Cấm à !!Có qui định nào cấm không cho trẻ em gái gú đâu .Chứ chờ đến tuổi của anh mới có thì phí cả tuổi thanh xuân
Ô hô mới kiếm thấy trang web mới nè có hướng dẫn Script cho ong Ice Dragoon ne` Icon Skill tùm lum tùm lây ai lấy Nhắn tin cho tui
Mã: #----------------------------------------------------------------- # Slipknot Castlevania Menu System # ¦nbsp; created by Slipknot # ¦nbsp; only work for one actor (like a normal Castlevania game) #----------------------------------------------------------------- class Scene_Menu #to not use my Menu change class Scene_Menu for class Scene_Menu2 #----------------------------------------------------------------- def initialize (menu_index = 0) ¦nbsp; ¦nbsp; @menu_index = menu_index end #----------------------------------------------------------------- def main ¦nbsp; @lines = Lines.new ¦nbsp; @status = Status.new ¦nbsp; @status.y = 16 ¦nbsp; @status.x = 22 ¦nbsp; @level = Level.new ¦nbsp; s1 = $data_system.words.item ¦nbsp; s2 = $data_system.words.skill ¦nbsp; s3 = $data_system.words.equip ¦nbsp; s4 = "" #for the moment nothing ¦nbsp; s5 = "Save" ¦nbsp; s6 = "Exit" ¦nbsp; @command = Window_Command.new (192, [s1,s2,s3,s4,s5,s6]) ¦nbsp; @command.back_opacity = 175 ¦nbsp; @command.index = @menu_index ¦nbsp; @command.y = 480 - 16 - @command.height ¦nbsp; @command.x = 16 ¦nbsp; if $game_party.actors.size == 0 ¦nbsp; ¦nbsp; @command.disable_item (0) ¦nbsp; ¦nbsp; @command.disable_item (1) ¦nbsp; ¦nbsp; @command.disable_item (2) ¦nbsp; ¦nbsp; @command.disable_item (3) ¦nbsp; end ¦nbsp; if $game_system.save_disabled ¦nbsp; ¦nbsp; @command.disable_item(4) ¦nbsp; end ¦nbsp; @imagen = Sprite.new ¦nbsp; @imagen.bitmap=RPG::Cache.picture("richter2") #Change it if you want ¦nbsp; @imagen.x = 640 - 16 - @imagen.bitmap.width ¦nbsp; @imagen.y = 16 ¦nbsp; gtx = @command.width + 32 ¦nbsp; gty = @command.y ¦nbsp; @goldtime = Goldtime.new(gtx,gty) ¦nbsp; @help = Help.new ¦nbsp; @help.y = 480 - @help.height - 16 ¦nbsp; @help.x = 640 - @help.width - 16 ¦nbsp; Graphics.transition ¦nbsp; loop do ¦nbsp; ¦nbsp; Graphics.update ¦nbsp; ¦nbsp; Input.update ¦nbsp; ¦nbsp; update ¦nbsp; ¦nbsp; if $scene != self ¦nbsp; ¦nbsp; ¦nbsp; break ¦nbsp; ¦nbsp; end ¦nbsp; end ¦nbsp; Graphics.freeze ¦nbsp; @command.dispose ¦nbsp; @imagen.dispose ¦nbsp; @status.dispose ¦nbsp; @level.dispose ¦nbsp; @goldtime.dispose ¦nbsp; @help.dispose ¦nbsp; @lines.dispose end #----------------------------------------------------------------- def update ¦nbsp; @status.update ¦nbsp; @lines.update ¦nbsp; @imagen.update ¦nbsp; @goldtime.update ¦nbsp; @command.update ¦nbsp; @help.update ¦nbsp; if @command.active ¦nbsp; ¦nbsp; update_command ¦nbsp; ¦nbsp; update_help ¦nbsp; ¦nbsp; return ¦nbsp; end end #----------------------------------------------------------------- def update_help #The help change it if you want ¦nbsp; case @command.index ¦nbsp; when 0 ¦nbsp; ¦nbsp; @help.refresh("See the items.") ¦nbsp; when 1 ¦nbsp; ¦nbsp; @help.refresh("See the Richter's skills.") ¦nbsp; when 2 ¦nbsp; ¦nbsp; @help.refresh("See or change the equipment.") ¦nbsp; when 3 ¦nbsp; ¦nbsp; @help.refresh("Sorry is empty.") ¦nbsp; when 4 ¦nbsp; ¦nbsp; @help.refresh("Save the game for play later.") ¦nbsp; when 5 ¦nbsp; ¦nbsp; @help.refresh("Restart or close the game.") ¦nbsp; end end #----------------------------------------------------------------- def update_command ¦nbsp; ¦nbsp; if Input.trigger?(Input::B) ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.cancel_se) ¦nbsp; ¦nbsp; ¦nbsp; $scene = Scene_Map.new ¦nbsp; ¦nbsp; ¦nbsp; return ¦nbsp; ¦nbsp; end ¦nbsp; ¦nbsp; if Input.trigger?