Ace Save Engine
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Brasil G4mes :: Scripts :: Scripts RGSS3
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Ace Save Engine
Ace Save Engine
por Yanfly
por Yanfly
Um sistema que aprimora a tela de save do RPG Maker VX Ace a deixando mais completa e bonita.
Screenshot
Código
Código
- Código:
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-SaveEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Compatibility Update: New Game+
# 2011.12.26 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a new save interface for the player. Along with a new
# interface, the player can also load and delete saves straight from the menu
# itself. This will in turn make the save command from the Main Menu always
# available, but the save option within the new save menu will be enabled
# depending on whether or not it is allowed or disallowed. From the interface,
# the player is given more information regarding the save file including the
# the location the player saved at, the amount of gold available, and any
# variables that you want to show the player as well.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# For first time installers, be warned that loading this script the first time
# may not display all information in the status window for save files made
# before the installation of this script. To remedy this, just load up the save
# and save the file again.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module SAVE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Slot Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts how the slot window appears on the left side of the
# screen. This also adjusts the maximum number of saves a player can make,
# the way the slot names appear, and the icons used.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAX_FILES = 24 # Maximum saves a player can make. Default: 16
SLOT_NAME = "File %s" # How the file slots will be named.
# These are the icons
SAVE_ICON = 368 # Icon used to indicate a save is present.
EMPTY_ICON = 375 # Icon used to indicate an empty file.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Action Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts how the action window appears, the sound effect
# played when deleting files, and what appears in the help window above.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ACTION_LOAD = "Load" # Text used for loading games.
ACTION_SAVE = "Save" # Text used for saving games.
ACTION_DELETE = "Delete" # Text used for deleting games.
DELETE_SOUND = RPG::SE.new("Collapse3", 100, 100) # Sound for deleting.
# These text settings adjust what displays in the help window.
SELECT_HELP = "Please select a file slot."
LOAD_HELP = "Loads the data from the saved game."
SAVE_HELP = "Saves the current progress in your game."
DELETE_HELP = "Deletes all data from this save file."
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Status Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This section adjusts how the status window appears in the middle of the
# screen (that displays the game's data) such as the total playtime, total
# times saved, total gold, the party's current location, and the variables
# to be displayed.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EMPTY_TEXT = "No Save Data" # Text used when no save data is present.
PLAYTIME = "Playtime" # Text used for total playtime.
TOTAL_SAVE = "Total Saves: " # Text used to indicate total saves.
TOTAL_GOLD = "Total Gold: " # Text used to indicate total gold.
LOCATION = "Location: " # Text used to indicate current location.
# These variables will be shown in each of the two columns for those who
# would want to display more information than just what's shown. Input the
# variables into the arrays below to designate what data will be shown.
COLUMN1_VARIABLES = [1, 2, 3]
COLUMN2_VARIABLES = [4, 5, 6]
end # SAVE
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.save_icon
#--------------------------------------------------------------------------
def self.save_icon; return YEA::SAVE::SAVE_ICON; end
#--------------------------------------------------------------------------
# self.empty_icon
#--------------------------------------------------------------------------
def self.empty_icon; return YEA::SAVE::EMPTY_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# overwrite method: savefile_max
#--------------------------------------------------------------------------
def self.savefile_max
return YEA::SAVE::MAX_FILES
end
#--------------------------------------------------------------------------
# overwrite method: self.make_save_header
#--------------------------------------------------------------------------
def self.make_save_header
header = {}
header[:characters] = $game_party.characters_for_savefile
header[:playtime_s] = $game_system.playtime_s
header[:system] = Marshal.load(Marshal.dump($game_system))
header[:timer] = Marshal.load(Marshal.dump($game_timer))
header[:message] = Marshal.load(Marshal.dump($game_message))
header[:switches] = Marshal.load(Marshal.dump($game_switches))
header[:variables] = Marshal.load(Marshal.dump($game_variables))
header[:self_switches] = Marshal.load(Marshal.dump($game_self_switches))
header[:actors] = Marshal.load(Marshal.dump($game_actors))
header[:party] = Marshal.load(Marshal.dump($game_party))
header[:troop] = Marshal.load(Marshal.dump($game_troop))
header[:map] = Marshal.load(Marshal.dump($game_map))
header[:player] = Marshal.load(Marshal.dump($game_player))
header
end
end # DataManager
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# overwrite method: save_enabled
#--------------------------------------------------------------------------
def save_enabled; return true; end
end # Window_MenuCommand
#==============================================================================
# ■ Window_FileList
#==============================================================================
class Window_FileList < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy, 128, Graphics.height - dy)
refresh
activate
select(SceneManager.scene.first_savefile_index)
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return DataManager.savefile_max; end
#--------------------------------------------------------------------------
# current_item_enabled?
#--------------------------------------------------------------------------
def current_item_enabled?
header = DataManager.load_header(index)
return false if header.nil? && SceneManager.scene_is?(Scene_Load)
return true
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
header = DataManager.load_header(index)
enabled = !header.nil?
rect = item_rect(index)
rect.width -= 4
draw_icon(save_icon?(header), rect.x, rect.y, enabled)
change_color(normal_color, enabled)
text = sprintf(YEA::SAVE::SLOT_NAME, (index + 1).group)
draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# save_icon?
