Clan Script
#1
Clan Script
Version: 1.0
Author: Rotimikid Shockwave

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given.


This was a script request by some one to have clans similar to final fantasy tactics advance. it is for the ztbs, but can easily be modified for a regular battle system.

features:
- allows you to be in a clan, leave a clan, and have rival clans
- allows you to do missions, and gain cp to your current clan
- allows you to gain cp from battle

planned version update: i plan to update it so you can have rewards for missions completed that you get once you go back to your clan provisioner.

script:
Code:
=begin

//=============================================================
||==== Clan Script add on for ztbs
||=== Author: rotimikid
||== v 1.0
||== Monday August 27, 2007
||=============================================================
||=== Instructions-
||==== Below
\\=============================================================

#*******************************************************************************

#** Here is a list of all the pre-existing classes i edited. this is in case
#** you have another script editing these class, it might help you with
#** compatability issues.
#*******************************************************************************

#** class Scene_Menu
#** class Scene_Map
#*******************************************************************************

#** Here are all the classes i created, in case anyone else randomly makes
#** a class with the same name, causing compatability problems. This list
#** also includes the module i created
#*******************************************************************************

#** module Clan
#** class Clan_Base
#** class Clan_Ranker
#** class Window_Steps2
#** class Window_PlayTime2
#** class Mission_Command
#** class Yes_No
#** class Mission_Select
#** class Window_Base_Mission
#** class Cp_Lost
#** class Mission_Cost
#** class Mission_Info
#** class Scene_Mission
#** class Scene_Mission_Complete
#** class Mission_Complete
#*******************************************************************************


********************************************************************************

********* Instructions *********
********************************************************************************

*** Post above main. Go through module Clan and setup the data. comments are there to
*** you understand what you are doing. to join a clan, put in a call script: $game_system.current_clan = x
*** replace the x with the id of the clan you want to join. the clans and their ids are setup farther
*** in the script. to have an event give your clan some cp, put in a call script:
*** if $game_system.current_clan != nil
*** $game_system.clan_list[$game_system.current_clan] += x
*** Clan_Ranker.new #this will make sure your clan rank is updated as soon as you get new cp
*** end
*** replace the x with the amount of cp you want to gain. to call up the mission select scene,
*** put in a call script:
*** $scene = Scene_Mission.new([x])
*** replace the x with an array of the ids of the missions that should be available. for example
*** [1, 2, 3] in place of [x] would mean missions 1, 2, and 3 would be available.
*** to call up the end of a mission, put in a call script:
*** if $game_system.current_mission == x
*** a = $game_system.current_mission
*** $scene = Scene_Mission_Complete.new(a)
*** end
*** replace the x with the mission that should be over. this will check to see if your current mission
*** is whatever you replace x with. if that is your current mission, it will bring up the mission complete screen.
*** that should just about take care of everything.
********************************************************************************


=end

#-------------------------------------------------------------------------------
# module Clan- simplified control of different options.
#-------------------------------------------------------------------------------
module Clan

#true if you want your menu to show your clan, false if you don't. it replaces
#the show steps part. if you are using a custom menu script, it most likely
#won't work, so you might just want to set menu_clan_show to false then.
MENU_CLAN_SHOW = true

#replaces the show time option in the menu with show clan points if set to
#true. again, if you are using a custom menu script, there is probably no
#reason to set this to true as you might get an error.
MENU_CP_SHOW = true

#true if you want your enemy's exp to contribute to your clan points, false
#if you don't.
EXP_TO_CP = true

#the amount that the enemy's exp is divided by for clan points
#example: exp_to_cp_amount = 3; the amount of clan points you get will be
#equal to the enemy's exp divided by 3. if exp_to_cp = false, then this part
#doesnt' do anything, so no need to change it.
EXP_TO_CP_AMOUNT = 2

#a hash with the clan names. on the left of the hash mark (=>) is the clan id.
#on the right is the clan name. the clans are defined later. this is just
#their names.
CLAN_NAME = {1 => 'Centurio', 2 => 'Crusader'}

#the amount of cp earned from each mission in the hash. put it in the order
#of mission ids (i.e. id 7, cause it is the 7th) => cp value ie: 1 => 80,
#2 => 100; this means mission one gives 80 while mission 2 gives 100. any
#mission not defined in here gets a calculated cp based on the mission id. if
#the whole hash is left empty, every mission will have a calculated cp value.
#missions are not defined in a database or anything. there are an infinte
#amount of missions and all exist. only the ones defined with a name will a
#special name and only the ones defined with a special cp value will have a
#pre-designated cp value.
MISSION_LIST_CP = {}

