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Vampyr SABS 12 & Verus Tempus Proelium, Modified 24 March 2010 |
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Jun 15 2009, 06:47 AM
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Level 1

Group: Member
Posts: 5
Type: Event Designer
RM Skill: Beginner

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QUOTE (buny @ Jun 15 2009, 06:42 AM)  QUOTE (viraco @ Jun 15 2009, 09:31 AM)  can someone explain to me what that % for gold properties is based on?, what defines the amount of gold dropped? The rate of gold....that will got if you set 75% it means = 75~100% if you set 0% it mean = 0~100% Thanks Buny i found in the script the section where it calculates the amount of gold dropped think i might change the math on the amount auto dropped, that its a variance on the gold dropped when enemy is designed
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Jun 15 2009, 04:50 PM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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@vladislaus thanks for the fix mate. I've just tried it and it worked. No errors and no double characters on the map.
BTW why events are not active when I'm far from them? I'm talking about enemies. When I kill an enemy and if its spawn point is far from me - outside of the visible map the enemy don't spawn until I get close. Same goes for enemies that are far from the character they don't move unles I go near them. By near I mean they are still outside of the screen but are around 25 tiles away from my char. So is there a way to make all enemies and events to run regardless of the distance to the character? This way enemies that are far away and outside of the visible screen will be active and I need this for spawn purpose. Since in my game after you kill an enemy it transfers the enemy's event at a specific point on the map and then the enemy spawns there. Right now after I kill an enemy it transfers it but the enemy don't spawn unsles I go near it.
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Jun 15 2009, 07:03 PM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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@Vlad
How is the installition?? um..the character still double when the main character remove? how can i change player when the game?
ByThe Way...
THANKS! vlad for the super ultimate information
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 15 2009, 11:45 PM
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Level 2

Group: Member
Posts: 21
Type: Event Designer
RM Skill: Intermediate

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Ummmmm I got this as a problem on this line CODE InputInitialize = Win32API.new("Input", 'InputInitialize', 'LLLLLL', '') Edit: it's line 134 How do I fix?
This post has been edited by Silverelick: Jun 15 2009, 11:49 PM
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Jun 16 2009, 01:15 AM
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Level 20

Group: Revolutionary
Posts: 405
Type: Event Designer
RM Skill: Skilled

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@buny there is no double character mate. Just download the SABS 7 demo from Vlad's blog again and replace the Requiem ABS 7 script from that demo with the one in your project.
To change the character create an event and make choice in it. Every and put in it these two commands:
Change Party Member: Remove [Your new character]
Change Part Member: Add [Your new character], Initialize
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Nobody dies a virgin. Sooner or later life f***s everybody.
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Jun 16 2009, 04:47 AM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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QUOTE (drebenk @ Jun 16 2009, 04:15 PM)  @buny there is no double character mate. Just download the SABS 7 demo from Vlad's blog again and replace the Requiem ABS 7 script from that demo with the one in your project.
To change the character create an event and make choice in it. Every and put in it these two commands:
Change Party Member: Remove [Your new character]
Change Part Member: Add [Your new character], Initialize OK i get it
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 16 2009, 04:42 PM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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QUOTE (Silverelick @ Jun 16 2009, 10:25 PM)  Never mind I just was missing a folder and stuff it's working now, Nice Script
Edit: I'm getting the same Error now! yeah i think is beter to use single player mode.. and dont change any character... bruahahaha~
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 16 2009, 07:10 PM
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Level 3