(Input::C) ¦nbsp; ¦nbsp; ¦nbsp; if $game_party.actors.size == 0 and @command.index < 4 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.buzzer_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; return ¦nbsp; ¦nbsp; ¦nbsp; end ¦nbsp; ¦nbsp; ¦nbsp; case @command.index ¦nbsp; ¦nbsp; ¦nbsp; when 0 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.decision_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $scene = Scene_Item.new ¦nbsp; ¦nbsp; ¦nbsp; when 1 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.decision_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $scene = Scene_Skill.new(0,1) ¦nbsp; ¦nbsp; ¦nbsp; when 2 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.decision_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $scene = Scene_Equip.new(0,2) ¦nbsp; ¦nbsp; ¦nbsp; when 3 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.decision_se) ¦nbsp; ¦nbsp; ¦nbsp; when 4 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; if $game_system.save_disabled ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play($data_system.buzzer_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; return ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; end ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play($data_system.decision_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $scene = Scene_Save.new ¦nbsp; ¦nbsp; ¦nbsp; when 5 ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $game_system.se_play ($data_system.decision_se) ¦nbsp; ¦nbsp; ¦nbsp; ¦nbsp; $scene = Scene_End.new ¦nbsp; ¦nbsp; ¦nbsp; end ¦nbsp; ¦nbsp; ¦nbsp; return ¦nbsp; ¦nbsp; end end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Status < Window_Base #----------------------------------------------------------------- def initialize ¦nbsp; super (0,0,466,208) ¦nbsp; #self.back_opacity = 175 ¦nbsp; self.opacity = 0 ¦nbsp; self.contents = Bitmap.new (width - 32, height - 32) ¦nbsp; self.contents.font.name = $defaultfonttype ¦nbsp; self.contents.font.size = $defaultfontsize ¦nbsp; @item_max = $game_party.actors.size ¦nbsp; for i in 0...$game_party.actors.size ¦nbsp; ¦nbsp; actor = $game_party.actors[i] ¦nbsp; ¦nbsp; draw_actor_name (actor, 0,0) ¦nbsp; ¦nbsp; draw_actor_state (actor, 230,0) ¦nbsp; ¦nbsp; self.contents.fill_rect(0,32,418,4,system_color) ¦nbsp; ¦nbsp; draw_actor_exp (actor, 0,36) ¦nbsp; ¦nbsp; draw_actor_hp (actor, 230, 36) ¦nbsp; ¦nbsp; draw_actor_sp (actor, 0, 60) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 230, 60, 0) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 0, 84, 1) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 230, 84, 2) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 0, 108, 3) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 230, 108, 4) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 0, 132, 5) ¦nbsp; ¦nbsp; draw_actor_parameter(actor, 230,132, 6) ¦nbsp; end end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Level < Window_Base #----------------------------------------------------------------- def initialize ¦nbsp; super(488,144,152,64) ¦nbsp; self.opacity = 0 ¦nbsp; self.contents = Bitmap.new (width - 32, height - 32) ¦nbsp; self.contents.font.name = $defaultfonttype ¦nbsp; self.contents.font.size = 28 ¦nbsp; actor = $game_party.actors[0] ¦nbsp; self.contents.font.color = system_color ¦nbsp; self.contents.draw_text(0,0,48,32, "Level") ¦nbsp; self.contents.font.color = normal_color ¦nbsp; self.contents.draw_text(48,0,36,32, actor.level.to_s, 2) end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Scene_End #----------------------------------------------------------------- def command_cancel ¦nbsp; $game_system.se_play($data_system.decision_se) ¦nbsp; $scene = Scene_Menu.new end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Scene_Save < Scene_File #----------------------------------------------------------------- def on_cancel ¦nbsp; $game_system.se_play($data_system.cancel_se) ¦nbsp; if $game_temp.save_calling ¦nbsp; ¦nbsp; $game_temp.save_calling = false ¦nbsp; ¦nbsp; $scene = Scene_Map.new ¦nbsp; ¦nbsp; return ¦nbsp; end ¦nbsp; $scene = Scene_Menu.new end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Goldtime < Window_Base #----------------------------------------------------------------- def initialize(x,y) ¦nbsp; super(x,y,264,96) ¦nbsp; self.back_opacity = 175 ¦nbsp; self.opacity = 0 ¦nbsp; self.contents = Bitmap.new (width - 32, height - 32) ¦nbsp; self.contents.font.size = $defaultfontsize ¦nbsp; self.contents.font.name = $defaultfonttype ¦nbsp; refresh end #----------------------------------------------------------------- def refresh ¦nbsp; self.contents.clear ¦nbsp; self.contents.font.color = system_color ¦nbsp; self.contents.draw_text (4,0,105,28, "Elapsed Time") ¦nbsp; @total_sec = Graphics.frame_count / Graphics.frame_rate ¦nbsp; hour = @total_sec / 60 / 60 ¦nbsp; min = @total_sec /60 % 60 ¦nbsp; sec = @total_sec % 60 ¦nbsp; text = sprintf ("%02d:%02d:%02d", hour, min, sec) ¦nbsp; self.contents.font.color = normal_color ¦nbsp; self.contents.draw_text (105,0,85,28,text, 2) ¦nbsp; gold = $game_party.gold.to_s ¦nbsp; unless gold.size > 4 ¦nbsp; ¦nbsp; money = gold ¦nbsp; else ¦nbsp; ¦nbsp; case gold.size ¦nbsp; ¦nbsp; when 5 ¦nbsp; ¦nbsp; ¦nbsp; ary = gold.slice!(0,2) ¦nbsp; ¦nbsp; ¦nbsp; money = ary + ","+ gold ¦nbsp; ¦nbsp; when 6 ¦nbsp; ¦nbsp; ¦nbsp; ary = gold.slice!(0,3) ¦nbsp; ¦nbsp; ¦nbsp; money = ary + ","+ gold ¦nbsp; ¦nbsp; when 7 ¦nbsp; ¦nbsp; ¦nbsp; ary1 = gold.slice!(0,4) ¦nbsp; ¦nbsp; ¦nbsp; ary2 = ary1.slice!(1,4) ¦nbsp; ¦nbsp; ¦nbsp; money = ary1 + ","+ ary2 +","+ gold ¦nbsp; ¦nbsp; end ¦nbsp; end ¦nbsp; cx = contents.text_size ($data_system.words.gold).width ¦nbsp; self.contents.font.color = normal_color ¦nbsp; self.contents.draw_text (0,32,186-cx,28,money.to_s,2) ¦nbsp; self.contents.font.color = system_color ¦nbsp; self.contents.draw_text (192-cx,32,cx,28, $data_system.words.gold,2) end #----------------------------------------------------------------- def update ¦nbsp; super ¦nbsp; if Graphics.frame_count / Graphics.frame_rate != @total_sec ¦nbsp; ¦nbsp; refresh ¦nbsp; end end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Help < Window_Base #----------------------------------------------------------------- def initialize ¦nbsp; super(0,0,400,112) ¦nbsp; self.back_opacity = 175 ¦nbsp; self.contents = Bitmap.new (width - 32, height - 32) ¦nbsp; self.contents.font.size = $defaultfontsize ¦nbsp; self.contents.font.name = $defaultfonttype ¦nbsp; refresh("") end #----------------------------------------------------------------- def refresh(text) ¦nbsp; self.contents.clear ¦nbsp; self.contents.font.color = normal_color ¦nbsp; self.contents.draw_text(0,4,368,32,text) ¦nbsp; self.contents.draw_text(0,36,368,32,"Close the menu with the B button.") end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Lines < Window_Base #----------------------------------------------------------------- def initialize ¦nbsp; super(0,0,640,480) ¦nbsp; self.opacity = 0 ¦nbsp; self.contents = Bitmap.new (width - 32, height - 32) ¦nbsp; self.contents.clear ¦nbsp; self.contents.fill_rect(0,0,468,4,system_color) ¦nbsp; self.contents.fill_rect(0,0,4,200,system_color) ¦nbsp; self.contents.fill_rect(0,200,208,4,system_color) ¦nbsp; self.contents.fill_rect(208,200,4,116,system_color) ¦nbsp; self.contents.fill_rect(208,312,400,4,system_color) ¦nbsp; self.contents.fill_rect(604,146,4,168,system_color) end #----------------------------------------------------------------- end CHI HOAT DONG MINH EN :o X( X(
Hihi tui thuộc dạng thức đêm ngủ ngày vì khi đó bên trang Dubealex nhanh lắm .Ít người truy cập nên đến trưa tui mới ON lận.Còn việc này y.r.p lần sau ông post script thì qua Topic "Tài Nguyên Script" để tiện việc tra cứu và lấy thông tin .Cái thứ 2 là làm ơn post Screenhot ,Demo hay ít nhất cũng là công dụng của nó để mọi người biết chứ !Mà đọc sơ qua hình như là bổ sung vài tiện ích cho Menu phải không vậy
Mà này mấy cái script có chữ Mã: |nbsp; thì nhớ xóa nó trước cái đã .Chứ để đó khi chạy script nó kêu lỗi hoài mà ngồi xóa thì tốn thời gian nên mong y.r.p lưu ý cho
