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AL BENİMKİ BU ÇALIŞIYOR

//home system
//01 ocak 2008

[ITEMDEF 0bd1]
//brass sign
DEFNAME=i_sign_brass
TYPE=t_script
TDATA2=064
FLIP=1
RESOURCES=2 I_BOARD, 1 i_ingot_iron
CATEGORY=Decoration - Signs
SUBSECTION=Blank
DESCRIPTION=Brass Blank
DUPELIST=0bd2

on=@Click
message <name>
return 1

On=@DClick
f_housemenu

[ITEMDEF 0bd2]
//brass sign
DEFNAME=i_sign_brass_2
DUPEITEM=0bd1
TDATA2=03D 

[function f_eqhmkeylayer] 
if (<findlayer.101>=0) 
src.newitem i_memory_keyring 
equip <src.act> 
endif 

[ITEMDEF i_memory_keyring]//used as key 
id i_pouch
layer=101 
name=Key layer 


[function f_housemenu] 
src.f_eqhmkeylayer 
link.region.events +r_house_public
link.region.tag.signp <p>
link.region.tag.homesign <uid>
TIMER=60*60*24*60 
if (!<more2>)//not yet used, launching the basic setting 
if (<link.isitem>=0)//its not a multi 
src.newitem i_worldgem_bit 
link=<src.act> 
link.attr=0b0 
link.p=<p> 
link.type=t_multi 
link.more1=<src.uid> 
endif 
link.more2=<uid>//refresh 
link.region.tag.menu=<link> 
src.try uid.<uid>.tag.lockit<uid>=1//sets the basic usability of the menu for friends and above 

src.newitem i_pouch//friends 
src.act.attr=attr_invis|attr_move_never 
src.act.P=<P.x> <P.y> <eval <p.z>+22> 
src.act.more1=1 
more1=<src.act.UID> 
src.act.link=<uid> 
src.act.name=dost 

src.newitem i_pouch//coowners 
src.act.attr=attr_invis|attr_move_never 
src.act.P=<P.x> <P.y> <eval <p.z>+20> 
src.act.more1=2 
more2=<src.act.UID> 
src.act.link=<uid> 
src.act.name=ortak

src.newitem i_key_gold//memory owner 
src.act.cont=<src.findlayer.101.uid> 
src.act.more1=<link> 
src.act.more2=3 
src.act.link=<link> 
src.act.name=owner:<name> 
tag.ownermemUID=<src.act> 
src.sysmessage @55 Ev kurulumu tamamlandi. Ev sahibi <uid.<link.more1>.name>
return 1 
endif 

var.itemlevel=<eval 0<tag.lockit<uid>>> 
f_findrank <src.uid> 
f_namelevel <var.phrank> 
var.phranks=<var.namestr> 

if (<var.itemlevel> <= <var.phrank>) 
sDIALOG house_menu 
else 
sDIALOG dialog_sign
endif 
return 1 

[function f_namelevel] 
if (<argn>=0) 
var.namestr=misafir
elseif (<argn>=1) 
var.namestr=dost 
elseif (<argn>=2) 
var.namestr=ortak 
elseif (<argn>=3) 
var.namestr=sahip 
elseif (<argn>=4) 
var.namestr=bee :)
endif 

[DIALOG house_menu] 
6,5

resizepic 0 0 3500 185 340
gumppic 20 20 100 
dhtmlgump 40 40 100 60 0 0 <name>
dhtmlgump 40 70 150 20 0 0 Ev Sahibi:
dhtmlgump 40 85 150 20 0 0 <uid.<link.more1>.name>

dhtmlgump 40 140 150 20 0 0 <qval <tag.bankactivated> ? banka ac : Bankayi Aktif Et[500k] (500.000gp)> 
dhtmlgump 40 160 150 20 0 0 Ev Ismini Degistir.
dhtmlgump 40 180 150 20 0 0 **************************
dhtmlgump 40 200 160 30 0 0 Dost Ekle
dhtmlgump 40 220 160 20 0 0 Dost Listesi
dhtmlgump 40 240 160 20 0 0 Ortak Ekle 
dhtmlgump 40 260 160 20 0 0 Ortak Listesi
dhtmlgump 40 280 160 20 0 0 Evi Kaldir
dhtmlgump 40 300 160 20 0 0 Evi Devret

button 20 140 56 55 1 0 1 
button 20 160 56 55 1 0 2
button 20 200 56 55 1 0 4
button 20 220 56 55 1 0 5
button 20 240 56 55 1 0 6
button 20 260 56 55 1 0 7
button 20 280 56 55 1 0 8
button 20 300 56 55 1 0 9