#--------------------------------------------------------------------------
def save_icon?(header)
return Icon.empty_icon if header.nil?
return Icon.save_icon
end
end # Window_FileList
#==============================================================================
# ■ Window_FileStatus
#==============================================================================
class Window_FileStatus < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, file_window)
super(dx, dy, Graphics.width - dx, Graphics.height - dy)
@file_window = file_window
@current_index = @file_window.index
refresh
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if @file_window.index < 0
return if @current_index == @file_window.index
@current_index = @file_window.index
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
@header = DataManager.load_header(@file_window.index)
if @header.nil?
draw_empty
else
draw_save_contents
end
end
#--------------------------------------------------------------------------
# draw_empty
#--------------------------------------------------------------------------
def draw_empty
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(0, 0, contents.width, contents.height)
contents.fill_rect(rect, colour)
text = YEA::SAVE::EMPTY_TEXT
change_color(system_color)
draw_text(rect, text, 1)
end
#--------------------------------------------------------------------------
# draw_save_slot
#--------------------------------------------------------------------------
def draw_save_slot(dx, dy, dw)
reset_font_settings
change_color(system_color)
text = sprintf(YEA::SAVE::SLOT_NAME, "")
draw_text(dx, dy, dw, line_height, text)
cx = text_size(text).width
change_color(normal_color)
draw_text(dx+cx, dy, dw-cx, line_height, (@file_window.index+1).group)
end
#--------------------------------------------------------------------------
# draw_save_playtime
#--------------------------------------------------------------------------
def draw_save_playtime(dx, dy, dw)
return if @header[:playtime_s].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::PLAYTIME, 0)
change_color(normal_color)
draw_text(dx, dy, dw, line_height, @header[:playtime_s], 2)
end
#--------------------------------------------------------------------------
# draw_save_total_saves
#--------------------------------------------------------------------------
def draw_save_total_saves(dx, dy, dw)
return if @header[:system].nil?
reset_font_settings
change_color(system_color)
text = YEA::SAVE::TOTAL_SAVE
draw_text(dx, dy, dw, line_height, text)
cx = text_size(text).width
change_color(normal_color)
draw_text(dx+cx, dy, dw-cx, line_height, @header[:system].save_count.group)
end
#--------------------------------------------------------------------------
# draw_save_gold
#--------------------------------------------------------------------------
def draw_save_gold(dx, dy, dw)
return if @header[:party].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::TOTAL_GOLD)
text = Vocab::currency_unit
draw_text(dx, dy, dw, line_height, text, 2)
cx = text_size(text).width
change_color(normal_color)
text = @header[:party].gold.group
draw_text(dx, dy, dw-cx, line_height, text, 2)
end
#--------------------------------------------------------------------------
# draw_save_location
#--------------------------------------------------------------------------
def draw_save_location(dx, dy, dw)
return if @header[:map].nil?
reset_font_settings
change_color(system_color)
draw_text(dx, dy, dw, line_height, YEA::SAVE::LOCATION)
change_color(normal_color)
cx = text_size(YEA::SAVE::LOCATION).width
text = @header[:map].display_name
text = $data_mapinfos[@header[:map].map_id].name if text == ""
draw_text(dx+cx, dy, dw-cx, line_height, text)
end
#--------------------------------------------------------------------------
# draw_save_characters
#--------------------------------------------------------------------------
def draw_save_characters(dx, dy)
return if @header[:party].nil?
reset_font_settings
make_font_smaller
dw = (contents.width - dx) / @header[:party].max_battle_members
dx += dw/2
for member in @header[:party].battle_members
next if member.nil?
member = @header[:actors][member.id]
change_color(normal_color)
draw_actor_graphic(member, dx, dy)
text = member.name
draw_text(dx-dw/2, dy, dw, line_height, text, 1)
text = member.level.group
draw_text(dx-dw/2, dy-line_height, dw-4, line_height, text, 2)
cx = text_size(text).width
change_color(system_color)
text = Vocab::level_a
draw_text(dx-dw/2, dy-line_height, dw-cx-4, line_height, text, 2)
dx += dw
end
end
#--------------------------------------------------------------------------
# draw_save_column1
#--------------------------------------------------------------------------
def draw_save_column1(dx, dy, dw)
data = YEA::SAVE::COLUMN1_VARIABLES
draw_column_data(data, dx, dy, dw)
end
#--------------------------------------------------------------------------
# draw_save_column2
#--------------------------------------------------------------------------
def draw_save_column2(dx, dy, dw)
data = YEA::SAVE::COLUMN2_VARIABLES
draw_column_data(data, dx, dy, dw)
end
#--------------------------------------------------------------------------
# draw_column_data
#--------------------------------------------------------------------------
def draw_column_data(data, dx, dy, dw)
return if @header[:variables].nil?
