Movimento bugado no Eclipse Advanced v3.0.21
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Movimento bugado no Eclipse Advanced v3.0.21
Olá pessoal. Sou novo aqui, já sei um pouco de VB e talz, e hoje apareceu um problema muito ruim, estranho além de feio.
Aqui o movimento fica meio bugado, o char anda meio rápido e depois meio devagar sem usar shift e nem nada! Alguem sabe como posso arrumar?
Aqui o movimento fica meio bugado, o char anda meio rápido e depois meio devagar sem usar shift e nem nada! Alguem sabe como posso arrumar?
Re: Movimento bugado no Eclipse Advanced v3.0.21
Vá no Serve~Side
váh em modPlayer e va na Sub "Player Move" Substitua tudo por isso aki
Obs: Do Inicio da sub até o fim da sub ;]]=
Esse códigos é da EO nao sei se funfa em Eclipse Advanced ;x mais tenta
Espero Ter Ajudado
Att,
SrLoks~
váh em modPlayer e va na Sub "Player Move" Substitua tudo por isso aki
- Spoiler:
- Sub PlayerMove(ByVal Index As Long, ByVal Dir As Long, ByVal movement As Long, Optional ByVal sendToSelf As Boolean = False)
Dim Buffer As clsBuffer, mapNum As Long
Dim x As Long, y As Long
Dim Moved As Byte, MovedSoFar As Boolean
Dim NewMapX As Byte, NewMapY As Byte
Dim TileType As Long, VitalType As Long, Colour As Long, Amount As Long
' Check for subscript out of range
If IsPlaying(Index) = False Or Dir < DIR_UP Or Dir > DIR_DOWN_RIGHT Or movement < 1 Or movement > 2 Then
Exit Sub
End If
Call SetPlayerDir(Index, Dir)
Moved = NO
mapNum = GetPlayerMap(Index)
Select Case Dir
Case DIR_UP_LEFT
' Check to make sure not outside of boundries
If GetPlayerY(Index) > 0 Or GetPlayerX(Index) > 0 Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_UP + 1) And Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_LEFT + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) - 1).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) - 1).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) - 1).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) - 1).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index) - 1, GetPlayerY(Index) - 1) = YES) Then
Call SetPlayerY(Index, GetPlayerY(Index) - 1)
Call SetPlayerX(Index, GetPlayerX(Index) - 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Up > 0 And Map(GetPlayerMap(Index)).Left > 0 Then
NewMapY = Map(Map(GetPlayerMap(Index)).Up).MaxY
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Up, GetPlayerX(Index), NewMapY)
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_UP_RIGHT
' Check to make sure not outside of boundries
If GetPlayerY(Index) > 0 Or GetPlayerX(Index) < Map(mapNum).MaxX Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_UP + 1) And Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_RIGHT + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) - 1).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) - 1).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) - 1).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) - 1).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index) + 1, GetPlayerY(Index) - 1) = YES) Then
Call SetPlayerY(Index, GetPlayerY(Index) - 1)
Call SetPlayerX(Index, GetPlayerX(Index) + 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Up > 0 And Map(GetPlayerMap(Index)).Right > 0 Then
NewMapY = Map(Map(GetPlayerMap(Index)).Up).MaxY
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Up, GetPlayerX(Index), NewMapY)
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_DOWN_LEFT
' Check to make sure not outside of boundries
If GetPlayerY(Index) < Map(mapNum).MaxY Or GetPlayerX(Index) > 0 Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_DOWN + 1) And Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_LEFT + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) + 1).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) + 1).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) + 1).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index) + 1).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index) - 1, GetPlayerY(Index) + 1) = YES) Then
Call SetPlayerY(Index, GetPlayerY(Index) + 1)
Call SetPlayerX(Index, GetPlayerX(Index) - 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Down > 0 And Map(GetPlayerMap(Index)).Left > 0 Then
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Down, GetPlayerX(Index), 0)
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_DOWN_RIGHT
' Check to make sure not outside of boundries
If GetPlayerY(Index) < Map(mapNum).MaxY Or GetPlayerX(Index) < Map(mapNum).MaxX Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_DOWN + 1) And Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_RIGHT + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) + 1).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) + 1).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) + 1).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index) + 1).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index) + 1, GetPlayerY(Index) + 1) = YES) Then
