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> Scene Poker, Um... Its not Finished Yet
Decky
post May 18 2006, 07:14 PM
Post #1



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Group: Member
Posts: 2
Type: Scripter
RM Skill: Skilled




Hey I made Scene Poker, but its not completed yet. I hope some one study it then he can find the best way to complete this Scene

Ok to use this script copy all this script whereever above "main"
to activate you are just to call with command $scene = Scene_Poker.new and to modify coin with command $my_variable.casino_coin += 1

[SIZE=7]This Script have many bugs in it, later i will give you, what i found and give you solution that maybe help fix the bugs[SIZE=1]

CODE
#===================================================
class My_Variable
 attr_accessor :casino_coin
 
 def initialize
   @casino_coin = 0
 end
 
end
#===================================================

#===================================================
class Scene_Title
alias my_variable_command_new_game command_new_game

def command_new_game
  my_variable_command_new_game
  $my_variable = My_Variable.new
end
end
#===================================================

#===================================================
class Scene_Save < Scene_File

alias my_variable_write_save_data write_save_data

def write_save_data(file)
  my_variable_write_save_data(file)
  Marshal.dump($my_variable, file)
end

end
#===================================================


#===================================================
class Scene_Load < Scene_File

alias my_variable_read_save_data read_save_data

def read_save_data(file)
  my_variable_read_save_data(file)
  $my_variable      = Marshal.load(file)
end

end
#===================================================


CODE
class Card < Window_Base
 
 def initialize(index)
   @show = false
   @index = index
   super(550, 150, 100, 140)
   self.contents = Bitmap.new(width - 32, height - 32)
   bitmap = RPG::Cache.picture("Card Game/Card Reverse.png")
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(0, 0, bitmap, src_rect)
   self.opacity = 0
   self.z = 10 + index
   set_value
 end
 
 def set_value
   case (@index % 13)
     when 1
       @value = 2
     when 2
       @value = 3
     when 3
       @value = 4
     when 4
       @value = 5
     when 5
       @value = 6
     when 6
       @value = 7
     when 7
       @value = 8
     when 8
       @value = 9
     when 9
       @value = 10
     when 10
       @value = 11
     when 11
       @value = 12
     when 12
       @value = 13
     when 0
       @value = 14
   end
   if @index < 13
     @type = "S"
   elsif @index < 26
     @type = "H"
   elsif @index < 39
     @type = "D"
   elsif @index < 52
     @type = "C"
   end
   @file_name = "Card Game/Card#{@index+1}"    
 end
 
 def index
   return @index
 end
 
 def value
   return @value
 end
 
 def type
   return @type
 end
 
 def togle_picture
   if @show
     @show = false
     bitmap = RPG::Cache.picture("Card Game/Card Reverse.png")
     cw = bitmap.width
     ch = bitmap.height
     src_rect = Rect.new(0, 0, cw, ch)
     self.contents.blt(0, 0, bitmap, src_rect)
   else
     @show = true
     bitmap = RPG::Cache.picture(@file_name)
     cw = bitmap.width
     ch = bitmap.height
     src_rect = Rect.new(0, 0, cw, ch)
     self.contents.blt(0, 0, bitmap, src_rect)
   end
 end
 
 def clear_picture
   if self.contents != nil
     self.contents.clear
   end
 end

 def file_name
   return @file_name
 end
end


CODE
#===================================================
class Window_Mini_Game_Message < Window_Base
 def initialize
   super(0, 0, 640, 96)
   self.z = 50
   self.y = 384
   self.opacity = 150
   self.back_opacity = 150
   self.contents = Bitmap.new(width - 32, height - 32)
 end
 
 def rewrite(x, y, text, align)
    self.contents.clear
    self.contents.draw_text(x, y, 640, 32, text.to_s, align = 0)
 end
 
 def add_text(x, y, text, align)
    self.contents.draw_text(x, y, 640, 32, text.to_s, align = 0)
 end
end
#===================================================

