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QUOTE (The Law G14 @ Aug 15 2009, 09:16 AM)
I tested it out and I don't think I found anything wrong. I also checked how big it was and it was 102x102 pixels. No pixels were cut off, also, I have a screenshot of what I see:
Unless I'm misunerstanding what you're saying, everything works fine for me.
That is odd. The black line on the right side of the box is cut off in mine. Must be the windowskin I have then =/
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Actually, I have a good feeling its the windowskin, because I'm making a game and I'm using this script in it, and some of the picture gets cut off if I move it to far to the right. In this game I also have a custom windowskin. So it might just be that, though I think I've found a way around that. On line 30 of the script, there should be something that looks like this:
CODE
self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
Change the bitmap.width and bitmap.height to the actual properties of the picture. In your case, the bitamp.width should be changed to 102 along with the bitmap.height.
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
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Posts: 1,346
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A small bump and update to say that I added Icalasari's problem regarding saving the name of the face graphic as the actor id to the FAQ so if anyone runs into that problem, they can just look at the FAQ
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
Group: Member
Posts: 73
Type: Artist
RM Skill: Intermediate
Currently a theoretical question, as I don't know of any scripts that add a Ring slot that I can access (>.> Guillaume777's Multi-Slot Equipment Script seems to be down all over or require me to join a forum that I don't want to join)
What will happen if one uses a script that adds more equipable slots? Will the script allow the person to scroll down?
EDIT: Finally found one script, and saw that it works well... Except for the fact that it wipes out the left window that shows items that you can equip
It seems to be this section of the script that causes problems. Any way to fix your script or this part of Guillaume's script so that the windows work correctly? If not, then alright. I'll just have to find another multi-slot script XD
#============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs equipment screen processing. #============================================================================== class Scene_Equip #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- alias g7_ms_scene_equip_main main def main @additional_initialize_done = false g7_ms_scene_equip_main for i in 5...@item_windows.size @item_windows[i].dispose unless @item_windows[i].nil? end end #-------------------------------------------------------------------------- # * Initialize the extra right windows #-------------------------------------------------------------------------- def g7_ms_scene_equip_additional_initialize unless @additional_initialize_done @item_windows = [] @item_windows[0] = @item_window1 # Weapon @item_windows[1] = @item_window2 # Shield @item_windows[2] = @item_window3 # Helmet @item_windows[3] = @item_window4 # Armor @item_windows[4] = @item_window5 # Accessory nb_old_windows = @item_windows.size for i in nb_old_windows...@actor.armor_slots.max+1 # Add the remaining windows for extra slots @item_windows.push(Window_EquipItem.new(@actor, i) ) @item_windows[i].help_window = @help_window end @item_windows.push(Window_EquipOffHand.new(@actor, 0)) @item_windows[-1].help_window = @help_window # If windows_stretch is true, stretch window if G7_MS_MOD::WINDOWS_STRETCH h = (@actor.weapon_slots.size + @actor.armor_slots.size + 1) * 32 h2 = (G7_MS_MOD::MAX_SHOW_SLOTS+1) * 32 h = [h, h2].min @right_window.height = h if @right_window.index > @actor.weapon_slots.size + @actor.armor_slots.size - 1 @right_window.index = @actor.weapon_slots.size + @actor.armor_slots.size - 1 end if @left_window.y + @left_window.height == 256 @left_window.height = @right_window.height elsif G7_MS_MOD::HELP_AT_BOTTOM == true and @left_window.height == 416 then # Make left window shorter @left_window.height -= 64 end y_pos = (@right_window.y + @right_window.height) y_space = 480 - y_pos # If help at bottom, reduce bottom item window size if G7_MS_MOD::HELP_AT_BOTTOM == true then y_space -= 64 end for item_window in @item_windows next if item_window.nil? item_window.y = y_pos item_window.height = y_space end end @additional_initialize_done = true end end #-------------------------------------------------------------------------- # * Refresh and make visible the correct right window #-------------------------------------------------------------------------- alias g7_ms_scene_equip_refresh refresh def refresh # This part is used to refresh the equipped item at the right window g7_ms_scene_equip_additional_initialize @actor.translucent_texts.fill(false) @actor.equip_type_force = index_to_equip_part(@right_window.index) @right_window.item_fix_on @right_window.scroll_fix_on save = @right_window.index @right_window.index = index_to_equip_kind(@right_window.index) if @right_window.index == 0 and @actor.ignore_offhand? != true then if @actor.nb_offhand_required(save) > 0 then @right_window.index = @item_windows.size-1 end end @actor.equip_from_menu = true # Ensure current equipment will get properly stored... @actor.equip_mode = 'STORE' # ...and re-equiped @item_window = @item_windows[@right_window.index] @item_windows[@right_window.index].visible = true for i in 0...