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» [VX]Fadli's Styled Menu VX
by cacadosman Mon Jun 25, 2012 7:33 pm
» Seira Continent
by Xelan Fri Jun 22, 2012 10:13 am
[VX]Fadli's Styled Menu VX
2 posters
Halaman 1 dari 1
[VX]Fadli's Styled Menu VX
<Fadli's Styled Menu VX>
Versi: <1.4>
Tipe: <Menu System>
Versi: <1.4>
Tipe: <Menu System>
Pengenalan
<Ini adalah script buatan saya kedua karena bosan melihat menu system yg basic, pengen comot dari orang laen rasanya kuang pas , makanya saya mencoba membuat script menu system ini dan lumayan menambah kreativitas >
Fitur
- <Ya menu system lah>
- <Disertai spriteset dalam menu>
- <Disertai Map name, Play time, Step>
Screenshots
Demo
- Spoiler:
- Males ngeupload
Scripts
Nih scriptnya :
- Code:
=begin
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name : Fadli's Styled Menu VX
Author : Fadli Maulana
Relase Date : 02/03/2012
Version : 1.4
Engine : RPG Maker VX <RMVX>
Type : Menu System
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================
*******************************************************************************
SPECIAL TANKS TO :
* RMID Users
RMID Nickname :
* cacad
*******************************************************************************
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
###############################################################################
PERBEDAAN VERSI
*Versi 1.0 memakai background bergambar
*Versi 1.0.A memakai create_menu_background
*Versi 1.1 memakai info map, step, dan playtime dan perbaikan bug
*Versi 1.2 hanya perbaikan bug :D
*Versi 1.3 hanya perbaikan bug di map name
*Versi 1.4 perbaikan bug di map name dan perbaikan window
###############################################################################
=end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 218, 545, 198)
@column_max = 4
self.index = -1
refresh
self.active = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, actor.index * 130 + WLH / 2, 70 + 2, 92)
x = actor.index * 130 + WLH / 2
y = 0
draw_actor_name(actor, x, y)
#draw_actor_graphic(actor, x + 15, y + 82)
#draw_actor_class(actor, x + 120, y)
draw_actor_class(actor, actor.index * 130 + 12, y + 45)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x + 65, y + 22)
draw_actor_hp(actor, x - 11, 40 + WLH * 1)
draw_actor_mp(actor, x - 11, 40 + WLH * 2)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal @index * 96
self.cursor_rect.set(@index * 130, 0, 120, 167)
elsif @index >= 100 # Self (@index - 100) * 96
self.cursor_rect.set((@index - 100) * 130, 0, 120, 167)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
# Untuk menampilkan info
#==============================================================================
class Window_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 545, WLH + 64)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
#MAP NAME
@map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
self.contents.draw_text(30, 0, width - 384, WLH, @map_name, 0)
draw_icon(153, 0, 0) # Map icon
#GOLD
draw_currency_value($game_party.gold, 4, 0, 500)
draw_icon(205, 340, 0) # Gold icon
#STEP
self.contents.draw_text(10, 32, width - 384, WLH, $game_party.steps, 2)
draw_icon(48, 0, 32) #Step icon
end
#=============================================================================
# * Check if Playtime is different from last check
#=============================================================================
def update
if @text != (Graphics.frame_count / Graphics.frame_rate)
draw_time
end
super
end # update
#-----------------------------------------------------------------------------
#
#-----------------------------------------------------------------------------
def draw_time
#Play time
self.contents.clear_rect(Rect.new(340, 32, (260 - 32), 24))
draw_icon(188, 340, 32)
@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.draw_text(349, 32, width - 384, WLH, @text, 2)
end
end
#----------------------------------------------------------------------------
# *Buat Nampilin karakter di menu
#----------------------------------------------------------------------------
class Window_Chibi < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 0, 544, 416)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.opacity = 0
self.back_opacity = 0
self.contents_opacity = 250
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_graphic(actor, actor.index * 132 + 57, 193 + 2)
end
end
end
class Window_Comman < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :commands # command
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command string array
# column_max : digit count (if 2 or more, horizontal selection)
# row_max : row count (0: match command count)
# spacing : blank space when items are arrange horizontally
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 5, row_max = 0, spacing = 5)
if row_max == 0
row_max = (commands.size + column_max - 5) / column_max
end
super(0, 0, 544, row_max * WLH + 32, spacing)
@commands = commands
@item_max = commands.size
@column_max = column_max
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@info_window = Window_Info.new(0, 55)
@status_window = Window_MenuStatus2.new(160, 0)
@chibi_indicator = Window_Chibi.new(0, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@info_window.dispose
@status_window.dispose
@chibi_indicator.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@info_window.update
@status_window.update
@chibi_indicator.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::game_end
@command_window = Window_Comman.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
print "You don't have saved data"
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
Credits
- <Cacad (Fadli)>
cacadosman- Member
- Jumlah posting : 4
Join date : 23.06.12
Age : 26
Re: [VX]Fadli's Styled Menu VX
VERSION 1.5
Di versi 1.5 menu dapat diberi background dengan gambar sesuai selera
Untuk memberi gambar Buat gambar lalu simpan di Graphics/System dengan nama MenuBack
INGAT !!!!!! Nama backgroundnya MenuBack
Nih Versi 1.5 nya :
MAU DEMONYA ???
GK USAH !!!!
GAMPANG KOK
MAU SS NYA ???
GK USAH !!!