#===================================================
class Window_MiniGame_Status1 < Window_Base
 def initialize(bet)
   @bet = bet
   super(0, 0, 400, 160)
   self.z = 75
   self.opacity = 150
   self.back_opacity = 150
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 
 def refresh(bet = @bet,win_code = 0)
   self.contents.clear
   if win_code == 8
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(0, 0, 100, 32,"R. St. Flush",2)
   self.contents.draw_text(110, 0, 50, 32,(bet + bet*249).to_s,3)
   if win_code == 7
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(0, 32, 100, 32,"Straight Flush",2)
   self.contents.draw_text(110, 32, 50, 32,(bet + bet*49).to_s,3)
   if win_code == 6
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(0, 64, 100, 32,"Four of a Kind",2)
   self.contents.draw_text(110, 64, 50, 32,(bet + bet*19).to_s,3)
   if win_code == 5
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(0, 96, 100, 32,"Full House",2)
   self.contents.draw_text(110, 96, 50, 32,(bet + bet*9).to_s,3)
   if win_code == 4
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(170, 0, 100, 32,"Flush",2)
   self.contents.draw_text(280, 0, 50, 32,(bet + bet*4).to_s,3)
   if win_code == 3
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(170, 32, 100, 32,"Straight",2)
   self.contents.draw_text(280, 32, 50, 32,(bet + bet*3).to_s,3)
   if win_code == 2
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(170, 64, 100, 32,"Three of a Kind",2)
   self.contents.draw_text(280, 64, 50, 32,(bet + bet*1).to_s,3)
   if win_code == 1
     self.contents.font.color = crisis_color
   else
     self.contents.font.color = normal_color
   end
   self.contents.draw_text(170, 96, 100, 32,"Two Pair",2)
   self.contents.draw_text(280, 96, 50, 32,(bet + bet*0).to_s,3)
 end
end
#===================================================

#===================================================
class Window_MiniGame_Status2 < Window_Base
 def initialize(bet)
   @bet = bet
   super(401, 0, 240, 160)
   self.z = 75
   self.opacity = 150
   self.back_opacity = 150
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 
 def refresh(bet = @bet, win = 0)
   self.contents.clear
   self.contents.font.color = normal_color
   self.contents.draw_text(0, 0, 100, 32,"Coin",1)
   self.contents.draw_text(0, 64, 100, 32,"Bet",1)
   self.contents.draw_text(0, 96, 100, 32,"Win",1)
   self.contents.draw_text(100, 32, 100, 32,($my_variable.casino_coin - @bet).to_s,3)
   self.contents.draw_text(100, 64, 100, 32,bet.to_s,3)
   self.contents.draw_text(100, 96, 100, 32,win.to_s,3)
 end
end
#===================================================


CODE
class Scene_Poker
 def initialize(last_bet = 0)
   @bet = last_bet
   if @bet < $my_variable.casino_coin
     $my_variable.casino_coin -= @bet
   else
     @bet = $my_variable.casino_coin
   end
 end
 
 def main
   @phase = 0
   @interupt = 0
   @win = 0
   @back = Sprite.new
   @back.bitmap = RPG::Cache.picture("Card Game/Poker Table.png")
   @back.z = 0
   @cards = []
   @cards_in_hand = []
   for i in 0..51
     @cards.push(Card.new(i+1))
   end
   #@cards = shuffle
   @message = Window_Mini_Game_Message.new
   @status1 = Window_MiniGame_Status1.new(@bet)
   @status2 = Window_MiniGame_Status2.new(@bet)
   
   @decide_card = Window_Base.new(0,0,100,140)
   @decide_card.opacity = 100
   @decide_card.z = 100
   @decide_card.y = 200
   @decide_card.x = 20
   @decide_card.active = false
   @decide_card.visible = false
   @reserve_card = []
   @index_option = 0
   