@item_windows.size if i != @right_window.index then @item_windows[i].visible = false end end # Equip and remove item g7_ms_scene_equip_refresh @actor.equip_from_menu = false @actor.equip_mode = nil @actor.equip_type_force = nil @right_window.index = save @right_window.scroll_fix_off @right_window.item_fix_off if @item_window.index != @old_index @right_window.refresh end @old_index = @item_window.index end #-------------------------------------------------------------------------- # * Convert the right_window.index to equip_type #-------------------------------------------------------------------------- alias g7_ms_scene_equip_update_item update_item def update_item # This changes the @right_window.index to the correct value to take # account of extra slots @actor.equip_type_force = index_to_equip_part(@right_window.index) @right_window.item_fix_on @right_window.scroll_fix_on save = @right_window.index @right_window.index = index_to_equip_kind(@right_window.index) @actor.equip_from_menu = true # Equip item g7_ms_scene_equip_update_item @actor.equip_from_menu = false @actor.equip_type_force = nil # If not in item_window screen if @item_window.index == -1 # If shield-weapon can modify each other if @actor.shield_hand_wield == true and if @right_window.index == @actor.shield_hand_slot then @item_windows[0].refresh @item_windows[-1].refresh elsif @right_window.index == 0 # Refresh the shield slot @item_windows[@actor.shield_hand_slot].refresh end end if @right_window.index == 0 and @actor.ignore_offhand? != true then if @item_window == @item_windows[-1] then @item_windows[0].refresh elsif @item_window == @item_windows[0] then @item_windows[-1].refresh end end end @right_window.index = save @right_window.scroll_fix_off @right_window.item_fix_off @actor.equip_type_force = nil end #-------------------------------------------------------------------------- # * Convert index to equip part # index : slot number #-------------------------------------------------------------------------- def index_to_equip_part(index) # Return index of slot in the # array [0, @actor.armor_slots, actor.weapon_slots] # If Armor if index >= @actor.weapon_slots.size return index - (@actor.weapon_slots.size - 1) # If extra weapon elsif index >= 1 # Make it last return index + [@actor.armor_slots.size, 4].max else return 0 end end #-------------------------------------------------------------------------- # Convert index to equip kind # index : slot number #-------------------------------------------------------------------------- def index_to_equip_kind(index) # Return index of slot in either actor.weapon_slots or actor.armor_slots i = index_to_equip_part(index) # If armor if index >= @actor.weapon_slots.size set = @actor.armor_slots[i-1] # If weapon else i = i == 0 ? 0 : i - [@actor.armor_slots.size, 4].max set = @actor.weapon_slots[i] end return set != nil ? set : 0 end #-------------------------------------------------------------------------- # * End of CLASS: Scene Equip #-------------------------------------------------------------------------- end
#============================================================================== # ** Window_EquipRight #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # * Item Fix On #-------------------------------------------------------------------------- def item_fix_on # Fix window @fixed_item = @data[self.index] @fixed = true end #-------------------------------------------------------------------------- # * Item Fix Off #-------------------------------------------------------------------------- def item_fix_off #stop fixing window @fixed_item = nil @fixed = false end #-------------------------------------------------------------------------- # * Don't scroll right window if you press L or R #-------------------------------------------------------------------------- def update if Input.repeat?(Input::R) or Input.repeat?