Suche EXP Balkenanzeige
Hi Leute!
Ich suche ein Script, das sofort einsatzbereit ist. Naja es geht um ein EXP Balkenanzeigescript.
Es sollte auch den Wert anzeigen. Nur die Erfahrungspunkte. Das ganze sollte die Maße von etwa
100x400 haben. Wenn jemand so ein Script hat, oder sowas vielleicht machen kann, da ich in
Scripten nicht so geübt bin, dann währe ich demjenigne sehr dankbar. Wenn jemand dafür eine
Gegenleistung haben will, kann sich gerne bei mir melden. Der Name des Scripters wird natürlich
in den Credits erwähnt.
MFG
Dominik
Ich suche ein Script, das sofort einsatzbereit ist. Naja es geht um ein EXP Balkenanzeigescript.
Es sollte auch den Wert anzeigen. Nur die Erfahrungspunkte. Das ganze sollte die Maße von etwa
100x400 haben. Wenn jemand so ein Script hat, oder sowas vielleicht machen kann, da ich in
Scripten nicht so geübt bin, dann währe ich demjenigne sehr dankbar. Wenn jemand dafür eine
Gegenleistung haben will, kann sich gerne bei mir melden. Der Name des Scripters wird natürlich
in den Credits erwähnt.
MFG
Dominik
Probier das mal aus:
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Ruby Quellcode |
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#=========================================================================== # *** HP/MP/ATB/LimitBreak bar Slanted Style Compatible with RTAB *** # *** Version 2.1 #--------------------------------------------------------------------------- # by Clive # based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars. #--------------------------------------------------------------------------- # ----- GREAT THANKS to DerVVulfman for solving the lag problem #------This is a plug and play script so it should work without any problem! #============================================================================= # If using with Limit Break, must paste BELOW the Limit Break script as it re- # writes the 'Gauge drawing' system. Will cause an error if not properly put. # If used with Trickster's STEAL SCRIPT version 6 R1 (revision 1), then the # height of RTAB's AT Bar (Draw Actor ATG) may not be smaller than 5 pixels # due to a float-to-float error. A height of 6 pixels is the smallest. #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get the current EXP #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get the next level's EXP #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window #========================================================================== # * Draw Slant Bar(by SephirothSpawn) #========================================================================== def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255)) # Draw Border for i in 0..height self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min.to_f / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end end #========================================================================== # * Draw HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #========================================================================== alias :draw_actor_hp_hpsp :draw_actor_hp def draw_actor_hp(actor, x ,y, width = 144) draw_slant_bar(x , y + 24, actor.hp, actor.maxhp, width, 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255)) draw_actor_hp_hpsp(actor, x, y, width) end #========================================================================== # * Draw SP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #========================================================================== alias :draw_actor_sp_hpsp :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) draw_slant_bar(x, y + 24, actor.sp, actor.maxsp, width, 6, bar_color = Color.new(0, 0, 155, 255), end_color = Color.new(255, 255, 255, 255)) draw_actor_sp_hpsp(actor, x, y, width) end #========================================================================== # * Draw EXP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #========================================================================== alias raz_bars_base_exp draw_actor_exp def draw_actor_exp(actor, x, y) if actor.level == 99 draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255)) else draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255)) end raz_bars_base_exp(actor, x, y) end #========================================================================== # * Draw Parameter # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #========================================================================== alias raz_bars_base_parameter draw_actor_parameter def draw_actor_parameter(actor, x, y, type) case type when 0 para_color1 = Color.new(100,0,0) para_color2 = Color.new(255,0,0) para_begin = actor.atk when 1 para_color1 = Color.new(100,100,0) para_color2 = Color.new(255,255,0) para_begin = actor.pdef when 2 para_color1 = Color.new(100,0,100) para_color2 = Color.new(255,0,255) para_begin = actor.mdef when 3 para_color1 = Color.new(50,0,100) para_color2 = Color.new(50,0,255) para_begin = actor.str when 4 para_color1 = Color.new(0,100,0) para_color2 = Color.new(0,255,0) para_begin = actor.dex when 5 para_color1 = Color.new(50,0,50) para_color2 = Color.new(255,0,255) para_begin = actor.agi when 6 para_color1 = Color.new(0,100,100) para_color2 = Color.new(0,255,255) para_begin = actor.int end draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1, end_color = para_color2) raz_bars_base_parameter(actor, x, y, type) end #========================================================================= # * Draw Actor ATG # actor : Actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #========================================================================= def draw_actor_atg(actor, x, y, width = 144, height = 6) if @at_gauge == nil # plus_x: revised x-coordinate # rate_x: revised X-coordinate as (%) # plus_y: revised y-coordinate # plus_width: revised width # rate_width: revised width as (%) # height: Vertical width # align1: Type 1 ( 0: left justify 1: center justify 2: right justify ) # align2: Type 2 ( 0: Upper stuffing 1: Central arranging 2:Lower stuffing ) # align3: Gauge type 0:Left justify 1: Right justify @plus_x = 0 @rate_x = 0 @plus_y = 16 @plus_width = 0 @rate_width = 100 @width = @plus_width + width * @rate_width / 100 @height = 6 @align1 = 0 @align2 = 1 @align3 = 0 # Gradation settings: grade1: Empty gauge grade2:Actual gauge # (0:On side gradation 1:Vertically gradation 2: Slantedly gradation) grade1 = 1 grade2 = 0 # Color setting. color1: Outermost framework, color2: Medium framework # color3: Empty framework dark color, color4: Empty framework light/write color color1 = Color.new(0, 0, 0) color2 = Color.new(255, 255, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 0, 64, 192) # Color setting of gauge # Usually color setting of the time color5 = Color.new(0, 64, 80) color6 = Color.new(255, 255, 255)#(0, 128, 160) # When gauge is MAX, color setting color7 = Color.new(80, 0, 0) color8 = Color.new(255, 255,255) #(240,0,0) # Color setting at time of cooperation skill use color9 = Color.new(80, 64, 32) color10 = Color.new(255, 255, 255) #(240, 192, 96) # Color setting at time of skill permanent residence color11 = Color.new(80, 0, 64) color12 = Color.new(255,255, 255) #(240, 0, 192) # Drawing of gauge gauge_rect_at(@width, @height, @align3, color1, color2, color3, color4, color5, color6, color7, color8, color9, color10, color11, color12, grade1, grade2) end # Variable at substituting the width of the gauge which is drawn if actor.rtp == 0 at = (width + @plus_width) * actor.atp * @rate_width / 10000 else at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100 end # AT Width Check if at > width at = width end # Revision such as the left stuffing central posture of gauge case @align1 when 1 x += (@rect_width - width) / 2 when 2 x += @rect_width - width end case @align2 when 1 y -= @height / 2 when 2 y -= @height end # Draw Border for i in 0..height self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 2 , 3, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 3, 3, Color.new(r, b, g, a)) end # Rect_X control if @align3 == 0 rect_x = 0 else x += @width - at - 1 rect_x = @width - at - 1 end # Color setting of gauge if at == width #Gauge drawing at the time of MAX for i in 0..height self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y -i + @plus_y, @at_gauge, Rect.new(rect_x, @height * 2, at, @height)) end else if actor.rtp == 0 for i in 0..height # Usually gauge drawing of the time self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i + @plus_y, @at_gauge,Rect.new(rect_x, @height, at, @height)) end else if actor.spell == true for i in 0..height #Gauge drawing at time of cooperation skill use self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i + @plus_y, @at_gauge, Rect.new(rect_x, @height * 3, at, @height)) end else for i in 0..height # Gauge drawing at time of skill permanent residence self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i + @plus_y, @at_gauge, Rect.new(rect_x, @height * 4, at, @height)) end end end end end #========================================================================= # * Draw Actor Limit Break Bar # actor : Actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #========================================================================= def draw_actor_lb(actor, x, y, width = 144) rate = actor.limitbreak.to_f / LB_MAX plus_x = 0 rate_x = 0 plus_y = 15 plus_width = 0 rate_width = 100 height = 7 lb = (width + plus_width) * actor.limitbreak * rate_width / 100 / LB_MAX # Drawing of gauge if actor.limitbreak == LB_MAX # Draw Silver Blue Bar draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width, width, height, od_color1 = Color.new(0,80,200,192), od_color2 = Color.new(255,255,255,192)) else # Draw Green Bar draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, lb, width, width, height, od_color1 = Color.new(31, 128, 0, 128), od_color2 = Color.new(255, 255, 191)) end end end |
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
Hast du das Script direkt über Main eingefügt?