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   
   @message.dispose
   @back.dispose
   @status1.dispose
   @status2.dispose
   @decide_card.dispose
   for i in 0..@cards_in_hand.size - 1
     if @cards_in_hand[i] != nil
       @cards_in_hand[i].dispose
     end
   end
 end
 
 def update
   @message.update
   @status1.update
   @status2.update
   @decide_card.update
   if @decide_card.active
     update_decide_card
     return
   elsif @interupt != 0
     interupt(@interupt)
   else
     case @phase
       when 0
         update_phase_0
         return
       when 1
         update_phase_1
         return
       when 2
         update_phase_2
         return
       when 3
         update_phase_3
         return
       when 4
         update_phase_4
         return
       when 5
         update_phase_5
         return
       when 6
         update_phase_6
         return
       when 7
         update_phase_7
         return
       when 8
         update_phase_8
         return
       when 9
         update_phase_9
         return
       when 10
         update_phase_10
         return
       when 11
         update_phase_11
         return
       when 12
         update_phase_12
         return
     end
   end
   if Input.trigger?(Input::B)
     @message.rewrite(0,0,@cards.size.to_s, 0)
   end
   if Input.trigger?(Input::C)
     for i in 0..18
       @message.add_text(i * 32, 0, ",#{@cards[i].index}",0)
     end
     for i in 19..36
       @message.add_text((i-19) * 32, 32, ",#{@cards[i].index}",0)
     end
   end
 end
 
 def update_phase_0
   if $my_variable.casino_coin < 1
     @message.rewrite(0, 0, "Minimal anda harus punya 1 Coin", 0)
     @phase = 12
   else
     @phase = 1
   end
 end
 
 def update_phase_1
   @message.rewrite(0, 0, "Masukan Bet Dengan Up /Down Lalu Tekan C", 0)
   if Input.trigger?(Input::UP)
     $game_system.se_play($data_system.decision_se)
     @bet += 1
     $my_variable.casino_coin -= 1
     @status1.refresh(@bet)
     @status2.refresh(@bet)
     if (@bet == 10) or ($my_variable.casino_coin < 1)
       @phase = 2
       return
     end
   end
   if Input.trigger?(Input::DOWN) and @bet > 0
     $game_system.se_play($data_system.cancel_se)
     $my_variable.casino_coin += 1
     @bet -= 1
     @status1.refresh(@bet)
     @status2.refresh(@bet)
   end
   if Input.trigger?(Input::C) and @bet > 0
     @phase = 2
     return
   end
   
 end
 
 def update_phase_2
   @cards_in_hand.push(@cards[1])
   @cards_in_hand.push(@cards[2])
   @cards_in_hand.push(@cards[3])
   @cards_in_hand.push(@cards[4])
   @cards_in_hand.push(@cards[5])
   for i in 0..4
     #@cards_in_hand.push(@cards[i])
     @cards_in_hand[i].y = 200
     @cards_in_hand[i].x = i * 80 + 20
     @cards_in_hand[i].togle_picture
   end
       
   @message.rewrite(0, 0, "Pilih Kartu yang tetap dipegang", 0)
   @message.add_text(0, 32, "Sisanya Akan Ditukar Setelah itu Tekan B", 0)
   @decide_card.active = true
   @decide_card.visible = true
   @index_option = 0
   return
 end
 
 def update_decide_card
   if Input.trigger?(Input::LEFT)
     $game_system.se_play($data_system.cursor_se)
     @index_option -= 1
     if @index_option < 0
       @index_option = 4
     end
   end
   if Input.trigger?(Input::RIGHT)
     $game_system.se_play($data_system.cursor_se)
     @index_option += 1
     if @index_option > 4
       @index_option = 0
     end
   end
   @decide_card.x = @index_option * 80 + 20
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
     if @reserve_card.include?(@index_option)
       @reserve_card.delete(@index_option)
     else
       @reserve_card.push(@index_option)
     end
     @cards_in_hand[@index_option].togle_picture
   end
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.save_se)
     @message.rewrite(0,0,"",0)
     for i in 0..@reserve_card.size - 1
       @message.add_text(i *32, 0, @reserve_card[i].to_s, 0)
     end
     @decide_card.active = false
     @decide_card.visible = false
     @phase = 3
     return
   end
 end
 