(Input::L) then return else super end end #-------------------------------------------------------------------------- # Draws equipped items with support of translucent and cursed items # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate # translucent : draw translucent #-------------------------------------------------------------------------- def draw_item_name(item, x, y, translucent = false) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) if item.cursed self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = G7_MS_MOD::CURSED_COLOR elsif translucent self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 128) self.contents.font.color = disabled_color else self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color end self.contents.draw_text(x + 28, y, 212, 32, item.name) end #-------------------------------------------------------------------------- # * Prevent needless update of item quantities in item window #-------------------------------------------------------------------------- alias g7_ms_window_equipright_item item def item # This ensures that the number of items doesn't get updated if you move # cursor in item window return @fixed_item if @fixed return g7_ms_window_equipright_item end #-------------------------------------------------------------------------- # * Change the height of right windows to fit the slots # actor : actor #-------------------------------------------------------------------------- alias g7_ms_window_equipright_initialize initialize def initialize(actor) # Initialize with a different height g7_ms_window_equipright_initialize(actor) # Total height of right window h = (actor.weapon_slots.size + actor.armor_slots.size) * 32 # Change the height self.contents = Bitmap.new(width - 32, h) refresh end #-------------------------------------------------------------------------- # * Shows the slot names and the name of the items you have equipped #-------------------------------------------------------------------------- def refresh # Replaced method to show caption of all items and slot self.contents.clear @data = [] # Begin Multi-slot equipment script Edit self.contents.font.name = G7_MS_MOD::FONT_NAME for i in 0...@actor.weapon_slots.size # Push the name(s) of the weapon(s) @data.push($data_weapons[@actor.weapon_ids[i]]) end for i in 0...@actor.armor_slots.size # Push the names of the armors @data.push($data_armors[@actor.armor_ids[i]]) end @caption = [] for i in 0...@actor.weapon_slots.size # Push the name(s) of the weapon slots @caption.push(@actor.weapon_slot_names[i]) end for i in 0...@actor.armor_slots.size # Push the names of the armor slots @caption.push(@actor.armor_slot_names[@actor.armor_slots[i]-1]) end @item_max = @data.size if @actor.translucent_texts == nil then @actor.translucent_texts = Array.new end for i in 0...@data.size if @caption[i] != nil self.contents.font.color = system_color # Draw the name of the slots self.contents.draw_text(4, 32 * i, 92, 32, @caption[i]) end # Draw the name of the equipment draw_item_name(@data[i], 92, 32 * i, @actor.translucent_texts[i]) end # Support for other script if defined? xrxs_additional_refresh xrxs_additional_refresh end # End Multi-slot equipment script Edit end #-------------------------------------------------------------------------- # * End of CLASS: Window EquipRight #-------------------------------------------------------------------------- end
#============================================================================ # ** Window_EquipOffHand #---------------------------------------------------------------------------- # A new window class that displays an equipped item in the actor's off hand. #============================================================================ class Window_EquipOffHand < Window_EquipItem def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) weapon = $data_weapons[i] if weapon.needs_offhand == false if G7_MS_MOD::TWOHANDED_IN_OFFHAND != false and weapon.nb_hands <= 1 then @data.push(weapon) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = G7_MS_MOD::FONT_NAME #self.contents.font.size = 24 for i in 0...@item_max-1 draw_item(i) end if G7_MS_MOD::SHOW_REMOVE then i = @item_max -1 x = 4 + i % @column_max * (288 + 32) y = i / @column_max * 32 self.contents.draw_text(x+4, y, 100, 32, '[Remove]') end end #-------------------------------------------------------------------------- # * End of CLASS: Window EquipOffHand #-------------------------------------------------------------------------- end
#============================================================================== # ** Window_Selectable #------------------------------------------------------------------------------ # This window class contains cursor movement and scroll functions. #============================================================================== class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # * Scroll Fix On #-------------------------------------------------------------------------- def scroll_fix_on @scroll_fixed = true end #-------------------------------------------------------------------------- # * Scroll Fix Off #-------------------------------------------------------------------------- def scroll_fix_off @scroll_fixed = false update_cursor_rect end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- alias g7_ms_update_cursor_rect update_cursor_rect def update_cursor_rect # This prevents the windows from scrolling if scroll is fixed # This was added to ensure that if there are few slots, the right equip # screen doesn't scroll needlessly return if @scroll_fixed g7_ms_update_cursor_rect end #-------------------------------------------------------------------------- # * End of CLASS: Window Selectable #-------------------------------------------------------------------------- end