PASTI NGERTI KOK
Di versi 1.5 menu dapat diberi background dengan gambar sesuai selera
Untuk memberi gambar Buat gambar lalu simpan di Graphics/System dengan nama MenuBack
INGAT !!!!!! Nama backgroundnya MenuBack
Nih Versi 1.5 nya :
- Code:
=begin
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name : Fadli's Styled Menu VX
Author : Fadli Maulana
Relase Date : 02/03/2012
Version : 1.5
Engine : RPG Maker VX <RMVX>
Type : Menu System
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================
*******************************************************************************
SPECIAL TANKS TO :
* RMID Users
RMID Nickname :
* cacad
*******************************************************************************
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
###############################################################################
PERBEDAAN VERSI
*Versi 1.0 memakai background bergambar
*Versi 1.0.A memakai create_menu_background
*Versi 1.1 memakai info map, step, dan playtime dan perbaikan bug
*Versi 1.2 hanya perbaikan bug :D
*Versi 1.3 hanya perbaikan bug di map name
*Versi 1.4 perbaikan bug di map name dan perbaikan window
*Versi 1.5 Dapat memakai background sesuai selera
###############################################################################
###############################################################################
~ Untuk background simpan di Graphics/System simpan dengan nama MenuBack
###############################################################################
=end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 218, 545, 198)
@column_max = 4
self.index = -1
refresh
self.active = false
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, actor.index * 130 + WLH / 2, 70 + 2, 92)
x = actor.index * 130 + WLH / 2
y = 0
draw_actor_name(actor, x, y)
#draw_actor_graphic(actor, x + 15, y + 82)
#draw_actor_class(actor, x + 120, y)
draw_actor_class(actor, actor.index * 130 + 12, y + 45)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x + 65, y + 22)
draw_actor_hp(actor, x - 11, 40 + WLH * 1)
draw_actor_mp(actor, x - 11, 40 + WLH * 2)
self.back_opacity = 100
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal @index * 96
self.cursor_rect.set(@index * 130, 0, 120, 167)
elsif @index >= 100 # Self (@index - 100) * 96
self.cursor_rect.set((@index - 100) * 130, 0, 120, 167)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
# Untuk menampilkan info
#==============================================================================
class Window_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 545, WLH + 64)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
#MAP NAME
@map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
self.contents.draw_text(30, 0, width - 384, WLH, @map_name, 0)
draw_icon(153, 0, 0) # Map icon
#GOLD
draw_currency_value($game_party.gold, 4, 0, 500)
draw_icon(205, 340, 0) # Gold icon
#STEP
self.contents.draw_text(10, 32, width - 384, WLH, $game_party.steps, 2)
draw_icon(48, 0, 32) #Step icon
self.back_opacity = 100
end
#=============================================================================
# * Check if Playtime is different from last check
#=============================================================================
def update
if @text != (Graphics.frame_count / Graphics.frame_rate)
draw_time
end
super
end # update
#-----------------------------------------------------------------------------
#
#-----------------------------------------------------------------------------
def draw_time
#Play time
self.contents.clear_rect(Rect.new(340, 32, (260 - 32), 24))
draw_icon(188, 340, 32)
@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.draw_text(349, 32, width - 384, WLH, @text, 2)
end
end
#----------------------------------------------------------------------------
# *Buat Nampilin karakter di menu
#----------------------------------------------------------------------------
class Window_Chibi < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 0, 544, 416)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.opacity = 0
self.back_opacity = 0
self.contents_opacity = 250
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_graphic(actor, actor.index * 132 + 57, 193 + 2)
end
end
end
class Window_Comman < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :commands # command
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command string array
# column_max : digit count (if 2 or more, horizontal selection)
# row_max : row count (0: match command count)
# spacing : blank space when items are arrange horizontally
#--------------------------------------------------------------------------
def initialize(width, commands, column_max = 5, row_max = 0, spacing = 5)
if row_max == 0
row_max = (commands.size + column_max - 5) / column_max
end
super(0, 0, 544, row_max * WLH + 32, spacing)
@commands = commands
@item_max = commands.size
@column_max = column_max
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
self.back_opacity = 100
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@info_window = Window_Info.new(0, 55)
@status_window = Window_MenuStatus2.new(160, 0)
@chibi_indicator = Window_Chibi.new(0, 0)
create_menu_graphic
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@info_window.dispose
@status_window.dispose
@chibi_indicator.dispose
snapshot_for_background
dispose_menu_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@info_window.update
@status_window.update
@chibi_indicator.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Menu Graphic
#--------------------------------------------------------------------------
def create_menu_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("MenuBack")
end
#--------------------------------------------------------------------------
# * Dispose of Menu Graphic
#--------------------------------------------------------------------------
def dispose_menu_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::game_end
@command_window = Window_Comman.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
print "You don't have saved data"
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
MAU DEMONYA ???
GK USAH !!!!
GAMPANG KOK
MAU SS NYA ???
GK USAH !!!
PASTI NGERTI KOK
cacadosman- Member
- Jumlah posting : 4
Join date : 23.06.12
Age : 26
Re: [VX]Fadli's Styled Menu VX
meskipun akhirannya VX..
coba kasih tag [VX] om.. supaya rapi
thanks..
btw, nice CMS..
coba kasih tag [VX] om.. supaya rapi
thanks..
btw, nice CMS..
Re: [VX]Fadli's Styled Menu VX
Thanks om Arie
boleh tuker2x banner gk ???
klo boleh nanti saya kasih banner saya
dan kasih banner anda ditempat saya, nanti saya pasang
boleh tuker2x banner gk ???
klo boleh nanti saya kasih banner saya
dan kasih banner anda ditempat saya, nanti saya pasang
cacadosman- Member
- Jumlah posting : 4
Join date : 23.06.12
Age : 26
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