Group: Member
Posts: 33
Type: Developer
RM Skill: Beginner

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AMazing  I was just wondering 2 things. How do I edit it that my HP and MP numbers show up in the HUD and before it used to show the amount of gold pop up when you got now it doesnt  How do I edit that as well??
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Reaper's Toll Akashic Torment Cyclone Blaze
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Jun 16 2009, 07:48 PM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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QUOTE (KentaAmon @ Jun 17 2009, 10:10 AM)  AMazing  I was just wondering 2 things. How do I edit it that my HP and MP numbers show up in the HUD and before it used to show the amount of gold pop up when you got now it doesnt  How do I edit that as well?? 1. umm you can use... othe HUD umm may be use the hud in the topic HUD request Loby i recomended to use... this is from HUD Request Loby by Soja Bird this is not mine ########################################################################## ###### # # # ~~~~~ Copyright 2009 SojaBird ~~~~~ # # HUD BluePrint v3.1 # # # ################################################################################
# To toggle the hud's display, just do a callscript "hud" # To set the hud's display, just do a callscript "hud(true)" or "hud(false)"
module Hp_Mp_Exp_VarPic_Module; WLH = Window_Base::WLH ################################################################################ # User Customazation Start_Display = true #true/false Opacity = 100 #0-255 BG_Display = true #true/false Hide = true #true/false Picture_Variable = 1 #Number of the variable to use for the picture Picture_Name = "" #Name of the picture, in front of the variable value #Example: # Picture_Name = "hud" # Picture_Variable it's value = 1 # Picture that will be shown on the HUD = "hud1" Actor_ID = 0 #The ID of the actor of wich the value's are displayed Exp_Name = "E" #Name that will be displayed as Exp ################################################################################ # Don't touch below (if ure're not a scripter) ################################################################################ =begin ######################################################################### Some standard value's you might want to use are allready pre-defiend so that you don't have to write the whole function for your self anymore. Here follows a list: (just copy+past and fill in the value's to let it work) * draw_actor_graphic(actor, x, y) * draw_actor_face(actor, x, y, size = 96) * draw_actor_name(actor, x, y) * draw_actor_class(actor, x, y) * draw_actor_level(actor, x, y) * draw_actor_state(actor, x, y, width = 96) * draw_actor_hp(actor, x, y, width = 120) * draw_actor_mp(actor, x, y, width = 120) * draw_actor_parameter(actor, x, y, type) FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi * draw_item_name(item, x, y, enabled = true) * draw_currency_value(value, x, y, width) Custom new standard functions: * draw_actor_exp(actor, x, y, width = 120) =end ########################################################################### ################################################################################ def xywh @x = 0 #Set the x-position @y = 0 #Set the y-position @w = 120+32 #Set the width @h = 3*WLH+32 #Set the height return[@x, @y, @w, @h] end; def hud_values #Set the value's that you're using (also used at refresh) @var = $game_variables[Picture_Variable] @actor = $game_party.members[Actor_ID] @hp = @actor.hp @mp = @actor.mp @exp = @actor.exp #Example: @actor = $game_party.members[0] end; def hud_contents #Set the things you want to draw draw_variable_picture(@var, 0, 0*WLH) draw_actor_hp(@actor, 0, 0*WLH) draw_actor_mp(@actor, 0, 1*WLH) draw_actor_exp(@actor, 0, 2*WLH) #Example: draw_actor_hp(@actor, x, y) end; def hud_refresh?; if #Set wich value's make the HUD to refresh @var != $game_variables[Picture_Variable] or @actor != $game_party.members[Actor_ID] or @hp != @actor.hp or @mp != @actor.mp or @exp != @actor.exp #Example: if @actor != $game_party.members[0] return true; end end end ################################################################################ # Don't touch below ################################################################################
################################################################################ # Call script function ################################################################################ def hud(arg = nil) $game_system.hud_display = !$game_system.hud_display if arg == nil $game_system.hud_display = arg if arg != nil end ################################################################################ #------------------------------------------------------------ # * Hp_Mp_Exp_VarPic: Create Hud window #------------------------------------------------------------ class Hp_Mp_Exp_VarPic < Window_Base include Hp_Mp_Exp_VarPic_Module def initialize super(xywh[0],xywh[1],xywh[2],xywh[3]) self.visible = $game_system.hud_display self.opacity = Opacity self.opacity = 0 if !BG_Display hide_status if Hide hud_values refresh end def refresh contents.clear hud_values hud_contents end def draw_variable_picture(var, x, y) @bm = Cache.picture(Picture_Name + var.to_s) @cw = self.contents.width @ch = self.contents.height @rect = Rect.new(@bm.width/2 - @cw/2, @bm.height/2 - @ch/2, @cw, @ch) self.contents.blt(x, y, @bm, @rect) end def hide_status if Hide if $game_player.screen_x + 16 > self.x and $game_player.screen_y + 4 > self.y and $game_player.screen_x - 16 < self.x + self.width and $game_player.screen_y - 28 < self.y + self.height self.opacity = Opacity if BG_Display self.contents_opacity = Opacity else self.opacity = 255 if BG_Display self.contents_opacity = 255 end end end def update self.visible = $game_system.hud_display return if !self.visible refresh if hud_refresh? hide_status if Hide end end
#------------------------------------------------------------ # * Scene_Map: Attach HUD to map #------------------------------------------------------------ class Scene_Map < Scene_Base alias start_hp_mp_exp_varpic start alias terminate_hp_mp_exp_varpic terminate alias update_hp_mp_exp_varpic update def start start_hp_mp_exp_varpic @hp_mp_exp_varpic = Hp_Mp_Exp_VarPic.new end def terminate @hp_mp_exp_varpic.dispose terminate_hp_mp_exp_varpic end def update update_hp_mp_exp_varpic @hp_mp_exp_varpic.update end end
#------------------------------------------------------------ # * Game_System: Check for display #------------------------------------------------------------ class Game_System alias hud_initialize initialize attr_accessor :hud_display def initialize hud_initialize @hud_display = Hp_Mp_Exp_VarPic_Module::Start_Display end end
#------------------------------------------------------------ # * Window_Base: Some new standard function #------------------------------------------------------------ class Window_Base < Window def draw_actor_exp(actor, x, y, width = 120) s1 = actor.exp_s s2 = actor.next_rest_exp_s + s1 if s1.is_a? String or s2.is_a? String s1 = actor.exp s2 = actor.exp end draw_actor_exp_gauge(actor, x, y, s1, s2, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Hp_Mp_Exp_VarPic_Module::Exp_Name) self.contents.font.color = normal_color last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2) end end def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120) gw = width * s1 / s2 gc1 = text_color(31) gc2 = text_color(27) self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end or you can walking around here HUD REQUEST LOBY2.umm i think you dont have the font.. read the faq! the problem = you don't have the font the first faq
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 16 2009, 09:21 PM
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Level 3