#the names of each mission. if a mission is not defined in here, the mission
#will have the default mission name. names are defined as such: 1 => 'save the
# cat' . the syntax is the mission id on the left and the name of the mission
#on the right of the hash mark (=>). try not to get names terribly long.
MISSION_NAME = {1 => 'Save the Cat', 2 => 'kill the troll',
3 => 'attack the village'}

#the mission information that will be shown when you are picking your mission
#on the left of the hash mark is the mission id and on the right is its info
#any missions that don't have included info here use the default info
MISSION_HELP = {1 => "find villager kessa's pet kitty"}

#the basic information shown for mission information that is not defined.
MISSION_HELP_DEFAULT = 'Basic Mission'

#the default name for undefined missions. leaving the quotation marks empty
#means they will have no name. else, put the name (i.e. basic mission) between
#the quotation marks.
MISSION_NAME_DEFAULT = 'Basic Mission'

#the maximum amount of cp you or any clan can earn. if set to nil, there is
#no limit.
CP_LIMIT = nil

#this affects wether you can switch missions in the middle of a mission with
#or without cancelling the mission. if true, you can just switch missions. if
#false, you have to cancel your current mission to do a new one. the point of
#this is if you want to give a penalty for abandoning a mission. for mission
#penalties, turn mission_penalty to true. if false, quiting a mission doesn't
#give you a penalty. if set to false, your current mission must be abandoned
#before you are allowed to switch mission. if set to true though, you can only
#have one mission at a time still, but it will automatically change missions
#without having to abandon your current mission and you will get no penalty
#for switching missions.
MISSION_SWITCHING = true
MISSION_PENALTY = false

end

#some more modification after the module.

#*******************************************************************************

#-------------------------------------------------------------------------------
# Part I - Clan data setup and update
#*******************************************************************************

#-------------------------------------------------------------------------------
# class Game_System- clan data is added here.
# class Clan_Ranker- updates the clan ranking.
#-------------------------------------------------------------------------------

class Game_System
#-------------------------------------------------------------------------------
# Game System defines the Clan
#-------------------------------------------------------------------------------
attr_accessor :clan_list # Clan list and cp
attr_accessor :current_mission # the current mission
attr_accessor :current_clan # the current clan
attr_accessor :current_rank # the current rank
attr_accessor :clan_mission_reward # current ungained mission rewards
alias rtmkd_initialize initialize
def initialize
rtmkd_initialize
@clan_list = {1 => 0}
@current_mission = nil
@current_clan = nil
@current_rank = nil
@clan_mission_reward = []
end
end

class Clan_Ranker
#this is where you edit the ranks. next to the when is a range. you can edit
#that range to change the cp requirement for ranks.
def initialize
$game_system.current_rank = nil
if $game_system.current_clan != nil
case $game_system.clan_list[$game_system.current_clan]
when 0..70
$game_system.current_rank = 'rookie'
when 71..180
$game_system.current_rank = 'errand runner'
when 181..320
$game_system.current_rank = 'soldier'
when 321..500
$game_system.current_rank = 'private'
when 501..740
$game_system.current_rank = 'lieutenant'
else
$game_system.current_rank = 'Clan Baron'
end
end
end
end

#*******************************************************************************

#-------------------------------------------------------------------------------
# PART II - menu edit for clan
#*******************************************************************************


class Window_Steps2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Clan")
self.contents.font.color = normal_color
if Clan::CLAN_NAME.has_key?($game_system.current_clan)
clan_name = Clan::CLAN_NAME[$game_system.current_clan]
elsif $game_system.current_clan != nil
clan_name = 'Basic'
else
clan_name = 'none'
end
self.contents.draw_text(4, 32, 120, 32, clan_name, 2)
end
end

class Window_PlayTime2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "CP")
self.contents.font.color = normal_color
if $game_system.current_clan != nil
clan_cp = $game_system.clan_list[$game_system.current_clan].to_s
else
clan_cp = 'no clan'
end
clan_rank = 'none'
if $game_system.current_clan != nil
if $game_system.current_mission != nil
clan_rank = $game_system.current_mission
end
end
self.contents.draw_text(4, 15, 120, 32, clan_cp, 2)
self.contents.draw_text(4, 32, 120, 32, clan_rank, 2)
end
end

class Scene_Menu
alias rtmkd_main main
def main
if Clan::MENU_CLAN_SHOW == true || Clan::MENU_CP_SHOW == true
s1 = "Items"
s2 = "Magic"
s3 = "Equip"
s4 = "Status"
s5 = "Save"
s6 = "Quit"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
if Clan::MENU_CP_SHOW == true
@playtime_window = Window_PlayTime2.new
else
@playtime_window = Window_PlayTime.new
end
@playtime_window.x = 0
@playtime_window.y = 224
if Clan::MENU_CLAN_SHOW == true
@steps_window = Window_Steps2.new
else
@steps_window = Window_Steps.new
end
@steps_window.x = 0
@steps_window.y = 320
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
else
rtmkd_main
end
end
end