À mà nè sau khi ngồi 5 phút xóa hết các dấu "|nbsp;" tui up lại cho mọi người chứ không chạy sẽ bị lỗi đó Mã: #----------------------------------------------------------------- # Slipknot Castlevania Menu System # ¦nbsp; created by Slipknot # ¦nbsp; only work for one actor (like a normal Castlevania game) #----------------------------------------------------------------- class Scene_Menu #to not use my Menu change class Scene_Menu for class Scene_Menu2 #----------------------------------------------------------------- def initialize (menu_index = 0) @menu_index = menu_index end #----------------------------------------------------------------- def main @lines = Lines.new @status = Status.new @status.y = 16 @status.x = 22 @level = Level.new s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "" #for the moment nothing s5 = "Save" s6 = "Exit" @command = Window_Command.new (192, [s1,s2,s3,s4,s5,s6]) @command.back_opacity = 175 @command.index = @menu_index @command.y = 480 - 16 - @command.height @command.x = 16 if $game_party.actors.size == 0 @command.disable_item (0) @command.disable_item (1) @command.disable_item (2) @command.disable_item (3) end if $game_system.save_disabled @command.disable_item(4) end @imagen = Sprite.new @imagen.bitmap=RPG::Cache.picture("richter2") #Change it if you want @imagen.x = 640 - 16 - @imagen.bitmap.width @imagen.y = 16 gtx = @command.width + 32 gty = @command.y @goldtime = Goldtime.new(gtx,gty) @help = Help.new @help.y = 480 - @help.height - 16 @help.x = 640 - @help.width - 16 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command.dispose @imagen.dispose @status.dispose @level.dispose @goldtime.dispose @help.dispose @lines.dispose end #----------------------------------------------------------------- def update @status.update @lines.update @imagen.update @goldtime.update @command.update @help.update if @command.active update_command update_help return end end #----------------------------------------------------------------- def update_help #The help change it if you want case @command.index when 0 @help.refresh("See the items.") when 1 @help.refresh("See the Richter's skills.") when 2 @help.refresh("See or change the equipment.") when 3 @help.refresh("Sorry is empty.") when 4 @help.refresh("Save the game for play later.") when 5 @help.refresh("Restart or close the game.") end end #----------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play ($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command.index < 4 $game_system.se_play ($data_system.buzzer_se) return end case @command.index when 0 $game_system.se_play ($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play ($data_system.decision_se) $scene = Scene_Skill.new(0,1) when 2 $game_system.se_play ($data_system.decision_se) $scene = Scene_Equip.new(0,2) when 3 $game_system.se_play ($data_system.decision_se) when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 $game_system.se_play ($data_system.decision_se) $scene = Scene_End.new end return end end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Status < Window_Base #----------------------------------------------------------------- def initialize super (0,0,466,208) #self.back_opacity = 175 self.opacity = 0 self.contents = Bitmap.new (width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] draw_actor_name (actor, 0,0) draw_actor_state (actor, 230,0) self.contents.fill_rect(0,32,418,4,system_color) draw_actor_exp (actor, 0,36) draw_actor_hp (actor, 230, 36) draw_actor_sp (actor, 0, 60) draw_actor_parameter(actor, 230, 60, 0) draw_actor_parameter(actor, 0, 84, 1) draw_actor_parameter(actor, 230, 84, 2) draw_actor_parameter(actor, 0, 108, 3) draw_actor_parameter(actor, 230, 108, 4) draw_actor_parameter(actor, 0, 132, 5) draw_actor_parameter(actor, 230,132, 6) end end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Level < Window_Base #----------------------------------------------------------------- def initialize super(488,144,152,64) self.opacity = 0 self.contents = Bitmap.new (width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = 28 actor = $game_party.actors[0] self.contents.font.color = system_color self.contents.draw_text(0,0,48,32, "Level") self.contents.font.color = normal_color self.contents.draw_text(48,0,36,32, actor.level.to_s, 2) end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Scene_End #----------------------------------------------------------------- def command_cancel $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Scene_Save < Scene_File #----------------------------------------------------------------- def on_cancel $game_system.se_play($data_system.cancel_se) if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene = Scene_Menu.new end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Goldtime < Window_Base #----------------------------------------------------------------- def initialize(x,y) super(x,y,264,96) self.back_opacity = 175 self.opacity = 0 self.contents = Bitmap.new (width - 32, height - 32) self.contents.font.size = $defaultfontsize self.contents.font.name = $defaultfonttype refresh end #----------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text (4,0,105,28, "Elapsed Time") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec /60 % 60 sec = @total_sec % 60 text = sprintf ("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text (105,0,85,28,text, 2) gold = $game_party.gold.to_s unless gold.size > 4 money = gold else case gold.size when 5 ary = gold.slice!(0,2) money = ary + ","+ gold when 6 ary = gold.slice!(0,3) money = ary + ","+ gold when 7 ary1 = gold.slice!(0,4) ary2 = ary1.slice!(1,4) money = ary1 + ","+ ary2 +","+ gold end end cx = contents.text_size ($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text (0,32,186-cx,28,money.to_s,2) self.contents.font.color = system_color self.contents.draw_text (192-cx,32,cx,28, $data_system.words.gold,2) end #----------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Help < Window_Base #----------------------------------------------------------------- def initialize super(0,0,400,112) self.back_opacity = 175 self.contents = Bitmap.new (width - 32, height - 32) self.contents.font.size = $defaultfontsize self.contents.font.name = $defaultfonttype refresh("") end #----------------------------------------------------------------- def refresh(text) self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(0,4,368,32,text) self.contents.draw_text(0,36,368,32,"Close the menu with the B button.") end #----------------------------------------------------------------- end #----------------------------------------------------------------- class Lines < Window_Base #----------------------------------------------------------------- def initialize super(0,0,640,480) self.opacity = 0 self.contents = Bitmap.new (width - 32, height - 32) self.contents.clear self.contents.fill_rect(0,0,468,4,system_color) self.contents.fill_rect(0,0,4,200,system_color) self.contents.fill_rect(0,200,208,4,system_color) self.contents.fill_rect(208,200,4,116,system_color) self.contents.fill_rect(208,312,400,4,system_color) self.contents.fill_rect(604,146,4,168,system_color) end #----------------------------------------------------------------- end Thật tuyệt với sau khi chép nó vào Script Editor và chạy test game thử thì thấy nó rất tuyệt .Thank y.r.p nhiều ,thank you very much for this " Unable to find file Graphics/Pictures/richter2 Và nếu (chắc chắn) ai bị như tôi thì thay thế vào đó là tên của một bức ảnh khác trong phần Pictures ,thật tuyệt .Cái script tuyệt đấy
À xin nhắc thêm nếu ai đó chạy script mà có lỗi Eva gì gì đó thì các bạn hãy vô phần main và thêm vào dòng sau dưới dòng fontface =.... và fontsize = .. dòng này $defaultfontsize = $fontsize $defaultfonttype = $fontface
Đã dek bít thì trật tự đê , trong phần font quan trọng nhất là chữ Font.default_name em ạ , có cái này mới đọc đc chữ tất cả Window
Im đi pa .Cái script này con tự thêm vô cái font .Má ơi có phải lấy từ script của anh đâu .Còn nếu muốn em thêm vô cũng được có chi khó khăn .Cái này là hướng dẫn đơn giản người ta mau hiểu thôi .Đã nói không biết thì đừng to mồm (Lần đầu lên tiếng chống đối lão Dương :p)
À ừ , theo tổng kết của tao thì đây là lần thứ 2 , đã dốt thì im miệng cho thiên hạ nhờ đi mậy :devil: :p , anh nói giỡn thui , chớ tưởng thật mà vác dép đập vỡ màn hình thì tốn của lắm đóa :p
Wind ơi ngeo wá dùng RPG Script phần Replace đánh |np... ở dưới trống nhấn Replace xong 2 giây nhanh hơn ông Note : y.r.p đây nick bị lock :cry: nên lấy nick này