Call SetPlayerY(Index, GetPlayerY(Index) + 1)
Call SetPlayerX(Index, GetPlayerX(Index) + 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Down > 0 And Map(GetPlayerMap(Index)).Right > 0 Then
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Down, GetPlayerX(Index), 0)
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_UP
' Check to make sure not outside of boundries
If GetPlayerY(Index) > 0 Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_UP + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) - 1).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) - 1).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) - 1).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) - 1).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index), GetPlayerY(Index) - 1) = YES) Then
Call SetPlayerY(Index, GetPlayerY(Index) - 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Up > 0 Then
NewMapY = Map(Map(GetPlayerMap(Index)).Up).MaxY
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Up, GetPlayerX(Index), NewMapY)
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_DOWN
' Check to make sure not outside of boundries
If GetPlayerY(Index) < Map(mapNum).MaxY Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_DOWN + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + 1).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + 1).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + 1).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index) + 1).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index), GetPlayerY(Index) + 1) = YES) Then
Call SetPlayerY(Index, GetPlayerY(Index) + 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Down > 0 Then
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Down, GetPlayerX(Index), 0)
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_LEFT
' Check to make sure not outside of boundries
If GetPlayerX(Index) > 0 Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_LEFT + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index)).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index)).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index)).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) - 1, GetPlayerY(Index)).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index) - 1, GetPlayerY(Index)) = YES) Then
Call SetPlayerX(Index, GetPlayerX(Index) - 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Left > 0 Then
NewMapX = Map(Map(GetPlayerMap(Index)).Left).MaxX
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Left, NewMapX, GetPlayerY(Index))
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
Case DIR_RIGHT
' Check to make sure not outside of boundries
If GetPlayerX(Index) < Map(mapNum).MaxX Then
' Check to make sure that the tile is walkable
If Not isDirBlocked(Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index)).DirBlock, DIR_RIGHT + 1) Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index)).Type <> TILE_TYPE_BLOCKED Then
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index)).Type <> TILE_TYPE_RESOURCE Then
' Check to see if the tile is a key and if it is check if its opened
If Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index)).Type <> TILE_TYPE_KEY Or (Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index) + 1, GetPlayerY(Index)).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(GetPlayerX(Index) + 1, GetPlayerY(Index)) = YES) Then
Call SetPlayerX(Index, GetPlayerX(Index) + 1)
SendPlayerMove Index, movement, sendToSelf
Moved = YES
End If
End If
End If
End If
Else
' Check to see if we can move them to the another map
If Map(GetPlayerMap(Index)).Right > 0 Then
Call PlayerWarp(Index, Map(GetPlayerMap(Index)).Right, 0, GetPlayerY(Index))
Moved = YES
' clear their target
TempPlayer(Index).target = 0
TempPlayer(Index).targetType = TARGET_TYPE_NONE
SendTarget Index
End If
End If
End Select
With Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), GetPlayerY(Index))
' Check to see if the tile is a warp tile, and if so warp them
If .Type = TILE_TYPE_WARP Then
mapNum = .Data1
x = .Data2
y = .Data3
Call PlayerWarp(Index, mapNum, x, y)
Moved = YES
End If
' Check to see if the tile is a door tile, and if so warp them
If .Type = TILE_TYPE_DOOR Then
mapNum = .Data1
x = .Data2
y = .Data3
' send the animation to the map
SendDoorAnimation GetPlayerMap(Index), GetPlayerX(Index), GetPlayerY(Index)
Call PlayerWarp(Index, mapNum, x, y)
Moved = YES
End If
' Check for key trigger open
If .Type = TILE_TYPE_KEYOPEN Then
x = .Data1
y = .Data2
If Map(GetPlayerMap(Index)).Tile(x, y).Type = TILE_TYPE_KEY And TempTile(GetPlayerMap(Index)).DoorOpen(x, y) = NO Then
TempTile(GetPlayerMap(Index)).DoorOpen(x, y) = YES
TempTile(GetPlayerMap(Index)).DoorTimer = GetTickCount
SendMapKey Index, x, y, 1
Call MapMsg(GetPlayerMap(Index), "A door has been unlocked.", White)
End If
End If
' Check for a shop, and if so open it
If .Type = TILE_TYPE_SHOP Then
x = .Data1
If x > 0 Then ' shop exists?