#*******************************************************************************

#-------------------------------------------------------------------------------
# PART III - battle edit for cp
#*******************************************************************************


class Scene_Map
alias rtmkd_get_exp_etc get_exp_etc
def get_exp_etc(target)
clan_exp = target.exp
rtmkd_get_exp_etc(target)
if Clan::EXP_TO_CP == true && $game_system.current_clan != nil
cp_gain = clan_exp / Clan::EXP_TO_CP_AMOUNT
if cp_gain < 0
cp_gain = 0
end
$game_system.clan_list[$game_system.current_clan] += cp_gain
if Clan::CP_LIMIT != nil
if $game_system.clan_list[$game_system.current_clan] > Clan::CP_LIMIT
$game_system.clan_list[$game_system.current_clan] = Clan::CP_LIMIT
end
end
Clan_Ranker.new
end
c_list = $game_system.clan_list.keys
for i in 0...c_list.size
if $game_system.current_clan != c_list[i]
$game_system.clan_list[c_list[i]] += (rand(cp_gain) * 12 / 10)
end
end
end
end

#*******************************************************************************

#-------------------------------------------------------------------------------
# PART IV - the scene for mission selecting.
#*******************************************************************************


class Scene_Mission
def initialize(clan_mi)
$Clan_missions = clan_mi
end

def main
if $game_system.current_clan == nil
$scene = Scene_Map.new
end
@dummy_window = Window_Base_mission.new
@command_window = Mission_Command.new
if $game_system.current_clan == nil
@dummy_window.visible = false
@command_window.visible = false
@command_window.active = false
end
@info_window = Mission_Info.new
@info_window.visible = false
@info_window.active = false
@cp_reward = Mission_Cost.new
@cp_reward.visible = false
@cp_reward.active = false
@cp_loss_window = Cp_Loss.new
@cp_loss_window.visible = false
@cp_loss_window.active = false
@yes_no = Yes_No.new
@yes_no.visible = false
@yes_no.active = false
@yes_no2 = Yes_No.new
@yes_no2.visible = false
@yes_no2.active = false
@mission_window = Mission_Select.new
@mission_window.visible = false
@mission_window.active = false
if $game_system.current_clan != nil
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
end
Graphics.freeze
@dummy_window.dispose
@command_window.dispose
@mission_window.dispose
@yes_no.dispose
@cp_loss_window.dispose
@cp_reward.dispose
@yes_no2.dispose
@info_window.dispose
end

def update
@command_window.update
@mission_window.update
@yes_no.update
@yes_no2.update
if @command_window.active
update_command
return
end
if @yes_no.active
update_yes_no
return
end
if @mission_window.active
update_buy
return
end
if @cp_loss_window.active
update_cp_loss
return
end
if @yes_no2.active
update_yes_no2
return
end
end

def update_command
@dummy_window.refresh
if Input.trigger?(Input::C)
case @command_window.index
when 0
if $game_system.current_mission != nil && Clan::MISSION_SWITCHING == false
$game_system.se_play($data_system.cancel_se)
else
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@dummy_window.visible = false
@mission_window.active = true
@mission_window.visible = true
@mission_window.refresh
@cp_reward.visible = true
@cp_reward.active = true
end
when 1
if $game_system.current_mission != nil
if Clan::MISSION_LIST_CP.include?($game_system.current_mission)
@mission_cp = Clan::MISSION_LIST_CP[$game_system.current_mission]
else
@mission_cp = 30 + ($game_system.current_mission * 20) - 20
end
@mission_cp /= 2
end
if $game_system.current_mission == nil
$game_system.se_play($data_system.cancel_se)
elsif $game_system.current_mission != nil && $game_system.clan_list[$game_system.current_clan] < @mission_cp && Clan::MISSION_PENALTY == true
$game_system.se_play($data_system.cancel_se)
else
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@yes_no.active = true
@yes_no.visible = true
@yes_no.refresh
end
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end

