 1
    @y -= 1
    end
    end

    def set_move_speed(move_speed)
    @move_speed = move_speed
    end
    end

    class Spriteset_Map
    def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
    end
    def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
    index_game_player = 0
    @character_sprites.each_index do |i|
    if @character_sprites[i].character.instance_of?(Game_Player)
    index_game_player = i
    break
    end
    end
    for character in characters.reverse
    @character_sprites.unshift(
    Sprite_Character.new(@viewport1, character)
    )
    end
    @setup_actor_character_sprites_flag = true
    end
    end
    end

    class Scene_Map
    def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
    end
    end

    class Game_Party
    def set_transparent_actors(transparent)
    @transparent = transparent
    end
    def setup_actor_character_sprites
    if @characters == nil
    @characters = []
    for i in 1 .. 4
    @characters.push(Game_Party_Actor.new)
    end
    end
    if @actors_chach == nil
    @actors_chach = []
    end
    if @actors_chach != @actors
    @actors_chach = @actors.clone
    for i in 1 .. 4
    @characters[i - 1].setup(actors[i])
    end
    end
    if $scene.instance_of?(Scene_Map)
    $scene.setup_actor_character_sprites(@characters)
    end
    end
    def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
    if TRAIN_ACTOR_TRANSPARENT_SWITCH
    transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
    else
    transparent = $game_player.transparent
    end
    end
    for character in @characters
    character.transparent = transparent
    character.set_move_speed($game_player.get_move_speed)
    character.update
    end
    end
    def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
    character.moveto( x, y )
    end
    if @move_list == nil
    @move_list = []
    end
    for i in 0 .. 10
    @move_list[i] = nil
    end
    end
    def move_party_actors
    if @move_list == nil
    @move_list = []
    for i in 0 .. 10
    @move_list[i] = nil
    end
    end
    @move_list.each_index do |i|
    if @characters[i] != nil
    case @move_list[i].type
    when Input::DOWN
    @characters[i].move_down(@move_list[i].args[0])
    when Input::LEFT
    @characters[i].move_left(@move_list[i].args[0])
    when Input::RIGHT
    @characters[i].move_right(@move_list[i].args[0])
    when Input::UP
    @characters[i].move_up(@move_list[i].args[0])
    when DOWN_LEFT
    @characters[i].move_lower_left
    when DOWN_RIGHT
    @characters[i].move_lower_right
    when UP_LEFT
    @characters[i].move_upper_left
    when UP_RIGHT
    @characters[i].move_upper_right
    when JUMP
    @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
    end
    end
    end
    end
    class Move_List_Element
    def initialize(type,args)
    @type = type
    @args = args
    end
    def type() return @type end
    def args() return @args end
    end
    def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
    end
    def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
    end
    def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
    end
    def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
    end
    def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
    end
    def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
    end
    def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
    end
    def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
    end
    def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
    end
    def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
    end
    end

    module Game_Player_Module
    def update
    $game_party.update_party_actors
    super
    end
    def moveto( x, y )
    super
    $game_party.moveto_party_actors( x, y )
    end
    def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
    $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
    $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
    $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
    $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_lower_left
    #
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    $game_party.move_lower_left_party_actors
    end
    super
    end
    def move_lower_right
    #
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    $game_party.move_lower_right_party_actors
    end
    super
    end
    def move_upper_left
    #
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    $game_party.move_upper_left_party_actors
    end
    super
    end
    def move_upper_right
    #
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    $game_party.move_upper_right_party_actors
    end
    super
    end
    def jump(x_plus, y_plus)
    #
    new_x = @x + x_plus
    new_y = @y + y_plus
    #
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
    $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
    end