reset_font_settings
for variable_id in data
next if $data_system.variables[variable_id].nil?
change_color(system_color)
name = $data_system.variables[variable_id]
draw_text(dx, dy, dw, line_height, name, 0)
value = @header[:variables][variable_id].group
change_color(normal_color)
draw_text(dx, dy, dw, line_height, value, 2)
dy += line_height
end
end
#--------------------------------------------------------------------------
# draw_save_contents
#--------------------------------------------------------------------------
def draw_save_contents
draw_save_slot(4, 0, contents.width/2-8)
draw_save_playtime(contents.width/2+4, 0, contents.width/2-8)
draw_save_total_saves(4, line_height, contents.width/2-8)
draw_save_gold(contents.width/2+4, line_height, contents.width/2-8)
draw_save_location(4, line_height*2, contents.width-8)
draw_save_characters(0, line_height*5 + line_height/3)
draw_save_column1(16, line_height*7, contents.width/2-48)
draw_save_column2(contents.width/2+16, line_height*7, contents.width/2-48)
end
end # Window_FileStatus
#==============================================================================
# ■ Window_FileAction
#==============================================================================
class Window_FileAction < Window_HorzCommand
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy, file_window)
@file_window = file_window
super(dx, dy)
deactivate
unselect
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; Graphics.width - 128; end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return 3; end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
return if @file_window.index < 0
return if @current_index == @file_window.index
@current_index = @file_window.index
refresh
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
@header = DataManager.load_header(@file_window.index)
add_load_command
add_save_command
add_delete_command
end
#--------------------------------------------------------------------------
# add_load_command
#--------------------------------------------------------------------------
def add_load_command
add_command(YEA::SAVE::ACTION_LOAD, :load, load_enabled?)
end
#--------------------------------------------------------------------------
# load_enabled?
#--------------------------------------------------------------------------
def load_enabled?
return false if @header.nil?
return true
end
#--------------------------------------------------------------------------
# add_save_command
#--------------------------------------------------------------------------
def add_save_command
add_command(YEA::SAVE::ACTION_SAVE, :save, save_enabled?)
end
#--------------------------------------------------------------------------
# save_enabled?
#--------------------------------------------------------------------------
def save_enabled?
return false if @header.nil? && SceneManager.scene_is?(Scene_Load)
return false if SceneManager.scene_is?(Scene_Load)
return false if $game_system.save_disabled
return true
end
#--------------------------------------------------------------------------
# add_delete_command
#--------------------------------------------------------------------------
def add_delete_command
add_command(YEA::SAVE::ACTION_DELETE, :delete, delete_enabled?)
end
#--------------------------------------------------------------------------
# delete_enabled?
#--------------------------------------------------------------------------
def delete_enabled?
return false if @header.nil?
return true
end
#--------------------------------------------------------------------------
# update_help
#--------------------------------------------------------------------------
def update_help
case current_symbol
when :load; @help_window.set_text(YEA::SAVE::LOAD_HELP)
when :save; @help_window.set_text(YEA::SAVE::SAVE_HELP)
when :delete; @help_window.set_text(YEA::SAVE::DELETE_HELP)
end
end
end # Window_FileAction
#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase
#--------------------------------------------------------------------------
# overwrite method: start
#--------------------------------------------------------------------------
def start
super
create_all_windows
end
#--------------------------------------------------------------------------
# overwrite method: terminate
#--------------------------------------------------------------------------
def terminate
super
end
#--------------------------------------------------------------------------
# overwrite method: update
#--------------------------------------------------------------------------
def update
super
end
#--------------------------------------------------------------------------
# new method: create_all_windows
#--------------------------------------------------------------------------
def create_all_windows
create_help_window
create_file_window
create_action_window
create_status_window
end
#--------------------------------------------------------------------------
# overwrite method: create_help_window
#--------------------------------------------------------------------------
def create_help_window
@help_window = Window_Help.new
@help_window.set_text(YEA::SAVE::SELECT_HELP)
end
#--------------------------------------------------------------------------
# new method: create_file_window
#--------------------------------------------------------------------------
def create_file_window
wy = @help_window.height
@file_window = Window_FileList.new(0, wy)
@file_window.set_handler(:ok, method(:on_file_ok))
@file_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# new method: create_action_window
#--------------------------------------------------------------------------
def create_action_window
wx = @file_window.width
wy = @help_window.height