def update_yes_no
@dummy_window.refresh
if Input.trigger?(Input::C)
case @yes_no.index
when 0
if Clan::MISSION_PENALTY == true
$game_system.clan_list[$game_system.current_clan] -= @mission_cp
$mission_cp = @mission_cp
$game_system.current_mission = nil
@dummy_window.refresh
@yes_no.visible = false
@yes_no.active = false
@cp_loss_window.visible = true
@cp_loss_window.active = true
@cp_loss_window.refresh
else
$game_system.current_mission = nil
@dummy_window.refresh
@yes_no.visible = false
@yes_no.active = false
@command_window.visible = true
@command_window.active = true
@command_window.refresh
end
when 1
@yes_no.active = false
@yes_no.visible = false
@dummy_window.refresh
@command_window.visible = true
@command_window.active = true
@command_window.refresh
end
return
end
end

def update_cp_loss
if Input.trigger?(Input::C)
@cp_loss_window.visible = false
@cp_loss_window.active = false
@command_window.visible = true
@command_window.active = true
@command_window.refresh
@dummy_window.refresh
end
end

def update_buy
m_cur = @mission_window.mission
if Clan::MISSION_LIST_CP.include?(m_cur)
$mission_cp_reward = Clan::MISSION_LIST_CP[m_cur]
else
$mission_cp_reward = 30 + (m_cur * 20) - 20
end
@cp_reward.refresh
if Input.trigger?(Input::B)
@mission_window.visible = false
@mission_window.active = false
@command_window.visible = true
@command_window.active = true
@command_window.refresh
@dummy_window.visible = true
@dummy_window.refresh
@cp_reward.visible = false
return
end
if Input.trigger?(Input::C)
$mission_pick = @mission_window.mission
@info_window.visible = true
@info_window.active = true
@info_window.rerun
@mission_window.visible = false
@mission_window.active = false
@cp_reward.visible = false
@cp_reward.active = false
@yes_no2.active = true
@yes_no2.visible = true
@yes_no2.refresh
end
end

def update_yes_no2
if Input.trigger?(Input::B)
@info_window.visible = false
@info_window.active = false
@yes_no2.active = false
@yes_no2.visible = false
@mission_window.active = true
@mission_window.visible = true
@cp_reward.visible = true
@mission_window.refresh
@cp_reward.refresh
end
if Input.trigger?(Input::C)
case @yes_no2.index
when 0
$game_system.current_mission = @mission_window.mission
@info_window.visible = false
@info_window.active = false
@yes_no2.active = false
@yes_no2.visible = false
@command_window.visible = true
@command_window.active = true
@dummy_window.visible = true
@dummy_window.refresh
@command_window.refresh
when 1
@info_window.visible = false
@info_window.active = false
@yes_no2.active = false
@yes_no2.visible = false
@mission_window.active = true
@mission_window.visible = true
@cp_reward.visible = true
@cp_reward.active = true
@mission_window.refresh
@cp_reward.refresh
end
end
end
end

#*******************************************************************************

#-------------------------------------------------------------------------------
# PART V - windows for the missions sceen.
#*******************************************************************************


class Mission_Command < Window_Selectable
def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["New Mission", "Abort Mission", "Exit"]
refresh
self.index = 0
end

def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end

def draw_item(index)
x = 10 + index * 215
mission_cpa = 0
if $game_system.current_mission != nil
if Clan::MISSION_LIST_CP.include?($game_system.current_mission)
mission_cpa = Clan::MISSION_LIST_CP[$game_system.current_mission]
mission_cpa /= 2
else
mission_cpa = 30 + ($game_system.current_mission * 20) - 20
mission_cpa /= 2
end
end
if index == 0 && $game_system.current_mission != nil && Clan::MISSION_SWITCHING == false
self.contents.font.color = disabled_color
elsif index == 1 && $game_system.current_mission == nil
self.contents.font.color = disabled_color
elsif index == 1 && $game_system.current_mission != nil && $game_system.clan_list[$game_system.current_clan] < mission_cpa && Clan::MISSION_PENALTY == true
self.contents.font.color = disabled_color
else
self.contents.font.color = normal_color
end
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end

class Yes_No < Window_Selectable
def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@column_max = 2
@commands = ["Yes", "NO"]
refresh
self.index = 0
end

def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end

def draw_item(index)
x = 50 + index * 320
self.contents.font.color = normal_color
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end

class Mission_Select < Window_Selectable
def initialize
super(0, 128, 640, 352)
@column_max = 1
refresh
@item_max = @data.size
self.index = 0
end