 def update_phase_3
   for i in 0..@reserve_card.size - 1
     @cards_in_hand[@reserve_card[i]].clear_picture
     @cards_in_hand[@reserve_card[i]] = @cards[i+5]
     @cards_in_hand[@reserve_card[i]].y = 200
     @cards_in_hand[@reserve_card[i]].z = @reserve_card[i] + 10
     @cards_in_hand[@reserve_card[i]].x = @reserve_card[i] * 80 + 20
     @cards_in_hand[@reserve_card[i]].togle_picture
   end
   @phase = 4
   return
 end

 def shuffle
   new_array = []
   array = []
   for i in 0..(@cards.size - 1)
     array.push(@cards[i].index)
   end
   long = (array.size - 1)
   for i in 0..long
     randomizer = rand(array.size)
     new_array.push(Card.new(array[randomizer]))
     array.delete_at(randomizer)
   end
   return new_array
 end
   
 def update_phase_12
   if Input.trigger?(Input::B) or Input.trigger?(Input::C)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
   end
 end
 
end


CODE
class Scene_Poker
   def update_phase_4
   @win_type = scan_win
   @status1.refresh(@bet,@win_type)
   #flush = scan_flush
   #straight = scan_straight
   #@message.rewrite(0, 0, "Win : " + @win_type.to_s, 0)
   #@message.add_text(100, 0, "Flush ? " + flush.to_s, 0)
   #@message.add_text(200, 0, "Straight ? " + straight.to_s, 0)
   #@message.add_text(0, 32, @cards_in_hand[0].type, 0)
   #@message.add_text(32, 32, @cards_in_hand[1].type, 0)
   #@message.add_text(64, 32, @cards_in_hand[2].type, 0)
   #@message.add_text(96, 32, @cards_in_hand[3].type, 0)
   #@message.add_text(128, 32, @cards_in_hand[4].type, 0)
   if @win_type != 0
     case @win_type
       when 1
         @win = @bet + (@bet * 0)
       when 2
         @win = @bet + (@bet * 1)
       when 3
         @win = @bet + (@bet * 2)
       when 4
         @win = @bet + (@bet * 4)
       when 5
         @win = @bet + (@bet * 9)
       when 6
         @win = @bet + (@bet * 19)
       when 7
         @win = @bet + (@bet * 49)
       when 8
         @win = @bet + (@bet * 249)
     end
     @status2.refresh(@bet,@win)  
     @message.rewrite(0, 0, "Do You want Double Up it to "+(@win * 2).to_s + " ?", 0)
     @message.add_text(0, 32, "[B] to No/ [C] to Yes", 0)
     #---------------------[Even you say No it will Prepare The Cards]-------------------------------
     @cards = []
     for i in 0..51
       @cards.push(Card.new(i+1))
     end
     @cards = shuffle
     @key = 0
     #------------------------------------------------------------------------------------------------------
     @phase = 5
     return
   else
     if $my_variable.casino_coin > 0
       @message.rewrite(0, 0, "Do You want Play Another Game ? ", 0)
       @message.add_text(0, 32, "[B] to No/ [C] to Yes", 0)
       @phase = 6
       return
     else
       @message.rewrite(0, 0, "At Last You Need 1 Coin", 0)
       @phase = 0
       return
     end
     
   end
 end
   
 def scan_same_card
     last_search = nil
     same_card = 1
     array_result = []
     array_temp = []
     for i in 0..(@cards_in_hand.size - 1)
       array_temp.push(@cards_in_hand[i].value)
     end
     