Wenn du ins Menü gehst sollte ein EXP Balken erscheinen.
(Oder wolltest du das nach einem Kampf ein EXP Bildschirm kommt?)
Wenn du ins Menü gehst sollte ein EXP Balken erscheinen.
(Oder wolltest du das nach einem Kampf ein EXP Bildschirm kommt?)
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
Ich hab die entsprechenden Komponenten aus dem o.g. Script mal in eine On-Map-Anzeige eingefügt:
(Vielen Dank dabei nochmal an Ankou, der mir bei einem scripttechnischen Problem weiterhelfen konnte)
Es ist atm eher zweckdienlich als hübsch, aber evtl. passt es ja so:
(Vielen Dank dabei nochmal an Ankou, der mir bei einem scripttechnischen Problem weiterhelfen konnte)
Es ist atm eher zweckdienlich als hübsch, aber evtl. passt es ja so:
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Ruby Quellcode |
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# Der Inhalt dieses Script wurde zu großen Teilen aus diesem Script übernommen: #=========================================================================== # *** HP/MP/ATB/LimitBreak bar Slanted Style Compatible with RTAB *** # *** Version 2.1 #--------------------------------------------------------------------------- # by Clive # based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars. #--------------------------------------------------------------------------- # ----- GREAT THANKS to DerVVulfman for solving the lag problem #------This is a plug and play script so it should work without any problem! #============================================================================= ############################################################################## class Sprite_OnMapExperience < Sprite # Grafik aus dem Pictures-Ordner die als Hintergrund verwendet wird: # 'Bildname' einfügen um ein solches Bild zu verwenden; # '' eingeben um keinen Hintergrund zu verwenden # 'Windowskin' eingeben um den aktuellen Windowskin zu verwenden (dabei ist es egal ob # sich dieser Begriff mit einem Bildnamen überschneidet) BACKGROUND_PICTURE = 'Windowskin' # der am Rand des Bildes freigehaltene Platz (beeinflusst die Größe des Windowskin-Hintergrunds) BORDER_SIZE = 8 # Transparenz des eingefügten Bildes oder des Hintergrunds des Windowskins CUSTOM_BACK_OPACITY = 200 end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get the current EXP #-------------------------------------------------------------------------- def now_exp #übernommen return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get the next level's EXP #-------------------------------------------------------------------------- def next_exp #übernommen return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end alias_method(:exp_IL_changes_omeb, :exp= ) unless method_defined?(:exp_IL_changes_omeb) def exp=(exp) exp_IL_changes_omeb(exp) if $scene.is_a?(Scene_Map) $scene.refresh_exp_bar(self.index) end end end class Game_Player alias_method(:refresh_IL_changes_omeb, :refresh) unless method_defined?(:refresh_IL_changes_omeb) def refresh refresh_IL_changes_omeb if $scene.is_a?(Scene_Map) $scene.refresh_exp_bar end end end class Scene_Map alias_method(:main_IL_changes_omeb, :main) unless method_defined?(:main_IL_changes_omeb) def main @exp_bar_sprite = Sprite_OnMapExperience.new main_IL_changes_omeb @exp_bar_sprite.dispose end def refresh_exp_bar(member_index = -1) return if member_index.nil? @exp_bar_sprite.refresh(member_index) end def exp_visible=(verity) @exp_bar_sprite.visible = verity end end class Sprite_OnMapExperience < Sprite def initialize super width = 204 + BORDER_SIZE * 2 height = $game_party.actors.size * 32 + BORDER_SIZE * 2 self.bitmap = Bitmap.new(width, height) if BACKGROUND_PICTURE == 'Windowskin' @background = make_windowskin_background(width, height) else @background = RPG::Cache.picture(BACKGROUND_PICTURE) end self.x = 640 - width self.y = 480 - height self.z = 60 refresh end def dispose self.bitmap.dispose super end def visible=(verity) need_refresh = (verity and not self.visible) super(verity) refresh if need_refresh end def refresh(member_index = -1) return unless self.visible if member_index == -1 if height = $game_party.actors.size * 32 + BORDER_SIZE * 2 != self.bitmap.height width = self.bitmap.width self.bitmap.dispose self.bitmap = Bitmap.new(width, height) self.y = 480 - height if BACKGROUND_PICTURE == 'use custom' @background = make_custom_background(width, height) end else self.bitmap.clear end self.bitmap.blt(0, 0, @background, self.bitmap.rect) $game_party.actors.each_with_index do |actor, index| draw_actor_exp(actor, BORDER_SIZE, BORDER_SIZE + index * 32) end else x = BORDER_SIZE y = BORDER_SIZE + member_index * 32 self.bitmap.fill_rect(x, y, 204, 32, Color.new(0, 0, 0, 0)) self.bitmap.blt(x, y, @background, Rect.new(x, y, 204, 32)) draw_actor_exp($game_party.actors[member_index], x, y) end end def draw_actor_exp(actor, x, y) #übernommen if actor.next_exp == 0 #level == 99 #geändert draw_slant_bar(x, y + 18, 1, 1, 190, 6) else draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6) end self.bitmap.font.color = Color.new(192, 224, 255, 255) self.bitmap.draw_text(x, y, 24, 32, "E") self.bitmap.font.color = Color.new(255, 255, 255, 255) self.bitmap.draw_text(x + 24, y, 84, 32, actor.exp_s, 2) self.bitmap.draw_text(x + 108, y, 12, 32, "/", 1) self.bitmap.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #========================================================================== # * Draw Slant Bar(by SephirothSpawn) #========================================================================== def draw_slant_bar(x, y, min, max, width = 152, height = 6, #übernommen bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255)) # Draw Border for i in 0..height self.bitmap.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.bitmap.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min.to_f / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.bitmap.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end end def make_windowskin_background(width, height) # aktueller Windowskin wird gesichert, Bild wird initialisiert. wskin = RPG::Cache.windowskin($game_system.windowskin_name) frame = Bitmap.new(width, height) # errechne die Größe der Ecken. (wenn Breite/Höhe kleiner als 32 ist) cw = [width - (width / 2), 16].min ch = [height - (height / 2), 16].min # male Hintergrund frame.stretch_blt( Rect.new( 2, 2, width - 4, height - 4), wskin, Rect.new( 0, 0, 128, 128), CUSTOM_BACK_OPACITY) # male Ecken frame.blt( 0, 0, wskin, Rect.new( 128, 0, cw, ch)) frame.blt( width - cw, 0, wskin, Rect.new( 192 - cw, 0, cw, ch)) frame.blt( 0, height - ch, wskin, Rect.new( 128, 64 - ch, cw, ch)) frame.blt( width - cw, height - ch, wskin, Rect.new(192 - cw, 64 - ch, cw, ch)) # male restliche Ränder if width > 32 frame.stretch_blt( Rect.new( 16, 0, width - 32, 16), wskin, Rect.new( 128 + 16, 0, 32, 16)) frame.stretch_blt( Rect.new( 16, height - 16, width - 32, 16), wskin, Rect.new( 128 + 16, 64 - 16, 32, 16)) end if height > 32 frame.stretch_blt( Rect.new( 0, 16, 16, height - 32), wskin, Rect.new( 128, 16, 16, 32)) frame.stretch_blt( Rect.new( width - 16, 16, 16, height - 32), wskin, Rect.new( 192 - 16, 16, 16, 32)) end # gebe das Windowskin-Bild wieder frei wskin.dispose # gebe das gezeichnete Bild zurück return frame end end |
zum Lesen den Text mit der Maus markieren
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Irrlicht« (7. November 2010, 13:42)
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