def mission
return @data[self.index]
end

def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$Clan_missions.size
mission = $Clan_missions[i]
unless $game_system.clan_mission_reward.include?(mission)
@data.push(mission)
end
end
@i_m = @data.size
if @i_m > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@data.size
draw_item(i)
end
end
end

def draw_item(index)
mission = @data[index]
if $game_system.current_mission != nil && Clan::MISSION_SWITCHING == false
self.contents.font.color = disabled_color
else
self.contents.font.color = normal_color
end
x = 10
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
if Clan::MISSION_NAME.include?(mission)
self.contents.draw_text(x + 28, y, 602, 32, Clan::MISSION_NAME[mission], 0)
else
self.contents.draw_text(x + 28, y, 602, 32, Clan::MISSION_NAME_DEFAULT, 0)
end
end
end

class Window_Base_mission < Window_Base
def initialize
super(0, 128, 640, 352)
self.contents = Bitmap.new(width - 32, height * 32)
refresh
end

def refresh
if self.contents != nil
self.contents.clear
end
if $game_system.current_mission != nil
if Clan::MISSION_NAME.include?($game_system.current_mission)
mission = Clan::MISSION_NAME[$game_system.current_mission]
else
mission = Clan::MISSION_NAME_DEFAULT
end
else
mission = 'None'
end
self.contents.font.color = system_color
self.contents.draw_text(40, 80, 100, 32, 'Current Mission')
self.contents.font.color = normal_color
self.contents.draw_text(80, 130, 580, 32, mission)
end
end

class Cp_Loss < Window_Base
def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height * 32)
refresh
end

def refresh
if self.contents != nil
self.contents.clear
end
self.contents.font.color = normal_color
mission_cp = $mission_cp.to_s
self.contents.draw_text(40, 10, 600, 32, 'CP Lost: ' + mission_cp)
end
end

class Mission_Cost < Window_Base
def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height * 32)
refresh
end

def refresh
if self.contents != nil
self.contents.clear
end
mcc = $mission_cp_reward.to_s
self.contents.font.color = system_color
self.contents.draw_text(30, 50, 100, 32, 'CP')
self.contents.font.color = normal_color
self.contents.draw_text(120, 50, 520, 32, mcc)
end
end

class Mission_Info < Window_Base
def initialize
super(0, 128, 640, 352)
self.contents = Bitmap.new(width - 32, height * 32)
rerun
end

def rerun
if self.contents != nil
self.contents.clear
end
mca = $mission_pick
if Clan::MISSION_HELP.include?(mca)
info = Clan::MISSION_HELP[mca]
else
info = Clan::MISSION_HELP_DEFAULT
end
self.contents.font.color = system_color
self.contents.draw_text(10, 80, 610, 32, 'Mission Info')
self.contents.font.color = normal_color
self.contents.draw_text(40, 90, 580, 130, info)
end
end

#*******************************************************************************

#-------------------------------------------------------------------------------
# PART VI - windows for the mission completion sceen.
#*******************************************************************************


class Mission_Complete < Window_Base
def initialize(mission)
super(100, 150, 440, 120)
self.contents = Bitmap.new(width - 32, height * 32)
self.opacity = 125
@mission = mission
refresh
end

def refresh
if self.contents != nil
self.contents.clear
end
if Clan::MISSION_NAME.include?($game_system.current_mission)
mission_name = Clan::MISSION_NAME[$game_system.current_mission]
else
mission_name = Clan::MISSION_NAME_DEFAULT
end
self.contents.font.color = system_color
self.contents.draw_text(170, 10, 100, 32, 'Mission Complete')
self.contents.font.color = normal_color
self.contents.draw_text(25, 22, 410, 54, mission_name)
end
end

#*******************************************************************************

#-------------------------------------------------------------------------------
# PART VII - mission completion window
#*******************************************************************************


class Scene_Mission_Complete
def initialize(mission)
@mission = mission
end

def main
@spritemap = Spriteset_Map.new
@Mission_over = Mission_Complete.new(@mission)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@spritemap.dispose
@Mission_over.dispose
end

def update
if Input.trigger?(Input::C)
$game_system.clan_mission_reward.push($game_system.current_mission)
$game_system.current_mission = nil
$scene = Scene_Map.new
end
end
end


Instructions: paste above main. there is some modification required, but the directions for that are in the script.

note: to change it for a regular battle system, just change the part where it adds cp after you kill an enemy. if you want help with that, just tell me.
}


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