    #
    #
    #
    def get_move_speed
    return @move_speed
    end
    end

    class Game_Player
    include Game_Player_Module
    end
    Código:
    #################################################################
    ################## CATERPILLAR EX ###############################
    ####### Caterpillar - http://www4.big.or.jp/~fukuyama/ ##########
    ####### Seleção rápida - JOAONETO - mr_mcloud@hotmail.com #######
    ####### Ativar/Desativar Caterpillar - JOAONETO #################
    ####### Quantidade de Heróis - JOAONETO #########################
    #################################################################

    # Este é o mesmo Caterppilar, porém com algumas inclusões:
    #1º - Mudança de líder em tempo de jogo
    #2º - Ativar/Desativar Caterpillar em tempo de jogo
    #3º - Mudar a quantidade de heróis que o Caterpillar vai exibir

    # Para mudar a equipe, aperte L(A tecla Q)
    # Para On/Off o Caterpillar, Aperte R(A tecla W)
    #Para mudar as Teclas, apenas troque-as no código logo abaixo.

    #Para mudar a quantidade de exibição de heróis, apenas mude o
    #Valor de $HEROS para o valor que você quer mais um.
    #EX: $HEROS = 3 vai mostrar o Líder mais 3 aliados
    #---------------------------------------------------------------
    class Scene_Map
    alias new_update update
    def update
    new_update
    if Input.trigger?(Input::L)
    $game_system.se_play($data_system.decision_se)
    change_party
    end
    if Input.trigger?(Input::R)
    $game_system.se_play($data_system.decision_se)
    $TRAIN_ACTOR_TRANSPARENT == false ? $TRAIN_ACTOR_TRANSPARENT = true : $TRAIN_ACTOR_TRANSPARENT = false
    end
    end

    def change_party
    @heros = []
    for i in 0...$game_party.actors.size
    @heros[i] = $game_party.actors[i]
    end
    for i in 1...@heros.size
    $game_party.actors[i - 1] = @heros[i]
    end
    $game_party.actors[@heros.size - 1] = @heros[0]
    $game_player.refresh
    end
    end

    TRAIN_ACTOR_TRANSPARENT_SWITCH = true
    $TRAIN_ACTOR_TRANSPARENT = false
    $HEROS = 5

    DOWN_LEFT = 1
    DOWN_RIGHT = 3
    UP_LEFT = 7
    UP_RIGHT = 9
    JUMP = 5

    class Game_Party_Actor < Game_Character
    def initialize
    super()
    @through = true
    end
    def setup(actor)
    if actor != nil
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    else
    @character_name = ""
    @character_hue = 0
    end
    @opacity = 255
    @blend_type = 0
    end
    def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
    return $game_player.screen_z(height) - 1
    end
    super(height)
    end
    def move_down(turn_enabled = true)
    if turn_enabled
    turn_down
    end
    if passable?(@x, @y, Input::DOWN)
    turn_down
    @y += 1
    end
    end
    def move_left(turn_enabled = true)
    if turn_enabled
    turn_left
    end
    if passable?(@x, @y, Input::LEFT)
    turn_left
    @x -= 1
    end
    end
    def move_right(turn_enabled = true)
    if turn_enabled
    turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
    turn_right
    @x += 1
    end
    end
    def move_up(turn_enabled = true)
    if turn_enabled
    turn_up
    end
    if passable?(@x, @y, Input::UP)
    turn_up
    @y -= 1
    end
    end
    def move_lower_left
    unless @direction_fix
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    @x -= 1
    @y += 1
    end
    end
    def move_lower_right
    unless @direction_fix
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    @x += 1
    @y += 1
    end
    end
    def move_upper_left
    unless @direction_fix
    @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    @x -= 1
    @y -= 1
    end
    end
    def move_upper_right
    unless @direction_fix
    @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    @x += 1
    @y -= 1
    end
    end

    def set_move_speed(move_speed)
    @move_speed = move_speed
    end
    end

    class Spriteset_Map
    def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
    end
    def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
    index_game_player = 0
    @character_sprites.each_index do |i|
    if @character_sprites[i].character.instance_of?(Game_Player)
    index_game_player = i
    break
    end
    end
    for character in characters.reverse
    @character_sprites.unshift(
    Sprite_Character.new(@viewport1, character)
    )
    end
    @setup_actor_character_sprites_flag = true
    end
    end
    end
    class Scene_Map
    def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
    end
    end