     array_temp.sort!
     for i in 0..(array_temp.size - 1)
         if array_temp[i] != last_search
            same_card = 1
            for j in (i+1)..(array_temp.size - 1)
                if array_temp[j] == array_temp[i]
                   same_card += 1
                end
            end
            last_search = array_temp[i]
            if same_card != 1
               array_result.push(same_card)
            end  
         end    
     end
     return array_result
  end
 
  def scan_straight
     flag = true
     array_temp = []
     for i in 0..@cards_in_hand.size - 1
       array_temp.push(@cards_in_hand[i].value)
     end
     array_temp.sort!
     pointer = array_temp[0]
     for i in 1..(array_temp.size - 1)
       if array_temp[i] != (pointer + 1)
         flag = false
       else
         pointer= array_temp[i]
       end
     end
     if flag == false
       result = false
      else
       result = true
     end
     return result
  end
 
  def scan_flush
     flag = true
     array_temp = []
     for i in 0..@cards_in_hand.size - 1
       array_temp.push(@cards_in_hand[i].type)
     end
     pointer = array_temp[0]
     for i in 1..array_temp.size - 1
       if array_temp[i] != pointer
         flag = false
       else
         pointer= array_temp[i]
       end
     end
     if flag == false
       result = false
      else
       result = true
     end  
     return result
  end
 
  def scan_royal
    result = false
     flush = scan_flush
     straight = scan_straight
     if flush and straight
        array_temp = []
        for i in 0..(@cards_in_hand.size - 1)
            array_temp.push(@cards_in_hand[i].value)
        end
        array_temp.sort!
        array_temp.reverse!
        pointer = array_temp[0]
        if pointer == 14
           flag = true
           for i in 1..(array_temp.size - 1)
               if array_temp[i] != (pointer - 1)
                  flag = false
                else
                  pointer = array_temp[i]
               end
           end
        end    
     end
     if flag
        result = true
     end  
     return result
  end
 
  def scan_win
     result = 0 #Lose
     same_card = []
     same_card = scan_same_card
     if same_card.size == 1
        case same_card[0]
           when 3
              result = 2 #Three Kind
           when 4
              result = 6 #Four Kind
        end
     end
     if same_card.size == 2
        total = same_card[0] + same_card[1]
        case total
           when 4
              result = 1 #Two Pair
           when 5
              result = 5 #Full Hose
        end
     end
     if same_card.size == 0
        royal = scan_royal
        flush = scan_flush
        straight = scan_straight
        if royal
          result = 8 #Royal Straight Flush
        elsif (flush) and (straight)
          result = 7
        elsif flush
          result = 4
        elsif straight
          result = 3
        end
     end
   return result
  end
   
 def update_phase_5
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     if $my_variable.casino_coin > 0
       @message.rewrite(0, 0, "Do You Want Play Another Game ?", 0)
       @message.add_text(0, 32, "[B] to No/ [C] to Yes", 0)
       $my_variable.casino_coin += @win
       @phase = 6
     else
       @phase = 0
     end
     return
   end
   if Input.trigger?(Input::C)
     if @cards_in_hand.size != 0
       for i in 0..@cards_in_hand.size - 1
         if @cards_in_hand[i] != nil
           @cards_in_hand[i].clear_picture
           @cards_in_hand[i].dispose
         end
       end
     end
     $game_system.se_play($data_system.decision_se)
     @phase = 7
     return
   end
 end
 
 def update_phase_6
   if Input.trigger?(Input::B)
     for i in 0..@cards.size - 1
       if @cards[i] != nil
         @cards[i].dispose
       end
     end
     $game_system.se_play($data_system.cancel_se)
     Graphics.transition(40)
     $scene = Scene_Map.new
     return
   end
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
     $scene = Scene_Poker.new(@bet)
     return
   end
 end
 