[DIALOG house_menu TEXT] 

[DIALOG house_menu BUTTON] 
on=0
dialogclose d_house_rename
dialogclose d_hmlist
on=1
if (0<tag.bankactivated>) 
src.bankself 
else 
src.pay 500000//Use you own 
if (<var.enough>) 
tag.bankactivated=1 
src.sysmessage @55 Banka aktif edildi.
endif 
endif 

on=2//rename
f_checkrights 2
if <var.rights> 
sdialog d_house_rename 
dialogclose d_hmlist
endif 


on=4//target friend 
f_checkrights 1 
if <var.rights> 
src.newitem i_target_house 
src.act.name=dost olarak ekle
src.act.link=<uid> 
src.act.more1=1 
src.act.equip 
endif 
on=5//friend list 
f_checkrights 0 
if <var.rights> 
f_hmlist <more1> 
endif 

on=6//add coowner 
f_checkrights 2 
if <var.rights> 
src.newitem i_target_house 
src.act.name=ortak olarak ekle
src.act.link=<uid> 
src.act.more1=2 
src.act.equip 
endif 

on=7//coowner list 
f_checkrights 0 
if <var.rights> 
f_hmlist <more2> 
endif 

on=8//redeed
f_checkrights 2
if <var.rights>
src.newitem=i_deed 
src.act.more=<link.baseid> 
src.act.name=<link.name> 
src.act.bounce 
src.newitem=i_redeed 
src.act.link=<link.uid>
src.act.tag.friend=<more1>
src.act.tag.coowner=<more2>
src.act.equip
endif

on=9 //transfer ownership 
f_checkrights 2 
if <var.rights> 
src.newitem i_target_house 
src.act.name owner
src.act.link <uid> 
src.act.more1 3
src.act.equip 
endif 

[function f_checkrights] 
var.rights=
f_findrank <src.uid>

if (<var.phrank> > <argn>)
var.rights=1 
else 
src.sysmessage @55 Bunu yapmaya yetkiniz yok. 
endif 

[function f_findrank] 
var.phrank=0 
if (<src.uid.<argn>.isgm>) 
var.phrank=4 
elseif (<link.more1>=<argn>) 
src.try uid.<tag.ownermemUID>.more1=<link> 
src.try uid.<tag.ownermemUID>.morep=<p> 
src.try uid.<tag.ownermemUID>.name=owner:<name> 
var.phrank=3 
else
var.theperson=<argn>
morey=<src.uid.<more1>.rescount> 
morex=0 
f_findrankloop <more1> 
morey=<src.uid.<more2>.rescount> 
morex=0 
f_findrankloop <more2> 
endif 

[function f_findrankloop] 
if (<morex> < <morey>) 
src.try uid.<args>.findcont.<morex>.name=<src.uid.<args>.findcont.<morex>.link.topobj.name> 
if (<src.uid.<argn>.findcont.<morex>.link.topobj.uid>=<var.theperson>) 
var.phrank=<src.uid.<argn>.more1> 
endif 
morex=<morex>+1 
f_findrankloop <args> 
endif 
endif 

[regiontype r_house_public]
On=@Enter
if (<src.ischar>)
src.events +e_house
src.tag.homesign <tag.homesign>
endif

On=@Exit
src.events -e_house

[events e_house]
On=@Login
try uid.<region.tag.homesign>.f_findrank <src.uid>
if !(<var.phrank>)
src.p <region.tag.signp>
src.update
endif

On=@ItemClick
if (<act.region.uid> == <region.uid>)
if !(<act.cont>)
if (<act.attr>&attr_move_never)
if !((<act.baseid> == i_strong_box) || (<act.type> == t_door) || (<act.type> == t_door_locked) || (<act.type> == t_sign_gump) || (<act.type> == t_stone_guild))
act.message [sabit]
endif
endif
endif
endif