    class Game_Party
    def set_transparent_actors(transparent)
    @transparent = transparent
    end
    def setup_actor_character_sprites
    if @characters == nil
    @characters = []
    for i in 1 .. $HEROS
    @characters.push(Game_Party_Actor.new)
    end
    end
    if @actors_chach == nil
    @actors_chach = []
    end
    if @actors_chach != @actors
    @actors_chach = @actors.clone
    for i in 1 .. $HEROS
    @characters[i - 1].setup(actors[i])
    end
    end
    if $scene.instance_of?(Scene_Map)
    $scene.setup_actor_character_sprites(@characters)
    end
    end
    def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
    if TRAIN_ACTOR_TRANSPARENT_SWITCH
    transparent = $TRAIN_ACTOR_TRANSPARENT
    else
    transparent = $game_player.transparent
    end
    end
    for character in @characters
    character.transparent = transparent
    character.set_move_speed($game_player.get_move_speed)
    character.update
    end
    end
    def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
    character.moveto( x, y )
    end
    if @move_list == nil
    @move_list = []
    end
    for i in 0 .. 10
    @move_list[i] = nil
    end
    end
    def move_party_actors
    if @move_list == nil
    @move_list = []
    for i in 0 .. 10
    @move_list[i] = nil
    end
    end
    @move_list.each_index do |i|
    if @characters[i] != nil
    case @move_list[i].type
    when Input::DOWN
    @characters[i].move_down(@move_list[i].args[0])
    when Input::LEFT
    @characters[i].move_left(@move_list[i].args[0])
    when Input::RIGHT
    @characters[i].move_right(@move_list[i].args[0])
    when Input::UP
    @characters[i].move_up(@move_list[i].args[0])
    when DOWN_LEFT
    @characters[i].move_lower_left
    when DOWN_RIGHT
    @characters[i].move_lower_right
    when UP_LEFT
    @characters[i].move_upper_left
    when UP_RIGHT
    @characters[i].move_upper_right
    when JUMP
    @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
    end
    end
    end
    end
    class Move_List_Element
    def initialize(type,args)
    @type = type
    @args = args
    end
    def type() return @type end
    def args() return @args end
    end
    def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
    end
    def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
    end
    def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
    end
    def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
    end
    def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
    end
    def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
    end
    def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
    end
    def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
    end
    def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
    end
    def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
    end
    end
    module Game_Player_Module
    def update
    $game_party.update_party_actors
    super
    end
    def moveto( x, y )
    super
    $game_party.moveto_party_actors( x, y )
    end
    def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
    $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
    $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
    $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
    $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
    end
    def move_lower_left
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
    $game_party.move_lower_left_party_actors
    end
    super
    end
    def move_lower_right
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
    $game_party.move_lower_right_party_actors
    end
    super
    end
    def move_upper_left
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
    (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
    $game_party.move_upper_left_party_actors
    end
    super
    end
    def move_upper_right
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
    (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
    $game_party.move_upper_right_party_actors
    end
    super
    end
    def jump(x_plus, y_plus)
    new_x = @x + x_plus
    new_y = @y + y_plus
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
    $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
    end
    def get_move_speed
    return @move_speed
    end
    end
    class Game_Player
    include Game_Player_Module
    end


    _________________
    Script ou evento não sei  AIymW
    jonathas
    jonathas
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    Script ou evento não sei  Empty Re: Script ou evento não sei

    Mensagem por jonathas Sex Nov 22, 2013 7:19 pm

    muito muito obrigado mesmo tava presisando desse script, obg por ajudar Successful  Very Happy

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      Data/hora atual: Qui Nov 21, 2024 5:59 pm