#============================================================================== # *** Global IF condition # Shows a new status window if Status_window_arrange is true #============================================================================== if G7_MS_MOD::STATUS_WINDOW_ARRANGE #========================================================================== == # ** Window_Status #---------------------------------------------------------------------------- # This window displays full status specs on the status screen. #========================================================================== == class Window_Status < Window_Base #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Begin Multi-slot equipment script Edit self.contents.font.name = G7_MS_MOD::FONT_NAME # End Multi-slot equipment script Edit self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) # Begin Multi-slot equipment script Edit if G7_MS_MOD::EVADE # Activate if you have a draw_actor_paramter method that draws evade draw_actor_parameter(@actor, 96, 432, 7) end self.contents.font.color = system_color self.contents.draw_text(320, 16, 80, 32, 'EXP') self.contents.draw_text(320, 48, 80, 32, 'NEXT') self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 16, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 80, 96, 32, 'Equipment') y = 108 for i in 0...@actor.weapon_slots.size draw_item_name($data_weapons[@actor.weapon_ids[i]], 320 + 16, y) y += G7_MS_MOD::STATUS_WINDOW_SPACING end for i in 0...@actor.armor_slots.size draw_item_name($data_armors[@actor.armor_ids[i]], 320 + 16, y) y += G7_MS_MOD::STATUS_WINDOW_SPACING end # End Multi-slot equipment script Edit end #------------------------------------------------------------------------ # * End of CLASS: Window Status #------------------------------------------------------------------------ end #-------------------------------------------------------------------------- # * End of Global IF condition #-------------------------------------------------------------------------- end
This post has been edited by Icalasari: Aug 30 2009, 01:54 PM
Group: Local Mod
Posts: 1,346
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Hm, I'll try to see what I can do. From what you've said so far, it's proabably the coordinates of the windows that are causing problems. Also, can I see a screenshot of the script with mine?
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
Group: Local Mod
Posts: 1,346
Type: Scripter
RM Skill: Skilled
Rev Points: 5
Add this piece of code to your script:
CODE
#============================================================================== # ** Window_EquipItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #==============================================================================
class Window_EquipItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor # equip_type : equip region (0-3) #-------------------------------------------------------------------------- def initialize(actor, equip_type) super(0, 64, 224, 415) @actor = actor @equip_type = equip_type @column_max = 1 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end # Add equippable armor if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 160, y, 16, 32, "x", 1) self.contents.draw_text(x + 163, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
Group: Member
Posts: 73
Type: Artist
RM Skill: Intermediate
QUOTE (The Law G14 @ Aug 30 2009, 04:48 PM)
Add this piece of code to your script:
CODE
#============================================================================== # ** Window_EquipItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #==============================================================================
class Window_EquipItem < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor # equip_type : equip region (0-3) #-------------------------------------------------------------------------- def initialize(actor, equip_type) super(0, 64, 224, 415) @actor = actor @equip_type = equip_type @column_max = 1 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons[i]) end end end # Add equippable armor if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors[i].kind == @equip_type-1 @data.push($data_armors[i]) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 + index % 1 * (288 + 32) y = index / 1 * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 160, y, 16, 32, "x", 1) self.contents.draw_text(x + 163, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end
=/ Not working at all. It still looks the same
EDIT: Maybe I have it in there wrong. I put it at the end of first your script, then tried it at the end of the multi slot menu screen script. Should it stand alone instead?
This post has been edited by Icalasari: Aug 31 2009, 10:03 AM
Group: Local Mod
Posts: 1,346
Type: Scripter
RM Skill: Skilled
Rev Points: 5
Fisrt, try putting the code I posted after line 197 of the multi slot script. If that doesn't work, try that idea you thought of of making it stand alone.
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One