Group: Member
Posts: 33
Type: Developer
RM Skill: Beginner

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Wow thanks  I fixed both  Now just 3 more questions Im sorry to be of a botherbut 1 I have the HUD i want but your bars still remain in the back, how do I remove them via your script? (as in what do I have to edit to make them go away but only the HP/ MP bar of yours) 2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field? 3 Everytme a character of mine dies. this comes out  I don't know why, I did the _Dead thing just how the others do =/
This post has been edited by KentaAmon: Jun 16 2009, 10:52 PM
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Reaper's Toll Akashic Torment Cyclone Blaze
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Jun 17 2009, 07:33 AM
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Level 15

Group: Revolutionary
Posts: 294
Type: Developer
RM Skill: Intermediate

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QUOTE (KentaAmon @ Jun 17 2009, 12:21 PM)  Wow thanks  I fixed both  Now just 3 more questions Im sorry to be of a botherbut 1 I have the HUD i want but your bars still remain in the back, how do I remove them via your script? (as in what do I have to edit to make them go away but only the HP/ MP bar of yours) 2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field? 3 Everytme a character of mine dies. this comes out  I don't know why, I did the _Dead thing just how the others do =/ 1.use this change the HUD script #========================================================================= ===== # Requiem HUD #==============================================================================
OnOff_Switch = 0 # Switch that show or hide the HUD
Skills_Text = "Skills" # Text displayed on skills window
Items_Text = "Items" # Text displayed on items window
Ammo_Text = "Ammo" # Text displayed on ammunitions window
#------------------------------------------------------------------------------ if Requiem_Masterpiece.enabled?("Requiem ABS", 5.0) #------------------------------------------------------------------------------ Requiem_Masterpiece.register("Requiem HUD", 1.1, "06/05/2009") #------------------------------------------------------------------------------ class Requiem_HUD1 < Window_Base def initialize super(-32,-32,608,480) self.opacity = 0 @actor = $game_party.members[0] refresh end def update return if $game_party.members.size <= 0 if @actor != $game_party.members[0] @actor = $game_party.members[0] refresh end end def refresh return if $game_party.members.size <= 0 self.contents.clear self.contents.font.size = 16 bitmap = Cache.system("HUD") rect = Rect.new(0, 0, 544, 416) self.contents.blt(16, 16, bitmap, rect) draw_skills(464, 28) draw_items(464, 396) draw_ammo(32, 396) end def draw_skills(x, y) skill_count = 0 @actor.skill_hotkeys.each { |key, value| next if value.nil? skill = $data_skills[value] next if skill.nil? draw_icon(skill.icon_index, (32*skill_count)+x-4, y) self.contents.font.color = Color.new(0,0,0) self.contents.draw_text((32*skill_count)+x+5, y+17, 64, 24, Input.name?(key)) self.contents.font.color = Color.new(255,255,255) self.contents.draw_text((32*skill_count)+x+4, y+16, 64, 24, Input.name?(key)) skill_count += 1 } self.contents.font.color = Color.new(0,0,0) self.contents.draw_text(x-7, y-15, 96, 24, Skills_Text, 1) self.contents.font.color = Color.new(255,255,255) self.contents.draw_text(x-8, y-16, 96, 24, Skills_Text, 1) end def draw_items(x, y) item_count = 0 @actor.item_hotkeys.each { |key, value| next if value.nil? item = $data_items[value] next if item.nil? draw_icon(item.icon_index, (32*item_count)+x-4, y) self.contents.font.color = Color.new(0,0,0) self.contents.draw_text((32*item_count)+x+5, y+17, 64, 24, Input.name?(key)) self.contents.font.color = Color.new(255,255,255) self.contents.draw_text((32*item_count)+x+4, y+16, 64, 24, Input.name?(key)) item_count += 1 } self.contents.font.color = Color.new(0,0,0) self.contents.draw_text(x-7, y-15, 96, 24, Items_Text, 1) self.contents.font.color = Color.new(255,255,255) self.contents.draw_text(x-8, y-16, 96, 24, Items_Text, 1) end def draw_ammo(x, y) if @actor.weapons[0] != nil and @actor.weapons[0].ranged? if @actor.weapons[0].ammo1 != nil draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil end if @actor.weapons[0].ammo2 != nil draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil end self.contents.font.color = Color.new(0,0,0) if $Requiem_ABS.attack_key1.is_a?(Numeric) self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1])) elsif $Requiem_ABS.attack_key1 == "Enter" self.contents.draw_text(x+5, y+17, 32, 24, "Enter") else self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1])) end if $Requiem_ABS.attack_key2.is_a?(Numeric) self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2])) elsif $Requiem_ABS.attack_key2 == "Enter" self.contents.draw_text(x+37, y+17, 32, 24, "Enter") else self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2])) end self.contents.font.color = Color.new(255,255,255) if $Requiem_ABS.attack_key1.is_a?(Numeric) self.contents.draw_text(x+4, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1])) elsif $Requiem_ABS.attack_key1 == "Enter" self.contents.draw_text(x+4, y+16, 32, 24, "Enter") else self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1])) end if $Requiem_ABS.attack_key2.is_a?(Numeric) self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2])) elsif $Requiem_ABS.attack_key2 == "Enter" self.contents.draw_text(x+36, y+16, 32, 24, "Enter") else self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2])) end end self.contents.font.color = Color.new(0,0,0) self.contents.draw_text(x-7, y-16, 64, 24, Ammo_Text, 1) self.contents.font.color = Color.new(255,255,255) self.contents.draw_text(x-8, y-16, 64, 24, Ammo_Text, 1) end end
#------------------------------------------------------------------------------ class Scene_Map < Scene_Base alias requiem_hudstart start alias requiem_hudupdate update alias requiem_hudterminate terminate def start requiem_hudstart @hud_window1 = Requiem_HUD1.new @hud_window1.visible = false showing_hud end def update requiem_hudupdate showing_hud @hud_window1.update if @hud_window1.visible end def terminate requiem_hudterminate @hud_window1.dispose end def showing_hud if OnOff_Switch <= 0 or $game_switches[OnOff_Switch] @hud_window1.visible = true else @hud_window1.visible = false end end
end #------------------------------------------------------------------------------ end 2. I think it can't 3.i got same error~
__________________________
  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Jun 17 2009, 09:00 AM
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Maker Senior