If Len(Trim$(Shop(x).Name)) > 0 Then ' name exists?
SendOpenShop Index, x
TempPlayer(Index).InShop = x ' stops movement and the like
End If
End If
End If
' Check to see if the tile is a bank, and if so send bank
If .Type = TILE_TYPE_BANK Then
SendBank Index
TempPlayer(Index).InBank = True
Moved = YES
End If
' Check if it's a heal tile
If .Type = TILE_TYPE_HEAL Then
VitalType = .Data1
Amount = .Data2
If Not GetPlayerVital(Index, VitalType) = GetPlayerMaxVital(Index, VitalType) Then
If VitalType = Vitals.HP Then
Colour = BrightGreen
Else
Colour = BrightBlue
End If
SendActionMsg GetPlayerMap(Index), "+" & Amount, Colour, ACTIONMSG_SCROLL, GetPlayerX(Index) * 32, GetPlayerY(Index) * 32, 1
SetPlayerVital Index, VitalType, GetPlayerVital(Index, VitalType) + Amount
PlayerMsg Index, "You feel rejuvinating forces flowing through your boy.", BrightGreen
Call SendVital(Index, VitalType)
' send vitals to party if in one
If TempPlayer(Index).inParty > 0 Then SendPartyVitals TempPlayer(Index).inParty, Index
End If
Moved = YES
End If
' Check if it's a trap tile
If .Type = TILE_TYPE_TRAP Then
Amount = .Data1
SendActionMsg GetPlayerMap(Index), "-" & Amount, BrightRed, ACTIONMSG_SCROLL, GetPlayerX(Index) * 32, GetPlayerY(Index) * 32, 1
If GetPlayerVital(Index, HP) - Amount <= 0 Then
KillPlayer Index
PlayerMsg Index, "You're killed by a trap.", BrightRed
Else
SetPlayerVital Index, HP, GetPlayerVital(Index, HP) - Amount
PlayerMsg Index, "You're injured by a trap.", BrightRed
Call SendVital(Index, HP)
' send vitals to party if in one
If TempPlayer(Index).inParty > 0 Then SendPartyVitals TempPlayer(Index).inParty, Index
End If
Moved = YES
End If
If .Type = TILE_TYPE_CHECKPOINT Then
SetCheckpoint Index, .Data1, .Data2, .Data3
End If
' Slide
If .Type = TILE_TYPE_SLIDE Then
ForcePlayerMove Index, MOVING_WALKING, GetPlayerDir(Index)
Moved = YES
End If
End With
' They tried to hack
If Moved = NO Then
PlayerWarp Index, GetPlayerMap(Index), GetPlayerX(Index), GetPlayerY(Index)
End If
End Sub
Obs: Do Inicio da sub até o fim da sub ;]]=
Esse códigos é da EO nao sei se funfa em Eclipse Advanced ;x mais tenta
Espero Ter Ajudado
Att,
SrLoks~
Re: Movimento bugado no Eclipse Advanced v3.0.21
afonsobr escreveu:Obrigado!
Bom se pegou aí o Tópico ja foi resolvido ;]]=
Algum mod tranca o tópico assunto ja resolvido
Att,
SrLoks~
Algum mod tranca o tópico assunto ja resolvido
Att,
SrLoks~
Re: Movimento bugado no Eclipse Advanced v3.0.21
Tópico resolvido e trancado.
Blizzard- Membro Vitalicio
- Mensagens : 603
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