end


CODE
class Scene_Poker
 def update_phase_7
   @card_now = @cards[@key]
   @card_now.x = @key * 20
   @card_now.y = 250
   @card_now.z = @key + 10
   @card_now.togle_picture
   @key += 1
   @card_next = @cards[@key]
   @card_next.x = @key * 20
   @card_next.y = 250
   @card_now.z = @key + 10
   @message.rewrite(0, 0, "Prediksikan Kartu Berikutnya Lebih Tinggi Atau Lebih Rendah ?", 0)
   @message.add_text(0, 32, "[B] to Lower/ [C] to Higher", 0)
   @judge = 0
   @phase = 8
   return
 end
 
 def update_phase_8
   if Input.trigger?(Input::B)
     @card_next.togle_picture
     $game_system.se_play($data_system.decision_se)
     if @card_now.value > @card_next.value
       @judge = 1
     elsif @card_now.value < @card_next.value
       @judge = 0
     elsif @card_now.value == @card_next.value
       @judge = 2
     end
     @phase = 10
     return
   end
   if Input.trigger?(Input::C)
     @card_next.togle_picture
     $game_system.se_play($data_system.decision_se)
     if @card_now.value < @card_next.value
       @judge = 1
     elsif @card_now.value > @card_next.value
       @judge = 0
     elsif @card_now.value == @card_next.value
       @judge = 2
     end
     @phase = 10
     return
   end
 end
 
 def update_phase_9
   if $my_variable.casino_coin > 0
     @message.rewrite(0, 0, "Do You Want Play Another Game ?", 0)
     @message.add_text(0, 32, "[B] to No/ [C] to Yes", 0)
     @phase = 6
   else
     @phase = 0
   end
 end
 
 def update_phase_10
   case @judge
     when 0
       @win = 0
       @status2.refresh(@bet, @win)
       @message.rewrite(0, 0, "Sorry You Lose", 0)
       @message.add_text(0, 32, "[Prees Any Key]", 0)
       @interupt = 2
       return
     when 1
       @win *= 2
       @status2.refresh(@bet,@win)
       @message.rewrite(0, 0, "Great", 0)
       @message.add_text(0, 32, "[Prees Any Key]", 0)
       @interupt = 1
       @judge = -1
       return
     when 2
       @phase = 7
       return
   end
 end
 
 def update_phase_11
   if Input.trigger?(Input::C)
     @card_next.togle_picture
     @phase = 7
     return
   end
   if Input.trigger?(Input::B)
     @phase = 6
     return
   end
 end
 
 def interupt(type)
   case type
     when 1
       if Input.trigger?(Input::C) or Input.trigger?(Input::B) or
         Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or
         Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
         Input.trigger?(Input::X) or Input.trigger?(Input::Y)
         @message.rewrite(0, 0, "Mau Mendoublekan Bet Menjadi "+(@win *= 2).to_s + " ?", 0)
         @message.add_text(0, 32, "[B] No/ [C] Yes", 0)
         @card_next.togle_picture
         @phase = 11
         @interupt = 0
         return
       end
     when 2
       if Input.trigger?(Input::C) or Input.trigger?(Input::B) or
         Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or
         Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
         Input.trigger?(Input::X) or Input.trigger?(Input::Y)
         @card_next.togle_picture
         @card_now.dispose
         @card_next.dispose
         @interupt = 0
         @phase = 9
         return
       end
   end
   @interupt = 0
 end
end


Prety long huh?, Okey this is some bug that might/must be apear
1. somethimg error with disposed xxx :
then you are just to decide the right time to dispose @cards or @cards_in_hand
2. same card, lost,etc :
Maybe the problem is at shuffle def or around phase 2,3
3. the prize is continuosly multiyply :
You shoul delete some part around phase 11 or interupt def


Okey i short, I wait your fixing so we all have a nice Scene_Poker
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jens009
post May 18 2006, 10:15 PM
Post #2


L Did you know? Death gods... only eat apples
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Group: +Gold Member
Posts: 2,976
Type: Scripter
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Wow we have some scripters now? AMAZING!


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Farewell RRR. =]
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