[itemdef i_target_house] 
id=i_memory 
type=t_eq_script 

on=@timer 
remove 
return 0 

on=@equip 
if (<more1> < 3) 
target @55 Kimi <name>mek istiyorsunuz? 
elseif (<more1> = 3) 
target @55 Evi kime devretmek istiyorsunuz?
elseif (<more1> = 4) 
target @55 Kimi kovmak istiyorsunuz?
elseif (<more1> = 5) 
target @55 Sileceginiz kutuyu secin.
elseif (<more1> = 6) 
target @55 Yukari kaldiracaginiz sabit esyayi secin.
elseif (<more1> = 7) 
target @55 Asagi indireceginiz sabit esyayi secin.
elseif (<more1> = 8) 
target @55 Sabitleyeceginiz esyayi secin.
elseif (<more1> = 9) 
target @55 Sabitligini kaldiracaginiz esyayi secin.
endif 
timer 60 
return 1 

on=@targon_item
if (<src.targ.region.uid>=<link.region.uid>)
if ((<src.targ.type> == t_stone_guild) || (<src.targ.type> == t_spell) || (<src.targ.baseid> == i_corpse) || (<src.targ.type> == t_blood) || (<src.targ.type> == t_door) || (<src.targ.type> == t_door_locked) ||  (<src.targ.baseid> == i_pouch) || (<src.targ.baseid> == i_sign_brass))
src.sysmessage @55 Buna dokunamazsınız.
else
if  (<more1> = 5) && (<src.targ.attr>&attr_move_never) && (<src.targ.baseid> = i_strong_box)
if (<src.targ.more2> == <src.uid>) || (<src.targ.link.more1> == <src.uid>)
try src.targ.link.tag.strongbox<src.targ.more2>
src.targ.remove
else
src.sysmessage @55 Bu kutu sizin degil.
endif
elseif  (<more1> = 6) && (<src.targ.attr>&attr_move_never)
if (0<src.targ.tag.updown> > 9)
src.sysmessage @55 Daha fazla kaldiramazsiniz.
else
src.targ.nudgeup 1
src.targ.tag.updown 0<src.targ.tag.updown>
src.targ.tag.updown <eval <src.targ.tag.updown> +1>
endif
elseif  (<more1> = 7) && (<src.targ.attr>&attr_move_never)
if (0<src.targ.tag.updown> < 1)
src.sysmessage @55 Daha fazla indiremezsiniz.
else
src.targ.nudgedown 1
src.targ.tag.updown 0<src.targ.tag.updown>
src.targ.tag.updown <eval <src.targ.tag.updown> -1>
endif
elseif  (<more1> = 8) && !(<src.targ.attr>&attr_move_never)
if (<src.targ.cont>)
src.sysmessage @55 Sabitleyeceginiz esya yerde durmali.
elseif !(<src.targ.link> == 04fffffff)
src.sysmessage @55 Buna dokunamazsınız.
else
src.targ.link <link.uid>
src.targ.attr <src.targ.attr>&~attr_decay
src.targ.attr <src.targ.attr>|attr_move_never
src.targ.timer -1
src.targ.message [sabit]
if (<src.targ.type>) == t_book)
src.targ.more 1
endif
src.targ.update
endif
elseif  (<more1> = 9) && (<src.targ.attr>&attr_move_never)
if (<src.targ.baseid> == i_strong_box)
src.sysmessage @55 Buna dokunamazsınız.
else
src.targ.link 04fffffff
if (<src.targ.attr> == 04018)
src.targ.attr attr_decay
else
src.targ.attr <src.targ.attr>&~attr_move_never
src.targ.attr <src.targ.attr>|attr_decay
endif
src.targ.timer <eval (<serv.decaytimer> * 60)>
src.targ.message [sabit degil]
if (<src.targ.type> == t_book)
src.targ.more 0
endif
src.targ.update
endif
endif
endif
else
src.sysmessage @55 Esya evde degil.
return 1
endif
remove
return 1