@action_window = Window_FileAction.new(wx, wy, @file_window)
@action_window.help_window = @help_window
@action_window.set_handler(:cancel, method(:on_action_cancel))
@action_window.set_handler(:load, method(:on_action_load))
@action_window.set_handler(:save, method(:on_action_save))
@action_window.set_handler(:delete, method(:on_action_delete))
end
#--------------------------------------------------------------------------
# new method: create_status_window
#--------------------------------------------------------------------------
def create_status_window
wx = @action_window.x
wy = @action_window.y + @action_window.height
@status_window = Window_FileStatus.new(wx, wy, @file_window)
end
#--------------------------------------------------------------------------
# new method: on_file_ok
#--------------------------------------------------------------------------
def on_file_ok
@action_window.activate
index = SceneManager.scene_is?(Scene_Load) ? 0 : 1
@action_window.select(index)
end
#--------------------------------------------------------------------------
# new method: on_action_cancel
#--------------------------------------------------------------------------
def on_action_cancel
@action_window.unselect
@file_window.activate
@help_window.set_text(YEA::SAVE::SELECT_HELP)
end
#--------------------------------------------------------------------------
# new method: on_action_load
#--------------------------------------------------------------------------
def on_action_load
if DataManager.load_game(@file_window.index)
on_load_success
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# overwrite method: on_load_success
#--------------------------------------------------------------------------
def on_load_success
Sound.play_load
fadeout_all
$game_system.on_after_load
SceneManager.goto(Scene_Map)
end
#--------------------------------------------------------------------------
# new method: on_action_save
#--------------------------------------------------------------------------
def on_action_save
@action_window.activate
if DataManager.save_game(@file_window.index)
on_save_success
refresh_windows
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# overwrite method: on_save_success
#--------------------------------------------------------------------------
def on_save_success; Sound.play_save; end
#--------------------------------------------------------------------------
# new method: on_action_delete
#--------------------------------------------------------------------------
def on_action_delete
@action_window.activate
DataManager.delete_save_file(@file_window.index)
on_delete_success
refresh_windows
end
#--------------------------------------------------------------------------
# new method: on_delete_success
#--------------------------------------------------------------------------
def on_delete_success
YEA::SAVE::DELETE_SOUND.play
end
#--------------------------------------------------------------------------
# new method: refresh_windows
#--------------------------------------------------------------------------
def refresh_windows
@file_window.refresh
@action_window.refresh
@status_window.refresh
end
end # Scene_File
#==============================================================================
# ■ Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# overwrite method: on_savefile_ok
#--------------------------------------------------------------------------
def on_savefile_ok; super; end
#--------------------------------------------------------------------------
# overwrite method: on_save_success
#--------------------------------------------------------------------------
def on_save_success; super; end
end # help_window_text
#==============================================================================
# ■ Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# overwrite method: on_savefile_ok
#--------------------------------------------------------------------------
def on_savefile_ok; super; end
#--------------------------------------------------------------------------
# overwrite method: on_load_success
#--------------------------------------------------------------------------
def on_load_success; super; end
end # Scene_Load
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Download: AQUI!
Re: Ace Save Engine
Bacana, mas por favor, quero pedir 2 coisas:
-Eu ja posso baixar o RPG Maker VX Ace de gratis em algum lugar da Web? Se sim, me manda o site!
-Coloca o Menu de Save do RPG Maker VX Ace como Antes e Depois. Se voce colocar so a foto do novo Save, nao irei saber como eh o antigo.
Valeu Drizz, boa contribuicao para o Forum.
-Eu ja posso baixar o RPG Maker VX Ace de gratis em algum lugar da Web? Se sim, me manda o site!
-Coloca o Menu de Save do RPG Maker VX Ace como Antes e Depois. Se voce colocar so a foto do novo Save, nao irei saber como eh o antigo.
Valeu Drizz, boa contribuicao para o Forum.
MEjoao- Membro
- Mensagens : 569
Fama : 41
Re: Ace Save Engine
Infelizmente no momento não vou poder atender essas duas sugestões. Mas assim que possível o farei (:
Re: Ace Save Engine
Não sei como é o antigo, mas essa tela está otima!!
Bem organizada e bonita...
+fama por disponibilizar (e tbm por causa dos outros tópicos )
Bem organizada e bonita...
+fama por disponibilizar (e tbm por causa dos outros tópicos )
FranMAD- Moderador
- Mensagens : 1848
Fama : 172
Re: Ace Save Engine
hey, põe outro servidor pra baixar, o megaupload não existe mais por causa daquela m*rda de FBI, tenta por em algum outro, senão como vamos baixar?
obrigado.
obrigado.
alan123wisp- Membro
- Mensagens : 3
Fama : 0
Re: Ace Save Engine
Infelizmente não possuo mais o arquivo para postagem de um novo link, peço desculpas.
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