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful

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buny QUOTE 2 and for like the spell heal is the only way to cast it on someone else to go into the menu? or is there a way to cast it on a party member while in the field? Or like if I wanted a spell that can heal all members on the field? The allies uses heal skill in all members on field, ONLY when them HP is < 25%
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Jun 17 2009, 09:47 AM
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Laugh with Neuro

Group: Revolutionary
Posts: 184
Type: Event Designer
RM Skill: Intermediate

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Only giving ideas here, but better if available.
Can this battle system using combo attacks? After one attack, we can attack again, almost without any delays! But after some number of combo chain, the combo chain ended and there's a delay to attack again. Not like the old Zelda games that only attacking once without combos. You can use Kingdom Heart's attack or Children of Mana for what I meant.
Thanks for reading (and doing this if available. I haven't found any ABS that allow combo attacks. This ABS has the potential...)
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My simple scripting tutorial:  Laugh with Neuro
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Jun 17 2009, 11:29 AM
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Maker Senior

Group: Revolutionary
Posts: 128
Type: Scripter
RM Skill: Masterful

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QUOTE undefined method `x' for nil:NilClass Fixed!
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Jun 17 2009, 12:54 PM
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Level 3

Group: Member
Posts: 33
Type: Developer
RM Skill: Beginner

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QUOTE (vladislaus @ Jun 17 2009, 12:29 PM)  QUOTE undefined method `x' for nil:NilClass Fixed! THanks buny your Script worked to hide the HUD  You say fixed so I have to download it agian? =/ And yeah so you mean that when ALL our HPs are 25% or below they use skills to heal us all? Btw yeah according to a question above that like skills like Dual Attack dont work on the system, will you be implementing that in a later installment or is there a way now? Sorry for the trillion questions but this script is amazing and I can definetley work with it if I know what its fully capable of soon
This post has been edited by KentaAmon: Jun 17 2009, 01:00 PM
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Reaper's Toll Akashic Torment Cyclone Blaze
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Jun 17 2009, 01:34 PM
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Gotta catch 'em all!

Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled

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I get this error when I start the game.  It's on the "Input" script page.
This post has been edited by Paper PokéMaster: Jun 17 2009, 01:35 PM
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