on=@targon_char  
if (<src.targ.npc> > 0) && (<more1> < 4)
src.sysmessage @55 Sadece oyuncular icindir.
return 1
else 
link.f_findrank <src.targ.uid> 
if (<var.phrank>)//&&(<var.phrank> < 4) 
src.sysmessage @55 <src.targ.name> evin uyesi.
return 1
elseif (<more1> = 1)||(<more1> = 2)
if (<src.targ.region.uid>=<link.link.region.UID>)
src.newitem i_key_gold 
var.memoryuid=<src.targ.act> 
src.act.cont=<src.targ.findlayer.101.uid> 
src.act.more1=<link.link> //as code for doors 
src.act.more2=<more1> //rank 
src.newitem i_relating_crystal 
src.act.more1=<src.UID> 
src.act.cont=<link.more<eval <more1>>> 
src.act.link=<src.targ.uid>
src.sysmessage @55 <src.targ.name> evinize <name>ndi. 
src.targ.sysmessage @55 Eve <name>ndiniz. 
else
src.sysmessage @55 <src.targ.name> evinizde degil.
return 1
endif
elseif (<more1>=3)//transfer of ownership, if the owner has been removed from the game,a new memory item must be created and set as tag.ownermemuid on the brass sign 
src.try uid.<link.tag.ownermemUID>.cont=<src.targ.findlayer.101.UID> 
link.link.more1=<src.targ.uid> 
src.sysmessage @55 Devretme islemi tamamlandi. 
src.targ.sysmessage @55 Evin yeni sahibi sizsiniz.
elseif (<more1> = 4)
if (<src.targ.region.uid>=<link.region.UID>)
src.targ.go <link.P> 
src.targ.sysmessage @55 <src.name> sizi banladi. 
else
src.sysmessage @55 <src.targ.name> evinizde degil.
return 1
endif
endif 
endif 
remove 
return 1

[speech spk_house_cmds]
on=place a strongbox
try uid.<more2>.f_checkrights 1
if <var.rights> 
if !(0<tag.strongbox<src.uid>>)
src.newitem i_strong_box
src.act.p <src.p>
src.act.link <uid>
src.act.more2 <src.uid>
try tag.strongbox<src.uid> <src.act.uid>
else
src.sysmessage @55 Zaten kutunuz var.
endif
return 1
endif

on=remove this
try uid.<more2>.f_checkrights 1
if <var.rights> 
src.newitem i_target_house 
src.act.name remove this
src.act.link <uid> 
src.act.more1 5
src.act.equip 
endif 

on=item up
try uid.<more2>.f_checkrights 1
if <var.rights> 
src.newitem i_target_house 
src.act.name item up
src.act.link <uid> 
src.act.more1 6
src.act.equip 
endif 

on=item down
try uid.<more2>.f_checkrights 1
if <var.rights> 
src.newitem i_target_house 
src.act.name item down
src.act.link <uid> 
src.act.more1 7
src.act.equip 
endif 

on=lock this down
try uid.<more2>.f_checkrights 1
if <var.rights> 
src.newitem i_target_house 
src.act.name lock this down
src.act.link <uid> 
src.act.more1 8
src.act.equip 
endif 

on=release this
try uid.<more2>.f_checkrights 1
if <var.rights> 
src.newitem i_target_house 
src.act.name release this
src.act.link <uid> 
src.act.more1 9
src.act.equip 
endif 

on=i ban thee
try uid.<more2>.f_checkrights 0
if <var.rights> 
src.newitem i_target_house 
src.act.name i ban thee
src.act.link <uid.<more2>.uid> 
src.act.more1 4
src.act.equip 
endif 

on=*help*
try uid.<more2>.f_checkrights 0
if <var.rights> 
try uid.<more2>.sDIALOG house_help
endif

on=*menu*
try uid.<more2>.f_checkrights 0
if <var.rights> 
try uid.<more2>.sDIALOG house_menu
endif

[itemdef i_strong_box]
defname i_strong_box
type t_container
id i_box_brass
name strongbox
tdata2 04b

On=@Create
timer -1
attr attr_move_never

On=@Click
if (<src.region.uid> == <link.uid>)
message <src.uid.<more2>.name>
endif
if (<rescount> > 0)
message a <name> [<rescount>,<eval ((<weight> / 10) - <typedef.weight>)>]
else
message a strongbox [esya yok]
endif
return 1

On=@DClick
if ((<link.more> == <src.uid>) || (<more> == <src.uid>))  || (<src.account.plevel> > 6) // evin veya kasanin sahibi acabilir
return 0
else
return 1
endif

On=@PickUp_Ground
return 1
endif


[ITEMDEF i_relating_crystal]
id=i_crystal_red 
type=t_script 

[DIALOG dialog_sign] 
0,0 
gumppic 100 100 100 
dhtmlgump 120 120 100 60 0 0 <name>

[DIALOG dialog_sign TEXT] 

[DIALOG d_hmlist] 
-185,0 

resizepic 190 5 3500 200 210 

dhtmlgump 220 170 80 20 0 0 sil
dhtmlgump 240 50 160 20 0 0 <QVAL <morex> <morey> ? <src.uid.<tag.what>.findcont.<morey>.link.name> : > 
dhtmlgump 240 70 160 20 0 0 <QVAL <morex> <eval <morey>+1> ? <src.uid.<tag.what>.findcont.<eval <morey>+1>.link.name> : > 
dhtmlgump 240 90 160 20 0 0 <QVAL <morex> <eval <morey>+2> ? <src.uid.<tag.what>.findcont.<eval <morey>+2>.link.name> : > 
dhtmlgump 240 110 160 20 0 0 <QVAL <morex> <eval <morey>+3> ? <src.uid.<tag.what>.findcont.<eval <morey>+3>.link.name> : > 
dhtmlgump 240 130 160 20 0 0 <QVAL <morex> <eval <morey>+4> ? <src.uid.<tag.what>.findcont.<eval <morey>+4>.link.name> : > 
dhtmlgump 240 150 160 20 0 0 <QVAL <morex> <eval <morey>+5> ? <src.uid.<tag.what>.findcont.<eval <morey>+5>.link.name> : > 
dhtmlgump 265 20 70 20 0 0 <src.uid.<tag.what>.name>: <morex> 

button 220 50 56 55 1 0 1 
button 220 70 56 55 1 0 2 
button 220 90 56 55 1 0 3 
button 220 110 56 55 1 0 4 
button 220 130 56 55 1 0 5 
button 220 150 56 55 1 0 6 

button 220 20 2223 2223 1 0 7 
button 350 <QVAL <morex> (<morey>+5) ? 20 : 2000> 2224 2224 1 0 8 

[DIALOG d_hmlist TEXT] 

[DIALOG d_hmlist BUTTON] 
on=0 
tag.what= 
on=1 
f_hmremove <morey> 
on=2 
f_hmremove <eval <morey>+1> 
on=3 
f_hmremove <eval <morey>+2> 
on=4 
f_hmremove <eval <morey>+3> 
on=5 
f_hmremove <eval <morey>+4> 
on=6 
f_hmremove <eval <morey>+5> 
on=7 
if (<morey> < 5) 
sdialog house_menu 
tag.what= 
else 
morey=<eval <morey>-6> 
dialog d_hmlist 
endif 
on=8 
morey=<eval <morey>+6> 
dialog d_hmlist 

[function f_hmremove] 
if <morex> > <argn> 
f_checkrights <src.uid.<tag.what>.more> 
if <var.rights> 
//src.try uid.<tag.what>.findcont.<argn>.link.sysmessage <src.uid.<tag.what>.link.name> seni kovdu :))
src.try uid.<tag.what>.findcont.<argn>.remove 
f_hmlist <tag.what> 
endif 
else 
sdialog house_menu 
endif 

[function f_hmlist] 
tag.what=<argn> 
morex=<src.uid.<argn>.rescount> 
morey=0 
dialogclose d_hmlist
dialog d_hmlist 

[ITEMDEF i_redeed] 
DEFNAME=i_redeed 
ID=i_crystal_green 
NAME=Re-Deed Crystal 
TYPE=t_eq_script

ON=@Equip
try uid.<tag.friend>.remove
try uid.<tag.coowner>.remove
src.findlayer.29.findid.i_key_copper.remove
src.findid.i_key_copper.remove
LINK.REMOVE
remove
RETURN 1 

[DIALOG d_house_rename]
-185,0

resizepic 190 5 3500 250 100
resizepic 220 25 3000 200 22 
dhtmlgump 240 60 160 20 0 0 degistir
dhtmlgump 320 60 160 20 0 0 iptal
button 220 60 56 55 1 0 1 
button 300 60 56 55 1 0 2
dtextentry 225 30 185 25 0 0 <NAME> 

[DIALOG d_house_rename TEXT] 

[DIALOG d_house_rename BUTTON] 
ON=1 
NAME <ARGTXT[0]> 
sdialog house_menu
RETURN 1 
ON=2
sdialog house_menu

[function pay] 
if !(<args>) //empty command line? 
var.enough=1 
return 1 //then do nothing 
endif 
if (<src.isgm>) 
if (<src.account.plevel> < 7)
src.sysmessage @55 Yetkililer bu islemi gercekletiremez.
var.enough=0
return 1 
else
src.sysmessage @55 Gmden parami :) 
var.enough=1 
return 1
endif 
endif
var.enough=0 //if not enough gold, var.enough will be '0' 
var.totalgold=<findlayer.21.rescount i_gold> + <bankbalance> 
if (<eval <args>> > <var.totalgold>) //the amount to pay is more then you own?? 
src.sysmessage @55 Bankanizda <eval <args>> gp yok.//refuse transaction 
else //you have enough to pay 
var.enough=1 //allow you to check transaction later 
if (<argn> > <src.findlayer.21.rescount i_gold>) 
goldtopack <eval <argn>-<src.findlayer.21.rescount i_gold>> //put the needed money in the backpack 
endif 
payamount <args> //pay the needed amount 
endif 

[function goldtopack] //move enough gold so that we can pay 
//argn- amount of gold left to move 
var.found=(<argn> - <src.findlayer.29.findid.i_gold.amount>) //amount found 
if (<var.found> > 0) //pile is not big enough, so move it all 
src.findlayer.29.findid.i_gold.cont=<src.findlayer.21.uid> // transfer to backpack 
goldtopack <var.found> //get the next pile of gold 
else //not entire pile needed 
var.left=(0 - <var.found>) // get the amount of money left in this pile 
if (<var.left>) 
src.findlayer.29.findid.i_gold.amount <var.left> //set this amount 
else 
src.findlayer.29.findid.i_gold.remove 
endif 
src.newitem i_gold //create a new pile of gold 
src.act.amount <args> //the needed amount 
src.act.cont=<src.findlayer.21.uid> //place in backpack 
endif //done 

[function payamount] 
var.counter=<eval <args>> //amount left to pay 
if (<var.counter> > 65000) // more then 65000 left to pay?? 
src.consume 65000 i_gold //consume 65000 first 
var.counter=(<var.counter> - 65000) 
payamount <var.counter> //then get the rest 
else 
src.consume <args> i_gold //consume the rest of the needed amount 
endif // we are finished 


[DIALOG house_help] 
5,5

resizepic 0 0 3500 360 370 
dhtmlgump 120 40 300 60 0 0 <def.fontred>> Ev Yardim Menusu
dhtmlgump 40 70 300 20 0 0 <def.fontwhite>>i ban thee
dhtmlgump 40 85 300 20 0 0 Eve uye veya dost olmayan kişileri dişari atar.
dhtmlgump 40 105 300 20 0 0 <def.fontwhite>>i wish toplace a strongbox
dhtmlgump 40 120 300 20 0 0 Evinize kilitli bir kasa koymanıza yarar.
dhtmlgump 40 140 300 20 0 0 <def.fontwhite>>i wish to remove this
dhtmlgump 40 155 300 20 0 0 Evinizde ki kilitli kasayı silmenize yarar.
dhtmlgump 40 175 300 20 0 0 <def.fontwhite>>i wich to lock this down
dhtmlgump 40 190 300 20 0 0 Bir esyayı ev icerisinde sabitlemeye yarar.
dhtmlgump 40 210 300 20 0 0 <def.fontwhite>>item up
dhtmlgump 40 225 300 20 0 0 Bir esyayı 1 derece havaya kaldirmaniza yarar.
dhtmlgump 40 245 300 20 0 0 <def.fontgold>>Bir eşya yalnızca 10 derece yukarı kaldırılır.
dhtmlgump 40 260 300 20 0 0 <def.fontwhite>>item down
dhtmlgump 40 275 300 20 0 0 Bir eşyayı 1 derece aşağıya indirmenize yarar.
dhtmlgump 40 295 300 20 0 0 <def.fontwhite>>menu
dhtmlgump 40 310 300 20 0 0 Ev tabelasindaki menuyu gosterir.

[DIALOG house_help TEXT] 

[DIALOG house_help BUTTON] 
on=0
dialogclose house_help

[eof]
çok teşekkürler arkadaşım
rica ederim
Kodlarımın kullanılması güzel, fakat bu beta olandı, daha stabil hali mevcut. Birkaç eksiklik yada hata var diyebiliriz bu ev kodunda.
onu koyarmısın bu çok nasıl desem zevksiz :)
Görüntü itibari ile aynı, sadece ufak hatalar giderildi, daha sonra yayınlarım. Uykum geldi o_O

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